The Oldest View - Blender Workflow For Realistic Animation 10H + 100 Assets | šime Bugarija | Skillshare

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The Oldest View - Blender Workflow For Realistic Animation 10H + 100 Assets

teacher avatar šime Bugarija

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Class Introduction

      2:51

    • 2.

      Introduction to the project

      3:31

    • 3.

      Start with Blender

      10:23

    • 4.

      Blocking scene, part 1

      5:26

    • 5.

      Blocking scene, creating one store

      4:16

    • 6.

      Blocking scene, more stores

      7:53

    • 7.

      Finishing blocking

      9:29

    • 8.

      Floors

      4:44

    • 9.

      Holes in the floor

      7:15

    • 10.

      Adding thickness to the floor

      12:47

    • 11.

      Fence

      13:43

    • 12.

      Finishing the fence

      11:04

    • 13.

      Placement of columns

      2:41

    • 14.

      Assets

      7:32

    • 15.

      Lamp modeling

      16:08

    • 16.

      Lamp and promo material modeling

      10:10

    • 17.

      Gold material

      6:51

    • 18.

      White glass material

      4:43

    • 19.

      Emmisive material

      8:44

    • 20.

      Plaster material

      7:21

    • 21.

      Promo materials

      8:17

    • 22.

      Mirror modifier

      2:22

    • 23.

      Elevator and escalators

      7:36

    • 24.

      Elevator, details

      5:45

    • 25.

      Fountain modeling

      7:38

    • 26.

      Fountain modeling, part 2

      8:39

    • 27.

      Glass material

      8:02

    • 28.

      Soil, material

      4:52

    • 29.

      Details

      7:58

    • 30.

      Escalators

      22:21

    • 31.

      Third floor

      7:50

    • 32.

      Third floor, part 2

      12:04

    • 33.

      Chair, modeling and texturing

      14:55

    • 34.

      Table and chairs

      22:21

    • 35.

      Store 1, modeling

      13:36

    • 36.

      Store 1, texturing

      19:37

    • 37.

      Store 2, modeling

      6:00

    • 38.

      Store 2, texturing

      22:07

    • 39.

      First render

      11:12

    • 40.

      Tiles

      5:49

    • 41.

      Compositing and lighting

      6:14

    • 42.

      Plaster material, improvement

      11:31

    • 43.

      Project breakdown

      19:43

    • 44.

      Animation

      15:19

    • 45.

      Rendering

      10:20

    • 46.

      Post-processing part 1

      11:10

    • 47.

      Post-processing part 2

      11:10

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About This Class

Valley View Mall is a shopping mall built in the 1970s and demolished in 2019, located in Dallas, Texas.

The mall gained popularity again after the popular YouTuber and filmmaker Kane Pixels released "The Oldest View" a series where most of the action takes place in the mall underground. 

The Mall is a 3D replica of Valley View Mall.

I spent a month making my version of the mall. Combined with 6 years of experience in blender, this is the final result (see introduction video)

In this 10-hour-long tutorial, I will show you how the process of creating a mall and animation looks from start to finish

We will go through all the processes of creating such a large project.
From collecting information, reference images, organization, to modeling, texturing, unwrapping, lighting, animation, post-processing, and more.

At the end of the tutorial, you will be able to create the animation from the video above

With the tutorial, I also share the blender file used to render the animation along with more than 100 assets ready for the asset browser

Meet Your Teacher

Level: Beginner

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Transcripts

1. Class Introduction: After the success of the Back Room series came, Pixels at 17 years old. Filmmaker and new Tuber created a new series, The Oldest View. Most of the action in the Oldest view takes places in the mall, located underground. And looks so realistic that many people think it is a real mall, but it is an animation created in the free program. Blender The Mole is a replica of the Value View Mall from Dallas, Texas which was built in '70s and demolished in 2019. In this ten hour long tutorial, I will show you how the process of creating a mole and animation looks from start to finish. I spent a month making my version of the Mol. Combined with six years of experience in Blender. This is the final result. We will go through all the process of creating such a large project. From collecting information, reference images, organization, to modeling, texturing, overapping, lighting, animation, post processing. And at the end of the tutorial, you will be able to create the animation you are watching with the tutorial. I will also share the Blender file I used to render this animation with all the assets ready for the asset browser, as well as instruction on how to use files or at your animation for Youtube or other purposes. 2. Introduction to the project: Hello and welcome to Anew Blender Tutorial. The Oldest View is the name of the series that Km Pixels published on his channel. And as you know, I'm a big fan of me. Pixels work and I have already done backrooms tutorial and pull rooms in the past even in has never made a pull rooms video and many of you asked for a liminal space version with pools. I done pull room tutorial also, but that's past and we are now here to make the oldest view or more from the oldest view videos, which in reality was Value View Center More from Dallas, Texas. In this tutorial, we will model the more and make an animation. But this is first of all, blender tutorial. The oldest view or more is just a team that we will cover. But more important are skills that you can learn and apply later to anything. In this tutorial, we will go through a lot of things from modeling, texturing, lighting, animation, post processing organization, a large project like this. And much more the more was destroyed in 2017 and no longer exist. But there are still a lot of photos on the Internet that we can use as reference. In pixels version, the longest part of the action in the more was in the part three. If you don't watch the whole series, you can watch some parts from the part three to see how the renderings and animation look like can make everything in blander. That's what we will do in this tutorial. This is my version of the animation, and by the end of this tutorial, you should be able to do something similar. Tutorial, I will also share with you my original blender file from which I render this animation. So if you get stuck somewhere, you can watch how I did it or you can just use my blender file to create your own animation or version. In addition to the blender file where everything is together. I will also share with you separate assets that you can add to the asset browser for future projects. Or you can just use Control, C and Control to copy the assets you need if you don't want to use Asset browser. But we will go through all this in the tutorial even if you don't want to follow the tutorial in the way to build a more from the scratch, but just use my assets. My recommendation is to watch the tutorial so that way you can use my blender files correctly. This is how the final blender file looks like. I spent three or four weeks to build just one floor and part of the lower and upper floors that are visible in the camera, you can see that there is a lot going on here. But let's now start with making the more for real. We will talk more about all that later. 3. Start with Blender: If you have never used Blender before, you need to go to Blender.org and you can download Blender for free. And I will also use Blender 4.0 Next step I usually do, I create folder where I want save all these files so I can copy address with control C here and I can go with file and I can now save this file. I will call this the oldest tutorial. We can now save this file. This is my last blender file from which I render all this animation. And this animation list about 6 minutes I need to finish sound design and then I will upload this animation. I think I will also share this video file with you. I will also share this original blender file with you. If you want, you can make your own animation and version. And I will also give you a video instruction how to use this blender file. I will also share this resources folder with you. So here you can find all textures we will use. In this tutorial, I put some test renders on my social networks. And some of you asked me where I found all these high quality and nice textures, but I didn't use any high quality or pay texture. If you look these folders, you can see mostly blurred and low resolution stretch textures. And this is what I use in this project. Best and high quality textures I use in these projects are maybe these three which I download from Mbncgortexture.com If you look here, you can see that this is less than one K resolution. All of the rest of this texture here are very small and very broad texture, but they still look good in my final result. For example, if we look this small plaster texture, you can see resolution is about 300 pixels. But if you look, for example, in final render, you can see all the nice detail we can get from this low quality and low resolution texture. For example, here on this ceiling, you can out all these nice details we can get from this very low resolution and blue texture here. Most of these textures are just screenshot from Youtube videos or for example, these stickers. I just go to Google and I search for Click zero photos and then click here. And then I search for stickers or something and you need some time to find textures you can use. And then I just make calls of all this and then I reuse the stickers J peg in a lot of place on this surrender. For example, I can project this same texture here, here, here, or this place here. We can use only one, this texture in a lot of place. But the only point of what I talk is that you don't need high quality textures. And you don't need pay for textures to build a project like this because this is architectural project, best way to start with floor plan or blueprints. I search a lot on Internet for blueprints or floor plan for this value more from Dallas. And I didn't found too much. I decided to make a screenshot from pixels video. Then I put this in Photoshop perspective fix perspective of this image. And this is what I get. Basically, I just care to make this line here parallel with this line here and also this one. And then this perspective match. Pretty close. You can see that this image is not high quality. So we have also a lot of blur lines here. We don't see all these details, but this will be okay for us in this tutorial. This is pixels widow and here is where I take screenshot of this floor plan. If you look at this window, you can see that in have much more details about this mall. I think this is because he lived around this area where the small so I think he collects much more, the blueprints and information about this mall. But I didn't found too much. I found some Map like this one, but this is not so useful. We can see here just hallways, not the door. This is best floor plan we can use in this tutorial. Our mall will not be so accurate and precise like in Kane pixels video because we don't have all information we need. But I think this is not important. And nobody except people who in this will not know that this column maybe need to be here, not here. Or for example that this store doesn't exist in this place. We just need to make as much more details we can and this place will look real. But I also try create as much more details from original mall. I collect a lot of reference images, for example, if you this place here look pretty similar like this one from my render. Basically, we will do as much detail as we can and we will try to follow as much we can these reference images but we will not care about all details. So we don't need place any store from this original more in place. We just need to fill all this space with as much more details we can. If you wonder what is this small software is Pureref. You can download this if you go to Pureref.com and you can download this for free. How this works, you can just open this software and you can d here any of these images. For example, when we are in Blender, we can quickly just click here and we zoom here and we can take look on this reference image. All settings you need to use this program is on right click. You can, for example, go here to save this very simple program. You don't need even tutorial for this. Just place this drug and drop image here. And you can zoom to any of this image and you can use this reference. And all these images in this reference is from Internet. I think I cannot share this file with you, but I think you don't need this file because in this tutorial will work on some details here. I will also take look on this reference. You can look on this reference inside my window here. But if you want, you can just go to Google and you can search for Value Dallas, Texas and you can find all this reference. I also share one link with you. I will paste here all links we will use in this tutorial, so it will be much more links here. From this link here, I found a lot nice images from original Mal, and if you want another great source, I use a lot to build. This is this widow. This is seven years old widow. Just maybe a few weeks before this small was demolished because this is this scalp. A lot to understand. Where some things from this small. For example, we now that this place here without this, do I have a problem to understand what is this? But when I watch this video, I know that this fence here from this, do I also take some screenshots, for example, for this logo and I know that this is wood and things like this. What I do, I basically place this map in middle and I try to connect reference images with place on map. For example, this fence here I found from these images here, you can see this fence here. And also this is from me pixels video Later when I will model this place, I can just follow this line and I can watch all this reference. 4. Blocking scene, part 1: When we have all things we need and when you understand how I collect these things. Let's start with Blender. First we save this file. I will now copy address with control of the resources further. And we don't need this, we need map plan two. I will go to Blender and I will press num seven. We will now import reference image and we need to be top orthographic view with the numbed seven or with view viewport top. We can go to top portographic view. We can now go shift a. First I will delete all these things here. You can press A to select all this, or you can just drag and select all this. And we can now press delete, because we don't need this. Now I will shift and I will search here for image reference. I will now go with control V to paste address of this folder. Here we can search here. I will select this map plan. Next step is to build basic shape or blocking scene. This is what I saved last time. Just to understand how this look. Basically we need just basic shape of these stores to understand where to put things here. We will start from one of the stores here. Let's see on our reference how one of these stores look. Basically, we have this part here, and then this 45 degrees corner, we can see this corner in our reference. But one thing is very important here, we need to build this in about real world scale dimensions. Let's now try see dimension of one store. Let's imagine human about this area. This door is about 3 meters. We have maybe 1 meter here. This story is about 4 meters tall. On this axis we have maybe 6 meters. So now we can back to Blender and we can start placing. We can go with Shift and right click about this area, where is this store? And we can go with Shift, a mesh cube. If you press on your keyboard, you will open this item tab and we can type dimensions on the axis. I will type 4 meters. We cannot see anything because this is the axis and we are in top view. I can go with num seven to top portographic view. Here you can see that this is y axis. On y axis, we can type here 6 meters on x axis. We can type here anything, but I will type maybe ten. We will see only front part of the story. We will not see anything in background but ten or 12 meters. Okay, Now we know that this story is about real world scale dimensions. And this floor plan is too small. Or this reference image. I will zoom this out. Scrolling mouth. I will select this reference, we can rename this to reference. Just double here and you can rename this. Now we can to scale this reference image. I will scale this a lot. I want to this cube match with this shop here. I will now take this move tool. We can now just place this here. Another way to move this is if you press you basically grab this and you can now press to move this on y axis or and then X to move this on X axis. If you want to see this reference image under this cube, we need click here to go to X ray mode or wire mode. I will enable both of this and shortcut for this is z. If you go for example with z and you can now go to solid view and let's disable this X. Or you can go with and go to W. We need scale this reference even more. So I will press S scale this up. Let's now select this again, and let's try to see how we match up this. Now I will make this store even bigger. So I will type here maybe 20 meters, okay. And we can now move this to about here. Just be sure when you make you are happy. Just go with file, save to save changes here. 5. Blocking scene, creating one store: Next thing I will do here. I will go with amped one. This red line is world x axis. I want to bring this on zero. On world x axis, this is 4 meters and the origin of this object is in the middle. I can just type here two and it will line up perfectly on world x axis. Now I will make this corner which all the, almost all these stores. So we can now go to solid view and to change object, we need to go to edit mode. If we now select this object in object mode, you can do simple things like scale to go with or rotate with the. We can make few of these things, but to change shape of this object, we need to go to edit mode. To go to edit mode, you can select Object and go here to edit mode. And now we can model this object shortcut for switch between edit mode and object mode steps. If you press tab, you can switch between object mode or edit mode. I will now press Tab and I will now select this Edge select. We have here vertex select, edge select, and phase select. We can also switch between vertex, edge, or phase select with 12 or three on keyboard. Because we need edge select, you can click here or you can just press two on your keyboard. And we now choose this Edge select. Now we can just click here to select this edge and to select another edge. In same time you need hold shift shift, Add selections. Without holding shift, you will just select another one. Without this one, just hold shift and select another one here. Now we just need make be to make corners like in our reference images. We can do this with control B, but when we go with control B, you can see that this is not 45 degrees angle. And I will now press Escape the reason, because scale of this object is not one, because we changed the scale of original cube. I will now press tab to go to object mode. I will press to open this step. We can see scale. This cube is basically stretch on x axis and that's why we get more bevel on this x axis. And to fix this, we just need tell blender to back scale to one. To fix this you just need press control and apply scale. Or if you cannot remember this, just go to object, apply scale. In most times you want scale, keep to one. Just be careful when you change object in object mode. For example, if you press S Y, you always need go with control and apply scale. Okay, now when we fix scale, we just need to go to edit mode again. And with holding ships like these two edges here. And now when we go with control B, you can see that this is 45 degrees ankle. But I will press escape and I will go with number seven. I will try to follow this reference here. I will again go to wire mode and x ray mode. And I will go with control B to make bevel. Now I will go to go to object mode. And let's try line up this little better. Now if we move our holding middle mouse button, we can navigate around this store here. And if we go to solid view, we can see that we have one store sitting on ground. And with real world about real world dimensions, we can now continue creating another store here with Np seven. So we can back to top portographic view. 6. Blocking scene, more stores: Now build another stores. And we don't need to do all these things, we can just duplicate this one. But I will close this timeline because we will need this later at the end of this tutorial. Not now. So we can, when we see these arrows just quick, right click and join areas and click down. Now when I have selected this store here, I can duplicate this, but I will do one thing before. For example, if you just, you will select not just this cube, you will select reference. This can cause a lot of problems because if you didn't know that, you select both of this object. For example, with Y, you will duplicate both of this object which you don't want. I will now select this reference image. I will make this impossible. You just need click here and you can activate this selectable tool. Now we can see this here in our layer. I will just click here to disable this. If you want select this reference image, you cannot do this anymore. For example, if you want to disable this from Viewport, for example, make render, this will be still visible because this is still visible in render it disable this render. You can also cl here. This is Selviewport. This is render render. We don't need this Viewport make selectable. Now I will press ship D and after ship D, I will press Y to stick this only on Y axis, so we can now move only on Y axis. And I will place another store here. Now I will again go to X mode to see this reference. Also, frame mode, you can see that this store is smaller and how we can make this store smaller. Also, you can go with y and scale this on y axis. But this is not correct because this corner is not more 45 degrees. We basically stretch this. Only correct way is to do this. In edit mode, we have selected this store and I will press Step to go to edit mode. Now you can go with vertex select, but I will choose select for this. Now I will select only this part of the store. Now you can go with and Y to move this on y axis. Or if you are beginner, you can just use this mode tool here and you can just move this to about here. You can see that because we do this inadded mode scale is one, which is correct. Now I will go with Y again, and I will play this part here. And I will go with Tab. Now I will move to about here, okay? And now we can go again with tab to object mode, shift y, place this here, tab again, and move this to about here. Let's now go with tab again, Shive Y, let's place this here. And now we can go to edit mode. And let's now see what we can do here. I will select this part here. You can use again select or vertex select. And let's move this about here because we want to select only this vertex here, vertex select, or one. Or keyboard. And select this. Let's move this here. Let's now see how this look. If we rotate this, we can see that we have here five stores. Let's now continue with this process, Shift the Y t. Now we need to select this part here. But there is one thing you can make wrong. If you just in solid view, you will select only top part of this store. If you don't see this, you will move this on y axis and you will get this but we don't need. I will go with control Z and X ray mode. And in x ray mode you can select all vertices which are not visible, which are in same place on the axis which we have in this example here. The vertices here and this one are in same place on the axis. You can select this only in x ray mode. I will move now to here, Tab I will go with ship Y again. Let's now move this here. Tab, Shive, Y. Shive, y. Let's place one here again. **** y. Let's move this about here. I will not care about this hallways here, because this will not be visible in our ender. I will just go, sh, y. Let's now continue with modeling. I will move this little out. I will go again. Let's move this part here. I will now grab this edge here. Move this about here, and this one. Okay, I will move this one here. Now I will go with that. And let's now grab these two vertices here. And let's move this about here. When you go to object mode, you can see that origin point is now here we want back to center of the object. I will go just click Set Origin to Geometry. This happened with all the change in edit mode. If you want, you can set origin to geometry and make this to geometry, but this is not so important for us now. Let's now make this store here. Because this is line up on world axis. This one, this floor plan is also line up on world axis. We can just go with shield to move this about here. Now I will go with a z n air to rotate Z axis. And 90 is value of 90 degrees. Now we can move this store here. Now I will go again with tab. Let's move this here. Let's also grab these two vertices. And let's move this about Here we have another store we can go with dry click Set Origin to geometric. 7. Finishing blocking: If you want to practice with me, you can continue following the steps. But I also save this first step last time. If you don't want to follow these steps anymore, you can just under resources, find this step one floor blender file. But my recommendation is to continue practicing and following this first step. You have option. But I think I will not complete all these stores, but we will complete this part here and maybe this one. Okay. I will now go with shift the X to go to Edit mode. And now I will select both of these vertices. And let's move this about here. I will now move this on X axis and then on Y axis about here. Next is this shop here. So we can basically just go with ship D, X and we can place this here and we can go with Z to rotate this only on the axis. I will now try make this parallel with this line here. We don't need to be completely precise, but let's try line up this here. Okay, this look pretty good. And now I will go to Edit mode. And let's go to x ray mode. With the holding shift, we can select both of these vertices. Now I will switch from global orientation to local or normal. Now we can just move this, okay? And we can do same with three vertices. I will select this two and this one. And now we can switch from global to local. And we can now move this on local y axis. Okay, To go to object mode, I will now rightly set origin to geometry. And now we can go with shift y tab to go to edit mode. And let's move this here. Tap again to go to object mode, shield y. Let's go to xy mode. And tap again shi Y tab again. And let's place this here shifty and place this last shop here. Let's make this big shop here again, go with Shy. Now I will go to Tab to edit mode. And let's move this about here. Let's now move this on X X. Let's place this one here. We can delete this vertices here. If we rotate our scene, we can see that this is edge I will delete and this slow edge here. Let's line up this one here. Okay, I think we need one loop cut here to add loop cut. You can go with control to create new loop cut. And we can now move this here. Okay? And now we can select these two vertices, and we can move this on x axis. Let's now go to another side. And to go to another side, we can just go with shift D, X and move this here. And now I will press X minus one. With X minus one, we can flip this on X axis. Or if we now go with control Z, we can go more of it. Now we can go with z 108. This will also flip this store here. Okay, and let's place this two position. And now I will go to tab with tab to edit mode. And let's line up this here now. Again, tab ****, the y tab. Let's move this here. We can make this smaller if you want, but I think this is not important because this part will not be visible. But let's also make this smaller. With holding shift, we add selection. And let's move this about here now again, **** y, and let's place one here. Let's now select three vertices. And let's move this to here. Tab again to go to object mode Shay. Tab again to go to edit mode, withholding shift. Let's select this three vertices. Let's move this to about here. This edge here is line up on global axis. We can now switch to global. Now I will select the vertices here and this one here. And I will go with Y zero. With Y zero, we will line up these two vertices perfectly on X axis here. Now just be sure to select this space here. And now I will go with to extrude and Y for y axis. Now again go with to extrude and y, y axis to about here. And let's now move this edge to this corner here. Okay? Now we can move this part here, but if you want, you can again select these two phases. And now we can go with for x true x for x axis. Okay? And this story is line up on global x axis. So we can just duplicate this with shape x x axis. And let's place this here. And go with z to rotate this on 90 degrees. Now, tab to go to edit mode A. Duplicate this shape x T ship x shave x again, let's fix this part here. Okay, let's first select only this edge here. Now I want to just select vertices. You can select this one. And let's place this one here. Maybe this one here. Again, if you want, you can go with this slow edges to delete this one we don't need, maybe we can just press control to bevel this. Now we finish all this block here. Now to switch to another side, we can again select this store here, shift Y again S Y minus one. To flip this on y axis. Now we can continue modeling this block here, but I will not continue with modeling the stores because I do this last time, this least maybe 30 minos or maybe 1 hour, and it will be just repetitive task. We will not learn anything new. I want to save some time for me and for you. And I will just open this Blender file, which I will share with you. This is the first floor file and I will enable this background image. You can see that this is not background reference image. I will first I will go to my original blender file and I will press enable this reference image in selection. We can select also this reference image. I will press A to select all, and I will press Delete. And now we have empty scene. I will go to the blender file here. I will press A to select all, I will just go with copy objects. And now I will go to original blender file. And I will just paste this object here, but you don't need to do this. You can just open this blender file first floor and you can just continue working here, which is my recommendation. You can continue practicing this. You can go to Xd and you can just continue practicing where we stop last time. 8. Floors: And if we now go to solid view, we can see that I also last time create this ground floor. So I will delete this to show you how I create this because we are now perfectly on X axis. If I now go with Numpad one, you can see that we are on zero. On X axis, we can go with shift a mesh plane. And I will press scale. I think last time I go with 200, I will type here 200 because we model second floor. I will rename this plane to second floor here. Now I will go with shift D here and I will press five. Now we create another floor here which is on 5 meters. The stores here are big 4 meters on z axis. If you look this reference, we have this part which is about one meters. That's the reason I create this little bigger than this wall here. We also have here, if you look this reference, this is second floor. We will model all this. Now we have first floor and also we have third floor which is only cinema, but this will be for us, only ceiling back here. And I will select this second floor. I will press, I will go with shift D and I will press for, grab for z axis and minus one. Minus five, Okay? And if we now go with amped one, we cannot see this because this plane don't have any thickness. But we create first floor here, second here. And we create this ceiling or roof here. Let's now rename this. It will be easier for us when we select this object here. You can find this if you scroll mouse and you can see that we found this selected object here. But there is shortcut for this blend. If you press Full Stop key on ramplder will navigate to this selected object here. Now we can go with double click and we can remain this third floor. I will select this plane down and I will rename these two first floor. If you are lose with these shortcuts, you can basically, if you are beginner you can just go with shift D and hold Z and just move a little down. But I will delete this object. Let's now disable this third floor in view port here because we want model this second. We can keep this first floor if you want because this is under this second floor. Let's go with Npevenre. Let's take a look my last animation to understand better the floors, all this here is second floor and all animation happen in the second floor. In first floor we just take a this area here, this is this area here. We have third floor which is basically ceiling here. But let's also disable this first floor because we don't need this for now. We will need this only later when we will model this part down. Okay, so let's disable this also in selection. Let's also disable this third floor in selection and in Viewport, Okay, now we have only second floor here. Let's also disable in selection, this reference image here. We cannot move this accidentally. Okay, let's go with P seven and let's go to x ray mood. 9. Holes in the floor: Next I want model here is this holes in second floor. This is how this looks. So basically we have this holes and this fence here, we have 1234567 of the holes here in second floor, Okay? This is another example, another one here. This one here. Let's disable X ray mode for now. I can easily select this first second floor. If I press Full Stop, amped blender will navigate to this second floor. And now I will go to x ray mode. You can skip this, but usually we can do this with K. If we go to Edit mode, if you press for, we can do this, but this is not correct way. You will see why we will get the extra edges we don't need. I will now go with control Z. I will do this with control R as much I can. I will go with control R and I will add as much look cuts I can to isolate these parts here. Control R, click. And let's now move this to this edge here. And let's add one here to this edge here. And let's go with control R on Y axis. With moving mouse, you change Y or X axis. And I will add one on Y axis to this edge. Control R again, I will add one here. Now I will continue with loop cuts to isolate this part here. Control R to cover this edge here. Control R here, and another one here. And let's go with one more on x axis here. Okay, let's now cover this part here. Okay, Now we have this selection here which we need also for this part. We have these 34 phases here. Let's continue with this part here, control R. Let's cover this part here. Okay? And we have one more here. Now we can start using knife without creating too much mess here. I will go with K for knife, and I will click here. And I will also click on this edge here. And now I will press Enter again. Stick here and here and present. Just continue following this reference image. Okay, Now we can now we can go with phase selection. And we can select all these phases. And we can now, let's now disable this x ray mode. Now I will press delete phases. And we have this hole we need, we don't see this hole because we have this reference image here. But if you disable this in Viewport, you can see that we have a hole here. Let's back this reference image and let's go with pad seven and x ray mode. We can now continue with Knik. Stick here and here. And let's enter again. Let's again select this phase. If you can select this phase, that's because we are in x ray mode. And sometimes you need to click a few times to select this in X mode, this is basically transparent. If you cannot select this, you can just go to solid view and you can press Delete Phases. Let's go again with K. For here, enter, let's press here. And let's stick to this vertex here. I didn't do this last time, but I think we also need to keep this part here. I will go with control R for now. We will see later I will add one look cut here. And now we can press here. And again. Okay, now we can select Pass we don't need. And we can press Delete phases. And let's go with K here. So K and Enter and delete phases. Okay, now we have all the holes we need. 10. Adding thickness to the floor: The next thing I will create here is thickness of this wall. You can see that we have small part here and then we have about 1 meter big wall. And we have also these few steps here. I also create this in my last reader. We can create this easy if we go to Brander. If you press A to select all the second floor, let's navigate to about here. And I will go with Z. I will hold to stick this on Z axis, so this will be the small part. And now I will go with Z. Again, this will be this thick part of about 1 meter without click anywhere, Without dislecting this. I will press to insert this, I will move mouse on left. Now I will press again for extrude and for the axis. Again to insert this extrude and for the axis. And move this down. Okay, let's see how this look. We can do this one more time. So I for insert and for extrude, and Z for z axis. Let's now extra this small part out. This part, I think this part is too big. With selected holding a, we can select all this loop and we can bring this up. But I want to bring all these lines here. We can do this if we go with numped one to front ortographic view. And with X mode, we can basically select only this line we need. Okay, so you can see that I select all these lines here. Now we can go with for grab and for oxystem. We can bring this little up. Next thing I want to create here is this small part I want extrude this inside. But before I create this, I will just check for double vertices. I will press A to select all, and I will now press three for search, and I will search for merge. I will here merge by distance. You can see here that I don't have double vertices, but double vertices is very easy to create without you want this. For example, if you select this space, if you press for extrude and then you change your mind and you press Escape, you create double vertices. And this can create a lot of problems. If I now go with a to select all and three and merge by distance, you can see that I remove four double vertices. Now we can extrude this inside. We can select, for example, this one with holding shift, we can add selection. Or you can click here with holding control, you can select shortest line between these two phases. Control is much easier than shift, but this is not also correct way because we have another shortcut here which is old with holding Alt. In edit mode, we can select the whole loop. For example, if I, if I hold Alt, click here, you can see that I select all this loop. But I don't want this loop here. I want this one here. You need click about this edge here. You will select this loop here. But I don't want just extrude this. I want extrude this along normals, you can skip this part, but if I for test, press a ex, I get this. I can move mouse left or right, but I don't want this. I want extrude this along normals. I will now press control Z to undo this step. I will now extrude this along normals with old, old, and now extrude along normals. You can see that this is very sensitive. I will press shift to make this less sensitive. With holding shift, you can be more precise. Now, I will move this out about here. Okay, Now I will click here. We have this part here, but without clicking anywhere. I will go with control B to add bevel here because I don't want later select this again, just go with control B and add maybe one. Okay, I will check scale of this and you can see that scale of this is not one control and apply scale. And now to go to edit mode and now control B. And you can see that this now work correctly. And we can maybe add one or two loop cuts. You can add loop cuts with scrolling mouse. Okay, I won't keep this very low polys. I will add only one loop cut here. I will go with tu lo cuts here. I will do this again and I will score mouse up. Okay, Now I will click here. Let's also create bevel on these edges here. You can see without that these edges are not so visible because they are perfectly sharp, they are completely on 90 degrees and light cannot hit on this edge here. You can see in my render how these bevels are important because we can see all these shadows and highlights on the bevel edges here. Bevel is one of the most important thing for realism and you need to add bevel to all edges in your render. You can see the nice highlights on this bevel here and also here, and even on this one, Just be sure to avoid perfectly 90 degrees corner in your render. Let's now add bevel on these edges here. We can go with okay. I think I'm not sure how this happened, but this face should be inside here. I will move this inside and let's also move this edge inside. Okay, now this is correct. And I will again go with A to select this loop and shift to add selection. And A again. So basically you need a can shift in same time and click this edge and this one. Okay, Now I lose this loop, but I will click here again. Okay? And now when we have all the selected, we can go with control B to level this. Just one slide, bevel here. Now you can see how this is much more visible than before. We can make this bevel even more smooth if we go with right and shade smooth. But now just be sure to enable this under data properties auto smooth, we can avoid this bed shading here. You can see a big difference between edges here and this one here, which is basically not visible. This is in our viewport. This will be case in render without being edges, it will not be visible. But there is one thing we can do in blender port to make this more visible and easier to work. You can clear here and you can enable this cavity. And now we can see now all these edges will be more visible. And you can also enable set this to boat. It will be even more visible, but just to know that this doesn't create bevel. This is just a tool in viewport which help us to understand better what we do. We need to create all the bevel to make this visible in red. I will go again. I will select this object and I will go tab to edit mode with a select. I will hold a click here, shift old click here and repeat this two more times. And I will go with control B to add one level here. I will go with click here to select this loop. And al extrude along normals, move this little out control B, two level this, okay? And let's repeat this part here. To go to edit mode. Select shift shift old and shift old here. Control to add bevel phase selection here and to select this loop. All extrude along normals and shift for slightly move. Extrude this inside the control to be level. This part We have two more again here, two to go to select to select this loop. Shift control to level this now face selection, old Alltel normals and shift slightly move and control to level this. We have two more he. Let's first go with select Shift. We can basically select this here in same time again, shift. Let's go with control this. Let's pay selection. And click here with holding. Go with shift to a selection, Get to select. Okay. I will go with control Z. Okay? And we have now both of these selected. And we can go with all Xt along normals and control or be okay. And now we are finished with the holes here. 11. Fence: Next thing I want to create here is this fence here, this part down, and this metal chrome part. And this part look pretty complex, but we can create this very quickly. I will go with very clear here and I will, I will try with Al. I will hold Alt and I will click here. You can see that I select half of this. I will now click here with holding shift to a selection, and I will now continue with holding control. Control will find shortest line between these two edges, in this case control. Here you can see that this work and now I will go again with control. And now I select all this line I want. Next I want to separate from this object. I want to make this another object. I will go with shift D. If we go with, you can see that we can move this, but this is still part of the object. To separate this, we need press P and separate by selection. Now if we select this, you can see that we select only this edge here. And I will go with Try Click and set Origin to geometry. I want to keep this edge here because we need this for this part down. But I want also create another one for this fence here. I will go with shift D and Z. I will move this slightly up now I will go to Tab. It's step to edit more. Then I will press A to select all. And this part here is height about maybe 1.2 meters. I will now press for Ex, for the axis and I will type 1.2 Now we extrude this for 1.2 meters. I think this will be enough without clicking anywhere. I will duplicate this one more time for this metal part here. I will go with D and I will bring this up and I will again press separate by selection. Now we have one for this metal part, we have one for this part, and we have the pass for this fence here. Okay, let's start with this part down. I will go to edit mode. With tab I will press a, let's go with extrude this on Z axis, about here. Now I will press A to select all this part and A extrude along normals with holding shift, we can move this slightly, but I will go with control Z to undo this step because we have problem. And I will again go with Z to just extrude this up. You can see that when we press A and all extrude along normals, you can see that this part out, but this part here, go inside. I will go with control Z to undo this. That's because of wrong phase orientation. If we go here under overlays and if we enable this face orientation, you can see that this one is blue and this one is red. We need to fix this. And we can fix this if we press A to select all. If we now press F three. And let's go with recalculate outside. Let's see how this looks. This will now work. All these faces are blue outside, but we also need to fix the faces here. I will do this manually. You can see that some of these are in the wrong direction, and I will select this red manually. Now I will press F three and I will go now with flip, so we can flip these normals. I just want to make blue all these faces which go outside. Okay, F three and flip. Okay, let's try to explain how this works. In blender, we have positive and negative face orientation. Blue is correct and red is incorrect. Basically, when we add, for example, another cube, we can see that we have. Blue or correct side outside, but let's isolate this and red color inside. But blender doesn't know if we want to place camera inside or outside. So if we want to make render like this, this is correct but if we place camera inside, this will not be correct. This red or negative face orientation can affect bed to our shading or textures. Texture can look different inside of this cube and outside. But in this case, for example, we know that we will place camera outside this cube, so we want to keep blue color outside. Let's say how we can create negative phase orientation. For example, if we go with shift and play, it is not same if we extrude this out or down. For example, if we go with Z, we can see that we extrude this blue phase orientation. But if we move this down, you can see that we now create this negative phase orientation. Okay, let's now delete this and let's back to our scene. We create this red or incorrect face orientation in places we don't want this because we extrude this in opposite direction that we need. We can fix this quickly. For example, if you press A to select all, I can press three and I can go with recalculate outside or I can press flip. In this case is same for this fence part here. We just need to be sure that all faces inside are same color. In this case is not important, is this blue or red? Because we will create this fence here. But for now, it's important that all parts inside this same color also with this part. Because when we use A or extrude along normals, we get problem like we get before. Now because all this part is blue, I can now disable this phase orientation. And I can go with tab to edit mode. And I can press a to select all. I can now go with all and extrude face along normals. And you can see that now all the go outside. When I have selected this, I will go with control B to make bevel. Okay, we now create this part here. Okay? I will go with control Z because I want to make this bigger. Now, whole extrude along normals and let's make this bigger. I will now press to scale this inside a little, okay? And we can now go with control to bevel, easiest way to create this rounded part here is with curve objects. We can now select this edge here, but this is for now just edge. We can go with right click and we can cover this to curve. Now this is curve, we get this curve properties here. And under geometry bevel, we have this depth option here. With holding shift, I will move this slightly, I will basically this curve here if you want, you can add more resolution here and also here. For now, I will not convert this to mesh because I won't keep these settings here. Maybe this is too thick, but I will see later. For now, I will just go with Z and I will bring this slightly up. Okay? The last part we need to create here is this fence. I will simplify this, so you can see that this go with zig zag, but it will be a little too complicated. I will just go with control R. I will start adding loop cuts later. We will convert all these loops to this mesh control R, and let's just scroll mouse up to add the loop cuts here. Okay, And now we can select this object and we can add one modifier which is wirefdifier. This modifier will basically remove faces and it will, it will add thickness to all these edges. Okay? And we can now withholding shift, move this thickness to increase the thickness. And I will click here to boundary this without. And this is basically close the faces here. If we now want to add one level here, we need to apply this. But let's see, thickness of this. I think this is pretty good. I will keep this about 0.5 and I will now add thickness to this. We can do this later, but let's do this now. I will go here to Apply. And now this is basically just mesh without modifier. And if we go with tab to edit mode, we can press A and we can go with control B to bevel. And we can add just one segment here. Because if you add more segments, this will be too heavy for your computer because we have a lot of this fence here. Okay? But again, if you go with right, can say smooth, this will look smooth. And I will now enable this out of smooth, you can play with this angle. Blender will basically smooth any angle which is bigger than this value here. You can see that this is about 35 degrees. Okay? This is how I this part here last time. Let's see how this look in my renders. We can see this part here. And of course also here, I think I last time create also this part. But what we can do, we can basically go with she Z. Maybe we can bring this part here because I see also this on this reference image. Okay, let's like this for now and we can make this metal part bigger GC to bring this little up. Let's keep this for now. 12. Finishing the fence: Let's now practice on this part here. We can select this edge here, and let's again check this face orientation. This is all blue. Let's go with tab to edit mode. I will select this edge select and I will try with old. This now works with select all this loop and I will go with shield Z. Bring little up separate by selection. Now I will select this part Z. Bring this little up tab to go to edit mode A to select all. And now for z axis and 1.2 or if you have a problem with this, you can just press and you can move this up. It will work, but I will want to be precise. I will press Z 1.2 Now I will press L to select just this part separate by selection. Let's now select this. Okay, now this is a little hard to select, but I want to select only this edge here. Okay? So achieve the Z, bring this up, try click, convert this to curve. And now we have curve properties here. And let's bring this depth to about, let's see, value I use here, 0.84 and we can just copy same value here. Okay? And let's also increase resolution A. Let's go with the GC and bring this up. Okay, let's again select this edge here to go to edit mode. A Z with holding shift I will move this slightly here. And let's now check again. Face orientation, again, we have problem here. And let's select only this part. And if you press numpkey, we can isolate only this part. If you cannot find this Nups key or you have named, you can go with View. Local view and to local view. Again, local view and to local view or Numpy. Let's now this again because we have every other red face, we can fix this only manually. I will select this phase, withholding shift to add selection. I will again select this phase which is ready outside, and also this one. Now I will press three and I will go with flip. Search for flip. Now we flip all these normals. Let's now back here with numpalash key. And let's do same with this part. Numpaslash key, Select this phase, which is read outside this one and this 13 flip and now we fix this problem. Let's now disable this phase orientation. Let's select this part. Down tap to go to edit mode. All extrude along normals, extrude this outside A to select all control B to bevel, to bring this little down, I will go with A and shift D, Z to bring this here. Okay, Now we just need to make this fence to go to edit mode, select and control R. Okay, now we can go again with Napeslski to bring this here and the coherent search for wire. Let's increase this thickness. Let's press S to scale this down because now this intersect with this part. Let's compare with this one here. I think this look pretty good. We go with value of 0.05 and we can later add the same value for next one. Let's go again with S Z to scale this lit up, I will apply this, okay? I will go with control and I will enable this boundary to close this part. Okay, let's go with apply this tab to go to edit mode A. To select all control B and add just one segment here. Okay, control B. Okay, and let's just check double vertices. So I will press three and I will search for merge by. 13. Placement of columns: This is what we have for now and I will go with Numpad seven to top portographic view. I will enable this reference image in viewport and also switch to X, Y mode. And if mode, we can now continue with adding details. And if you look these cubes on this floor plan, we have a lot of them. These are the columns here. You can see the columns here. Let's now create this. I will go with shift and right click, we can place origin here. If we now go with shift A and cube, we can add cube, but this cube is by default two by two. I will say this axis 5 meters, because we have 5 meters between the ceiling and the ground floor. And I will bring this up, I will say this x and y axis to one. If we go to solid view, you can see that we intersect here. We need to place the 22.5 which is the middle of 5 meters because the origin point is in the middle. If you look this reference, you can see that. Let's go to X remote. You can see that this is too big, but it is impossible. This is about three by 3 meters. But this is impossible to be big like this. This is just okay, I think I figure out what is this? If you look this reference, you can see that we have these holes involved. This is not just this part, is not just this column, it is also holes in this ceiling. But this column is maybe 0.9 or 0.8 meters. Okay, if we remove x ray mode, let's go up and let's find third floor. If we enable this in viewport, this should be stick in ceiling here, but I will now disable this third floor in Viewport. And I will now go with naptkey to isolate this object so we can work only with this object here. 14. Assets: I try found better images than this one for reference, but I didn't found too much. Mostly these images are like this one brewer and far from camera. I decided to use for this tutorial my last object as reference. This is what I do last time and this is how this column look like. I will basically take a screenshot of this. I will use this as reference for modeling. In this tutorial I past this image here in reference folder. You can use this and you can use pure. But you can also import reference image inside Blender. When you see the arrows, you can go with right click and horizontal split. And you can open here Image Editor. And now you can click open and I will now open this image here. We can keep this reference image here and we can always take a look. When we start modeling, there is one thing I will show you now. I will share original blender file from which I render all animation. But I also prepare separate assets of all assets I use in this project. You will get this blender file and let's see how this looks here. A assets, basically all assets I model from this project. Let's go to here. We have here all lighting assets I use in this project. And here is also this column. If you don't want to model this, you can always take any of these assets. But for the purpose of this tutorial, we will model a lot of things. Again, before we continue with modeling, let's quickly go through these assets. I will go with it. Click because I enable this lock camera to view. We have here lighting assets and columns. And we have the wheeled photos are basically from my journey. I generator and I place this over all of this mall here, stickers. I put a lot on doors, windows, and glass things. You can see example here. I place one here, another one here. And through all the small, I place these tiny stickers here, You can see the photos. Next is this bigger details. This is high detailed guest service we will use in this tutorial. I think we will model also this later. We also have this bench and chairs from mall, and the three things are just for background or inside stores. I use this a lot. Inside stores, this simple object here is just one column with projected TV here. But if you isolate this object and if we go to render view, you can see how this looking render preview. Very simple model can be very useful in background or inside stores. Here we have more interior stuff, so all these things are pretty low poly but works pretty good inside stores and in background for example, you can see this model from here here. This is not great model, but it just feel that something is inside the store and it is much better than this store is just empty. You can also note this column with TV here inside. Next thing is this interior emissive rooms. This is basically just low poly interior. To render preview, you can see how this look. This is looking render preview and if we go to solid preview, you can see that this is basically just one cylinder with a few cubes. This is how this looking render preview. I think I place one of these stores inside this place. And also here we have the emissive interior stuff. Basically just a cubes you can put inside store, and your store will look much better. I also create a few walls with a few different textures. Basically, I make one Jpeg image with few brick texture. And this is very useful also to just place inside stores to make wall with another variation of texture. Next thing we have here is brand names, basically all the stuff are just logos of stores. You can see a lot of this in render here, another here, and one here. Basically, I model a lot of these things and I save a lot of time later. Here we have Romo materials and I watch a lot of references from original more, so I want to keep this as close as possible to original. This is also very useful. We can see a lot of this stuff here inside, one here, another one here, one here. This one here is also from original model. Another one here. Last thing I say for you, but the most important thing are these stores. We have 30 stores here. And you can see that most of them are high quality with a lot of details. You can see how this look, all of them are textured and with bump and roughness map. Let's look this one for example. You can also note that most of these stores have interior and all these tiny details like stickers and columns. And these things. You can also note all the roughness and bump details which all stores. I will make separate video how to use all these assets. And all this will be ready for Asset Browser. I add some things before in Asset Browser and I will show you how this look. When you place this in Asset Browser, you can just drag and drop and this is ready for use. All these stores are basically one object, you don't need to care about collection and the thing. It is very simple to use a lot of these things we will model in this tutorial. You can use assets, but my recommendation is also to watch tutorial to learn something. 15. Lamp modeling: But let's now back to modeling. And now we will model this lamp. Here. You can go with a new object, but what I usually like to do, I go to edit mode and I like select one part of this object and I usually go with ship D y. And now I can scale this down or with S Z, scale this on the axis. But one thing you need to know this is now part of this object. If you want to separate this object, you need to press P and separate by selection can work only with this model. One thing you can also do, you can press again Napeskey to isolate only this object here because we don't need this column here. Okay, let's now create this bevel. You can see that we have this bevel here, but I also want to create this hole here. I know that it will be easier if I isolate this part up, because if I start creating this hole later, I will have problems to create this bevel, I will go first strike click and set origin to geometry. Now I will go with to go to edit mode. Control R for loop cut. And I will scroll mouse up to add two loop cuts. Now I will press SZ to scale this on Z axis. Okay, Now I can create be vel, if you remember we create bevel with control. If I press A, you can skip this part, but if I press control, you can see that we cannot bevel this vertices because this is just a plane. We need Bevel vertices. For Bevel vertices, we have another shortcut which is control shift. I will select the four vertices with holding shift and now I will press Control Shift. And now I will scroll mouse or just move mouse down. You can see that we have one problem. I will press Escape and we need back scale to one control A, apply scale. Now we can again go with tab to edit mode, control control shift B. And we can now bevel this, but we need opposite direction. We can see that we have bevel in opposite direction and there is shortcut for this, and short cut is for profile. I will go with control shift to bevel. Move mouse up or down, and scroll mouse up to add one more segment. And now I will press hold on your keyboard and we can move this inside. Just click, okay. Now we create this bevel, and let's now go with two on keyboard to switch to select or just click here. And now I will go with control R to add one loop, cut here. Click and control to bevel this scroll mouse down. Okay, now I will, holding shift, select these two edges and control again to bevel this. And let's now press Delete faces. Now we get the holes here. This is just a plane, we need thickness. And we can go with a and y to move this on y axis. Before I click anywhere I want to bevel this edges, I will go with control. Now let's bevel. But you can see that this also go to negative direction or opposite direction. You can keep this if you like, but you can again press P and you can change profile. Okay, now we create this battle. Let's now create this light here. I will go with Numpad seven to top portographic. I will go with shift A and up if you want to, Before you click anywhere, you can change resolution of this. But I think this is good enough. Maybe I will go with 24 to keep this little more. And we can now move this here and press to scale. Okay, now I will go with Ped, one to front orthographic, but this is all down. I will bring this up about here. And now tab to go to Edit mode, Wif mode. And now I will select this top part and press delete vertices. Okay, And now L to select all and to scale this on the axis, I think we can also delete this part here, delete vertices. Let's now go with LZ. Okay, let's now create this bottom part. We can do this easy. I will remove this x ray mode. And let's go with face selection. Select this part here. If you want to make this smaller, you can just press to insert, But I think this is okay. I will just go to move this on Z axis down. Okay, I think we can insert this. I will press to insert this. And we can now go with Z and move this down. I don't need too much mesh here, so I can, if I press, if I press delete and limited the sole. Now we can create this part here. We can create this easy with control R, one loop cut here, and one up now with three on keyboard. Switch to face selection to select this loop. Old to extrude this along normals and move mouse out. Okay, now let's create these two small parts. Control R to add one loop. Cut control or bevels, crow mouth down. Now, withholding old, select this loop and withholding shift and old, we can add selection and select this one. Control B to extrude a long normals and move this out again. Let's now add a few bevels. I can go to select to add selection and old shift alt. Let's select these three parts and maybe this one. Now, I will go with control B for bevel. But I think I will add only one bevel here. Look here. Okay, this loop loop. But we can go with right click and say smooth. And just be sure to turn this out of smooth here. Let's now create this cold part here. We can go with tab and control R to add one loop here. Now I will go with selection to select this loop. And now I will go with shift D. With holding Z, I will bring little. Now I can press and separate by selection I want separate this object from this one because later will be much simpler to add this gold material and I think it will be easier to model this part. Let's go with right click and set origin to geometry. Let's as to scale this with tab, we can go to edit mode to select all and all extrude along normals and just move this out. Let's now press L to select this part here and ship the Z. And move this down. And now I will press S to scale this about here. Okay, now we just need this part here. I think I will need more mesh for this. I will press L over this part and I will click subdivide. Now I get a double mesh here. If I now go with old, I want select this loop here. There is one option in blender which is called check disselect. If we go select and click Check, blender will select every other of this, but we can increase this value here. We can select less. This will press to insert this. If we now press as we get, scale this to this bounding box. But if we switch from bounding box to individual origin, we can scale each of this piece by individual origin. You can imagine that each of these pieces have one origin here. And now we can press to scale this. Now I will go with Z. To move this down, I will now back to bounding box. We again have one point here, and we can now scale this to this center point. If I now press scale, we get this. Just bring this up. Okay, I think last time I do something similar like I do. Now if we go to object mode, we can see that this is separate object from here. Let's now make this small part here. I think I will go with amped one. And I just want place this in middle of this object. I know that this is in middle. I will go with shift rightly to set origin here. Let's go with another cubes and scale this down with an pad three. We can go to side view. And now I can move this here. I can just press to scale this little more and y to scale this on y axis. Okay, Let's see how this look. I think this part is straight, but this one is curved. But let's check thickness of this. I think we need to scale this little down and then scale on Y axis. Let's go with not three, let's bring this up. And now I will go with shift D, Z to bring this one down. Okay, what we can do now, we can go with tab to go to Edit mode and add one loop cut here. Now I will go to x ray mode. I can see this edge here. And I can select this edge here. This one should be here, but this one should go down. I will bring this one down. Now I will go with control here. But let's first check scale. Apply scale. And let's go with tab control to bevels, okay? Something like this. And we can also add edge to this one tab to go to edit mode. And let's bring this little up control and bevel. Let's add a few levels here. Let's see how this look. Okay, let's go with, I will do this manually, but you can press A and go with control B. But then we create a lot of unnecessary loop in this edge here. I will go with and shift all. Just select these corners. Let's go with control. But just one lot. Okay, tab, select this one. Tab again to go to edit mode. Here I will just press control B. Okay, Again, I need to apply scale tab control to bevel if you want. You can also add here loop cut and smooth this to make this less perfect. All these three parts are separate parts, but we can join this with control J. Now, this is only one object. Let's now add this small part here. We can go with tab to edit mode. And we can just add one look cut here and maybe one here. We can now grab these faces and move this down. Okay, And if you want, you can grab these four faces and you can add another bevel, just scroll mouse down. I want only one segment here. Now what I will do, I will join this to one object. If I select all and go with control J, I can still separate this part. If I go to edit mode and if I press L, lender will remember that this was separate part because we separate this object from this one, it will be easy later to add new material for only this part. Another shortcut for creating. Let's say we want select only this part down. We can just click here and we can go with control numpad plus to expand selection. This is easy way to select, for example, only this part here. 16. Lamp and promo material modeling: You can see that we have two variations of this. One is without this part and one is with this part here. Here is example with this part here which have some promo materials or something. Let's now create this in Blender. First I will go to Object mode, and let's go with Shift D, Y, move this here. And now we can go with Umped three to side view. We can make another variation with this part here. I will go with Numpad one. I will again go with shift and cube. Let's this down. You can see that this is stretch on axis, but it is smaller on x axis. I will press X, okay, Now I will go with Numpad seven. And let's move here. This here. Now, I will also scale this on y axis, y. This should be a bigger than this part here. I will scale this little more. Let's now go with n three to side view. And let's bring this down maybe a little. Let's go with control to apply scale. Now I will go with control tab to go to edit mode. Control to add and scroll mouths up to add, Tu lop cuts here. Let's go with y to scale this little y axis. And now I will go to x ray mode. I will bring these two parts up. Let's now bring this little more up, this one down. Okay, Now we can just smooth this with holding shift and select these two parts, these two edges and control to smooth this. But one thing I want to do here, scale. You can see that this part is thinner than this one. I will select these two edges here and I will press to scale this down. Maybe to scale this only on the axis. We can also select this part here. And we can press to scale this down. Let's go with nope three to side view. And now I will select this edge here. And with holding shift, I will add selection control to smooth this. Okay? But I want to make this more intense. I will bring more down. And this one more up. Okay, let's now go with control to see how this look. Let's go with Olga shift to select these corners. Let's select also this one with shift. And let's go with control B to be level. This scroll mouse down to add maybe only one lo cut here. Okay, so we get this part. Now let's go with the shade smooth and out of smooth. Now I will again go with mesh, shift and mesh and cube. And let's see this down. Let's to this part here to go to side view. Bring this down, S, Y, Z. To scale this Z, Xis. And place one here. And also x to scale this on x axis, control A applies scale. And we can go with b to edit mode, and we can go with control B to add. Okay, now we just need this paper because I want to follow this shape here, like in this example. I will start with this object here. I will go with tab to edit mode. We can select this loop here, withholding control. I will shift the Z. Bring this numa three for side view and let's scale this little down to make this smaller. And now I will go with Z. We can line up this part down. If we press Z zero, we line up this on Z axis by value of zero. Let's try press Delete, Limited the soil to see what happened. Okay, we can clear this unnecessary mesh and we get only this part. Later, we will create material for all. The last thing I will do here, I will select all this and control J to join this to one object. Now, this is only one object, but let's also do with this control J. And now we have one variation and another with this part. If we now back to our scene with no plash key, we can grab these two parts. We can also grab this column here, and let's again go with Nph key. Let's now go with Np seven to top, portographicZ or minus N. We can place one here. If we go with ship D, we basically duplicate all this mesh information and we basically make another object. But if we go with all the in blender, we just make instance of this object and that's what we need. Now alx, I will now go with x minus to flip this on x axis. Let's place this one here, for example, if we go to edit mode and if we change this mesh here, you can see that this also affect to this right side. That's what we want because later when I add material, it will also affect this one. We don't need to do this on both sides because we use old D. But for example, make another variation. If you want project here, another texture, then here you need to delete this and you need to go with side another object. Let's now go with old and y here and let's go with y minus one To flip this on y axis. And let's place one here. Okay, let's look reference here. We need to bring this a lot down. I will select all these pieces and I will move this down. Okay, this is how I create this column here. One thing I need to do here, I need to this edge. Let's first check scale Control A, apply scale. Let's go with tab to edit mode and A to select all. And let's go with control B to be, I think I will select only this, four edges here and I will barrel only this control. And let's play with this profile. If you hold, you can change this profile. This is then 1 meter, maybe too much. I will press, has to scale this. I will type here maybe 0.9 okay? And I will keep this too. I think we need five here. Just one thing I need fix now I need to move to this wall. Okay, let's, again, you can see that we now change scale, but this is not so important that we can now back scale to one later. We will create material for this part here. 17. Gold material: We can now start with Materials, and I will open new tab here, just right click when you see these arrows, Horizontal split, I will open here, Shader Editor, But when we work with materials, we also need UV editor. I will split this window here and I will open also here, UV editor. I will also switch to Material preview here. First material I will create here. We need to go to Material Properties here and I will create default material. This will be basically white concrete material or white cluster we will use in all walls in our scene. But we will back to this default material. I will first create gold material. Let's now select this object and let's create new material. And I will call this gold. First I will choose color which look like gold, which is something like this. But I think I will copy color I used last time in blender. You can just put mouse over this color and you can press control C. You can go here and press control, and you can see that we change color, but you can also copy this he code. Because you cannot copy this color, you can just copy my hex code if you want exactly the same color. Okay. And because gold is metal, we need to bring metallic to one. Gold is also shiny, so I will bring roughness all to zero, but we will make a variation in roughness later. This already look similar like gold or fake gold, but we can improve this. All materials have variation in roughness. If you look this object here, you can see that this is perfectly shiny, but no material which is perfectly shiny. So I want to add variation in roughness. For this, I usually use concrete texture. Last time I used this one from Texture.com but because Texture.com is not more free, I found one this concrete texture on MB and Cg.com which is free CC zero. You can download from this link if you want or you can use any of this you like, but I will also share this texture with you. So you can just bring this in blender. Okay, this is my old blender file. I need to bring this here. You can just drag and drop this here, or you can just copy this address and you can search for shift and image texture. And then you can open this image. When we work with materials, we need one add on which is called Node Wrangler. If you are brand beginner, you need to go to Edit Preferences, Ads. You need search for Node Angular and just click here to activate this ad. Also click here to click here and say Preferences. Next time when you open Blender, it will be activated. Now when we have the sled control shift and click on this node, we can see how this texture look on this object. You can see that this is stretch. And that's because by default Blender UV map to project texture. You can see that if you press control, select this node and press control, you can see that Blender by default. But you can change this if you want. But I will make this to U and we can now create our UV map. To create UV map, we need to go to edit mode. Press A to select all. If we press on keyboard, we have a lot of option here. Mostly I use Q projection or smart QV project. And let's go with the Q projection. Okay? We can see that this is now correctly projected. We can also play with scale on left here, where is UV editor? If I press A, I can select all. And now I can press S to scale this down or up. Okay, now I will go with color M. We can tweak this color. If we move this on right, we add more black color. And in blender black color mean value of zero and white color mean value of one. We need now back this material with control shift and click here. If we now plug this to roughness, we will get variation in roughness. But because we want to make this pretty shiny with some parts, which will be dirt, I will move this black color on right. But I don't want completely shiny because black color is value of zero. I will bring this little to white, okay? And also this white color. I will bring little to black to make this less dirt. Okay? This is a little too tense, so let's bring this closer to black. Because we before use all we don't need to change for this one. So it will be exactly the same, like this one here. I think it is still a little too shy. So I will bring this little up. Okay. 18. White glass material : And let's now create this white glass material. We can also create this easy. And I will create first here. First I will go with new texture and I will call this we bold because we will create later variation with light on. Now we need to apply this material to this part and I will go to edit mode. And let's see how we can do this. I think we can go with all this middle loop. I will go with control nap to expand selection a few more times. Okay, now I have selected this part. I want to apply this material and I will now press a sign here to make this shiny. We can also bring roughness almost to zero, it will be shiny. But we can also use concrete. We use before concrete texture I ever search for image and I can now find this concrete texture here. Let's again control shift, click here to see how this look. We can scale this a little. I will scale, I will again go with color M. Let's back this material with control shift. Click here. Let's plug this to Roughness. I will now go to object mode. And let's now move this to right. Okay, we can preview this better if we click on this node here. I don't want to make this completely black. Let's keep some white parts here. And I will also bring this to black, also, this closer to it if you want. You can also use concrete, concrete texture in color input. You can go with mixed color here. Let's put this value to completely to white. And let's use this concrete texture value a. And let's now plug this to base color. Now we can choose how much we want. This, if we go all to left, we basically choose value a. And if we go all to right, we choose value. But I want to keep this almost wide. I will just add, most likely to left. To add this third part, I think I will create another color M because this one for roughness is not good for base color. We can again, go with color Mp. And we can plug this here. And let's go with control shift and Cl here. I want to keep for value a, I just want some parts of black. But we have here a lot of black color. I think I will invert this. Okay, so this look much better. And let's now plug this two. I will plug this to value B, and I will now choose here completely white color. We can again use this slider. But one thing you can do, you can set this to multiply multiply blending mode. We'll keep only darker parts of value B. Now with multiply blending mode, we can keep on the dark parts here. I will now move this to left to reduce this part. But if you want, you can also change color of this. For example, you can add here maybe brownish color. 19. Emmisive material: So this is light of variation, but let's now create light on variation. I will select this object here, because I want to turn light on this object here. I will first select the gold material, and now everything will be this material here. But you can see that we have stretched texture and we need again, go with tab and press eight to select all and projection. And now maybe scale this little down. Now I will do same as I do before. I will select this loop here and I will press Control lamp path plus to expand selection. Okay, I will add new material here and I will select this white bulb off. And I will press as sign. But now I will also create new material here. I will press and I will again select this white bulb of. Now I will click here and I will create new variation here. If we click here, we basically create new material base of this node set up. Okay, And I will rename these two on now, I will go to Edit mode. We have selected this part, so we can click here, a sign. But if you don't have selected, for example, if you go to Edit mode and click anywhere, you can just click here and select one part which use this material. And now you can click Select. Blender will select all these parts which use this material. And now we can switch to this one, and we can click Assign. Now nothing happened because these two materials are same, but we will now start changing this material. Because I need light here. I will go with emission node. I will miss the two materials. If for example, plug here, you can see that we now have emissive material here. But I will mix these two materials. We can do this if we go with control Shift, right click and you can just drag, you can mix the two materials. Or you can also go with shift and mix shader, because this is sad, this is not color. In this case, we use shader. If we now move all to left, we get this node set up here. But if we move all to one, we get this emission node here. We can for example, increase the two value of 21. Thing you need to know, this is material preview. This is not render preview, but we can now switch and enable preview here. But before I do this, I will switch from V to Cycles. What is different between V Render engine and cycles? V is designed for game. It is much faster but less realistic, but for this we need realism. I will use cycles which is slower but more realistic. I will also switch to GPU. This will speed up your render process and I will bring samples here, maybe just 222 and maybe here 244, final render. This is Port and we have Port render here. If we now click here, you can see that Blender start counting 222 because we said here 222. But if we press 12, Lender will, okay. We cannot press F 12 for now because we don't have camera. But this value of 40 will be for final render. We are now in Render Preview and you can that this is much slower. That's because Blender now calculate all these lights bouncing and if you want, you can here under light path change this light bouncing, but I will keep this on the fault. Now one thing you can know that this is pretty bright and not only from this light here, but we have also color which come from world settings. I usually bring this almost to black. In this case, I don't want any lighting which come from outside. I just want all lighting inside this mall. Okay. We now have a real preview of this material and we can now try improve this material here in real world with emissive materials, we have always parts which are less bright. For example, this part here, which are more bright. We can add quick variation with noise texture. I will go with shift and I will search for noise. We can again go with control shift. And click here to preview how this look. I will go with color ramp again. Let's tweak this little to make more contrast. And now this will be more visible. But we can also play with this value. I think the scale of y is too much, so I will bring this to one. Okay, So we can create some variation with more light and less light with this color ramp. Now I will go with control shift and click here to back this material. And now I will plug this to strength. You can see what we get. But now we need back some light because we lose a lot of light here. We can do this with nodes. I will go with shift and I will search for now I will multiply this value. I will choose here, multiply but not with value of 0.5 I will value maybe ten. Let's see how this look. Okay. Now we can play with this color ramp here. This is too intense, Let's reduce this black color about here. And you can also play with this scale value here. I want to make this smooth and not too intense. I'm not sure about this value of ten. We will see later when we put this in more. How this look. One thing we can also do here, we can change color, light. You can do this here. But there is one nodinge ladder which is called black body. So we can search for black body, we can plug this here. This node basically represent temperature of light. If you go to Google and if you search for black body color, you can see that this value go 1500-12 thousand. This basically go from orange color to blue color. We have another graph here. I want between four or 51000. I want keep pretty white, but I also want to add little orange color to this light here. Let's try with 3,500 but I will go with 4,500 here. If you want more light, you can always change this maybe bit to 20, but we will see for this later. 20. Plaster material: Let's now back to Material preview. And let's create the default material reviews for this column here. I will again go with concrete texture here, so I will search for image texture and I will select this concrete and with control shift and click here, we can see how this looks. And we can go with to edit mode and UQ projection. Okay, Now I will go with mix color here, because I want to keep this mostly white. I will set first color to white. I will plug this to second input, and let's plug this to base color. We can also go with color. Let's tweak this little, okay? And let's now back this material. And we can now set this to multiply. Now we can choose how much we want. This dirt part here. I will reduce this a lot. I don't want this to be visible. We can use the same texture for roughness, so we can go with another color ramp. Let's plug this here. Let's see how this looks. I want to make this pretty rough. I don't want too much black color. I will bring this up, okay, And I will bring this little black. And now we can plug this to roughness. If you bring this black color, bring more to black. You can see that we will get the shiny parts. Let's just for move on. Right, you can see that we get the shiny parts here. But I think this is too intense. I will bring on left to white. We can also use this for bump. I will go again with ship D to make another variation with this color rampant. I will go with bump and we can plug this to height and to normal here. Now we get a lot of bump. I will now tweak the settings here. I will reduce this distance to maybe 0.1 also this stye just a slight value of this, but last time I also download this from MBSCG. This is displacement map of concrete texture. And let's now bring this also to Blender. And we can use also this for Bob. If we now go with Control shift and click here, we can see how this look. But if we now go to edit mode, and if we press A and for example you can skip this part. But if we scale this, we also scale this texture here. That's because both of these use only one up. We can fix this, go under UV Maps, let's rename this two. We can call this maybe concrete dirt and we can create another map and we can name this maybe to concrete for bomb. Okay, so now if I select this up and if I go here with up, I can now choose this concrete there. Ten, plug this here. And now I will go here with another up and I will select this concrete for bomb. Okay, now when we have selected this up here, you can also see here, okay, you can also see that we use this second map now and we can now go to edit mode. And if we now change scale of this, we don't touch and we don't affect this first texture here. Okay, now we can play only with this concrete for bump up, but I will use very slight value of this texture here, so I will not care too much about this. Let's now back this material here and we can now go with another bump node here. But because this time I will not use color ramp and we need only black and white value here, I will say this to non color, okay? This is not so important. It will also work without this. But this is correct way how we do this. Now we can plug one bump to another bump and both will work. I will plug this here, you can see that we keep this one, but we also add another layer of bump here. I will again go with 0.1 here to bring this down. Let's bring this strength hold down, we get the small tiny details, these lines here, okay? We can maybe add little yellowish color in color input here. We can add more dirt if we move on. Right, I think this is okay for this plaster or concrete material. 21. Promo materials: We need create only one material. For this column here, this is this flag here. I will select this object, and I will go under Material Properties and Clear here, and I will call this flag for this. I just go to, I think on Flicker.com and I search for all papers or the credits or something similar, and I make colors of these two textures. We can now bring this here. Let's just plug these two base colors. Now I will press Step to go to Edit mode. And let's select this part. And let's assign this material here. Okay? And now I will go with projection. And let's now has to scale, and we can now project this here. I will go with x minus one to flip this to another side, okay? But if you want to make another variation, I talked about this before. I will now delete this object and I will go with shift x and x minus one. Because last time I use all this second object, copy all the values from this one. But now I make another variation and I can now reproject to this paper here x minus one. And let's project this here. If you want more clean space here, we can maybe go with control R. This will not work. I will go with K and I will just stick this here. Let's now select this part. And let's just scale this all down to two yellow color. I will go with Z 90 and let's project this yellow color. And now we have this clean space here. Let's do this also here we can improve also this material with mus grief texture. So we can add some bump here. Let's bring roughness maybe 2.2 to make this little more shiny. But I will go with grief texture. If we now press Control Shift and click here, we can see how this look. I will bring this value. I will play with this value to get something which look natural. We can now go it bump, We can plug this to height and this to normal. We will get effect of crumpled paper or something similar. But I will reduce this a lot. Maybe here 0.1 and maybe here also 0.1 It will not be so visible, but you can see that we get some distortion here. Okay, we are done with this column here. Let's switch to Render Preview to see how this look. If you want better preview, you can alas, just go with point lamp. And we can change settings here. So I will go with maybe 200 so we can see how this looking. Render preview. Okay, I will delete this slight. Now let's go to shading. There is one thing which is important. You can see that in Viewport, shading, all these materials look same. But we have one option here. When we select one color, we can go here under Viewport display and we can change color of each of this material, which will be displayed in Viewport. For gold, I will add this goldish color. Now we know that this part, this gold material and I will go with white bulb off. For this, I will maybe add bluish color. I know that this part is off and I will go with reddish color. Maybe, let's add just color for this flag, maybe green. Okay, so now we know which material is applied on which part of this object. And next thing I will do here, I will make variation without this flag here. I will basically duplicate this lamp here, and this column, and this one. And I will go with ship X. Let's now select these two objects and let's go with all X. I will just press Escape and Z night. Okay, what I will do now, I will select all these objects here and I will go with control J to make this one object. And I will also do same here, control J. But when I press control J, I get this message that active object is not selected mesh. I think that's because we use all D for this. Let's try join the two. This work if you now go with control J. Now this will work. Control J again and control J again. Okay, now this works and we have two different objects here. What we can do now, we can go with num key to back to our scene named seven to top ortographic. Let's now back this wire mode. And we can now place, okay let's select this object. And we can now place this on place where these columns go. Okay, let's duplicate this with all the x. Let's place one here. And I will go again, all the X. And let's place another here. Let's now duplicate this one with a X. All the X again. Let's now use this one. Holy Place here, and al D X again. Okay, let's now select this one. This one here. Let's place one here, all the X, let's place another here. We cover most of these columns here. 22. Mirror modifier: Next thing I will model is this middle part on first floor. This escalator and all this stuff here. It is a little more complex, but I think we can do this. First, I will go to Blender, and I will open here reference image. To move this on, right, we need to go with middle mouse or scroll button. And now I will click here. I will find my reference image. Okay, this one. We can maybe bring this little up and so we can later zoom here and see how this look. Now I will go with numit seven. And you can see here that I will go with Ump seven. And this black cube here is this elevator in the middle. We can go with Shift and right click and we can place origin here. But just be sure to nothing is selected because this object selected. If we now add new objects, this will be part of this I will create here. And I will shift. And now we can go with x to scale this on x axis, you can note one thing on all this part that is symmetrical. Everything you can see on left is same like this part on right. When we know that this is symmetrical, we can simplify modeling process with mirror modifier. To use mirror modifier, we need split this cube on. I will go with tab. I will go with control R. Now I will select this side, and I will press Delete vertices. Now I will go to object mode, and if I go here under modifier, I can search for mirror. I will add mirror modifier. And I will click here Clipping to join this middle part. Now if we go to Edit mode with Tab, you can see that everything we do on left, it will happen on right side. 23. Elevator and escalators: I will now enable this first floor. If you remember, we disable this first floor from visibility. So I now need this first floor in view port so I can move this all down. And let's for now disable this empty or this reference image. Okay, I will now grab this and move all down to first floor. Okay, But I think we need to move this first floor little down because we have now thickness of this wall now. It is not anymore 5 meters. It is about 3.5 or 4 meters. I will just go with numpad one. I will go with, and I will move this little down. Okay. Now I will select this T. Let's now move this more down. You can also see that this go all up, this is our third floor. And you can see that is almost in the same position I will enable now also third floor here. And let's move this all up. Okay, about here. Let's now disable again this third floor. Let's now build the escalators here if we go with tamped seven. And if we back this reference image, we can see where these escalators need to be. And let's now go with wire mode. When we are in edit mode, we duplicate, for example, this phase from this object. This phase will also be part of this object even for let's disable this x ray mode. If we duplicate this with D and move this on x axis, this will also mirror modifier will also work on this separate part because this is the same object like this one. Okay? Now I will go with Z to scale this axis. And let's bring this up. Let's move this here. Now I will go with Numpad seven. And let's go with Z to rotate this on the axis. Now I will switch from global to normal orientation and we can now go with Z to extrude this on the axis. Okay, now I will just reduce thickness of this, but I don't need anymore the reference image. I will click here. And let's bring this. I think we need to keep this down but this escalator need finished about this line here. I will bring this all down. Next thing I will do here, I will back to global orientation and I will add one, look at here, maybe one here. I will go with phase selection. Let's select this and I will go with control lumped plus to expand selection. And now we can just move this on axis, but this will not be our escalators, this is just blocking. We will download the escalators from Internet for free and I will show you how. I don't want to spend too much on modeling all these details you can see on the escalators. We can save a lot of time if we just download this model from Internet, but we will do this later. Let's now build this big column here with these three parts here. I will again go with face selection. Select this part, shift the x. Let's move this about here. You can see on this reference that this intersect with this wall. Okay, so we need to move this about here. And I will now go with x to extrude this on x axis and move this inside. And also this part, this part here is lined up with our third floor. But this go more up because you can see that this third floor hole here. I will select this part here and I will go with numbed one. We need to move this much more up. You can also note that this part up is thinner than this one. We can do this easy. If we go with to insert, we can move this little up and now z. To extrude this on Z axis. Okay? I will go with control Z and scale. Little more and let's now go with Z. Let's now make these three parts here. We can go with control R and add one loop cut here. Now if we select these three phases, we can now press to insert this, but we can also insert this from individual phases. But I will first make this part thicker. I will move this out. Okay, let's now select this phase, This one and this one. And let's go with twice. I will press, let's now go with S Z to scale this on the axis. Now I will switch from bounding both to individual origin. And let's maybe scale this little on Y axis. Okay, I want to scale this middle on X axis, source. Let's now select these three phases. And let's go with all X strode along normals. Now bring this up. Okay, this is something similar from this reference. You can see that this go from this 45 degrees angle. But maybe we will change this later. I think it will be a little complicated to get this 45 degrees angle. 24. Elevator, details: Okay, we will see what we will do later. This, maybe we will keep like this, but maybe I will try rotate this. But let's continue with this elevator here. I want to make whole in this middle part. And we can do this easy if we go with edge selection. Let's isolate this part here and also this part up. I will now, okay, let's go with control Z and move this down. I want isolate this part here. Now I will go with Y to move this inside. Okay, let's now make this elevator which is here inside. I will duplicate this face with ship. Now I will go with Z to scale this down. Let's bring this up. I will also move this part out of this wall here, for example, like this. And now we can select this space and we can go with E, Y to move this out. We can also model at this detail up and down. We can ex, this glass part. I will go with control. Add one loop cut here, another one for glass here. And let's add one here and another here. Okay, now we can grab these two parts and we can go with Y. Extrude this little out. And let's add one look cut here. This part will be for glass. I will go with Y. Move this inside, okay? And let's create this detail here. Control are here and another one here. And one look cut also here. And we can now tu this inside and move this inside. Now before you click anywhere, you can see that we get the extra edges, which we don't need to delete these extra faces. You can just click here, Dissolve orthogonal edges. Blender will delete this for you. Let's make this bevel here. We will do also this one here, which I will show you one method, you can get the nice details. Let's first make this one here. I will go with control R. Let's go with control or extremal this out. Go with control to make bevel and scroll mouse up to add one more segment. Let's now make this bevel here which is a little more complicated but we can also do this easy. And I will show you how just go with control R to add loop cut here, control B to make bevel and scroll mouse down. Now ex along normal, move this out. Okay? Now with select and old select this bottom part. If you now control, you get bevel like we usually get. But if we score mouse and add more segments here, we can shape this bevel here. Before you click anywhere, you get the Bevel properties. And I will now switch from super ellipse to custom. Now we can basically shape this bevel as we want. Basically, we can drop bevel we want. Okay? You can play with this curve here and you can make shape you like more geometry you add here, it will be more smooth, but I think this is enough. Okay, now we have three more levels here. I will go with control and I will scroll mouse to time to get these three edges Control, scroll mouse, hold down all the extrude phase along normals. Now I just want to make a classic bevel. I will go with control B. You can see that when we scroll mouse, we get again custom bevel. But just be sure to disable this and it will be normal. We get a lot of details with this bevel very quickly. 25. Fountain modeling: Let's continue with this part here. I will go to Edit mode with Tab, and let's now duplicate this phase here, shift y and place about here. Now I will go with two for select, two for select. Let's move this about here. Now I will go with three for phase select. And I will go with y to extrude this y axis. Now I will go with control R loop cut. Let's go with three for phase selection. And let's go with num seven maybe and y. Let's now go again with y. Now I will grab this phase here. Let's go with x. I will move to this place, and now I will go with control R to add loop cut here. And let's now move this here. But one thing I want to do, you can see that this part is thinner. I will go to x ray mode. Then let's grab this. We need to grab both of this edge, so we can just grab this face here. And now I will go with, I will line up this. I will also select this edge here, and I will go with R Z. I will also try line up this little better. And let's now go with control B to smooth this part, okay? And now we get this part here. But I think I need to move this more inside. I will go with up at seven and I will go with undo. It will be much easier if I move this. Before I do this, bevel, let's now move this here and let's grab this edge. And I will move this about here. And now I can select this edge here. And I can go with control. Okay, now I will go to solid view. And let's select the faces here. I will select first one, and with control I will select all the line here. You can see that this go up. I will go with Z axis. We have one part which go up even more. Let's select these three faces here. Let's go again with, okay, maybe we can move this escalator a little. I will go with control lumped plus. Let's now back this to normal. Let's move this little out. Next thing I see here, I see that this part is very big. Maybe we can select a few of these phases with holding shift. And I will now back to global orientation. And I will move this about here. And I will also rotate this axis Z. Now this look pretty similar, like this part here. Next we need to create this wall here. I will rotate this. And I will go with control R to add cut here. And let's now select the pass. And let's go with Y to move this on y axis. Now I will go with R Z to line up this Alita. One thing we can do here, we can try make this parallel with this line. I will just move this here. Okay, Now we have this nice corner. But more correct is to move all these lines here. I will select all this, and let's now move this about here. Next is this part here. I think we can select these pass here and we can just duplicate this. There is one shortcut for selection. If you hold control and shift, you can select all phases between these two phases. For example, if I select this one and go with control shift, I can select all the paces here, shift and Y. To move this about here. I will scale this on X axis, X and y. I will also scale this on Y axis. And let's bring this, let's also scale this on axis to bring this to about here. Now I will go with all and extrude this along normals and move this out. Okay, Now we can go with control R here to add cut. We can select these faces and we can go with ex y axis. Let's now just select this corner here. We can just line up this. We can see one wall behind. So we can create this quickly. I will go with shift the X of this on Y axis, Y. And let's move this about he and X. 26. Fountain modeling, part 2: Let's now create these small walls inside. For this, I will go with tab, select this object, Tab, select this face here. Shift the Y, z to scale this down. Three to move this down. And also x to scale this on x axis, okay? And let's scale this a little more now. I will go with Y control R here with phase selectionect this phase. And let's now go with, again about here. And let's now go with control R and x. I think we need to move this little on y axis. I will move this about here. And let's now move it, control R here. Now I will select the faces here, and I will go with Z to bring this up. Now we can go with control here, and we can now connect this piece here with this wall here. Okay? And this looks similar like in this reference image, but we can see in this part very intense bevel, and we can create this quickly. I will grab this edge and this one. I don't need this one here, but I need this one and this one. I will now go with control B to bevel this. Okay, let's now create this part here. We can start with these phases here, select first one, and with control, select all this. And let's now go with maybe normal orientation. And I will go with ship D and Z. Let's press X to scale this on X axis. Let's see how this look. Okay, and move this little down. Now I will go with or extrude along normals. In our reference, we can see that all these parts are extruded up. So we can do this quickly. I will select all these phases here, shift and control to switch to another area. I will again go with shift and control. Control and shift here control also. This one here, Shift control and shift. Now I will go with E and Z to bring extrude on the axis. Let's now back this to global orientation. And I think I just need, I need to press again and Z. Okay, now this is extruded on the axis. Now I need to select also this part here. I will go with control nump to expand selection. Now I can go with old along normals, okay? But I see one problem. So when I go with all this part, go inside. And this outside I think I need again, check my face orientation. I need to fix all this. I will press A. I will press L to select all these loose parts. Or you can also press A and you can press three and search for recalculate outside. Okay, now we fix this phase orientation and let's now remove this from port. And I will again select this quickly. Shift control. Shift shift control and shift control here. And also this part now control lumped to expand selection or extrude along normal. This work, correct? We have also this part here. Let's quickly create this. Let's go with strike this phase shift. Y, z, to scale this on Zxis, Z to move this down. And X to scale this on X axis, y to extrude this on Y axis. Now I will extrude this few times. X, extrude one time X. Again, I think this will be enough. Let's now move this out, y, and move this about here. Now, what I will do, I will on y axis one time and again. Okay, also this part here is bigger than this one. Let's just grab these faces and let's press C to extrude this on the axis. One thing you can here, here we have also glass. We can select the edges here. This one with holding control this part here. Now I will go with E and Z. To extrude this on Z axis, pick and see this black material here. We can create also this quickly. Let's go with control. R and control are here. Let's select the phases here. I will select this with shift and all extrude along normals, phase orientation. But now I need to do this manually because this is just a phase and we cannot use recalculate outside or inside. With holding shift, I will select, let's now press three and flip now we can just flip this. Now all t extrude along normals and now we can create this part here. I will now also press control B. So I can level this, we can create black material. First material for this object here will be applied to all this here. I will first material, choose this default. Now I will create this new one and I will call this just black. For this material, I will just choose black color and all these will be fine. I will also set black color to port, so we can see here in port. And let's now select the faces here. This 1.2 here. Now I will go with control, Lampet plus to expand selection. Okay, and let's now go with control and just drag and dislect this part we don't need. Now I can just select this black material and assign. Now we have black material on this part here. 27. Glass material: Let's now quickly create also glass material. So I will bring this shader editor here, and I will create glass material here. And let's now isolate this part with Nuke so we can focus only on this part. And now I will go to Material Preview. If we go with Tab and with a to select all, we can just quickly unwrap this. With projection, I think we have one problem we need fix. All the parts are default material, but if you remember, the default material have two UV maps and we didn't create this for this object. I will go here, under object data properties, we have this default map, but we don't have this concrete. Just remember these two concrete. And you can see that now we get something here. I will create a new one and now I will create, rename this to this for bomb. Okay, just double click, press Enter, and you can see that now this is not read, that means that we have this. Now, when I have selected this one, I will go to edit mode a. And again, projection, we should get this lines here. You can this work, but it is not too intense. So you can see this line here. When we scale this up, we can see that we move this line here. Let's scale this a lot to get more of this tiny details. It increase, for example, to one. You can the bound details here. Okay, I will not bring this to one. I will bring this maybe to 0.2 But let's back to glass material. I will select this glass material here. I will go here with glass shaders, shift and search for glass. I will delete this principle, BSDF. I will go with Transparent. We can go again with control shift and we can mix the two shader. And basically we will get transparent glass. Let's now select these spaces here. Let's assign this glass material. Okay, I don't need to. This part, let's back this default, just this part here. Maybe we can make this little green, a little green effect. If you click here, you can preview how this glass material look, but this is just material preview. If we switch to cycles, it will look more realistic, but we need light. Of course here I will add one point lamp here. And I will bring intensity of this light to see what happened here. Okay, but let's back to material preview and we can again add some roughness details to the glass. I will search for image texture. I will again use the same concrete texture here. Okay, let's go with Control Shift and click here to preview how this look here for example. You can go with, you can choose any of this map from list. But when you don't have, that means that we use first one from list. Because this node don't have up, that means that this is main up. We need to select this one. And let's now scale this. Let's go with color M. Black part will be shiny and the white part will be rough. I will select here, almost black color, but not completely black. Let's reduce this white color here or this dirt. And now we can make this material with control shift and cl here. And we can use this as roughness. We should get some dirt on the glass and imperfections. Okay. So you can see how this look. But let's play again with map. Maybe this is too intense. I will maybe add more of this dirtiness but less intense. Okay. And I will also create bump with grip texture, shift A and grip texture. And let's again go with control shift and click here and let's bring this value down. Okay, I think we need to bring this up now. I will back this material and I will go with bomb. Let's plug this to height and this to normal, we get this effect. Let's now bring this maybe 2.1 and this all down just slightly effect of this. Bob, Let's now again wish to cycles to see how this look. I will now delete this slide. I will back to our scene with Napes Key. Also for glass material. I will change this Viewport display color to something greenish. So we know that this is glass, but we have glass also here. Let's go with to edit mode. Select this face here. Let's also assign this glass material. I see now that this column go inside this area. But where we take a look on this floor plan, we can see that this area is smaller than this one. But I think this is a mistake when we look this reference here. I think all these are symmetrical. But we can fix this later when I apply modifier or we can just move this part on. Right. 28. Soil, material: Let's now create this soil part so we can see soil here. And also on the parts here. I will select these edges here and I will go with shield and Y to move this on Y axis little. Now I will move this down and let's extrude this. I will just press, maybe we can move this on y or x axis a little, just to cover this place here. Okay, Now I will select this part here and control. I will now go with subdivide this few times. Now before you click anywhere, we have this fractal option. If I move this up, you can see what happens. So basically we get the imperfections here. I will now press and separate by selection, we can now bring this a little up with GC. Just go with GC, and let's bring this up. And we can also go with shade smooth. I'm not sure why this happened, but let's try it out of smooth. I think this will be fixed. Now, the last time I covered this with planes, this will not be so visible. I just want to make some imperfection here. Let's quickly create new material. I will, I will click here, plus I will click here, New. And I will call this soil. I will share this texture with you, this soil texture. And let's now bring this little up and we can now bring this here and I will switch to material preview. Let's now plug this to base color. Okay, so select all this and assign, to assign this material here. Let's see how this look, we need to unwrap this again. I will just be sure to select this first one because we don't have any UV map here. And go with projection. Okay? This will look pretty good from distance. If you want to make this more darker, you can go with hue saturation and value node. And I will bring little down. I will also use this texture for bump, I will go with color M because I need to cover this to black and white texture. I will go with bump. Plug this to height and this to normal. We will get more bump here, let's bring this maybe 0.1 little here. Let's now also cover this part with soil. For this, I will go with ship. For this object, I will remove this radii or mirror modifier, so we can go set origin to geometry. And let's just cover this part where we need this soil. I will press to cover this and maybe rotate a little. Now I will go with Tab to go to Edit mode. With x ray mode, I will delete all this part. I don't need delete vertices and delete these vertices. And there is one tool for selection in blender which we can activate with C. You can activate this brush tool and you can also seas part. We don't need to delete vertices. Okay, I now delete too much but I will switch to vertex select, select. And I can also delete this part here. Delete vertices and see again. Okay, but this is not so important. Now I will just go with all the X. And let's place this here. Okay, And now we cover also this part. I just want to bring this little up. 29. Details: I just figure out that I record about 4 hours of tutorial for now and we are still almost at the beginning, so we need to speed up a little this process. I will not continue adding too much details, but my recommendation here is to add bevel on these hard edges so you can select these edges which are visible. Just go with control B. Just add bevel to these edges because bevel will always be visible in final render. You can see on this reference that we have also gray color. I will quickly create another variation of this default material. I will click here to Plus and I will search for default. I will click here to Create new material and I will call this. Now I will go with Tab to Edit mode. Let's select this part here. Let's see on this reference. Okay, all this part. I will now assign this gray color. I will change color of this here, also inside this part. Let's select, I will try go with control Shift and click here to try select all this part and also this one here. Let's apply this, the gray material and also this part here. Let's also add some levels here. Let's select this agent with holding control. Let's try select all this line, okay? And now control control also here. One thing we can quickly model is this metal part and this cable here. I will just shift here mesh cylinder. I will go with control Z because I want to reduce this mesh density. I will say this maybe just has to scale this down. Now move this and z to scale this z axis. Now I will create another material and I will call this maybe metal black. We can now go here and we can bring this color to black. I will also bring metallic to one. Let's go with Naples Key to see how this looks. Now I will also go with image texture and again with concrete texture, maybe we can plug these to base color. Let's first apply scale control A. Apply scale, and now we can go with Q projection. Let's scale this up. A. Let's see how this looks. Okay, let's go with the shade moot. Now we have metallic, simple metallic material. But if you want to make this more dark, we can go with ship and use saturation and just bring while down. Okay, I will also plug this to roughness. I will go with color ramp. Let's plug this also to roughness. Let's move this to right and just reduce this shiny part. Okay, let's now back with Naples Key and now we can make cable here. To make this cable, I will use the curve object. I will go with shift A and I will find here curve and busier curve. Now I will go with the Y n to rotate this Yxist's. Let's go with numped one. Numped one. And let's go with x ray mode. We can see where is this curve? I will go with Ump three to line up this, a little t. I will go to Edit mode. And let's now go with x to line up on x axis. Let's now back to numped one. Let's see our reference. So I want to make this curve here. I will grab this bottom part. And I will go with Z and Y, Y to rotate about here. And now let's go with, to grab this. Let's now go to rotate this again. I will go to extrude Z for Z axis. Let's go with the Y to line up this on Y axis, okay? And we can press As to scale this, but I think we need move this down. And let's rotate this a little. And now scale this. Okay, let's move this with up. Now this is curve objects. So if we go to curve properties here, we can go under bevel and increase depth here. With holding shift, we can slightly increase this depth here. And let's now try make this more natural. I will try rotate this here. Now we can create maybe another material. I will call this just black, black. And just a black color here. Also in Viewport, we can just change this to black. 30. Escalators: We can spend the whole day just adding details to this part and looking this reference image. But because I need to speed up a little, this tutorial, I will now import the escalators from sketch fab and I will show you how I do this. I paste this link I used last time, so you can just click here and you can paste this link in your browser. And I will just copy name of this object. You can just, I think you need to make a free profile. And then you can download models from Sketch fab. I will here download three D model and we have blender file here. Just click here to download. And now we can download this object. This is model I choose to download, but if you go to search, you can find maybe better model. Or we can also think about paying some models, but I think this one is pretty good for us. We can see that we can find a lot of escalators model. Now when I download this, I will go here and I will go with extract files. Let's now open this object here. This is what we get. And when you download object from Internet, you need be careful. First you need to check textures. But because this object doesn't have any texture or materials, we can just check me density. I will back to default vendor layout. I will plus and I will go with general and layout. This is what we get when we open Bender first time. If you now select this object, first I will check if there is any modifier. We don't have any modifier, but if we go with, you can see that messed density of this is pretty high. We need to reduce this a lot because this can slow down our scene a lot. I see that I have a lot of me density on the stage. I think we need only one of these stages. And then we can use RA, modifier Modifier work similar like all blender. Blender will load only one of these stairs and all rest stairs will be just instance of this one stair. I will now try isolate one of the stairs here. I will rotate this on y axis until I see the stairs. And I will now go to x ray mode. And let's try select only one of these stairs here, okay? And now I will go with ship Y to move this here. And let's now go with and separate by selection. Now we have one of these tastes we will use later. And I will go with rightly set origin to geometry. Okay, And let's now go with Numpad seven and to Edit Mode tab to go to Edit mode. And now I will delete all these stairs. I don't need anymore. I think I can select this better, so I will again go with x ray mode. Let's select all this part here. Let's now go with control amped. And now I will just press delete vertices. Okay, so you can see that our scene now is much faster because we delete a lot of vertices here. And let's now fix this. I will go with amped one to front, ortographict'sow. Place this state maybe here. Let's go with an up at seven to top portographic. Let's now place this in position and I will press S Y to scare, stretch this little on Y axis. Let's first stay here and bring this down. Now I will click here on modified tab and I will search for R. Let's now play with this offset. And I think I need to go to minus one here on Y axis, maybe one. Let's see how this look. One is too much, so we have big hole here. I will bring this down also here on x axis, I will bring down to -0.9 I will go here, maybe 0.85 Or 0.9 also here. I will also go with 0.85 until I connect these two stairs. And now what we can do, we can just increase array here. But we need to be in front ortographic. We can now see how this look. Let's try increase this count. Okay, so we need to play again with the values. I think I need to go down with this value. Maybe 75 or 0.78 okay? And let's bring all this down to move this down and maybe little on x axis. Let's move this about here. Next thing I will do here, because I don't want to apply this modifier and I want to stick this object to this. I will just parent these two objects. But before I do this, I think this doesn't look good. I will go with upped one. I think we need to move about here. Let's again with Y to scale this on y axis, Okay, Now I just need to fix this part here. I will go with Tab to go to Edit mode. And let's now select, maybe this part here. And let's go with shift D x. And let's just fix this hole here. Okay, Now this look pretty good. And now I will select this object, and the last selected object will be this one here. And now I can press control set parent to object. What we do now, when we move this main object, this object will follow this object here. Okay, Before we copy this to our scene, I will go again with tab here. And now I will press a to select all. And I will go with mesh, clean up that's in my geometry because I want to reduce this geometry here. I will type here maybe 0.2 This now delete 80% of geometry, but I think I need to delete even more because we have a lot of mesh here. We don't need, let's bring this to 0.1 or 0.05 If we go to object mode, we can see that this still look pretty smooth. We still have enough geometry, but we now have also optimize objects we can use in our scene. Let's go to t. I will go again with mesh. Cleanup that geometry, but now I will back this 2.7 to delete maybe 30% more of this geometry. Let's delete limited dissolve also. Okay, this will delete all this unnecessary mesh. And I think this will work pretty okay. And let's enable this out to smooth to see how this look low poly object. And I will also reduce this mesh a little if we go with Tab And if we press A, we will select only this part here because for rest we use RA modifier. And I will also go with mesh cleanup. That's geometry. I maybe said this 2.5 or 0.3 okay, this will still look pretty good from distance. Now I will select both of this object and I will go with copy objects. Let's now paste this to our paste object here. And let's now select this object. And this states will also follow this main object because it is parent to this one. Let's now, instead of this part here. Okay, So I will go with L Z. Z more. And let's try place these two positions. And let's now bring this down. We can also use Z to stretch this a little like this. And let's bring this part about here, okay? And let's go with S Z again to bring this even more down. Now I think this is on place. I will select both of this object and I will go with all X to move this to another side. Let's now go with Z. Okay, we use individual origins here, so we need back this to bounding box, and let's now go Z. Let's place another here. This cannot be perfect because we make this side smaller than this one. That's the reason why this is not parallel and perfect, but this is not so important. Let's just check this part which go down this look. Okay. Now I will just go to tab. I will press Naples key to isolate only this object. And now we can remove this part here. Let's go with tab to edit mode. And let's now press L only on the left side because this is mirror object. Let's delete vertices and we will delete both of let's now see how this look with the stairs. If you want, you can apply glass material here. I will go to Edit mode. And first I will press A, and I will go with UQ projection to make basic UV map. And now I will select this part, which I know that is glass. I will apply glass material here. First I will, I will remove this material and I will choose for this metal black material we create before. Because I want to maybe apply this material to this part here. If we now change viewport color for this material, you can see that all these objects have this material. We can check this also in material preview. Okay, I need to select both of this material. Let's both of these objects. So let's see how this look. Now select this material, and let's go with projection. And let's scale this a part here. I need to create another material. I will now just put focus on this glass part. Let's now click here, and let's choose also Glass here. Let's go to Edit mode and select this part, which will be glass, this part here, and also this one. Let's now assign this glass material. Okay, so we have a glass material here and let's also play with this un grub. We can make another variation of this glass material. If you just click here, we make another variation. And now we can play with this value. I see that this bump is too intense. Here, I will reduce this to 0.05 and also this roughness is too intense. We have a lot of this dirt part. I will just move right to reduce this. And let's also bring this closer to black. Let's for this rest part, create another material. And I will click here and I will call this chrome metal. Metal. And let's now just, first I will select material where I want to apply this. Let's select this part here and all these parts with L for loose parts, okay? So let's also select this part here with just press L to select this loose part. Now we can assign this chrome metal material and now I will bring metallic or to one. And I will bring this color a little more to gray roughness, to 0.0 0.0 point, maybe 15. Now we have very clean row metal material, but let's again with image texture shift and search for image texture. And let's again concrete material, let's plug these to roughness. Now I will again scale this up. Let's go with color ramp. Let's move this all to right. Black color is shiny. I want to reduce this a little and I will also reduce this white color. Okay, so we get all the details here. Let's now also apply here black material. I will go here plus and I will load this black material we do before. And let's now go to edit more than, let's press L to select this part here. Let's assign this black material just a sign. Let's do same with this part here, okay? And now we can back to our seat with pesky. And because we use all, we also apply this material to the stage here. You can see how the stage look in my last render, so all these details will not be so visible. So you can know that we have glass here and some metal material on this part. And last time for this part here, I didn't use Romtal material. I see, now I use the default material, but I think we can keep this Chromtal material. And let's take a look from this angle. In most cases, this is far from camera. We will not see, for example, that we decimate this part. We don't need care too much about all these details. Even here when we come close to the stage, you cannot note this bad mesh details because everything happened too fast and we will add later a lot of motion blur. This will look good in camera. Much more important thing than nice topology is to as much you can low poly because we build a very large scene. If you care about nice topology, you can kill your blender file. And at one point you will not be able to open your blender file. Or if you want to make animation, you need to keep render times faster. For example, I render 6 minutes for this animation, and let's try calculate 6 minutes in second. This is 360 seconds. Let's now multiply this by 24 frames. I render about eight or 9,000 frames here with 100 samples, I reduce this to 1.5 minute. And this is how much minute I need to render this. If we now divide this 2 hours, I need 216 hours, about this value. And let's now divide this by days. I spend more than one week to render this animation. This is my graphic card, you can see that I don't have a strong computer, but I still can render this animation. Here you can see specification of my computer. 31. Third floor: This is what we have for now. And next ceiling, I will now enable this third floor. I will click here to selectable and also enable this inview part. If you look reference images, you can see how this look. We have this part here which is about five meter from the second floor. But you can see that we have this extruded part here on this reference also, we now need to create this extruded part. And it is a little complicated, but you need just watch a lot of references because we don't have any blueprints or floor plan we need guess where the walls go. I see that this extruded part follow this part, but we can see that we have much more space in this area also. We have this corner here, this part here follow this area. But then we have extruded part, because upstairs is cinema and we need to create this corner here. You can see on this reference also. We also have this 45 degrees angle here. I also note these columns here. One of these go straight to ceiling. But I think I will cheat a little and I will follow line of these columns. I will stick all these columns in this part here. Let's now go to Blend. I will select this third floor and I will go with number seven. I will go to x ray mode. This part here is where Cinema go. This is this one part here. I will go with tab to edit mode with two to select this select and let's add one loop cut here. I will add another one to about here. Let's now isolate these columns. Let's add one line here. I talked before that we have more space. Let's find this image, okay? You can see this fence here and we have a lot of free space on this area left and right. I will add one look at to about here and another one here. This space will be this free space we have here. Okay, Next we have this 45 degrees angle. And I will add out in the middle here. And I will press control to split about here. And let's add another one in the middle. And control to split this. Okay, Now I can go with K for knife and I can make the 45 degrees angles here and enter. Okay, now we can go with phase selection. And we can select all these phases we want extrude, but you can try select this wire remote. But it will be a little hard, so I will switch to solid. Now, I will go down to see how much I want extrude. Let's now take look, how big is this? I think maybe about 2 meters. But I will just press for extrude and for the axis. Okay? And next thing I do, last time I press to insert this. If you get something like this, you need press twice or I want to remove the individual faces twice. Once. And let's insert this here. And now I will bring again lit up and we get these nice corners. And if you want, you can go more with S. Okay, I also see that this, I think this is not 90 degrees corner. So we can also fix this easy. I can select this edge here, and this one with holding shift and press X to scale this on x axis inside. And now we get this nice corner. I will back little, this outside. Okay, this column here is in empty space. I will just cheat a little. I will move this little on x, or you can also grab this face here, and you can move this little on x axis. This is not so important. Okay, let's move this to about here. And also, we have the same problem with this. One thing which is important is this edge here. You can see this extrusion. And this is also important for lighting because if you look at this reference here, you can see that lighting is placed on this extruded part here. That's also how I do in my later. You can see that Place lighting here, We can do this quickly. I will select this object tab to go to Edit mode selection. And let's add one loop cut here. Now I will go with phase selection. And let's click about here to select this loop. Now I will go with all three. Extrude along normals and move this, do with holding shift, you can move this slightly. Let's see, how big is this, okay? I think this is good. And I will now go with control B to bevel. Let's first check scale with N. Okay, We need apply scale. Control A. Apply scale now I will go to edit mode and I will go with control to bevel this. 32. Third floor, part 2: When we take a look on reference image, we can see that we have three of these beams on Y axis and two on X axis. You can also see this here. And let's now try create this. I will rotate to this area and I will grab this face. Select this phase shift to scale this down, maybe X. Let's all this down. Let's place one in this corner. Now I will press to Y axis, extrude, stick to this wall. You can also go out of this world. This will not be visible in render. Next, I will press L to select this loose part, and I will place one in middle. But let's see where is middle. I can go with control R and Blender will add perfectly in middle. And I will press L and now ship X. Let's place one in middle. End again, ship the X. Let's place one here. Okay, let's now add two on X axis. Let's take a look at reference. We can see that this one on x axis is. Stick to this part here. Let's try this. Now, I selected this. I will go with shift x. Now I will go with 90 degrees. Okay, I will bring this little up because now this intersect with this Z. And let's move this little up now. I will select this face here. And I will stick to this end of this. I will go with num seven to see where is this. Let's now just stick to this wall here. Okay, let's back to here. I take a look on reference and I see that this part here is stick to this part here. But it is a little up, but not as in our case. You can see big difference between this part here and this one. I think this is pretty okay, but this thing here is not good. I will go with Napa key to isolate this object, and I will go to go to Edit mode. We still have this mirror modifier. We can fix this quickly. I will select this one. To select this phase, we need to go to x ray mode. And let's now select this one. Now we can play with this. And I will press Numpedkey. Back to our scene, and let's now make this better. Okay, so I think this is much more close to our reference image. Now I will back to object mode and select this object here. And let's now maybe move this little on x axis, so I can press x about here. I will now select this one L, and we need another one. About here, shift the y. Let's move this about here. Now I will press L to select all this. We have one more, I think here. Let's now go with the control to add Bevel. Let's now try bring the escalators to second floor. You can see on this reference. So we have two down and two on the second floor which go to the cinema. Let's now try. I will select these two objects and I will go with and Z to bring this up. Let's also go to X and y axis to about here. Let's bring this more up, okay? I will go with pat seven to top portographic view. And let's go with x raymote. I think this should be parallel with this fence here. I will go with Z to rotate this axis. Okay? I'm wrong, this is not parallel with this line. This should go more close to this part here. I will go with z. Let's now move this about here. And let's rotate this. Okay? And let's bring this down. Okay, we extrude this too much. So let's also fix this part. I will select this part here. And withholding, I will select all this loop. And let's see what I also select. I need just this part here and all about here. And now we can move this out, but because we add bevels here, we have no problem. If we go with Y, we get this ugly part here. But we can for this, use proportional editing, and we will avoid this problem. Let's go with GY. Move this about here. I will also go with control lumped plus, okay. I also want to select this part here. Okay? I think I also want to move this part here. I will click here. And withholding control, we can select all this loop and withholding shift and control again. I will select also this part, and select this part here, and this part here, okay? Now, I will go with Y to move this little inside, okay? But I will also move this little on y axis, or y. Let's move this closer to here. Now, we can just go with control mp, Select all this. Let's go with Y to ex y axis, okay? Now have more sense. We have now axis to this third floor. And let's also make space for cinema. If you look this reference here, you can see that we have another rooms on this third floor. So we can create this quickly. I will add maybe one look at here and another one here. And let's now select these two edges. And X to scale on X axis. Now we can grab these two faces. Let's go with Y to move on Y axis. Okay? So now we have this space for cinema. Maybe we can also bring this part up. I will go with control Z because I use proportional editing here. Let's now move this up, but I will add one loop cut here, because this part is connected to this one. Let's now just move this up. Let's press once, and now we can move this up without affecting this part here. Okay, now we have nice play for cinema. This process looks a little like a puzzle game, and that's how it is, because we don't have blueprints. We have only the reference images. But in case we have blueprints, we can do this very quickly and very precise. But let's now try duplicate this to another side. I will go with old D and X to move this on X axis. Now I will move this about this place, and I will go with Z to rotate this on Z axis. Okay? Something like this. We have more space here because we follow this reference image. But if you care about this, you can see on my last animation that I also didn't do this. Correct. If you stop here, you can see that because I bring, to match up the escalators, I've made stairs here in real. There is no stairs. I improvise this part but this still, okay. Nobody will know this except people who was in this. You can that this escalator is not where in real mare was but this still look okay and nobody will care about this details. Only people who was in this more will know that this escalator need may not here. This is still maybe too empty. But I think later we will model. You can see the chairs here, tables, and we will also import some plants in this area. And later when we create these tiles, it will be much better if you want high, low poly mesh here. You can go right click and shade smooth. And now you can enable this auto smooth and this will be smooth, but this can also look nice. If we go with shades flat, this can look like seams or something I will see later. Now I will select this third floor here and I will hide this in Newport, and we have now clear space for continue working. 33. Chair, modeling and texturing: Last part was too complicated and more stressful. Let's now make something more fun. Let's model this chair. We can find this retro chair in this small and I think this really, this retrovibe. Let's now model this chair. But I didn't find better reference image than this one for this chair. I take a screenshot from model model last time I save this image. We can now go to blend. Can replace this reference image used before with chair reference image. So you can find this in your resources folder. Okay, let's now zoom this here. And we can now start modeling. I guess that this part is maybe 40 centimeters on x and y axis. Let's place maybe origin here. And let's go with shift. And now we can press nplakey to isolate only this cube. And I will type here maybe 0.4 on axis. This part maybe 4 centimeters. I will type here 10. We have base for our chair, and I will go with control A and apply K. I will also share this chair model and all models from this, but this will be just for practice and learning modeling skills. Let's now try model, this shape we have here. I will go to go to edit mode and let's add one level here. Let's go with control B, Scroll mouse up to smooth this, but not too much because we want to keep this low poly. Maybe we can scale this little on x axis and add bigger level here. And let's now also select this top face. And we can also select this bottom face. And we can at another level here. Okay? And let's now go to object mode to add new object. And I will deselect this object because I want to make this separate object. And I will go with shift a cube. Let's scale this all down. And I think this is about 80 centimeters. I will type here 0.8 and maybe this part is maybe 4 centimeters. 0.04 okay, I see this part go out. I will go with control R and I will add one loop cut here. And let's go with x ray mode. Let's move this part about here. And we can also move this little out. Let's now go select this middle part. And let's go with control B. Okay? I will also add one loop cut here, and let's smooth this. Maybe one here, smooth this a little, and also smooth this part. Okay? And let's now go again with tab. Now I will select these edges here with hold to select all this line. And we shift and go to another side. And let's select also this part, okay? And I will shift just a selection to these top parts Here we can make this rounded with control B for L. Okay? I need to apply scale again. Control and apply scale. Let's now go with control and let's so this, okay? And let's go with ship D, X, move this to another side. We can use also mirror modifier for this, but I will not complicated too much. And I think this will be okay. I have hole here, I'm not sure why, but I will press L And let's delete this part vertices, but let's try rotate this side, little out. I should do this before, but let's see what happens if you use proportional editing. And if we move, I need to make this brush smaller. So I will press and I will screw this brush down to make this smaller. Now this is a little hard, but we can also go with maybe a little with Y. And let's move this letter on side. But I definitely should do this before. Now, it's a little complicated, but we can just make a little imperfection here. Okay? Now, I will shift the x, and now I will go with x minus one to flip this to another side. Okay? And we get the legs here. Now I think I will duplicate this. I will go with an up three and I will go with ship D Y. And let's move one here, maybe Y minus one to clip to another side. And I will go with tab to edit mode. I will delete these vertices here. I will again go with the proportional editing. And let's move this inside or we can just disable proportional editing and we can move this about here. Okay, let's now go with ship D, X and X minus one to flip this to another side. Now we have base for our share and let's make this part which go up. I will go with another object. She scale this again to 4 centimeters of 0.04 Let's press x to scale this on x axis. Let's go to top ortographic view with number seven and S x again, Let's make this bigger here. And let's again control a apply scale. Let's see shape of this. I want bring this middle part up and also on y axis here. Now I can smooth this with control B. Okay, let's bring this little more up. Let's now go with control B. Let's again select these edges here with holding. Shift and hold. Now just shift to select these edges here. Let's go, let's check first scale, scale is one. Let's not go it tab to go to edit mode. And let's smooth this with control B. I will press L to select all and I will go with S Z to scale. Stretch this little on, Z axis and maybe stretch this little on is okay. Now I want to create this middle part and we have cours or here. But if we add new object, it will be here, but I want cours or to this part here. I think I can do this if I select this object. And if I go with shift and maybe to select, okay, it works. I now brings to this middle part. But you don't need. Be too precise and you don't remember this, you can just go with shift and click here, about here. Sometimes you need be super precise. You can go with the shifts and you can just click to select that. Let's now create this middle part. I will go with shift a cube. Again, I will type here 0.044 centimeters. But this y axis, I want just 1 centimeter. Type here, one. And now I will, I will rotate this here. And I will press Z to scale this axis. Move this little down. And now I will first apply scales control. Apply scale tab to edit mode, control R. And let's move this inside a lot. Let's also move this part down, put here. Okay, let's move this little more inside. I also want to make this sticker in middle x scale, this on x axis. Now we can go with control B to smooth this. Let's again select these edges here with shift control or shift and old I will now go with control B to be also the scroll mouths down, maybe just to look cuts. Let's now press L ship. The X, move one on X axis. I think I will rotate this little on Y axis, L Y rotate this little outside and shi the X and L Y again. Let's now make this black part with leader here. I will select this space and I will press to insert this. But if you go too much with, you get this intersection here. There is one wave. You can control this. You can press and insert just a little. If you press to scale, you can see that you fix this problem. Now I will again go with, just bring this up. Let's go with control B to bevel this, okay? We bring this too much in air, so I will bring this down and let's now just level this to smooth this. Okay. Now we have this part. We can later add this leather material. When I finish with modeling, I will just all this part and I will join this with control J. I also forget this part here. Let's see what we can do. We can select this face. We can go with she. Let's now move this to about here. If we press Delete, and only faces we have here, option only pass. We can keep this part here, this edge here. We can select this with all. Let's scale this. Now we can go right click. Okay, I will separate this for now. Separate by selection. And now I can select this object and cover this to now we get curve properties here. Let's increase depth. Okay, This is a shortcut to create this part. Let's now scale this down. Also, I will grab all these edges here. Let's move this little inside. Let's also select all these edges and maybe scale this and move little inside. And also this. Okay, now when we are happy with this, we can maybe reduce a little resolution. I will now go right click and select this object. Right click can cover this to mesh. Now when we go to edit mode, this is just mesh. This is not more curve. Let's now go select all this control J, and now we have our. 34. Table and chairs: We are done with chair and let's now model this table. This is what I do last time and we can model this very easy. I will go with shift a mesh cube and I will type here on x and y. 0.6 on the axis, again, 4 centimeters of 0.04 Okay, This will be base for our table. Let's now bring this down. Control aid to apply scale. Control A, apply scale. Now I will go with T. I will level this with control B. This reference is not so visible, but we have read plastic part here. I also made this last time. When I do this. To this, I will press Insert this. I always like Add, we can create this easy. If I press for Insert. Let's press again. Now we have this middle edge here, but let's press to back this a little. If we now with Select, we can withhold, Select all this loop. And let's go with GC. And bring this down. And we have nice seam here. If you want, we can again select this one. This edge here. Okay, this will not work. I will here and I will go with shift. Let's manually select this part here. We can also go with control B to add the small bevel here. Let's now model this bottom part. You can see how this look. We can go with shift, I will select this object, and again I will go with shift and cursor to select that. Now I know that cursor is in middle of this object. And let's go with shift cylinder. I will reduce this maybe to 24. Let's now scale this down n go to side view. And let's, let's move this here. And we can go with the temp to go to edit mode, x ray mode. Let's now just select this part and move this down. Okay, but not all down because I want to make this part here. I think we can do this if we just few time ext this. I will go with A and now press to scale. And again, and now again as to scale, Z again. And let's again as to scale. And maybe last time E and Z. Okay, This looks similar like this part here. And now we can maybe move this little down. May also to line up with this chain here. Okay, Now I will go with shift or let's now bevel this to smooth this part. Now I will go with control J to join this object. We can go with the right Quick, smooth and enable auto smooth here. For chair material, I use this wood texture. You can find this in resources folder. First, I will select this chair, and let's bring this up. And I will go to Material, and I will call this, this is wood texture in Blender. Let's now switch to Material Preview, and let's plug these to base color. Okay, I need to join this object here, and let's check scale is now one. And let's do tab Q, Q projection. Let's see how this looks. We can maybe scale this. If you want to change rotation of this, you can go with Z 90. We can rotate this in opposite direction. But I think this look pretty good. And I will now just create some roughness and variations. Shift and search for color. M, plug this here and to roughness, okay, black part will be shiny and white will be rough. We have too much black color here and I will reduce to make this less shiny. We can use the same texture for bump shift a bump, plug this to height and to normal, bring this to 0.1 This maybe also 0.1 Maybe we can change rotation of this part here to go to Edit model and maybe night. Let's also go here with Shmoo, I think this is too bright. I will go with another mixed color node. Let's plug this to value a. And I will go here with maybe black. And we can now darken this chair. Let's create a material. I will go to tab here and I will create new material and I will call this black leather. Now I will go to Edit mode and I will select this part here. I will go with control lumped, all this will be this black leather. Let's now change this color to black. Okay, I want to add some imperfection for roughness and we can again, go with concrete texture. Let's go with control shift and click here. And let's see how this look. Scale this little down. Let's now go with the color M. Let's now plug this to roughness, okay? And bag this material here. I want to make this pretty shiny. Because I think leader is usually shiny, Okay. I change the saturation here, so I will bring this to white. And let's play with this value here. This look okay. Now we need to also create bump letter. Usually have this small dots for bump, last time I use Voronoi texture. And let's now create this. We can go with shift and search for Voronoi texture here. Now I will go with control shift to preview this node here. And I will increase this scale, maybe 200 and you can see what I get. And now I will go with Colm, I changed from three D to you can play with these settings here, and you can see that you get different material when we change this option here. But last time I go with two D and you can also play here with scale. Let's increase this maybe to 400. And now I will go with bomb. Plug this to height and this to normal. Okay, I will play with the colors here. We have too much contrasts here. Let's also bring this to 0.02 We have one error here. I plug this also to normal. Let's unplug now. Look much better. So we can maybe increase this to 800 to get the small tiny details. This black color is too black. Let's reduce this a little. Let's add more imperfection in roughness value here. But we put too much time in something which will not be visible. This is only a few seconds where I see these chairs here. Let's now add this wood material material for this table here. And I will go with projection. And let's scale this a little. I will add the new material, and I will call this red. But I will delete for this. For now, there is one thing we can do here. We can select this material and click to Create New variation. And I will now call this red. Okay, let's now go with Edit mode. And let's press control plus two. Also select this same here, and let's now click here as sign. Now, nothing, because these two materials are same. And let's now change this to red color, but I will also put red color in this A value here. I will go with control C and control to choose the same color here, but let's now just choose a slight variation of this. Now if we go with color ramp, if we plug this here and this two factor, let's now go to object mode. Now, black color here, blender, we lose this color and there is white color blender, we lose this variation. And let's now try to tweak this. Okay, just for test, I will change this maybe to blue color. Let's see what happened. Okay, this happened because we add all color, just black. You can see when we move this, we have two variations of color. But I will not. For this blue, I will use some orange color or red For this material, I don't need this very strong bump. So I will go with 0.01 Also, I will play with this roughness value. I need more shiny material. I will just bring this more to black, and also this part, okay. But this bump is still to intense 0.001 is enough, I think, okay, this maybe too shiny. You can see here that is pretty shiny. So I will also reduce this about here. And let's add more imperfections. Let's add more white color here. Let's see how this look. Oka. But I think this is still too shiny, too bright. I will bring value down to make this more dark. Now we just need to metal material. I will click here to plus I think we have black metal. I will search for metal and we make this metal black material. Now I will go to Edit mode and with L, I will select this part here and assign. Let's see how this, I think this look pretty good. And let's now scale this up to get the details. But I will also make another variation and I will click here, plus I will call this more bump, Metal, black with more bump. And let's now make variation of this material. For this, I will go with noise texture. Noise texture. And let's go with color M. Plug this here, and let's go with click Control Shift. And click here to pre with this note. And now we need to increase this maybe to 200 or 100. Now we can go with Bump and plug this to height, remove this. Now plug this to normal. Now we get this nice bump, but again, too intense 0.1 and maybe here 0.1 Okay, we have too much of this white color, which come from the concrete texture. I will go with mix, mix color. I will use this for value A, value, I will use just black color. Now we can choose how much we want, the imperfections here, and how much we want, just this black. We can make this more shiny. So I will increase this black color here. This bump is still 2,100.05 Okay, I think we have nice material here. Let's now place the chairs to position. I will just change Viewport color here. You can see that all this default gray color. And I will first select this metal black. And let's change this to black color. I will rename this too. We will later maybe s and we will not find this. Let's change this to brownish color. Let's change this red color to red. Okay. And we have this black leather. I will also change this more to black. Now I will go with Napa Key. And we have here this chair and this table. And now I will go to about here. And let's move this. I think this look may be too small. I will scale this but not too much. This is about real world de measures. But I think we made all the more, little bigger. I will bring this now with GZ. Let's place this about here. Let's take a look at where I placed this last time on this area down and also on this part. This is where this restaurant is. But you can take a look reference and you can also place this in other places, in more. And this is rendered from king pixels. And you can see that he put also these chairs to another position. So we can see this bench here. And also here. I think this is how it is in real mall, but I don't see this chair in real mall here next to store. But you can be creative and you can place these chairs where you want. Let's now back to our scene, and let's go with numpt seven. I will now duplicate this with alt D. Not shift D, al D and x. Move this about here. And we can go with R Z to make some imperfections here. Let's move this chair here, X, z a little. And al D, Y, Z 108. Now we can move this here and maybe all Y. Place one here. All the X, all to Dyx. Again, let's also place few of this here in this area, a Y. I will just duplicate this few times with X, rotate a little. If you press shift with shift you can repeat last step. This is shortcut to duplicate this few times, I will go with a Y. Let's place here where this will be more visible. You can also select this with mouse drug. And you can select all this object. But you need to be careful because now you also select this first floor. And to dissellect this, you can go with control and just, and remove the selection. And now we can just move this here. Let's go with all x one more time. Okay, so now we have a nice restaurant. 35. Store 1, modeling: In next part of tutorial, we will model few stores. I showed you before that I model about 30 stores. And you can download this from this Assets folder. But in this part of tutorial, we will practice modeling and I will show you how I made all these stores. I think we will start with this Gregory store. I will isolate this store. And let's see how this look, because I have a nice reference image here. And we will use this also a texture here. I know that this Gregory store go to this part here. But you can see that whole, this part is just one object. And I will go with numpkey. I will now isolate only this part where this Gregory store. Let's go with Tab and L. Now we have this loose part separate by selection also. And separate by selection. Now we need only this part. I will go with Numpy twice. I will also make one loop cut here. Okay, we have loop cut here. I will go with up seven x ray mode phase selection. Let's now separate also this part here and separate by selection. Okay, I need this part. I will go with control Z. Let's select this part. And now, separate by selection, now I will go with Naples Key twice. And now we have only this Gregory store here. I share this texture with you. I will blow this texture here. Middle mouse button to move. Now I will open this image here. Okay, now we have reference always in this place. I see that the shape of this store look a little different than this one. And I need more space here. And I also see on this reference image, we can do this quickly. I will go with, I will select this loop, I will go with 97. And let's move this about here. We can also move this little inside. Okay, now we have this corner and this part here. Let's also move this little out, this little out. I will start with loop cut here. I want to isolate this part here, control R. Let's bring this here. I will go again with control R and add one here. We can see that this part here is almost 90 degrees angle. Will add another support loop cut here. And let's now line up this Z. Okay? Now I will make this part which is extruded out, and I will start adding lop cuts here, one here and another one here. Let's also add same on this part. Let's now select all these parts. And let's shift, and let's extrude this out. I will go with and y to extrude. No, I think this is wrong. So I will go with control Z and I will go with all along normals. Okay? This is the correct way. I think we can also extrude maybe y to extrude this on Y axis and maybe Z to rotate this and try line up this part. I will now add another loop cut to isolate this red part which go on top. So control R, I will select these two phases and I will press and separate by selection. And we can now convert this to me. I will go with set origin to geometry and let's go, okay, I will separate this part from this one. Let's delete this, Delete vertices, and now we have only this part here. I will go to object mode to check scale control a, apply scale and set origin to geometry. And now we can create this mesh here. I will go with tab to go to Edit mode. And let's scroll mouse up. Let's add more on x axis. Now we can go with wire for modifier. So I will click here under Modifier and search for Wi. Now we can play with thickness. I will set this to boundary and I think thickness of this is okay. I think this is 2 centimeters here. Maybe we can bring this little down. I think this is okay. I will apply this. Let's assign this robe metal material to this. Okay. If we go to Material preview, you can see how this look. But I will create another variation. So I will click here and I will call this more rough because this looks too shiny for this material. I will just quickly bring this roughness closer to white. You have preview of this material here. I think this is pretty okay. Now I will use all to duplicate this object to this part here. But let's first move this inside. First I will go with y. Let's move this inside. Let's now back to solid preview. And you can that, but we have this empty space here. Let's fix this. I will select the objects here with holding shift. If we now go with y, we get this problem. I will go with shift the y and move this inside. And now I will press Y to extrude this on Y axis. And now this have more sense. Okay, let's now select also this part here. Again, I will duplicate this with shift D and I will now press all to extrude this along normas. Okay, let's now duplicate this is here and I will go with pat seven. We can also go to x ray mode. Now I will go with all the x. And let's go with Z to match this angle here. Now we can switch from global to local. And let's now go it, old D Y to duplicate this one more time. We can also scale this on y axis, it will not be visible or you can go to Edit mode. And you can cut one part of this, but because we use all, it will also cut part of this. I will just stretch this a little and I think this will not be visible. But you can also see that this part is connected with roof inside. Let's see what we can do here. Let's see what happens if I go with x. Okay? We get the same problem. I will go again with shift x. Let's now truex, and let's move this about here. Let's see if we move this on y axis. Okay? I will add one cut here and we can just move this inside. This is not a perfect solution, but it will work now, we can create this sign here. I will go with a selection. I will, we are now in local orientation, but you can see that this is not correct. And let's go to normal. And now I will go with D, z, move this little out y. Let's scale this one. X axis, x also. Okay? Let's go with z to extrude this out. Help to select this loose part. And let's scale this little down. Okay, let's see another one here. I will go again with shift D, z. Move this little out, S, Y to scale this on y axis, X to scale this little on x axis. And Z to exclude this on. Let's intersect this with this part here. Let's also add this column here, which is visible here. I will go with shift like click and just with cube, not seven, x ray mode. And let's place this inside num ped one. Bring this down and tab to go to edit mode. Let's select this top face and let's move this on z axis, we have this black part which is extruded out. Let's see how thickness of this, I think I will scale this on x and Y axis. You can go with X and Y, but there is one shortcut in blender with which you can scale this on X and Y axis in same time. First we need press to scale. If we now press shift Z, we basically remove axis. Now only X and Y axis is left, and we can now scale this only on X and Y axis. But if you are beginner, my recommendation is just go with X and Y. This is easy to remember for you, but I will go with shift z and I can scale this on both axis in same time. Now I will go with one loop cut face selection or ten or extrude along normal. Move this out. I will go with L control to add one level here. Okay? And I see one column in this corner. So we can go with, let's go to global orientation. And let's go with shift D, x, and y to move these sources on y axis. Maybe about here. And I will move this, maybe a little more inside. 36. Store 1, texturing: I don't see this side part in this reference image, but last time I just put glass here and glass always look nice in render. So we can do this quickly. I will again go with tab to edit mode. Let's now add two loop cuts here and another one here. Let's now select this part. We can all extrude this out. Now I will go with X. Move this inside. Let's now click Desole Orthogonal Edges to remove this part here. Okay, We can now assign glass material here. I will select Default Material, because first material we add here, it will apply to all these objects. And let's now add glass material. Let's go with ten A sign. Let's press A and Q projection. This glass look pretty bad because we have to intense this bump. And let's bring this hole down, 0.001 And let's also bring this scale, maybe just to ten. I think also this imperfection is not good. Let's first scale this a little to make the details smaller. Let's also play with this value here. Let's now create Made Material for this. And I will click here to New Material. I will pull this Gregory store. Let's now port this texture in Blender. We can now plug this to Base Color. Let's now go with Edit mode. And I will press a to select. I will just select this part with control and we can now assign this Gregory store material here. Now I will choose this Gregory store texture in UV editor, and we can now try project this better in UV editor. Let's first select this part here. I will go with control plus projection. And let's first project on this brownish material. I will also do same with all these parts. Control LampQ projections. This part. Let's also scale this down. You can scale this all to one pixel and it will be same color in all this place, but I want to use more than one pixel. Because even if we scale this all down, we have some variation here. I will just move this part here in this place. Okay. Now I will project this part on this red color. We can scale this, Let's project on this reddish color here. Okay? And let's also do same with this part here, to this brown color control, Lmpd plus to expand selection. Let's go with Q projection again. And let's now just project this again to this brown color. Let's place this logo here. I will go with control amped and I will place this on. I will go with projection, and let's place this first on this white color because this logo was too blurry and low resolution. I create this logo in Photoshop, we can now just grab this faces to scale. We can now project this logo here, x minus one, to flip this on x axis, okay? We have this part here. Let's try project. Let's go with projection. I will first go with control, lamp projection to project this part. Scale this down. But I'm not happy with this because you can see that this is too bright, because we have light here. And this is not how we should do this. I will project here in this part where we have a shadow. Okay, now this look much better. But let's again covid control num, grab all this area and let's now project this with L. We can also select Lose part here in UV editor, zet enter. And again we have one more part, L z. Okay, let's also fix this part here. Control lamp projection. And again project this on this brownish. This is ceiling we do before and let's move this inside. Now, I will select this part and project, project on this red color here, x. And let's just project this here. Okay. We can see that we have white ceiling here. Let's grab this project on this white color. We have some bluish color here on I will also, we can select first part. And now with control and shift, we can select here and we should select all this. Now I will go, I don't need to project this. This look pretty good. I can scale this all down and I can now project this to this greenish color. Let's go to object mode. Let's fix this part here. Let's also project this wall to white color. Now we have white wall here. Let's fix this part here. Projection, scale this down. Project this here. And let's also select this part, projection. Now I will select this column here. And I will also go with projection. And let's project this to this red color here. Now I will press L over this column. Delete vertices. I will just duplicate this one, I don't need this. Reproject again. Y. Next, I will add more details with this concrete map, views all time. But let's also fix this part. Okay? I will now go with shift and image texture. I will choose concrete texture. If we now go here with projection and back this material, you can see that we now destroy all these UV maps we do before. I will go with control Z. I will now create another map. This base map is for this Gregory store. If you want, you can rename this, or you can keep this name. But I will go with, let's rename this Gregory. Let's now select this map from here and plug this to here. Now I will create another map which I will call complete shift up. Let's select this concrete material, plug this here. And now, when we have selected this concrete material, we can go with a projection and we can just project this concrete here. Next, I will back this material, and I will go with color here. Let's make a roughness map again. Let's see how this look. We can try the default values, and let's plug this to roughness, and let's see what we get. Get this roughness variation here. And I will also use this form, just a little bump, bump, plug this to fight this to norm. But let's go down with this. 0.1 and 0.1 is still two intense. 0.02 we get just slight variation with this bump map, but we can also use this incolar input. This is still too intense. Let's also bring this volume up. We can also put this in color variation. We can mix this color M with this Gregory store. Here I can go with Shift and right click to mix. Now this is set by default to mix, but I will use multiply, multiply blending mode does multiply blending mode dark part from this material and multiply this texture here. We will basically take only this dark part. Let's now move this all to one. And you can see that we basically darken this store here, but this is too intense. I will just use very slight value of this. Now we just need add some bevels. I will go with Tab. And what I can do, I can manually add bevel to all these edges, but if I select a press control B, I can add bevel to all these parts because I already add bevel to these parts. Here I will press P and separate by selection, also here I will make one object from this two columns and now I can add bevel to all this area here. Let's go with Set Origin to geometry tab to go to edit mode A for select all. And let's add Bevel. Okay, this is how this look. We have one problem here, but let's fix this quickly. Okay, I will go with control and okay, I will do bevel again. I will press A, but I want to dilect ground here. I don't want be this because this is just creek problems. Dielect all these faces, we don't need this one. Let's now create del with control B. This top part will not be visible in vendor. But if you want, you can just select, okay, we need to select this Gregory store. And now scare this down. One thing I will do here, I will delete and limited the soil. This will delete all this unnecessary mesh we create with this barrel, but I again destroy P. Let's select this and let's select this Gregory store projection. Scale this down to this white color here. I also here. This is one store, and last time I make some assets for Interior. And what I do, I place this to Asset browser. But I will show you how we can do in Window, which I will prepare for the assets I will share with you last time. I just go to assets I save in this asset browser. But you can just open this lender file and you can just copy some of these assets from here. Okay, So we can maybe place one couch on this area, maybe next to this wall. And we can also place maybe some photos here. Now I will select all this, let's go with Y night. I think I will go with X 108 to rotate to this direction. And let's place this weird photos here. Now if I said this, let's move this, let's move all this on x axis, this one on Y axis. Now I will scale this down with, or you can change this to individual origin and you can scale this by individual origin. One thing you can also do, you can use this store inside boxes I also create. Let's for example, let's see how this look first in Render Preview. For Render Preview we need light shift and light point lamp. And let's increase this value to 200 Y. And let's place this here. I will duplicate this with ship the X. And let's place one inside. Okay, This is how this store look. If we, for example, grab this store inside, we can this inside the store. I will quickly go back to material preview and let's go with Z, 180 num seven. And let's place this here, scale this down. I will go with S Z to scale this on Z axis x. If we now go with render preview, we can see how this looks and now we don't need to strong light. Let's delete this. Now we have all these nice details with this emi cube, which I also share here in this file. I think this file, okay. We can select this emissive cube here. I will now back to render preview. And if we now go to Shader Editor, we can see here no emissive control. If this is too intense light for you, you can just bring this down maybe to one with this color ramp, We choose area which is emissive. If we move this, all right, only this TV will be emissive. But if we move to left, we change area which is emissive. You can also play with the Vis, okay? But I like to keep this very subtle. Maybe 0.2 this is how I create this store. Now if we go with Naples Key, we have this store here in place where this cube was. 37. Store 2, modeling: But in this area we have maybe 100 stores. I created about 30 variation and later I duplicate some of store a few times. But this will not be visible in render and nobody will know that some of these stores are also on another place. I just care that same store is not on same place. For example, if I duplicate this one, I will place this store to maybe here or here one store is finished and let's now model another one. And I found this nice reference image. We can now build this store here. You can find this store two Jpeg image in resources folder. And I will now import this here in where we can take a look. I will press Enter and I will search for store two. Now we have nice reference here, I'm not sure where this store is. Maybe on first floor, but let's now pretend that we won't place this store here. I will select this basic shape of store and I will place names Key. I want to make this little bigger, so I will go with X. Now I will go with control A and apply scale. Let's see what we have here. We have here one angle and this part is parallel with the male. Let's now do this. I will go with tab control R and control B to bevel and scroll mouth down because we need only two loop cuts here. Now I will go with Y to move this inside, Maybe S X a little. Okay, now we get this corner. But this part is parallel. What I will do, I will go with numer seven if a mode. And let's now select this edge here. This vertices here with holding shift I will go with y zero to line up with the world y axis, all 20. Now we can move this out, we get now this basic shape. So we have this parallel part and now this angle and also on another side. Let's now make this part on top, I will go with control R about here. And now we can go with, you can see that this go out of this part, this glass here. I will go with p seven and out. You can also note that this part go to this light here. We can just extrude this. I will select this pace and this one. And now I will go with whole extrude face along normals. Okay, now we have this extrude that would I will create this with control R, control R and add one loop, cut in middle and control to split this. And now select this part and all x along normals. I see also this part which is extruded and also on another side and one small on top. Let's also create this quickly control here, another one here and one on top. Now I will, with holding shift, select all these parts I want extrude, you can go with Y or old extrude along normals. I will press Y. Let's move this out. Okay, we can also extrude this small part out because I see also this part go to about. Let's now create this metal part. We can also create this with all or extrude along normals. Just control R, Move this down. Select this first phase and with holding control, select this last phase. Also select this one. With shift extrude phase along normals. Next we can create this mesh here. But because we create this before, I will just go to object mode with naps key. I will back to our scene and I will select this mesh from pre. Again, I will select object and I will back to local view. And now we can go here, we can delete this part, delete faces, and now I will just place these two positions, numpad seven and wire remote so we can see better. And now we can move this. 38. Store 2, texturing: Let's now create some materials. I will switch to Material Preview, and I will here select this object and I will create Vitamin World Material. Now this material will be applied to all these objects, but let's now create assigned materials we have from, before we have this metal chrome material, I will go to plus I will choose this metal Chrome more rough. Now if we go with step to edit mode, we can select all this part here with holding control. Okay, first I need to click two with holding control to this part, and now I can continue. Let's go with control Lamptl to expand selection. Let's now assign this. I will first go with A to select all and UQ projection to create a basic UV map. Next is glass. I will click here, plus I will select the glass material to go to Edit mode. And let's check where is glass? All this part here is glass, a sign. Now we come back to Vitamin World material. So I will select this here and let's now bring this store texture here. And plug this to Base Color. Now we can start project. I will start with this logo. Let's now select this part. Withholding control. I will now low this image here. Okay. This is store two. Okay. I will now use project from wrap options. I won't make similar angle of camera as this image have. I will go to about here. I will go with project from. Okay, so you can see that we get similar angle on this story. And now we can just press to scale this, you can see that this work pretty good. And now I will go with control to expand selection. And I will select this part, which is good with holding control. Let's go, now I will go with projection. And let's now press to select, let's now project this about he. Next is this part here. I will again select this object tab to go to edit mode. Let's just select this space and let's again go similar angle and we can go it Project from view, okay? And now we can scale this to this place, okay? And also with this one to select all and move Project is here. So I will press and okay, and we can also fix this part here, project from. Let's also make this part wood. But I think this will not be visible because we will place another store here. But let's select this part. Projection, scale this down. I will now select also this part and projection. We can create bump map from this texture, but we will not get too much details because we stretch this a lot. We can use another texture we use before. To save this map, I will create another UV map. I will call this vitamin Another map will be okay. No Se, we can sell this vitamin here. Now I will go with Image texture and I will select this. Oak would use before, but the oak is just the name of texture we created. This is of I will search here for. Okay, now we have this image here. And I will now plug this, and I will select this oak. When we have selected this map, we can go with control shift. And click here. I will now select all the Q projection. Okay? Scale this little up, this look okay. And now we can go with color M. And bump and plug this to height and this to normal. Now we get pump details from this texture here, which is much better than this one. And I will bring this value down and also this one here, I think this should go to opposite directions. I will select this part here. Maybe control lump, we've selected up here. I will go with zit To rotate this two opposite direction, we can click here int I think this bump should go to opposite direction. This is before and after. Also, we can use this texture for roughness detail. I will go with another color, M. Let's plug this here, and let's plug this to roughness, okay, Is too shiny, so I will just bring this black color more to white. Okay, I think this will look okay. Let's make also this more up. This bump is maybe too intense, but I will also scale this all up to get more of these tiny details if you want. You can also use this texture, maybe this one here, to add some details in base color, not just in bump and roughness. You can go with shift, right click, you can mix these two textures. Now if we go all right, we get this texture here. If we go all to left, we get this texture from this image. But I will say this to multiply, multiply, I will just take dark parts of this texture here. If we move this up, you can see that we just take some dark parts of this. But to make this more intense, you can tweak this color ramp. Okay, let's trivial. Okay, now we have only black color here. You can now clearly see what we get. This is too intense. But we can only take dark parts of this color. Okay, but I will keep this very subtle, maybe just 0.1 You can also note that we have wood behind this glass here. Because glass is transparent, this will be visible. So what I will do, I will go to Edit mode. I will select this space, and I will go with y. We can now move this inside, This is now not visible, but let's go to x ray mode. And I will go here to material. And I will assign this material to this part. And I will select this oak vitamin. Let's now go with Q projection. We can maybe project this to this area. Now this is not visible, but I will first go to edit mode. And let's go with hived X. And move this also to another side here. But if we now go to cycles or render preview, we should see this. Let's go to cycles and let's go with light, maybe point lamp. Let's increase this to maybe 200. Let's go with ship Dy to duplicate this one inside. And maybe ship B x here. You can see how this look. I will select this texture here, okay? I think now I select this part and look to stretch. So I will try this, maybe x minus one, to rotate this two opposite direction. Let's now try, fix this up a little, Okay, this will always be stretched because we don't have right angle for this logo here, but I think this is much better than nothing. But let's now back to solid Preview, because we need other levels. First, I will jump to material preview. To fix this floor here. This ground here. I will select this face here. I will just project to white color scale this all down. Maybe project this to this white collar. Okay, let's now continue with adding bevels. You can see that this is not one part of glass we have seen here. And I think this Sam is very important and this will add a lot to realism. I will select all these pass and let's now go with control B. Withholding shift, we can create bevel. Now I will go with all to extrude this inside. Let's now go with control lamp at plus to expand selection. And now I will go with control B again to add one level here. If we now jump to cycles, you can see this nice seam here. Okay, we have a lot of corners here. And I need, I want to add a lot of bevels also here. First, I will select this part and withholding control. I will select all this line to switch to another edge. I will again, with shift, shift and control together. Shift to switch to another position and control shift control. I will again, with shift and control here. Shift here, and here. Let's now add first bel. I will control to bevel. Let's now go with these edges here. If you are a beginner, you can just hold shift so you don't need remember all these shortcuts but help in this situation, you can just withholding control. Select all this line. But plunder found this line at the shortest part. I need click here, Shift and then I can use control again. Shift. And control, shift here. Let's now create another control. Let's also create bevel on this part here, but I will for now select only these phases and this one. Now I can just go with control and I will add bevel to all this line, okay? And now when we go to cycles, we can see that this look pretty good. You can see all these nice pebble we didn't have before. I will now jump to asset browser. But you can open my blender file and you can import some assets. This is the oldest view. And let's now maybe we can bring these shells inside. Okay? But I will place this here and let's now go it. Y num seven numbed one. Maybe we can place a few chairs also inside. And I will also place this column inside. Okay? And now when we go to cycles, this should be much better. Okay? This look pretty good. But maybe we can just bring saturation down because we have now too much color here. I will just go with saturation value and I will just bring saturation or 2.3 Okay, this is not too intense, but we have a lot of details. I think it is, again, too much. So I will delete this part here. We are now done with this store. Now when I pressed numpakey, I back to our scene. But I need now move this out. But I also need to move all these things with this store out. But because I didn't parent this before, I now need to select this and how to select this store. I will show you, easiest way to select all this is nump seven and with x ray mode, I will now, I will first delete all these slides because we don't need the slides in our scale. If you want, you can keep one light inside. I will bring this down to maybe 20 and now I will just select all the store and all these things inside. Store withholding control, I will all these things I don't need, okay? And this store here. Now, I will again go with Naples Key. I will shift, select this big part here. And now you can see that we have all selected. But this part here is yellow. That means that this part is main selected or last selected. If we now press control, we can parent all this object inside the store control and separate to object. Now we parent all this object with this main object here. If we now go with, you can see that all the objects follow this main object. If we now go with, for example, x, you can see that we also scale all the objects together with this store. This is very helpful in this case. And if I now go with Naples Key, I can now move this store here, and I can now easy separate these two stores. I think I will move this little inside. Now I will scale this store. Maybe I will later make another small store here. When I duplicate this object, I'll just move to the store I need back this with old deal text. Let's place this here. 39. First render: Let's now make first test render. For test render, we need the camera. I will delete this slide here with right here to place here camera. I will go with shift and I will go with camera. I want to bring this camera to about human size, but because I think we make this small, little bigger, I will now go here with cube. This will be 2 meters. I will bring this maybe about 1.9 from ground. Okay, Now this should be about human size. Now I will delete this cube, I don't need this anymore. And I will press on X type here 90 to line up on 90 degrees on X axis. Now if we press numer zero, we switch to camera view. And for camera settings I just bring this, this focaline to 30. I think all these settings I use as default, I use as this default resolution 1920 by 108. There is a lot of way you can navigate cameras scene, but my habit is this way. I usually just drag this location and rotation values. This is how I like to do this, but you can find also better way to navigate inside C. Okay, so let's now make one test render from this angle. Let's enable this. Okay, this third floor is enabled in render and we can now make test render. I will just check render settings here. Okay, we have 40 samples which is pretty enough. I will press, well, this is what we have for now, but we need add here a lot of things to make this better. One thing you can also I usually do is I like to split this window. When I make test render on left side, I will press and to remove this step. And I will switch to render preview. And I will now enable this in view port, the ceiling, you can now just move camera to another angle here to see how this look. This looks pretty bad because we didn't add too much light, so it is pretty dark. And you can also disable this overlays here on left side. Let's try with a few lights here. You can see that when we start adding lights here, we can go here with the area lamp. You can see that this become much better. You can place one lamp here near store to get the nice highlights. And maybe one inside all Y, okay? And if we now go with 12, we can see how this look. Let's now quick jump to composite or so we can make this render a little better quick. I will enable click here, use nodes and be sure to enable this backdrop. And now I will go with Control Shift and click here. And we can now press to O this out. If we add the simple lens distortion and the globe effect, this will look a little better. I will go with lens distortion and I will plug here first. Let's now click here to fit. And let's add some distortion. You can see what this effect does, this ad distortion on the edges. But I usually go with maybe 0.02 dispersion with a chromatic aberration on this edges. This is very intense. But I also go here usually with 0.02 We can also add simple globe and I will search for glare. I will maybe try with folk glow. In this case this is not so visible because we don't have too much a missive materials. We have this hole here. But when you look this reference image in all the small, this is uneven. We have now this part here. But if you take a look, okay, this is not a reference on this reference image. We have something different and here is different. And also here. But I think it is important just to fill the space. To make this better, let's quickly do this. I will disable this render preview because this slow down my computer and I will also disable this third floor. What I do last time I just go with, let's maybe select this face and now I will go with ship Y, Z. To extrude this on Z axis, I will just move this, I will try all of this shape of the stores here. Maybe x, Z 45, and maybe now y to about here. And Y again line up this and now we can maybe trudex, maybe Z to rotate this a little, and now X. We can now manually just place this here, Y. Let's now render this citing this now should be better. But there is one thing in Brandon, you should know we have now slot one. And if we now select this slot two, you can open Image editor with 11 11. And now I will switch from slot one to slot two. Now I will press again 12. Just one problem. We need to apply the fourth material to this. Because this material here, I will, I will go to Material tab and I will add here the fourth material. But I think this have more sense if we separate this part tab to go to Edit mode separated by selection. Now we can remove all these materials and we can just choose default material here and tab to go to edit mode projection. Let's now make render here. One thing you can do to make this better, you can always add some seams or extrusion or bevels. I will do this quickly. Maybe one out here and maybe we can select this part. All Ext. Now I will press maybe L control all the parts. Maybe we can add one Sam here. Control all extrude along normals. Maybe select this edge control again. Okay, let's now try make another render on slot three. This first J, you can skip between the slots J, second render and third one. You can see that when we add more details, this just become better and better. You can see this nice seems here difference between this render and my render is only in details. You can see that this look much better. That's because I add all these details here, these tiles on ground. I have the photos, small details, promo materials like this and all the shop are finished. That's the main difference between the renders and this one. In this project, I spend maybe two or three weeks just modeling. In this tutorial, we spend maybe just six or 7 hours modeling. That's the main difference between the renders. I also put here some color grading. We will talk later, but this part here is without color grading. So you can see how this look directly from vendor. You can see that there is not such a big difference. I just put some color correction and some effects like glow and things like that. But you can also see that render from Blender can look also nice, but because I render this only with 100 samples, you can note this logging effect and all the things I don't like, but that's how it will take too much time to render all this in more than 100 samples I use. But I think if I render this in maybe 1,000 samples, this will look much better, especially with motion blur. Now this guy will run, and with motion blur, this look even better. When we stop here, you can see a lot of motion blur and we will add on that later. 40. Tiles: Let's now create these tiles on ground. Because these tiles are everywhere. I need something little better than just blue low resolution stretch texture. I found some nice tips on polygon D. You can go to Google and you can search for polygon. Okay, polygon Don. And you can click here and you can download this Don here. You have instruction how to use this Don. And I will not talk about this here. I will just show you how this look when you style this said. When you press and you get this step here and these tiles are free without paying, you can just search here for maybe free tiles. I'm not sure what I searched last time, but I found these tiles here. Maybe this one. But I think this is not important because you can just copy these tiles from my last project here. How you can do this? You can select this ground here. Hello, it's me from future. And I think I forget to record one part, how we can copy these tiles to our scene. I will go with shift A. We can duplicate this object, and then we can just copy this material. But I don't want to duplicate all the material. I will go with cube. Now I will go to Edit Mode, Face selection. And when I select these tiles here, I can see the blender navigate to this material here. I know that I want this material. I will go to object mode. I will just drag this material to this cube. And now I can copy this cube. And I can go to my another scene where I want to paste this. And I can just paste this object here. And then I can just drug and move this material to this part where I want to apply this. Okay, If I remove this, I can just D and move this here. Now I don't see anything, but I think this is because we don't have any UV projection here. So I will go with a. Let's first check. Okay? Scales one now tape to go to any more projection. Let's now scale this a lot. We need scale this. You can type here maybe ten to scale this ten times and maybe five, Okay, this is too much. So two scales, two time more, something like this. And now I will go here to shape the editor here. And you can see that I make some adjustments to this material. You can play with these values here, for example, if you want to change hue or this color make this more green. Or you can also add saturation. And all these things, I will go with control Z to undo this. You can also play with this scale here. You have a lot of option, but I also makes adjustments to this material. Let's select this texture here. This is one K resolution texture. This is not too big, but let's now apply this texture here. This is what I get from polygon. And I also make one tile here with this brown color. I also make one adjustments to get this original from original. More you can see how these tiles look with this concrete texture. I also add some imperfection to ground. You can note some concrete dirtiness here on the tiles. But this is not a whole set up for this material. If you are advanced blender user, you can click here and you can see also how this look. I think this is texture I change in Photoshop. If we go with 11, you can load this texture and you can see what I do in Photoshop. I basically just color this one of these tiles and when we put this on repeat, we get this effect. Okay, But because you can just copy this material from my last blender file, you don't need care too much about all these details. Let's now make another with these tiles. Let's go to slot three. And this is without tiles, tiles. You can see that this now become much better With just one material, we can find better angle. So you can switch again here to render review and let's back this third floor. And we can just move camera and try to find a better angle for this. 41. Compositing and lighting: Panting. I forget to tell you we are now in render result, You can see that we don't have any distortion and dispersion. That's because we plug this only in U. If we search here, not you can see difference. But I will get back here to render result. I will jump to compositor when we are happy with the nodes here, we can just plug these two compositor. This will also be in render result, but we can also add here another glare effect. I will duplicate this and let's try with the streaks. This is effect what we get and let's now maybe fade this a lot. Okay, I think this is still too intense. But if you like this detail, you can keep this. We can reduce if we go mix node here, second input will be. Without this, I will just plug this one and now we can choose how much we want. This second glare, If we move this on left, we add more this effect here, because this is value of one. We move closer to value of one and this is value of two. I will move this two, maybe maybe 0.8 okay, we have small effect of the streaks. Or we can maybe change these two simple star. Okay, let's bring this to 0.9 Now this is render results we need. Plug this to here when we are okay 11 again and we get this effect. Let's now apply this chro metal material to this part. It will look much better. I will go with six and I will back here to net zero. And let's select this object. This is still curve. Because this is curve, we cannot make any UV map here. And I will go with, try click convert this to Mesh. Now I will search for from material. Let's see. Okay, so this is without any roughness map. Maybe I need another one, Chrome metal. Okay, this have this roughness map with tab to edit mode. First I will go to object mode. And shay, smooth to smooth this and maybe turn this out to smooth. And let's now go with tab, maybe Q projection. I will go with you Smart UV project. If we clear here. Let's see how this looks, okay? But this is all gray. We cannot see anything happen here. So I will just make more contrast here. Okay, Now we start get some details. Let's now see how this material look. We get some imperfection here. Now, we can make this more intense before and after, but because we don't have too much light here, this is not so visible. And what I do last time, if you look my renders, you can see in most of the renders here, I have much more lighting because I parent spotlight to this camera. You can see this effect, especially here. You can see that we have one spotlight which follows our camera or flash light effect. You can imagine that this guy in hand have flashlight. And I can now do this easy. What I do last time, I just go with ****. I click to about here and I go with light. And I select Spot Light here. Okay, Now I will press and I will rotate 90 degrees to x axis. Now we can play with the values. If you go here under light settings, we can increase this maybe to 200. Now we can play with this radius. I will bring this radius maybe 2.5 I will maybe increase little. This spot size. With spot size you cover more area. What I do last time, I think I made this light more orange. So first I will try to line up this little better with camera. Okay, Something like this. And now I will select camera and I will go with control. Now I can parent this object, this spot light to camera. Next time when we move camera, this light will always follow our camera. I can just split, move this out from this camera a little. 42. Plaster material, improvement: This is what we have for now. We need later improve this material. You can see that I have more details here, but I'm not sure if we have this default material on this ceiling. I will select here, default material and we need to create this map. I will go here, under data properties, under maps, create this map. And also for bump, okay? Now if we select this object, all the third floor we can go with projection. And let's now isolate only this object. And I will now, for now, disable this render because this can kill my computer. And I will now move this about here. And let's switch to material preview. First I will select this map, and let's scale this. We can see some details here. Let's first check, scale this one and again, Q projection. And let's scale this. Let's now select second, again, Q projection with second map. Now we should start, see some details here to see better. You can click here with Shift and I click, you can preview on this note here. And we can see how this look. And I will scale this up. And now we can also preview only this material here. And this is concrete map, so we can also scale this. Now when we are happy with both maps, we can make this material. This now should look better. In render preview, let's go with spot six. Okay, this is before and this is after we get some details but we need also make some bevels here to make this even better. For example, we need all these edges here. Maybe control with control B, maybe we can make some seams here. Also, again, control B. Okay, let's zoom this a little. Control B to bevel this lo mouse down a extremal, we get this same here, and this bill look better than before. This is before, but I will show you how we can improve this material later with this plasterboard texture here. With this texture here. Let's now create this detail. First, I will create new material and I will search for default, and now I will create new variation. I will call this plasterboard. Now I will import this image here. This image, and let's drag this to blender. Now, I will place this here, and let's see what we can do. First, I want to create a new UV map. I will go here, under UV maps, I will call this map board. Let's now you up and let's plug this here. I don't want to apply this new material to all this area, I just want to apply this to some of these parts. For example, on one piece here, I will go with control R and maybe move this little on. Right now with face selection, I will select this part here. And I will now go to Material Properties. And I will assign this material here, but I will change viewpoint, display color for this. Now when we are in solid preview. Okay, I think I didn't apply this material. So let's click aside. Okay, now we know that we have on this part, this material. Now I will select this plaster board. And now I will go with Control Shift, and click here. And to Material Preview. To see how this is projected, we need to go with projection. And let's select this plaster material here. Okay, and we can now project this. Correct? So I will go to this area to see how this look. Okay, Now we need to mix this base color with this new texture. I will back this material and I will move this little up now. We can bring this material here and we can now mix this texture with this new texture here. Shift right click. Let's now say if we go to right, we get only this color. But if we go all to left, we get this default color. But I will try with screen blending mode. Screen blending mode will take only bright part of this texture, bottom texture here. But I want isolate now this white part. So I will go with color ramp. Let's plug this here. Let's see how this look. I want to isolate this white part from this dark part. I will move this all to right. Okay, now we need to mix this base color with this new texture. I will back this material and I will move this little up now. We can bring this material here and we can now mix this texture with this new texture here. Shift right click. Let's now say this. Now if we go to right, we get only this color. But if we go all to left, we get this default color. But I will try with screen blending mode. Screen blending mode will take only bright part of this bottom texture here. But I want isolate now this white part. So I will go with color ramp. Let's plug this here. Let's see how this look. I want to isolate this white part from the dark part. I will move this all to right. We know that screen blending mode will ignore all these dark parts and take only these white parts. Let's now see what we get so you can see all the white details here. But if we make this default texture more dark, this will be even more visible. But I think I will make this yellowish. Okay. But now we need also bring this yellowish color to this material here. Okay. Now this is same, but we now need to isolate this little better. Okay, So we get this effect, but this is now too intense. So we can bring this factor to left, or we can bring this white color more to black. We get the same effect. I will play with this factor and let's see how this look. Okay, now if we want to add this detail also here, we can go again with control R. We can now select these two faces, assign this material. Let's just be sure to select this up Q projection. And let's now project this where you want, okay? I think this is still too intense. But let's make one test so we will see better how this look. You can see this nice details. So let's go before and after this, and this is after we can see this nice detail. I also place this detail in this render. You can see this detail here and also here. You can also note small lines here and especially here in this place. Now, you just need take some time and you can just place this in all places you want this detail. For example, you can add one here. Again, selection, assign this material Q projection and project on this area here. 43. Project breakdown: This is my last blender file and I will not model this light here because we already model this light on this column. It is very similar process and you can download this asset in asset folder or you can just copy this from this file. You can not this part here which we didn't model and I create this very quickly. So what I do, I just go with plane, I cover this. Now I go to edit mode, and I press to insert this. If you press Z, you can move this on Z axis. That's how I basically get this part. And now I just need to apply this material and it will look nice. I also just add this grid. This is just a simple cube. I scale scale this in middle, and I duplicate this few times. I noted this detail here. This is how you can create this part. And this part ky is also easy to create. So if we go as we do before with plane, let's press as to scale. This control A applies scale and now tab to edit mode. I now just Z to bring this up, I will now scale this even more. We can select this part here, maybe control to be level and now all extrormals. This will work. And maybe another bevel to smooth this salt. This spoon and fork is model from sketch ub. When we go to sketch B, we can just search and we can find a lot of free models we can download In second, I just apply this Chrome rough material, you can see how this look. One thing you can note here, if we isolate the second floor on the reference and also on my render, let's take looks on some references. You can see that we have different tiles on some area, for example here and also this on first floor we have this marble texture on this part here, this is just tiles. But here I think I place this marble texture. If you want to use these textures, you can just go to edit mode, select this face, and blender will navigate to this texture. I will not build all these materials now. But what you can do, if you wonder how I made this material, you can look to this shading tab, You can also see how this material look. This is black marble. I think I found this on MBN CG and I use base set up. I use this also for roughness and also for bump, and I also add here some leaking or dirt texture. Let's take a look here. So this is just simple tiles. I also download this from polygon. You can find a lot of free, nice models and you can use this for free. Let's take a look at this material here. Okay, This is the second floor, but let's also isolate this first floor. I think I make a separate plan for this. I will go here and select tiles here. And let's, let's see how this look. These tiles here are from this part. When we take a look down, we can see the big tires here. Let's see how this I basically go with checker board texture. If you go here, we have in blender checker texture. Let's see how this, if we go with plans to scale and let's new material checker tiles, we can go with checker texture. You can now plug this to base color, now you get basically this and now you can choose second color. If you want. You can go with control and maybe rotate on Z axis on 45 degrees to get this effect. I will now delete this, what I do last time. I just mix this with concrete texture from texture.com to get the imperfections. I also use this for uphness. I use combination of the two texture for bomb. Let's see how this bomb look basically I get these lines with combination from this concrete texture, okay? And then I place this plane down and I get this effect. These planes here are from Botanic Don which is not free but you can find a lot of free planes model anywhere on Internet. So you can just got five and you can search for plans or you can go to three. You can just click here to Free Collection and you can download all the nice models for free. But be careful, this is high quality model with a big resolution texture and a lot of polygons. So just be sure to reduce texture and mesh. But let's see what we have on Sketch. I think if we click here, we will get mostly free models. You can see that you can download a lot of these three models. I think you need to search for this icon if you want to download for free or Another great website is CG Trader Plants. You can click here free and you can find a lot of free models. This lady here is free model from sketch B. This is Profile of Virtual Museum from Poland and you can find a lot of high quality three scans here I found this. I download this three D model for free and this is a very high dense model, but I reduce this me density at here you can see how this look in my render, but here you can find a lot of similar things and photo scans, all of them are very high quality and you can use this for free, and I think this is zero. So I will share this model with you with this Bender file. In Kane version there is a rolling giant, but I didn't find any high quality model and I didn't want to model. If you search for Rolling Giant, you can find some models, but these models are not high quality and they look pretty bad. I think this one is best model, but when I download, the texture doesn't work. I decide to use this model. All the Mo materials are very easy to model. Let's isolate this object Here I will show you how I made this. Basically I go with cube and let's scale this all down. I will scale this up and maybe scale this on Y axis. Now we can go, let's go control a apply scale tab. We can select both of these pass. Now if we press, we can insert this. If we now enable this don which come with Blender, go to Edit Preferences and search for Loop. We can find this loop tool and just activate this Don. When you go with try clicking Edit mode, you get this loop tool here and just click Bridge, okay? And now we get this shape here, and we can go with control here. Now we can grab these two parts, these two phases. We can go with Z, bring this down again. I will go with control. Place this here. We can now select these two phases with holding shift or true along normals. Again, we can isolate the add the two look cuts here. And we can just extrude this on X axis. You can use mirror modifier for this, but I think I will just lose time with the mirror modifier. This is also very quick. We can now go add one cut here in middle. And we can now, just now we can apply here this metal black texture. But just add one bevel here. Select all control be to smooth this a little now. Okay, I make double vertices here, but you can avoid this if you go manually with control and shift, you can isolate all these parts. And now you can be level, then you can be level all this. Let's take this material we have here, metal material. I also found this nice image. You can see how this looks. I just project this image on this part here. I grieve texture for bump to add a little imperfection skill. You can see this nice bump here, that's how I create this promo material. But we have also here a lot of similar things. Let's isolate this. And I save all this in this file, you can just copy and use this in your Mol. This part here is also very easy to create. Let's go with cube, shift a cube, and let's isolate this object. And what I do, I scale this z axis, and then I scale this a lot. Control A applies. I just subdivide this few times. Okay? I will go with control Z because I subdivide also this part which I don't want. I will select only this space and subdivide this few times. Now what I do, I press twice to insert this on individual basis, and now I just go with all extrude along normals and I extrude this inside. And I again go with control, naped control to bevel this, okay. I get all this part we can see here in minute. Then I place a few area lamps in few of these holes. You can just go here, shift and light area. Scale this down and GZ, move this little do with all D x. We can just duplicate this few times or all D Y. This is how this looks. On this column here, you can see the type project image of three and you can see how this look, Let's isolate this column here. You can also here in shader editor, see how I do this. Basically, this is image of this tree and what I do isolate, I make black and white map with color m and then I tell this and this second value here. Then I get this tree model of this, which also looks nice in, but you can also download this in Apec for this cinema here. I also make this texture. This is what I make in Photoshop. Then I project on this store here. And I also make few of the three D models to make this more three dimensional. I also add few look cuts here. This is the final result. You can see all these nice details here on this wall here. I also project image from original mole, which is this one. I also project this part here on this area here. I like to take texture from original mol because this can make this our end more realistic. I also project this in one of these walls, this octopus here, we can see how this looks. This is basically just projected texture on one plane. Let's talk about this IMC logo. Let's find this model here. Okay, here we have this model. And what I do last time, I basically go again with, let's copy address of this border image images plane. I import this model here, z minus net, Okay? We are in local view. I will back to global and Z minus light to rotate this. And let's place this here. What I do last time, I basically cut this with knife. We can go with front orthographic view and I will flip this X, X minus one to opposite direction. Maybe there is a better way to make this logo. But what I do last time, I just go with K, I just start cutting this. Then when we are finished, we can delete. We can just take this part and we can shift D Y And we can now go with Y to extrude this and make three D model from this control B. But I will not now go with control B. Let's now just go with L to select this loose part and separate by selection. Let's delete this back when you see this transparent, we can disable this if we click here to show back space in material properties, okay? You can smooth this, maybe we can. Let's try subdivision surface, okay? This will not work, but if we go with Tab, for example. If we select two phase two edges and we go with try, click and subdivide, we can get one extra point here. And we can basically just smooth this a little manually. I just create a few points more to smooth this, okay? But from distance this look pretty good. And you can see how this look in red. Okay? We see small part here and also here. Nobody will note that this is not perfect. But if you want, you can also smooth this manual. 44. Animation: In this part, we will create our first animation, and if you look my last render, you can see what I do. I animate only camera and I get effect that someone walking through the more with camera and this effect is very easy to create thanks to an hubert who created one add on which is called camera shaky five. Now I will close this step because I don't need the references anymore. And if you now select camera, so you can click here to this edge and you can select Camera. And now we have this add on here. To install this add on, you need to go to this link and I share this link with you. So just copy this link. And I also past this link here, which is tutorial for this add. If you want you can take look to this nice tutorial, but I will also show you here how to use this add. First, we need click here to code and download zip. Now I will copy this address and you just need install this. Add Edit Preferences, ad click here to install. Select this Camera shake. If I add on, click Install, and I do this before and just click here to activate this. Or then you will get this step here, camera shake five and how we have here predefiniteda shake or animation if you click on plus here you get this investigation animation by default. But first I will close this step on left because we don't need this. Instead editor, I will jump here to timeline. If we now press space for play, you can see that we get this camera shake here. We can also insert the key frame. If I press here, you can see that I insert the key frame on frame 25. If I now go to, for example, frame 50, and if I type here one, if I press again, if I now press space, you can see that I get slightly moved here, and then I increase this value here or to one. But I will now press A and delete this. What I do last time, I add more than one the presets. And you can see that I use investigation. Zeke walked to Store and Handicame run. But let's first set this to zero and let's try another one. I will go with this Z. And you can see that this Zc animation is very low intense animation. We basically get very subtle movement of camera. You can increase this here, you get a little more of this effect or you can also increase scale. So let's see what this does, okay, Now it's a little more intense, but I will back the values to one because this animation is very low intense. I will not play too much with key frames here, but with another animation, I will play a lot with intensity and influence. Now we try to create the effect that this camera, or this guy, walked through more. First I will select this third floor. And I will disable this in Viewport. And I will go with Numpad seven. And I will now select the camera here. Now I will insert the first key frames here. We can go now on right. Let's now just move this guy to maybe this position here. If you now press here, if you back here to zero, you can see that first this guy is staying on place and then he go through this place here. But first I will move over to right to slow down. Let's move this to slow down this a little. Let's see how this look in camera perspective. This is still too intense or too fast. But I will just move this guy a little on left. Then I will now press I now here, where this guy start walking. I will add another presets here. So I will click Plus, and I will choose Walk to Store. Okay, now I will go to this frame, this guy staying. And I will say this to zero, maybe 0.0 0.01 Just a subtle movement. And now I will press here. When this guy start walking, I will go here with 0.2 I know that this animation is very intense. I will not go with value one. Maybe here this guy starts walking faster. I will increase this maybe to 0.4 Let's see, now if we go with a zero, we can see how this look. Okay, so you can feel this walking effect. But I think I maybe increase this value. I go too low with this value. Maybe 0.5 If you enable this out of king button, for example, if you now change this value to one, you don't need press because how talking you will remember every change you made. But just be careful with this option. I will disable this because if you, for example, go here and if you mess something with this value, you will not know what you do. I will. Okay. Just be sure to select only this key frame. I will disable this option. Now we said this to one, let's see how this look. Now you can feel this walking effect. I also use another one which is hand R. This is very intense. If you now press space, you can see this effect. I will go here to zero to insert key frame. When this guys start, I will go with 0.1 maybe. Let's see this effect now, okay? And now, at this point maybe we can insert two key frames. And a few seconds or 1 second later, we can maybe look to another location, for example, about here. And this is effect we get, okay? This is too intense movement. So I will maybe just slightly look around here and then maybe to another direction and we get this effect. I have very intense movement here. I will go with this camera, maybe to this direction. And let's see how this look with this camera here. I will maybe rotate to this area. Now maybe I will go with num seven, again, maybe 100 key frames more. And I will now move maybe to this fence and maybe rotate to this area. Also, if you move this x rotation, you will look down or up. X down or up. Maybe we can take a look down. One thing you can do here, more in focus. You can select this, you can go here under camera properties due for display, and you can increase this or to one to make this black. That's how I get this effect here. You can see that in this animation I have the cuts here. And that's because when I finish render this animation, I jump to another location in. You can see now that I'm in another location, for example here. We can do this easy. You just need to select camera camera. And this light here. Now, I will duplicate this **** y. And just be sure to select camera, okay. Select camera, press a, select all key frames, delete. And now we can jump to another location. For example, here I will back this to 90 degrees. Now you need press control num zero. Because if you just press Um zero, you will back to this default camera, to this main camera. To make this camera, you need to go with control numer zero. Because if you press full stop Ump, you will see that this is another camera we can rename the two animation one. And these two animation two. Okay, now we can start animating maybe this camera here. But let's press, well to see how this part look. I will go with Nampa seven now. And now we can start making another animation here. Because last time I will now select this camera, what I do last time, because if we select this first camera, I animate this maybe 300 key frames. I will now start from 300 to maybe 1,000 Now I have free space on timeline to animate another camera. I will start this animation from 300. And I will select this camera and press to insert key frames. And now we can move maybe to about here. And let's now walk maybe to this area here, okay. And I to insert key frames and we get rather animation here. At this point, maybe we can insert key frames. Now we can maybe move camera to this side. We get this effect a little too intense. So we can always bring this on, right? And maybe at this point we can look to this area, okay? And now we will stay on this position. So I will press to insert key frames, but because we stay, we can bring intensity of all this down. I will go here, I will first press to insert all these keyframes. And now few frames later, I will bring this to maybe 0.010 0.01 also with this Z, I will go maybe 2.5. Now here we get the fact that we just staying in place. Okay, But this is too much. We basically stop all animation. Maybe at this point I will insert key frames here. And few frames later, I will increase this investigation to one. Let's now see this effect. But we can just moved with Z axis and to make a feeling that this guy look around, okay? But this is too fast. Just move this on right now. This is too slow. You just need to play a lot with the files. 45. Rendering: And that's how I made the five animations here. Now we will render this. I will show you how you can render this. I will go to this folder and I will create folder inside this, I will maybe create animation one. Let's copy this folder. And now I will go here under Output tab and I will set this folder here and select this one and accept this is fhere our animation will be saved. I will change the PNG to J peg because PNG files are too big. Let's now play with this samples last time. For final animation, I go with 100 samples, but this is not enough. Especially if you look, this area look a little better because we have a lot of lighting here. But in this area where we have less lighting, we get a lot of this glitch effect. When you have more light, you need less samples. In dark area, you need more samples. Last time I go with the value of 100. But I cannot afford more samples because this animation like this will take weeks. Because I render maybe 10,000 frames here, each frame take me about 1 minute. And if I increase the samples to 200, it will maybe double. But you can decide about these samples. My recommendation is maybe 200 or 500 samples. But before you start rendering final animation, you need to make first test render. I usually make test renders with maybe half of this value. When you set this to 50 instead of 100, you will speed up your render by four times or three times. When you increase this resolution here, you get one. Imagine this frame here, you get one frame here, and another one here, and another one here. You render basically three times bigger images and you slow down. When you increase this to 100, you slow down render time by three times. For test render, I usually go with half of this value, and with very low samples, maybe just 20. Of course, you render the key frames here. So we start from 300 and we end to 1,000 and we can change maybe to 700 or 750. Now when you said all these things, you need to render animation. This take only 7 seconds on my computer. Now you just need to go to your animation folder to see everything is okay. This is what you can see that I get these frames here. One thing I forget to mention is frame per second, and by default is 24. I keep this default while I let few minus to render this animation. And let's see how this unfinished mode look. You can now go to any video editing program and you can import this animation sequence. Because this is sequence, you just need to select first one and check image sequence here. Now you just need click open and we can now bring this to timeline. And let's see how the 2 seconds of animation look like. I will duplicate this few times so we can see that. Okay, so this is only 2 seconds of animation. And you can see how this look pretty similar like in my final renders, but little empty because we didn't add to much details here. This animation here, you can see how this look in bigger resolution. This is the test I made last night for final animation here. You can see that I bring a resolution all down and I also go with maybe 20 samples here. Only difference between this animation here and this one is that we didn't add too much details to the renders why I made the test animations. Also, I take a lot this renders and then I make another decisions. For example, I know that I need add here some imperfections. I need to fix this part, which is bad. And then I go few frames later and then I look this area and maybe I will add something here. This is why you do test renders, this photo, little stretch. So I need to fix all these things when I'm happy with this renders, then I make a final render. This is reason why you need to make test renders. One important thing I forget to mention is you need to enable motion blower. You need to go to render and just enable this motion blower. I forget for this animation, but if you take a look this final animation without motion blower, you will lose all these details. For example, when I run here, you can see that I get a lot of motion blower. Just be sure to enable this, I render a little more of this animation. So let's now see how this look. Just select first frame here and let's import this here. Let's see what I render here. This is without motion blows, it will look a little bad, but let's see. Okay, this is too fast, so we need to slow down this. Maybe I can slow down this here for about 50% Now we are in after effects and I will talk about post processing, but this is result from blender. This is before and this is a after effects. You can see that difference is very subtle. I think this is good for you because you don't need play too much with post processing because renders blender look are pretty good. But I will show you what I do last time. But before we continue with the post processing, I will show you also how you can animate this lady. Because maybe you are wondering and I skip this part. Basically what I do, basically you just need to grab this lady and you can go with nut seven with, you can just insert key frames. And then of course you just need to move this to another location. If you now press, you will get this effect. That's all what I do for this lady. And now you can maybe set difference here and maybe you can rotate this, you get this effect. Okay? One suggestion is to animate also this, to make this blinking and what you can do, you can just grab this light. Let's go with Naples. Key To bring this light here, you can just click here. Use nodes to get the nodes. Now when you select this emission material, you can just press to set key frame here. And maybe you want go one frame. Just move this here. And now you can set this to zero and press I will more or two. And I will now again set this to one. If you want, you can duplicate this few times. Control C, Control, place this here, maybe here. Now I just press control V, then you get light blinking effect. 46. Post-processing part 1: Let's now talk about post processing. And you can see this very slight difference, this is before and this is after post processing. Basically you can maybe just a little more glow and all these other things are pretty subtle. Of course, you don't need to use after effects for this. You can use any video editing program. But I will show you what I do last time here. We have a lot of layers, but all of these are very subtle. So you can see only 5% here, 22 here. But let's start with blue. What do I basically add Gci blue to 300? And I said this to screen blending mode and only 5% opacity. But if you increase this to, for example, 50% opacity, you can see what we get basically get volumetric effect or something like haze or dust effect. Of course, you can do this in any video editing or graphic editing program, just had blue to screen. You can play with opacity. I basically replace volumetric effect, which in blender will take a lot of time to render. This is before and after. Next layer here is a color correction. This is before and after, but I said this to 222. Let's increase this value, this is before. In after effects I use lumetri color. This is settings I change. I basically add little more temperature up, tint down to get a little more greenish tint. And I just increase little highlights this effect I get. I see that this is maybe too intense for me, so I bring this to 22, very subtle effect here. Next layer, I disable this orange solid. This is basically just this orange solid color. And when I said this on top and said this to screen blend mode, I said only this to 1% This is 10% Okay. I now delete this. If we said this to 10% you see what we get. I basically add the orange tint over this render. Last time used this only 1% this is before and after I add this because in pixels version I see a lot of yellowish tone. In all more, I just want to add the subtle effect of this yellowish tint, orange, tint yellowish. Okay. Next is film convert. This is plugin which is not free, this is before and you can see that I also use very subtle effect of this f basically this plug in, you get all these film options I have here, pre definitd options. And you can see that when I change this, I get different look. This is basically something like lots. You can find a lot of free lots in after effects or any adult program. If you search for lumetry color in after effects, this is Lumar color. And you can find here a lot. Let's disable this pad. And also under Creative tab, I think we have a lot of the predeferated options. If you like any of this, you can just bring opacity down to maybe 20% and you can play with these lots here. Okay. But I will remove this and I will back this converted. Not sure anymore which one I use, but this is not important for now. Okay, I tried this Dehenser Don which is not free but, but I didn't pay for license so I, I disable this and I will remove now. Next is vignetting effect. And what this does this I'll just add slight vignetting effect on the edges here. If you see this here, this is because I use another paid Don which is called Sappi from Boris effects. They contact me to try the products, that's the reason why I use them. And if you buy this license, you get all these effects. So you can see a lot of these things here. I try some of them and they look pretty good. Of course, you can create vignetting effect again with lumetri color. And you can just find vignetting, you can type here maybe minus two. Let's now disable this and increase this to 100. So you can see this vignetting effect here. All these settings I use in Sapphire, you can also find in after effects. But with Sapphire plugin, you get more advanced options. For example, in after effects you have a few options, but with this or Sapphire glow, you get a lot of more controller here. This is before and after Sapphire glow. Nice thing here if you don't want play with all these options. You can click here to load preset. You can find a lot of precepts here which another users say For example, if I click here I can see how this look. I can use some of this which other people save or you can save your process here. This is nice thing about this Sapphire add, of course all of these controllers here and you get all these nice handy things. You can play with these values of the editing program, you can find the globe effect, you can just slightly increase this globe effect here. In after effects you also have grain effect, but I also play with this sapphire grain effect. Again, you have a lot of these controllers here and a lot of presets which other people save. Okay, I only use 6% of this. If I increase this to 100, we can see what I get. Maybe I can back this to ten. That's because I use another grain from Sappi. This is ultra grain. And let's see how this look. This is another type of grain. This is before and this is after again. You have a lot of prices and all these controllers here, this is another effect. I just play with all this. I try a lot of this and I like this flicker remove. Let's see what this does, but this is only 2% Let's see what I get when I increase this, maybe 50, I get more light. And I'm not sure what this effect but I just like result I get, I use this maybe just 5% Next thing I create here is slight haalation effect and I talk a lot in my last tutorials. So basically I go here with find edges. I will say this for now to normal. Basically I go find edges here to find these edges, and then I tint these edges to read. I just play with these levels to isolate only small part of this, and then I brewer the edges here. If I now set this to screen, I get dihalation effect. You can see this red glow around these edges, but I use very low value of this may be just 20% and you can see this subtle effect before and after. This is before and after. Another nice effect from Sapphire or Boris effect plugging is this Jpeg damage. If we move this value closer to zero, you can see this Jpeg damage effect. This is me pixels widow, and you can see this Jpeg damage effect in black areas. You can see all these parts, maybe just one color. I also add a little value of this, but this is of course too intense. Let's try it, 0.2 this is still too intense. So you can see before and after. Before and after. You can see a lot of this. But last time I use also very subtle effect of this, only 0.45 And you can see it's not big difference before and after because this will kill your render quality. But if you want to achieve this or the retro effect, you can increase this. This is what I do in after effects. But I will show you one free program where you can find a lot of nice free effects. 47. Post-processing part 2: This program is called Up Cut, but this is not sponsorship video. I just like the software, you can just go here to download and you can download this for free. Let's now open this program. And I found here are a lot of nice and free effects. This program is so simple you don't need even watch Tutorial for you just need click here to import. For example, I import one of these videos. Just bring this to timeline. Now you can click here to search for, maybe you can play with these adjustments. For example, you can increase temperature. Ten things like this. You have a lot of options here. You can find a lot of free filters here. For example, if you just click here, you get this color grading. When you like this effect, you can just drag this layer here. Okay? This is before, and this is after, but this is too intense. I will delete this. You also have the sliders here, so you can bring intensity down. But I will not talk about all these effects. You can play with this. I found under Effects here, these are filters and under effects, maybe under retro tab, I found some nice things here. If you click here, you can see all these effects. For example, this one. Again, you can play, you can test all this. And if you like some of this, you can just bring this and enable these layers. Last time I found these two effects, nice smart sharpen edges, I will now disable this first one. Let's talk about the sharpen edges. If we now increase the values, you can see what we get. Okay, Let's go about here. And this is before and after, especially the sharpen effect is nice. If you increase this, you can see effect, we get the sharpen edges on highlights. This also look very nice retro, If you want to achieve this all the camera, you can play with these effects here. Let's go to about here. And this is without this effect and this is width, I think this is a very nice effect you can get for free. Let's now enable this Smart sharpen to see what this does. Again, we have this sharpen effect. You can also add the small value of this if you want. Okay, This is just range. And filters, if you want to get all the camera wipe, you can increase the filters here. This is blue okay before and this is after. I will use this for final renders, but not too intense like this. So you can see that this is pretty intense. But the small value of the effects I think I will also use for final renders. Of course, you can play with another settings here, you can find a lot of nice thing here. This slide show effect is also nice. You can see before and after we get this color grading or filters. Okay, I think this is all for this tutorial. If I remember something I missed, maybe I will record one part more. But for now this is a for this tutorial and all project files you can also download with this tutorial. Thank you for watching and see you in the next file.