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Take Your 3D Career to the Next Level with VFX Animation

teacher avatar Nikdox Studio

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      0:25

    • 2.

      How to Install Addons

      2:07

    • 3.

      Tracking

      4:21

    • 4.

      Setting Up Tracking in Blender

      7:57

    • 5.

      Modeling (Secret Technique)

      19:26

    • 6.

      Animation

      8:51

    • 7.

      Particles

      4:06

    • 8.

      Textures

      12:13

    • 9.

      Lighting/Render Settings

      2:57

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About This Class

There are tons of courses out there on creating VFX animation, but no one tells you how to use your skills to show your value and attract clients.

And that's exactly what you'll learn in this course, because you’ll not only learn how to create VFX animations step by step, but also how to grab the attention of potential clients and make them want to work with you.

Whether you're a beginner opening Blender for the first time to work with VFX, an intermediate learner, or an experienced VFX artist, the knowledge you'll gain while watching this course will be useful to you at any stage or experience level,

If you're ready to take your 3D artist career to the next level or turn your hobby into a source of income, welcome aboard!

You can find all the files for this course by clicking here!

Or just copy and paste this link into your browser:

https://drive.google.com/drive/folders/13H7cUK5k74vH-HZcfyt9a_BHqGp1032K?usp=sharing

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Transcripts

1. Introduction: There are tons of courses out there on creating Wavefx animation, but no one tells you how to use that information to show you value and attract clients. And that's exactly what you will learn in this course, because you will not only learn how to create Wix animations step by step, but also how to grab the attention of potential clients and make them want to work with you. If you're ready to change your fred career, welcome aboard. 2. How to Install Addons: The first step in creating high quality we fix animation is tracking, and we have two different ways of tracking. The first way is by using after effect, and the second way is by using blender. In this course, we will discuss the first method and use after effect because it is more suitable for beginners. And if you are a beginner, you will avoid unnecessary problems and save you time and effort. But for this method, we need to install addons, and it might be confusing for you to understand how to install them. So let me show you how to do that properly. Let's first install the addons for the blender and let's open it. When you open the blender, let's create a new file, and we need to go to the edit. Then click on preferences, make sure that we are on the added stop, and here we have Install button. Click that button and just select the script. You can find all the files in the description below. Now click on Install addon and in Blender, we always need to check if the addon is active. So let's go to the search bar and type after effects. And if you have a check mark on it, it means it's active. When we're ready, we can close this window, and we can close Blender as well. Now let me show you how to install script for the after effect. Let's open it, create new project. And go to the file. And as you can see, we have here script tab. Usually, you should have Install Script button, but as you can see, I don't have it. And if you don't have it also, don't worry about it. I will show you how to deal with it in the next lesson. If you do have Install script button, you just click on it and select the file. And when you've done that, we are ready to 3. Tracking: Okay. Let's cook. Let's open our after effects. And the first thing first, we need to grab and drag our footage into after effects. By doing this, we will also create a composition. Also, we need to grab and drug it from composition to the timeline. And now we can edit and track the video. In this video, we will focus on this part because most of the action will happen there. So if you look at the right side of the screen, you can see different taps, but we only need the truck or top. And in it, we have four different tracking options truck camera, Rp stabilizer, truck motion, and stabilize motion. But for fix animations, we only need the truck camera. So let's click on it. And as you can see, after effect analyzing our video. But we need to go further and open advanced and turn on detailed analysis. And this way, we will get better tracking and more high quality points. Also, keep in mind that this might take some time, maybe 5 minutes, maybe ten or even 15 minutes. It all depends on your PC, but just be prepared for it. And when tracking is finished, we can see a bunch of tracking points. Personally, I like to increase their size to season butter. And as I said before, we will focus on this billboard. So let's select all the tracking points on it. And we see that the target is turned in our direction, this means that we did everything correctly. If the target is turned to the side or up, just try to select points again or select different points. And after that, we need to right click and click on Create solid and camera. And on the timeline, we have a solid, but we do not see it in the footage, and it's all because it is too small. And to fix this, let's click on the triangle and go to transform. And here we can increase the size. Also, if somehow your solid is turned in the wrong direction or does not fit the billboard and you do not want to track again, you can just play with the orientation. Also, you can pull this end and stretch it this way. And this is what I got in the end. If you're happy with the results, this means that it is time to export all these to blender. And for this, first, close all the stubs and select everything. Then go to the file, click on the script. And if you manage to install the script, you will see Export composition data to JSON. You click on that and then export your file on your computer. But if you did not have the button to install the script, like me, you can just click Run script file and select the script file for After Effects. You just locate it at the link below, and then you will see a window through which you can export this project. However, I already have the script installed, and there might be a problem if I do this now. So I will do it in the usual way. Also here, we can choose where you want to play the file. And also do not forget to export the entire composition. And now that we have tracked the video, it's time to create magic in Lander which we'll do in the next lesson. 4. Setting Up Tracking in Blender: Now let's talk about how to import a file into blender and set it up. Let's open a blender and create a new project. Let's not forget about tradition and delete the cube and everything else. Also, here on the left corner, you can see what buttons I'm pressing right now, so you can easily repeat after me if you get lost. To import the tracking that we did in after effects, we need to click on File, go to the import, and here we can see after effects composition data, Jason, and we need to click on that and then select our File. Right away, we don't need display, so we can easily delete it. And to go to the camera view, let's press NumPAT zero. And we need to set it up for our video. To do this, we need to go to the data, and first, we need to change the screen resolution. It will be thousand 1,500 and also the frame rate to 59.94, just like in our video. You can find out all this information by right clicking on the video, clicking the properties, and then selecting details. Okay, to continue creating animation, we need to see our video and do this, click on the camera, go to the camera icon and activate the Bgrowdimages, open it. And here we need to add an image. And since we have a video, not a picture, click on the movie clip and just open the video. You can see it is a little dim, so just increase the opacity and it will fix it. I will also put the end of the animation on frame 680 for now. As you remember, in the after effects, we had a plane in place of this billboard, and it is here too. It is just so far away that we cannot see it. And Blender has a limit that does not allow us to see further than it. And to remove it or change it, we need to click N. And in this menu, we need to go to the viewtp and here we can see the clips start and end parameters. And the larger the end parameter, the further we can see. But we did this for viewport. However, the camera has its own limit. And to correct it, we need to click on the camera icon. And here, you can also notice the start and end click. And here is our plane. Also, as you can see, this plane does not match this billboard. Internally, so let's select it. Go to the edit mode and we can fix it here. You can also edit this plane without Edit mode by simply pressing and then double clicking on the axis you want to move, be it X, Egrec or the axis. For more convenient editing, we can turn on Xray and see through the object or just click here. And if you can't perfectly match the plane in the object mode, you can bring everything to perfection in edit mode by first selecting the vertices and then moving them by pressing G. We can also leave these vertices up on the axis to make an animation for entire skyscraper. And now let's create a room or the inside of the skyscraper. For this, let's go to the edit mode, select everything by pressing A and then press E to extrude everything. We can now turn off Xray, and this is what we got. But we will animate the front part. So let's press three, select it, then press P and selection. By doing this, we will split this pace and made it an independent object. Remember this method because we will use it quite often. Also, I noticed that we can't see any object here. So let's select these two objects and move them here by pressing M and choosing scene collection. We can also rename objects. Our interior looks quite interesting, but as for me, it is very flat and lacks volume. To add it, let's go to modifiers and add a solidify modifier. And by changing this parameter, you can see that we can manipulate the thickness. And also, let's add another modifier this time bubble, which will allow us to add a little realism by making the edges not so sharp. You can also increase the segment by two and decrease the angle of these corners. Everything looks great, but as you can see, there is one problem. We can see bottom of our skyscraper, and it is not very realistic. And the solution is very simple. You just need to go to the edit mode, then select this edge. Press Shift plus D to duplicate it, and then we need to press B selection to make it another object. And for this object, we do not need modifiers, so we can confidently remove them. Let's go to Edit mode, select everything and extrude down to cover the shame of the skyscraper. And when we work on textures, you will see why we did it. So in this lesson, we made all the settings and recreated the interior inside the skyscraper. All that remains is to create an animation to your taste. But if you just creating fun animation that do not serve any purpose, it is unlikely to bring you any benefit. So in the next lesson, I will teach you how to show your value to potential clients and attract them to you with your work. And I see you in the next. 5. Modeling (Secret Technique): So how do you attract the attention of potential clients with the help of your work? First of all, you need to choose who you want to attract. Who is your potential client. Then knowing this, you need to show that you can be useful for him. And for this, you need to show using the example of his product or the product of his competitor in the niche that you can somehow highlight the product, show its features, or attract more people to it, et cetera. And in this tutorial, we will learn what product to choose and how to create a high quality free model of an object to show that we are professionals. First thing I would like to note is what brand you choose. Regardless of your niche, try to choose brands that have some reputation, but not big enough for everyone to know it. For example, if you make an animation for Coca Cola, it is unlikely that anyone will believe that you really did it for them and they used it. I'm not telling you to deceive your clients by saying that you worked with this or that brands. Just keep in mind that the buyer or the customer will be skeptical or not so serious about this work unless it is so good that even Coca Cola will notice. Tutorial, I have reported the brand and the product that we will create, but you can also do your own analysis. So let's start modeling. For this, let's go to frontal view by pressing NAPA three. And we need to open the reference of product. For this press Shift plus A, go to image and click on reference. Again, all the files you can find in the link in the description below. And if we press dash, we can focus only on the selected object. Also, so that reference does not interfere with us during modeling, we can move it a little on X or a group axis. As always, we start modeling with a base mesh. In our case, with a plane. So let's create it. And from the from to you, you probably won't see it. And to fix that, let's switch the mode to this one. And now we can see it clearly. Let's move the plane down to the bottom of the package. And then select everything by pressing A and extrude up. When we reach the bend, we can extrude again and scale it until we reach a more realistic angle. Also, if you do not have enough geometry, you can press Control plus R and create a loop card where you need. Now, select all the top vertices. Make sure you select them all, not just some part. And extrude again. To repeat the shape of the battle at the bottom, we can simply select these vertices and then press Control plus B and bubble them. Adding more geometry is the mouse wheel. And you probably remember that we used the bowel modifier. So what's the difference you may ask? And the difference is that in the modifier, we bubbled all the coroners, while the keyboard shortcut Control plus B gives us more freedom to choose the vertices that we want to bowel and the angle. So let's select all these corners with holding It and shift. Bubble them trying to make the angle as realistic as possible. Now let's make the lead. It is actually very simple. You just need to select some vertices with Alt duplicate them, then press control plus B to make them a separate object and just scale and extrude it as in the reference. A We can also be all these corners, but as you can see, I can do it and artifacts pop up. The problem can lie in several things. The first is not enough geometry at the top. To fix this, we can select this phase, press A, and let's try it again. Okay. Also it could be the wrong size, and we can apply it by pressing Control plus A and scale. As you can see, it's better but still not very perfect. The fourth reason why this could happen is a crooked orientation. To fix it, we need to select everything by pressing A, then press Shift plus N. And if we try again, it will fix this issue completely. Also, let's scale the space because it interferes with bubble if needed, we can manually adjust and make edit on the lead. This cap could also use some thickness, so let's add solidifye Modifire. Our packaging looks like the graphics in games from 2000. So let's fix that by adding a subdivision surface Modifier. And for the lead as well. A Also, whenever you use this modifier, you need to add support edges or loop cuts by pressing Control plus R, and they need to be created in those places where we want to get a better or sharper angle. Because if you look closer, you can see that the bottle has slightly lost weight at the edges and now doesn't look very much like the original. And now for the shear realism, let's add a freight to the bottle. For this, we need to create a loop cut, then bevel it. Then press E and S to extrude and scale it. And when you're happy with the base of your bottle, we can also edit the lid. And here we need to do the same thing. And press right mouse button, Shade Smooth, and here what we got in the end, but we still need to create a label. Let's select the bottle, go to the edit mode. And here we need to make sure that we have vertices that match the label reference. If they are not there, then just add loop cats. And now press three, select all faces thatch, the label on the reference. I duplicate them with Shift plus D and make them a separate object by pressing Control plus B in choosing selection. Let's go to modifiers and add a solidify modifier. And since there is also a subdivision here, you need to add loop cats. Well, that's it. Our bottle is ready. We can admire it, but if you look closely, there are candies inside the bottle. So let's create them. Let's move the reference a little bit. And for the candies, we need to create a circle. Let's scale it a little. Then go to the edit mode, select everything press in A and press F to close it. Then just extrude up and bevel the vertices on the top. And the same thing can be done at the bottom. And also, you can manually move the vertices to achieve a more realistic shape. And when you're happy with the result, you can add subdivision for smooer corners. Also, if you are a beginner, although it is useful for everyone, learn to rename your object when you first create them because later it will be very difficult to find the desired object. Y also we can add these objects to a collection by selecting them and pressing collection and creating a new one. So we have a candy. So how do we put it in a jar? We can do this with the help of physics in Blender. But before we do that, let's make the bottle more realistic. First by deleting this phase and then adding solidify. A And when you're happy with fatness, you can safely apply the modifier. Now let's move on to the most interesting part. Let's move the candy above the bottle, and it will be strange if there is only one candy in the bottle. So let's multiply them by duplicating them several times. This can also be done with a ray modifier, but I usually do it like this. And now let me show you one cool thing that you can use not only for modeling, but also for cool animations. Let's select the candies, select one of them with the shift key press. Then we need to go to the object top and in the transform, click on the Randomize Transform. And after that, we will have this menu. And in this menu, we can do magic and change the position of our object along different axes and also rotate them in all directions. And now let's add physics to the object. Again select all the candies, select one with holding shift. Don't go to the object. And this time, we need to find a rigid body and add active. We are adding active because they will move and fall into the battle. And if we go to the physics, we can see that rigid body is applied. For the bottle, we can also add rigid body but choose the passive type. And also, let's change the shape to a mesh so that the candies take the shape of the bottle when they fall into it. Another important perimeter is sensitivity, and it's responsible how close to the edges of the bottle the candies will fall. So let's make it very small. And all we need to do is to press the space bar and enjoy. If we stop the animation, now let's show what's happening inside the bottle. As you can see, we don't have enough candies to fill the bottle to the end, but this is not so important in our case, because the main part is covered by the label, and this will not be noticeable on the render. When you're happy with the results, we need to somehow fix these candies in place so that they do not fall all the time. And to do this, we need to select them all first and shift click on one of them. This is very important. Then go to the abject rigid body, and click on Apply Transform. And this will allow us to fix their position right here. But physics is still active and to deactivate it, go to Rigid Body again and click on remove. And we can also delete it on the bottle. Now, delete all unnecessary candies that did not get into the bottle. And if we start mission again, they will stay in place. Let's also tie the candies to the bottle so that they move with it. To do this select them all. And the last one, select or bottle. Then press Control plus P, and Object keep transform. And you can see everything works great. We can also tie the label and delete. I And I can congratulate you. Free model of our product is ready, and all that remains is to press slash, return to the main scene, and scale it. Also let's move the product inside the skyscraper. And this is how it looks from the camera view. For the screen, we can also add thickness with solidify And also add Bowl. And I can congratulate you again. We have officially finished modeling. In this lesson, we learned what will help you attract potential clients to our work and taught how to create a free model of the product. And in the next lesson, we will learn how to animate our product and we'll create animation. And see you soon. 6. Animation: Last part, we talk about how to choose the right brand for which it will be more effective to make animation. And now let's talk about how to show your value to them with the help of animation. As you can understand, there are different products, and in one course, it is simply impossible to tell how to create animation for each of them. That's why I will explain the principles of creating animation that will benefit the product. The first thing you need to know is a product itself. Do not be lazy to learn its characteristics, advantages and also disadvantages. Living all this, you will have a solid foundation for creating content. The second is idea. If you just create a bright animation, it can interest one or two clients if you're lucky. But most people want results and not just beautiful animation. So try to make animation that will either highlight the object among the market, show its advantages or teach about this or that product. This is exactly why we need information from the first step. And finally, the fourth quality. No matter how good your idea, what matters is how well you can sell it to others. So if you really want to achieve something, do your best to make your animation look professional and top tier. That said, let's get down to the business. My idea is very simple and primitive, but you can also use your own ideas if you want. First, let's animate the front of the skyscraper. To do this, let's go to frame 40. First, we need to select it. Press I to apply the keyframe and then move further along the timeline. Raise the object on the Z axis, and then press I again to apply the keyframe. And here's what we got. So as for me, the animation is too fast, so we can change its speed by increasing the distances between the keyframes. Okay, now let's animate the packaging. First, we need to select it. Then go to the frame where the front part has already risen, apply the keyframe by pressing I, then go to another frame further along the timeline, and with the top view by pressing number seven, we can move it closer to the camera. And also from the camera view, we can adjust its position and rotation by pressing twice. And when you are done, just press I to apply the changes. Also, be sure that during the animation, there are no overlaps like here, for example. And to fix this, you can just go to the frame or all this is happening and leave the object up a little bit and apply the keyframe. And this is what we cut at the end. Okay. Let's now add more movement and animate the candies. For this, let's duplicate them, and we can change the size, position, and angle a little. Also, since this candy is attached to the bottle, we need to unhook it by pressing t plus P, object Kip transform. Also, this bottle looks statistic after this frame, so let's move it a little. Then put a keyframe and we can move it to the end of the animation so that the battle is constantly moving towards us. Let's go back to the Candy. Let's scale it so that it will not be visible. Apply the keyframe, move a little further, and then scale it. And again, apply the key frame. And thus we will get an animation of the Candy appearing. One piece will not be enough. So let's duplicate it. Let's move to the frame where the first keyframe is, move the candy wherever you need, and again, accept the keyframe. This will allow us to overwrite the information on the existing keyframe instead of deleting and putting a new keyframe. But I would advise you deleting the last keyframe because it will be much easier to animate. We can also make it a little bit different by rotating it in a different direction. And in the end, apply the keyframe. And this is what we got at the end. The only thing that they appear at the same time, which does not look very good. And to fix this, we need to select this candy and just move the keyframes a little. In the same way, let's create a couple more candies. I And this is what I got in the end. And again, the problem arises that the Candies are static after they appeared, and we can solve this terrible problem in the same way as last time. Just go to the end of the animation, rotate object little, and then accept the key frame. And we can do it on all Candies that we have animated. We can also add a small levitation effect by going to the middle of the animation, then moving it on the axis and applying the key frame. You can also diversify a little and, for example, lower this one below and move the next one to the side. And this is what the final result looks like. Let's save it by present control plus S. And as for me, there is no point in dragging out the animation further. So the end will be at 540 frames. Okay, so we learned how to create animation, but how to correctly texture objects to achieve maxim realism, we will learn in the next lesson. 7. Particles: Before we move on to textures, I would like to show you something important. If we look at our reference and take a close look at the candies, you will see that they have small particles of sugar on them. But just creating a cube and budding it 1,000 times will be very inconvenient. So let's learn how to do it much faster and more conveniently. Let's select any candy and focus on it by pressing Slash. Now, let's go to particles, and here all the magic will happen. Let's create a new system. And select the hair type. As you can see, they are all over the object. Also, click on Advanced for more detail settings. Here we can change the amount of hair on our object, but since the hairy candy does not look very good, let's replace the hair with sugar. And first, we need to create one particle of sugar. For this, we create a cube and add a buwel to it. And for a second, let's focus on the cube by pressing slash twice. And here we can play with a buwel and also smooth it out. Okay, let's go back to the candy. And if we click here, we'll go back to the ptcol savings. And to replace the hair with sugar, let's go to render. Here, instead of the puff, we need to select an object. If you want to make sprinkles or something like that, you can create different objects, then put them in the collection and here, select the collection instead of an object. Further here, we need to select the object that we want to have on our candy, KR cube. And as you can see, it has already appeared on the surface of the candy. But to make it perfect, we need to set up a couple more things. First, let's increase the size of the sugar. Also, if you want, you can randomize the size so that each sugar particle has a different size. And a very important thing is that the location of the particles depends on the geometry of the object. So here we need to add more loop cuts so that there is the same amount of sugar everywhere. And on the other side as well. And now let's transfer these particles to other candies. And to do this, you not need to set everything up again for each of them. We just need to select the candy, create a new system, and by clicking here, we can see the previous system that we used for the first candy. If we click on it, it will be applied. And let's do the same for the others. And also, don't forget about geometry. Okay, but the sure still doesn't look very realistic. To make it more alive, we need to open the source, and by changing this perimeter, we can randomize the particles. Well, only now we can safely start texturing. 8. Textures: So let's learn how to create material and textures for objects. If you also have a cube in the way, you can just move it. And usually all objects are textured in shading mode, but for some reason, I can't see any objects inside, even when I focus on a specific object. But fortunately, we can do it another way. Let's go back to the layout and first create a material for this moving part. And here we have a material top. Click on it. We can create a new material, and they want to make this part glass, so we need to go here and select glass BDF. And we can also change the roughness of the glass. To see how the material will look on the render, let's change our engine by going to the render view port. And going to the render settings. And here we need to change the engine to the cycles, which will allow us to make the lighting and materials more realistic and also change here to GPU compute. Let's quickly add lighting by clicking on the globe icon, then clicking on the yellow dot and then environment textures and opening the HDRI, which you can also find below the link into description. And to see the video, let's go to the render settings, scroll a little and then open a film and click on transparent. This is how this material will look like. Okay, now let's create the most important material for the fixed animations. Remember we talked about the fact that the bottom of the skyscraper was visible here. Let's now take the material to hide this part. Need to go to the materials again, create a new material, then click here. And this time, we need to click on holdout. As you can see, it is now invisible. For a skyscraper, I usually recommend that you do not spare your imagination and try different combinations of textures that are suitable for your specific products. In my case, I will just change the color and a little roughness. And now let's create textures for the project. Forest, we need to select and ideally, we need to go to the shading mode and do it there. But unfortunately, I personally can't do it. Usually in such situations, you need to restart the blender. Let's focus on our product and start with the glass material. Again, click on this yellow dot, and here we need to select Glass BSD. And this time, we need to reduce the roughness to zero. For the lead, we just need to create a new material and reduce the roughness. Remains only texture, the candies and the label. For the candies, let's create a new material and change the color to a more orange one like in the reference. Now, let's go to the shading and press slash TVOcusO the candy. Now let's select the candy, go to the shading and press slash to focus on the candy. For the candy, we need to increase the roughness. We also have a top called subsurface. And in it, we need to increase the weight to one and increase the radius to 2.1. Increase the size to two or three and increase the anisotropy to one. By doing this, we'll get a more marmulate material that will let more light to itself, which is what we need. Let's go back to the main scene and remain the material for convenience. Oh, and we have such a problem. And in fact, it's very easy to solve. You just need to find the cube that we used for the particles and reduce it until everything looks normal. So that there are no more problems with particles, let's better apply them. And what we need to do is to just press make particles real, and this will turn our sugar into a bunch of cubes. Now we shift, let's set the candy itself and combine it all into one object by pressing Control plus G. And the same thing needs to be done for all the others. Also, despite the fact that we applied and combined all the particles, in physics, we will still have a system and it needs to be removed by pressing minus. Okay, now let's apply the material candies to them. For this, we need to create two slides for materials. And for the second material, we need to select the candy material. Now, we go to edit mode, and here we need to select any of the candy faces, and then press L to select only the candy and not affect the sugar. And then here we need to press a sign. As you can see, this material was applied only to the selected area. And the reason why we create two slots is because if we just select the candy material at once, it will be applied to the sugar, too. And then it will be very difficult to select each sugar grain and apply new material to it. Okay, we apply the material to the candies that are outside, but also we need to apply it to those that are inside. Let me show you how to do this very quickly. First, select all the candies inside with the shift key pressed here. If desired, we can focus on them by pressing the slash. And then we need to select the mesh with a shift key that already has the material plied then press Control plus L and link the material. Great. Now when everything is ready, all that remains is to apply the texture to the label. But first, we need to spread it out like in real life. And for this, we need to go to edit mode to decide where the theme will be between the beginning and the end of the label. Let's select it with Ild and press right mouse button, then mark scene. Now, let's create a new material, and here we need to enable a new add on. So let's go to the settings. And here we need to find the node wrangler and activate it. After that, make sure that this node is selected and press Control plus T. And now we can open the label texture, which you can also find at the link below. And it seems to have been applied, but not as it should have been. And all because we need to unwrap it. For this, we'll go to the UV editor right there, and here we'll press Tab, select everything, papers in A. And in this window, we'll also select everything. After that, we'll press and unwrap. As you can see, the packaging has successfully unwrapped. All we have left to do is to rotate this UV map, scale it so that it matches the label. You can also look at the view from the camera, and you can see the result is not the best all because I made a little mistake with the location of the seam. So I'll quickly change it. It's best to leave it where the camera won't see it, or it is the least noticeable. And now, if you have the same problem, we need to unwrap it again and scale rotate it until it looks more realistic. Okay, now let's make this label more realistic by adding reflections. For this, we will return to the shader editor. And here we need to add noise texture and color ramp nodes and connect them to the roughness. And now, if you play with these stickers, you can see that by doing this, we create wet spots and to increase or decrease them, we can change the parameters in the noise texture. So we have learned how to apply textures and materials to objects. It remains only to learn how to create realistic lighting that will match the footage, and this is what we will do in the next lesson. 9. Lighting/Render Settings: Okay, guys, let's quickly learn how to make realistic lighting. That will be composite to our video. As you remember, we already changed the HDRI, and so let's learn how to rotate it. And for this, we need to go to the shading, then select the world here and now select this HDRI node and press Control plus T. Now let's go back to Layout and click on the Globe icon. And here, if we expand the vector, we can rotate HDI along different axes. Most often, we need to rotate along the Z axis. Also, to better understand where the sun is in HDI and in which direction it is better to rotate to achieve better results, you can go to the render settings and then check the transparent box here. Now let's talk about HDRI. When creating animations, you can have different videos, different time, place, et cetera. So I invite you to go to Google and look for different HDRIs. Of the sites that I know, polyhaven has quite a few good HDRIs. This is not an ad, just a friendly advice. In our case, I will use the HDRI that you will find at the Link below. As for me, it is quite universal and can be used for daytime scenes. Now let's add a little color correction. For this, we need to go to render settings, scroll down and open the color management. And in it, we can choose different filters. Personally, I use medium high contrast. It is also applied to the video, but don't worry. We will not render the animation along with the video. And when you are done with the settings, I can congratulate you because we have already finished our animation. All that is left to do is adjust render settings. And to be honest, all that is left for us to change is a number of samples. And the quality of your animation directly depends on them, but also the rendering time. So if you have an average or weak PC, set 170-700 samples. In the case of a powerful PC, you can set more, but personally, I don't see a big difference between 1,000 samples and 2000 samples. So I think there is no point in putting more than 2000 of them. You will simply lose more time and electricity. Now let's go to output and here in the file format, we must put PNG. And by clicking here, you can select the file where you want to save your animation. And after that, you just need to click the Render Animation button and enjoy your work.