Transcripts
1. QUICK INTRO: There, welcome to your first
day in blender course. This comprehensive
course is designed for beginners with no prior
three day experience. You'll learn how to create
an entire stylized scene from scratch using blender. We'll begin by downloading
and instyling blender. That we'll cover the
basics of blender, including navigation
in three D space, object creation, and
advanced selection methods. After that, we'll
learn how to move, rotate and scale objects. With this foundational
knowledge, we'll start building the
stylized house scene. First, we'll model
the base shape, followed by creating
windows and doors. Next, we'll model the tree
and other parts of the scene. As the modeling is complete,
we'll set up lighting. With our lighting in
place, we'll move on to adding materials
to our scene. Then we'll organize and clean
up the scene a little bit. Finally, we'll set up camera, animated, and bender
our standing animation. Let's dive right in and begin an exciting journey into the
world of three d creation.
2. Downloading & Installing Blender: We'll begin by
downloading blender. So head over to
blender.org website, click on Download,
and then download the installer for windows. Once you have the
installer downloaded, simply double click to
open it up, click on next, agree to the terms, click
next a few more times, and then it's going to
start installing blender. Once the installation finishes, just double click
to open blender. And then Blender is going to
open up on your computer. It might ask you to
select some settings. Just click on default
settings or see preferences. And just like that, we have Blender installed
on our computer.
3. Blender Basics: Hi, welcome to the course. In this first video, we'll
be going over some of the basics that you'll need to follow along with this course. Let's start with navigating
in this three D space. Navigation and
blender can be done using a combination of mouse
and keyboard shortcuts. We'll cover that.
The first thing that you might want to do
is orbit the view. I'd like to call this
rotating the camera. You hold on middle
mouse button and then you can just
move your mouse left right up and down to
rotate your camera. This is called orbiting. Next, if you want
to zoom in or out, you can use your
mouse scroll wheel and this lets you
zoom in and out. But something that
you'll notice is that it's more of an
incremental zoom, so you can see it
goes in increments. If you want to zoom in
or out more smoothly, then you would
hold down control, middle mouth button and then
move your mouse up and down. Now, I use both of these. I usually prefer using mouth scroll wheel
since it's easier. But whenever I need a
more smoother zoom, I just hold control, a
middle mouth pattern and then move my
mouse up and down. This gives me more
smoother zoom. Finally, you might
want to do panning. You hold on shift and middle
most bar and this lets you pan or this is called
panning the view. You can move left
right up and down. Now, these are the three
navigation controls that you'll need to navigate to pretty
much any area in this D space. For example, if I
want to look at this keep from the other
side over that edge, I can hold on middle mass bin
or pit the view like this, and then I might
want to zoom in, so I can just use
my scroll wheel. If I want to center
this to my screen, I can hold on shift and
middle moss and center this. You can see by just combining those three keyboard shortcuts, I was able to zoom in
exactly where I wanted. There are a few
addition controls that I would want
you to go over. Up here in our viewport,
we have a view menu, and we have two options
here. Frame selected. If you have an object
selected by left clicking, you can click on this button
and it's going to frame. It's going to fit that
object into your view. For example, if you're
somewhere out like that, we have an outliner up here. You can select
your objects here. All of the *** in your TD
world are listed here. For example, we
select this cube, and then under view, we can select frame selected
and it just moves there. Now, there's a keybo
shortcut for that, so you can press period on the num pad and
that does this. If I have that selected, I period on the numpad,
it's going to zoom in. I like to use that instead. But if you want to
use this option, you can do that here as well. If you have no objects selected, you want to quickly zoom
in on your objects, you can also use this
second option, frame all, it's going to frame your
entire scene in this view. These are the controls.
Also on the numpad, if you press one, it takes you to the front orthographic view. If you look in the
top left corner. If you press three, it's
going to take you to right and seven is going
to take you to the top. If you hold on control key and then press these keys again, it's going to go in opposite, so back, left and then bottom. Then you can use middle
Ms put to get out of it. You can also access the same
functionality under Vpods, and there are all these V pots. But I'd like to use ke shortcas, but when you're starting off it, it doesn't matter if you
don't use a ke shortcuts, you can just find this
option under this menu. That's the first part
of the functionality that we'll be using
throughout this course. The next thing is
creating objects. You can create objects
in one of two ways. The first way is by
clicking on this ad menu, and then we have this menu, where we have different
type of objects that we can create in blender. Usually, you'll work
with these mesh objects. These are called primitives, and these are basic
shapes like cube circles, and whenever you're
modeling something, you'll start with a
very basic shape, and then you'll slowly use
modeling tools to turn that into the final object
that you're aiming for. Another way is by
using uber shortcuts, you can press shift A and that's going to open that same menu, but it's going to
be under cursor, so it's easier to access, and then you can
create objects here. For example, we can create a UVE sphere and
it's going to be added exactly in
the center here. Then whenever you use
some commanding blinder, you get this menu
called Operators panel. You can click on
it to expand it, and then you can
access some settings. Now, we'll go to select
both of these by simply dragging over them and then deleting by pressing delete key. Let's get an add that's
UV sphere again, and we're going to
zoom in a little bit. Set, we have some segments.
We can change that. We have the wings, so we're adding more detail
into our pre object. We have the radius object, we can change that, and then we have the location and rotation. So whenever you create an object and you'll
get these options, and you can change
these options. But once you click
somewhere else, that option is
going to disappear. You can bring that back unless you've done
something else. You can press F nine
on your keyboard and it's going to bring
that options back. But if you, for example,
moved your object, and then you press F nine, then it's not going to
bring that old menu, since the last
operation was move, so it's going to display
the options for moves, and you can adjust your
movement afterwards. So that's how you can create objects invin Next thing
is selecting objects. You can simply left
click on an object to select it and when an
object is selected. You'll see this
orange border around it and it's going to tell you that this
object is selected. Now, let's create
few more copies, so we can see how we can make
some selections and things. Shift d to duplicate this and it's going
to be attached to the cursor and then left click
to finish the placement. We're going to repeat
this a couple more times, then we have many
objects in our scene. Now when you select
the first object, if you want to deselect this, you can just simply
left click anywhere in this empty area in your Vpoard and it's going to
deselect the object. We're going to
select this object. If you want to add
to your selection, you can hold on shift on your keyboard and then you
can click on the next object, and then you can
keep clicking on more and more objects and you'll be adding them to
your selection. Something that you'll
notice here is that this last selected object has this yellow border around it, while these other
ones has orange. This tells you your
selection order, which means that this was
the last selected object. This is going to
be important for certain commands
later in blender, and this is also known
as active selection. But I like to call it
last selected object. When I click on the next object, you can see how that
sort moves there. If you want to make some other object, your
active selection, you simply hold on shift and
click on that object again, and you can see how that
selection sort of moves there. You can click on any
object again and it's going to make it
an active selection. Also, you can remove
from your selection. While still holding shift
key, when you click first, it makes that object to
your active selection, when you click again,
it de select it. Basically, something like that. You can also remove from your selection and add
to your selection. But when you're selecting
multiple objects, then the keyboard shortcut
is going to be different. You can left click
and hold and then drag out to create
this selection box. Anything that touches this box will be selected,
something like here. Then you can hold on shift key
and add to your selection. If you hold on Control key, you can remove from
your selection. By default in blender, we have the selection tool selected. You can left click and hold here and it's going to
open up this menu. You can select between a couple of these different
selection methods. For example, you can
select the circle option, then you can simply
left click and hold and then drag over objects
to select them. Now, this used to be in blender
called circle selection. You can still access that
that by pressing C key. That makes it a bit easier
if you want access that. This is more helpful
in edit mode, something that we'll look
at later in this course. Finally, we have the SLS select, which can be helpful
for creating custom selection shapes. You can left click and
hold and then cross shape around objects to create
more complicated selection. Also, there's a select menu at the top, so you
can select all, or you can use the
up or shortcut A, and then you can select none,
which is going to be old A. These are some of the
selection methods that we'll be using
throughout this course. Let's go and take
a look at what's object mode versus dit mode. I'll press A to
select everything and then press delete to
delete everything, shift A to open the add menu, and then add in a cube object. The way this works is that
by default in blender, you're working in object mode. Object basically in
blender is a container, which can contain
multiple meshes. When I select this cube
is an object, container. If you look at the
top left corner, we have this object mode. Object mode, you can
move your object, you can scale your objects, and you can rotate and
manipulate your object. It's for setting up
your entire scene. But if you want to
create complicated apes, then you'll it then
you'll go into edit mode, which allows you to create
more complicated shapes and edit parts of your objects. To access Edit mode, you can either click on
this Drab down and select Edit mode here or you can use the keyboard
shortcut tab key. With your object selected. With your object selected,
when you press tab, it's going to switch
to edit mode and you'll have access to
additional modeling tools, and when you press tab again, you'll exit added mode and
go back into object mode. When in edit mode, at the top you'll notice
we have these two buttons. The first one is a
vertex selection mode. Next, we have edges and phases. These are three
different components that make up an object. Vertex are these points. So these two points create
what is known as edge, this edge, and then
three or more edges create what is known as a phase. That's where this
geometry is drawn, and we can see and
initiate it for us. You can switch between
these selection modes with a number of rows, one for tex, two for edges, and three for pass mode. Also, all the selection
tools that we've tucked through can be used
in added mode. If I have phase, I
can select one phase, hold down shift, and
click on multiple phases. If I have edges, I can again do the same thing. While holding down Shift key, I can click again today select. I can make o selections, I can remove from my selections, all those tools are
available to us. But in addition, we have
also a few more tools. For example, if you have a
loop around your object, to better demonstrate this, we're going to select
everything in this edit mode by pressing A and then right
click and subdivide. We're going to subdivide
this object two times. Now you can see that we have these edges that go all
the way around our object. This is called a loop. To select that, you hold on
old key on your keyboard and then click on it
and it's going to select the entire loop
around your object, and you can do the
same thing for faces. If you hold on old
and click here, you can see how that selects it. Now, something that you might be wondering is that this loop goes around like this and also like this up
and down direction. How do you know which
one is going to select? Well that depends on
your cursor position. If your cursor is up here, then it's going to select
loop in this direction. If your cursor is
towards the bottom, it's going to
select it this way. Whichever direction your
cursor is pointing into, it's going to select the loop in that direction,
something like that. That makes it super easy to
select these edge loops. Also, you can see
that if you want to select the opposite direction, these are called the rings. Instead of selecting
like this loop of edges, it's going to select
these rings of edges. You can hold do lt and
then control and then click here and you
can see how it selects the opposite way. Now to add to your selection, for example, if I want to
select these rings to, then I'm going to hold
do lt and control for selecting rings and
then also shift key. So that it adds to my
selection like that. But if I don't have a
shift key held down, then when I click on this one, you can see it moves to that. It deselect the previous ones. You have to make sure you're
holding down shift key. Same thing with edge loops. If you hold on l, click
on this first loop, hold on Shift key and lt and
then click on next ones. Because if you don't hold shift, then it's going to
make a new selection and deselect the previous ones. Now that you understand
how these objects are constructed and how you can
create them or select them, now you're going to be
ready to follow along. Now, as we're progressing
through this short course, I'm going to be
walking you through all the kebard shortcuts
and stuff so you don't have to worry about
being overwhelmed by this. This was just to demonstrate some of the things that
are available to us. But when we're making
this entire scene, in this course, you
don't have to worry about remembering all
the keyboard shortcuts. As I'm using a tool, I'll
explain what this tool does and what are some of the
kebard shortcuts for them. Finally, before we
end this medium, the tools on the left will be using keyboard shortcuts for them because if you keep
selecting different tools, it wastes a lot of time. It's always good to use keyboard shortcut because it allows you to work
way more efficiently. These are pretty
easy to remember when you use a blender
for a few days. This becomes your second nature and you don't have to
even think about it. There are tools to
us, like for example, if we have a phase selected, we can press e to
extrude the face out. We can do a lot of cool stuff, like you can inset the face, we can extrude it
invert sequency. How it allows us to create
way more complicated shapes. We can press control art
to access the loop tools where we can add these loops
and add additional details. For example, now I
can extrude this pot. So we have a lot of cool tools that we'll be exploring
throughout this course. Finally, to look at the movement
of our three D objects, we need to understand
how this three D space works in blender. Inside blender, we have this
imaginary three D world, which starts at
the origin point. We have this origin point
exactly in this area. Then we have three different xs. We have x y N z xs, and those are represented by these three different colors. You can see x Yn z. This is a great system to find object precisely
in three d space. If you press n key
on the keyboard, you can see it can open
up this transform panel, and then we have a location. We have a three axes x y and z, and right now, it says 000. If we select our object,
it's going to display the settings for the
currently selected object. You can see that currently this object is at
the world origin. But let's say that I want
to move this around here. That's pretty simple, since it's going to be on the x axis. We have positive and
negative numbers. Moving to the positive
side on the x axis, as you can see line up here. It's going to be
positive number and moving it on the other side, is going to be negative number. In this case, we
want to move this about 5 meters on the x axis, and then we need to move this positive number on the y axis. That's going to be 5
meters on the y axis. You can see exactly wherever
we want this object, we can determine this
location in free space very easily by just utilizing
this coordinate system. Now that we understand
this, we can type in values here by simply left
clicking and typing value. We can drag with our mouse by clicking and holding and
then just simply dragging. We can also hold on shift key to move this more precisely. And we can click and we
have some options like resetting all values to
default or just one. Also, if your object is
around here and you want to reset all of these values
very easily and quickly, you can press old NG, that's going to
reset your position. Then we have the same
thing for rotation, so we can rotate this
along the x axis, as you can see right there. We can rotate this along y axis. If we want to reset
this, we can press old R and that's going
to reset a rotation, and finally, we
have our scaling, so we can scale our object. Again, old S, that's
going to scale. All these keyboard letters, S R and G makes pretty good sense when
we're using movement tools, which we're going to take
a look at in a second. To move this object
in three d space, we can either use
this n panel to move this very precisely
by typing in numbers, but usually we use keybod shortcuts because
those are more efficient, and we also have these tools
up here on our tool bar. We have our movement tool
which gives us this s chismo, which allows us to move our
object on the specific axes. Then we have one for rotation, so we can rotate along
these Xs like that, and we can also
freely rotate this. Finally, we have the scaling. I'm going to quickly reset
this back by pressing and G, R and S, is going to
reset all these values. Now let's go aa and
select a selection tool, and this is the best
method to navigate or move a three D objects by using
the keyboard shortcuts. You select your object, then
you can press G to grab, G as in grab, and then it attaches to your cs and
you can move it around. As you can see that
it's just moving in this three space and we
have no control over it. To define the axis along which we want to constrain
the movement, constrain the movement, or we
want to lock the movement. We can press x for moving
this along the x axis. We can press y for
moving this along the y or z xis like that. Now, as we're doing this, we
can also type in numbers. For example, if I
started around here, I can press five
and it's going to move 5 meters on the z axis, I can press negative sign,
it's going to go to negative. I can toggle this negative sign by just pressing it
over and over again. I can erase by using backspace, and then I can type in a
different number if I want to. You can see we have
a lot of flexibility when it comes to moving
our objects around. And if I'm happy
with the movement, I can just simply left click. I'm going to press controls
you to move that back. But if I start moving my object and I'm not
happy with that movement, I can just right
click to cancel, and it's just going to snap
back to his last position. You can see that we have a
lot of control over this. We can do the same
thing for rotations. We can press r to rotate, and it's going to start
rotating free form. But then we can define xis. We can press x axis, and then we can type in
something like 45 degrees, or we can just erase that and we can just freely adjust this. I can press r to rotate x axis, and I can just align it. As I'm moving this, I can
hold on shift key to have more finer control over
it. Just like that. You can do this with
multiple objects. If I have two objects
selected, I can rotate them, I can grab them around
pretty simple and easy. I'm going to reset the rotation
and get rid of this one. Finally, we have scale, S is going to allow us
to scale uniformly, and then we can press x
to scale along x axis, y axis or z axis like that. You can see by just
using G, R or S, we can move, rotate and scale
our objects pretty easily. And whenever we need
more precise movement, we can just use this
transform panel. I'm going to go ahead
and hide that for now. So let's say that I want to
move my object around here. I can just pred g to grab, and this is a really
cool technique. Now, you can see that
when I move this here is moving up
down left right, but I don't have control over
moving it back and forth. So what we can do is that
as we're moving this, we can exclude a certain axis. I can press shift basically hold on shift key and press Z. In this case, I'm going
to exclude the z axis. Now it's only going to
move on x and y axis. I can place this on
the ground anywhere relative to previous positions,
so something like here. Now, if I press g to grab, and I want to move
this up and down and back and forth like
this on the x axis, I can just press
and hold shift key, and then I can just
exclude the axis. You can see I have that control. Basically, you hold on shift and press whichever axis you want to exclude out of the movement.
It's pretty interactive. You can just change
this at any point, so I can just keep pressing
these different keys, and you can see that I
have control over that. That's how you'll
be moving objects, rotating and scaling them
throughout this course. I would recommend practicing
around a little bit and move these objects
to precise locations in the series pace
so that you have better idea how it's going to work and you
get the hang of it. With that, we're not ready to start working on
our stylized scene.
4. Modeling House: So now we can start
modeling the home. We're going to start
by pressing a to select everything
and then delete, and then we're going
to press shift A to open the add menu. And then under match category,
we're going to add AQ. Now we're going to press n Q on k to open the side bar panel, and then under dimensions, we're going to change
some of the dimensions. For x axis, we're going
to go with 4.1 meters, and then for y axis
is going to be 5.5, and then for the z axis
is going to be 3.5. Now we're going to now, something to note
here is that whenever you change dimensions
in object mode, the scale is going to become uneven or change from
the default value. Then later when you're
using modifiers, it can cause problems. To fix this, we're going
to press control A, and then we're going
to apply our scale, and that's going to
reset that pack. Now we can hide the
side bar panel, and we can press one
on the numpad to go to the front view so that we know which side is
front of this cube, and then using middle moss, we're just going to scroll out. This is going to be the
front side of our home. Now we're going to
pres g to grab along the z axis and move
it above the grade. It doesn't have to be perfect, just roughly above the grade. Now we can style working on it. We're going to press tab key
to enter into edit mode, and then we're going
to press control R to activate the Loca tool, and then we're going to
add a LopCat down here. Don't worry about the precision, since we can change
these things later on and since we're
modeling stylized home, it doesn't really
matter and we don't have to be very precise with it. Now we're going to
press to switch to face selection mode and
select this top face, and then press S to
scale along x axis. Then we're going
to scale it down, something like a round here. Then we're going to
click on this face. Hold on Control key, click here to select all
the faces in between, and then we're going to
press d. That's going to duplicate our roof and it's going to be attached
to our cursor. We're going to right click and it's going to cancel
the movement, but the duplication did happen. Now we have two exact
same roof copies stack on top of 11 another,
and we can't tell that. We're going to separate that new duplication that we created. We're going to press
P, and that's going to open up a separate menu, and we're going to
separate by our selection. As you can see, we have
two different objects now, and we're going
to press tab key, and that's going to
exit out of edit mode. Now if I select this
press G to grab, you can see them there, we have a roof and then
we have the copy. I'm going to cancel
that movement. Now with this new
roof object selected, you can either just select
it by clicking here or using the C outliner. Then under this ranch icon, we're going to click
add modifiers, and then under generate,
we're going to add a solidify modifier. Then we're going to
change this modifier, and it's going to add
a bit of thickness, and then we can also enable
even thickness option. Now we can play around with this since it's non destructive. We can change this at any point during the modeling process. Also, we're going to
scale it up a little bit. We're going to press S, and
then we're just going to scale it slightly like that. That's going to be
floating above our home. We're going to
press G and then z to grab this along the Z axis, and then we're
just going to move it down a little bit,
something like that. Now that we have this modeled. Let's go and select this
roof, type into edit mode, select this phase, and
then we're going to do the same thing,
Shift to duplicate, right click to
cancel the movement, and then p to open
the separate menu and separate by selection, and then tape out of edit mode. Now we have this piece here. We're going to press G to grab along the axis and move it
above the roof like that, type back into edit mode, select all by pressing A and
then scale along x axis, to scale it just a
little bit like that. Then we're going to change this value a little bit as well. Also, we can just move this
slightly inverse like that, and then we can scale
this a little bit on the y axis as
well, just like that. Now, we have a roof completed, and we're going to add some
modifiers to make it more around it and cartoonish.
Let's start with a roof. We're going to select
a roof and then we're going to go to modifiers, and then we're going to
add a bevel modifier. Now, bevel modifier
bevels edges. It creates additional edges
wherever there are edges. We're going to add
three segments, and then we can
change this amount. Now, as you're
changing this amount, if it moves too quickly, you can hold on shift key, and then that's going to let you have finer control over it. Just play around with the value to make your roof a
bit more rounded, and then you can right
click and shade smooth. Just like that.
Now we're going to copy these modifiers
over to other objects. We're going to select
our base shape and also this roof object, and then we're going
to hold on shift key and click on the roof. We're going to make
sure that roof is our active selection or
less selected object, and then we're going
to press Control L, and that's going to open up
link or data transfer menu, and we can select
copy modifiers. Now it's going to copy
all the modifiers. Now we're going to deselect everything and then
select our bas shape. We don't need the solidify
modifier on the bas shape, so we're going to
just delete that, and now we're just
left with Bevel. Now we're going to select
all these objects, re click and shade
smooth, just like that. Now for this top part,
we're going to change the solidification a
little bit like that. Also, I'm going to tape
into edit mode and scale this slightly on the x
axis to make it more square. Now, this is a stylized room. You can always make
changes and you don't have to be
exactly the same room. Then we're going to
select our basshap, tape back into edit mode, press control r to
add a loop cut, and then we're going to
move it down to about here. We're going to create
a baseboard down here. Then using the phase
selection mode, we're going to hold on old and click here to select
the entire loop. Shift to duplicate, right
click to cancel the movement, P to open the separate menu, and separate by selection. Now exit the edit node and select the news
baseboard object, and then we're going to
add a solidify modifier, and we're going to move
this above the vel. We're going to simply drag it, and we're going to
change this value and enable even thickness, and we're going to make
it a bit more smaller. Again, you can hold on
shift key if you want to. Also it's a little too
rounded for my liking, so we're going to
change our Bevel amount to a little bit link. Something like here, and then we can just change this amount. Again, you'll have a
lot of freedom over how you want to change some
of the sizing and stuff. But that brings our
bay sap to completion. Now, I'd like to save
my files at intervals. We're going to go ahead
and save our file in case blender crashes or something
unexpected happens. We can always recover or come back to this point where
we saved our file. We're going to go
ahead and click on file menu and then we're
going to select Save. Now on my desktop,
I have a folder called blender projects on my desktop and I'm going to save this file as 01,
bashap completed. This why I know that the B shape was completed on this plan file and I can continue from here if something unexpected happens. We're going to go ahead
and save our file.
5. Modeling Window & Door: Right now that we
have our file saved. We're going to start
working on a door in this area and also
a window up here. Let's start with
door. Now there are many different ways to
create arches in blenders. We're going to create a rounded
door with an arch on top. The easiest way would be to just simply use bevel function on it. We're going to go
ahead and select our interactive ad tool
and then left click and hold and then drag out
to create sap for a window, and then we're going to
just move it out like that. Left click to
finish that. Or you can just create a basic cube
and resize it if you like. Now I'm going to select
my selection tool again. Now with this shift selected,
type int edit mode, using the selection mode, we're going to select
these two type edges. Control B two Pavel, and then we're going to just
avel to something like here, and then we're going
to add three segments, using my Muscle wheel
to add more segments. You can decrease or increase the segments with
your mask wheel. Then left click to finish that. Now, we're going to switch
to vertex selection mode by pressing one on the keyboard. Like these two vertex points, press M key on the keyboard to open the Marge menu
and Merge at center. It's going to merge those two points
together at the center, and we're going to do
the same thing for the back vertices over
there. Merge center. This is going to give us the
single edge in the middle. Now, if you press four with
slash key on the numpad, it's going to isolate
your current object. It's more easier to work on this and it's going to hide
all the other objects. Now we're going to switch
to pase selection mode, and we're going to select
this front and back phase. Then we're going to
press I to inset. Actually, let's
cancel out of this. The first thing we need to do is get rid of this
phase at the bottom, so then we can inset
a little bit better. Now, the reason
we're doing this is that if I select both
of these phases, and then I start in setting, you can see that
there's going to be an inset at the bottom here. We don't want that
and we can disable this by deleting this
phase at the bottom. I'll go and press control, and then we're going
to select this phase, press key, and
then delete phase. It's going to delete the phase, and then we're going to select
these two phases again. Now we can press to inset. As we're in setting,
if we press B key, it's going to disable border, and you can look at these keys at the bottom
of the interface. Down here, if you look
at the bottom part, there are all the keyboard
shortcuts that you can use, and then you can just define
the size for the art. Something like this should
be more than enough. Left click to finish that. Then with these two
faces selected, we can either go to this menu at the top and select
Bridge edge loops or I'd like to use keyboard
shortcut Control E, and that's going to
open up the same menu. Then we're going to select
bridge edged loops, and it's going to
connect both of those and we're going to have this
empty space in between. Now, we're going to switch
back to vertex selection mode, and we're going to select
these two vertices, and then we're going to
subdivide these like that. Now, doing that will result in having this
vertex point here, since we're going to need this for creating the inner part. Now we're going to switch back to selection mode,
select this edge, hold on control key,
and click here, and it's going to
select all the edges in between until this point. It selects the shortest path to the object where you click
while holding on Control key. Then we're going
to press hit d to duplicate, right
click to cancel, and then cancel the movement and then press P and
separate by selection, and tap out of edit mode. Now we have this arch and then we have this single edge here. If I move this, we
have the single edge. Now with this selected, we're going to type
into edit mode and using the vertex
selection mode, we're going to select
these two vertex points and then press F k, and it's going to create a
vertex point between them. Then press A to select
all and then f to fill. This is going to
create this phase, and then we can add
a mirror modifier. We're going to exit
the edit mode, and then dire modifiers, we're going to go to generate
and then mirror modifier. Now it's mirroring
on the wrong axis, we're going to change that
to y y and disable x axis. Now it's mirroring on
the y axis like that. Now we can type back
into edit mode. Any changes we make to this part will be applied
over to this one. With everything selected,
we can press e to extrude and we can extrude it
outward outwards like that. Then we can tap
out of added mode. Now we're going to
select both of these and then right
click sheet smooth. Now, there might
be some artifacts, but don't worry, we're
going to fix that, and then we can press
four with slash on our numpad to exit
the isolation mode. Now we're going
to copy modifiers from those objects here. For this arch,
actually, we can hold on control and press
two on the numpad, and it's going to add a
subdivision modifier, and it's going to
smooth out the arch. So we're going to delete
the bottom face there. Also, you can select
objects and press edge to hide them and this
icon will be disabled, or you can just press this here, and then to bring
everything back, you can press old edge, or you can just use this icon. We're going to hide this
front piece for a second. We're going to select
this bottom face, press X key, and then delete the phase. That's going
to get rid of that. While still in edit mode, we're going to press control r, add a loop cut here, right click to cancel
this movement, that's exactly in a center, and then press
control B to pebble. Then we can just move
this a little bit, and we're going to remove
the segments using our mouse croal wheel,
something like here. Now if we exit the added mode, you can see we have this
more planar look to it. You can also do same thing
on the back if you want to, but it's not going
to be visible. L et's just enter into isolation mode and we're
going to do it anyways. Control R, and then left click to add this and you have
ability to move it, so we're going to
click to cancel, Control B to Bevel, and we're going to bevel it
slightly like that. Then we can press for slash again to end
the isolation mode. Next, we're going to
enable this object again. For this object, we're
going to ad bevel modifier, so we're going to go ahead
and click on Modifiers, generate and Bevel, we can move this above
our mirror modifiers. Before mirroring,
we can add this, and then we're going to increase the segments
to about three, and then we can
change the amount. We can add Control two to
add a subdivision modifier. This is going to
be it at the end. I want this empty space
between these two. That's why we use
mirror modifier instead of creating
one complete piece. Then we can press
g to grab along the y axis and move it inwards,
a little bit like that. You can also scale it up a
little bit if you want to, but I think it looks fine. Then with this object selected, we're going to tap
back into edit mood, select everything by
pressing A and then scale this along the y axis to
make it thinner like that. Then we're going to
again adjust this pike grabbing on y axis and moving, and then we're going to
select both of these objects, grab along the y axis, and move it into
the wall like that. Now for this baseboard part, we can leave it as is
because it's not visible, but if you still want to
have a cut where it's not crossing this door, it's
going to be pretty simple. So we're going to select
our baseboard tap into edit mode, and
then with control r, we're going to add
a loop cut and move it to around this edge area. Then we're going to
do the same thing on the other side. Like here. Also, you can enable
wireframe mode by clicking on this icon, and it's going to show you
everything in wireframe. Here we have one edge and
here we have another one. Now in phase selection mode, we can drag selection, like this center phase, press x to open the delete
menu and delete this phase. Then we can end our
wireframe mode. Just like that, we have
the baseboard card. If you cut this little access, don't worry, you can always
go back into wireframe mode. You can select x mode, select these and then grab
these along the x axis to move them.
Something like here. It's going to be a pretty non
destructive way modeling. Now we're going to go ahead
and model a window up here. Let's go ahead press
shift right click here. It's going to move our
three cursor up here, and any new object that we
add will be added here. Now we can press Shift A, and then under MS Mnu
we're going to add a circle and then we're going to click on the operators panel, and then for Vs, let's go
with something like eight. This should be more than enough, and then we can change
the size a little bit. Let's go with 0.5 meter. Now we're going to press
r to rotate along x axis, and then we're going to type 90 on our keyboard and press enter. Then we're going to
tap into edit mode, press F to fill this face, and then we're going to intuit
it a little bit like that. Again, we're going to
press forward slash on the numpad to enter
into isolation mode. Then we're going to select these both phases in phase
selection mode. Then we're going to
press I two inset, and we're going to
inset like that. That's going to create the
outer frame and then control E and bridge edge
loops. Like that. Now, we're going to end our isolation mode and
exit the edit mode. Now we're going to
shape this mood, Control two to add a loop cut, subdivisions modifier, and then we're going to
tap back into edit mode. Press Control R, click and add a loop cut here and then
control B to Bevel, to give it a more planer look. Also, we can do same
thing on the back, so we're going to back
into isolation mode, and then we're going
to do same thing. We're doing exactly the same
thing as with our arch. You should be familiar
with this by now, and then we're going to
add our isolation mode. Just like that. Now to create the centerpiece, we're going to go ahead
and press Shift A, and then we're going
to add a plan object, and then book tate this
on the x axis 90 degrees, type into edit mode, and scale it down, to make it a really
small cube like that, and then we're going to
extrude outwards like this. Then with phase selection mode, we're going to hold down
old key and click on this area in phase
selection mode. And it's going to select
this loop of phases, and then we can press old E, and that's going to open
up or extrude many, and we can extrude
individual phases. That's going to
allow us to do that. Now we can just add
a Babel modifier, so we're going to go to generate and add a Babel modifier. We're going to
change the amount, and then we're going to
increase our segments, and we're going to
shade it smooth, and then we can
grab and move it on x axis like that,
actually y axis. Then to create the inner piece, we're going to select
this out frame. We're going to select
this out of frame, tap into edit mode. In S selection mode,
we're going to hold on op and click on this edge, and it's going to select
the entire edge loop, and then we can press
d to duplicate, by click to cancel the movement and then separate by selection. Exit auto edit mode,
select this new edge, tap into edit mode, select everything and then F two fell. Then if we want, we can
extrude this tiny bit, but I think we're just good
with the single phase. Then we just grab
this along the y axis on in object mode like that. Finally, we just need to
place it on the wall, so we can go to side view by pressing three on the um pad, and then we can enable our wire framer to see
a little bit better. I think it's already
flash with the wall. We can just press
one on the numpad, to go to the front
view, and we can adjust the placement and
align it with our door. So we can press g to grab. Actually I'm going to
press controls the since I don't have
this frame selected. Make sure you don't
have the piece accidentally selected,
and then g to grab. Now it's going to only move
on the side and up down, so you won't be able to
move it back or forward. It's going to be
easy to place this, and we can also scale it
ale bit up in Object mode, it doesn't matter
because we are not going to add any more modifiers, but you can still apply
the scale if you want to. Just like that, and we
can end our frame mode. I think it looks good. It's a little too
thick for my liking. I'm going to select
all of these, tap into edit mode, press
A to select everything. Scale these on the
y axis like that, and then we can just
grab on the y axis and move it until it's flash
with the wall like that. It's going to be a little bit of back and forth processing. Just keep adjusting the shape until you're happy
with how it looks. Just think that. We have our window, then
we have our door. We can also resize our
door if we need to, we can just scale and
then we can adjust the base board, in
case you need it. For now, I think it looks good. If we need to, we can make
adjustments later on. Now we have our window
and door completed. We can again save our file, and then we can continue.
6. Modeling Chimney, Bricks & Tree: All right, and now we can add some more decorative
items to our home. So we're going to add a
chimney at the top here, and also some bricks on this wall. Let's go
to start with that. So we're going to
zoom in here and then using the added
interactive tool. We're going to add
a cube around here. Something like this
should be good enough. And then we're going
to add a modifier. Now, whenever you go to add modifier and then to the
modifier that you want to add. What you can do is you
can simply right click, and then it says add
to Quick Favorites. And this way, you can access all your favorite
modifiers by pressing Qu, and it's going to open up
the Quick favorites menu and you can see here
are some of the modifiers that I use, and you can do this for pretty
much any menu in Blender, you can add to your
quick favorite, and almost all parts of
interface can be added here, and then you can
quickly access those. So we're going to go ahead
and add a Bevel modifier. And then we're going to
increase our segments to three, and we're going to decrease
the size a little bit, something like around
here, it smooth. Also tape into edit mode and scale this along the y
axis, just a tiny bit. And then we're going
to make it flush with the wall by just moving it
on the y axis like that. Also, I'm going to tap
back into edit mode, scale along the z
axis, just a tiny bit. Now to create
duplicates of this, now instead of pressing shift D, we're going to press all d and that's going to do
exact same thing, but there's one tiny difference that I'm going to
explain in a second. Now we can exclude our
movement to certain axes, and we're going
to press shift y. That's going to
exclude the y axis. We don't want to move
this back or forward. We just want to move
this exactly on the wall in case up and
down left and right. When we press shift y is
going to exclude y axis, and we can just move
this along z and x axis. Then we can just
place it up here. And then we can do the
same thing again, Shift Y. D to link duplicate. So there's a difference
between shift D, that's just a duplicate, and then D gives you
a link duplicate. The difference is
whenever you go into edit mode and you make any
change to your object, it's going to be applied over to all the objects that you've
created copies out of. So this is better, in this case, since if we decide to make any small change to the bricks, it's going to apply
to all the bricks. Now, again, in object mode, we're going to press
D to duplicate, and then shift y to exclude our axis, and
we're going to place it, something like that, and
then we're just going to repeat this step
a few more times. D, and then shift
Y. Amount there. Again, you can just move
these around a little bit and so that you have
a lot of these. Also, we're going
to create few more, t to duplicate shift y, and we're going to
move it around here. Also we're going to rotate this, rotate along z axis, 90 degrees, and then we're going to grab
this on the x axis. We can use snapping,
but it's just easier to do it this way, and then we're going to
move something around here, and then D, and then we can just constrain it to
y axis like that. D again. A D again, and I think that
should be good enough. Finally, we're going to
create one corner piece here. Now in this case, we don't want to create a link duplicate. Since if we make change to it, it's going to apply to
all of these objects. We're going to prec d two
duplicate so that it's a separate object and we can make changes
to it separately. Then we're going to move it on the x axis like that and a little bit on the
z axis around here. Now we can go to the top view. And enable wireframe mode, and then type tape into edit mode and a look
in the middle here, and then we can just
grab this one and move it so that is exactly like
on 90 degrees over there. Then we can press r to
rotate along the z axis, and we can rotate
this 90 degrees. If it goes the other way around, so you can see that it's currently going the
other way around, we can press negative sign and you can see how
it flips that over, and then we can just left click. We can take this point and we can just grab and
align it up there, and then we can do the
same thing for this one. Now this might not be perfect, but it can get the
job done quickly. Then we just turn off
the wireframe mode, and then we just
grab this slightly on the x axis and
move it like that, and then a little
bit on the y axis, some tiny movements, and then we're going to move
it down just a tiny bit. Also, you can round this edge a little
bit more if you want to by just adding a bevel on this edge, but
I'm not going to do that. Also, we might want to try and change this a little bit since it's a little too rounded. There we go. We have
some bricks added, Let's work on the chimney. We're going to shift right click here to move our three d cursor, shift a to open the add menu, and then under mesh menu, we're going to add a Q object, and let's tap into dit mode and then we
can scale it down. To something like around
this should be good. Then we can enable
wireframe mode. Whenever you're
in wireframe mode and you make a brack selection, it selects all the tics. If you're not in this mode,
then you just track select. It's only selecting
visible on the screen. We're going to select
all of these and then we're going
to grab these on the axis and move them inwards
a little bit like that. Then in phase selection mode, we're going to move this
one out a little bit more. Then we're going to
press control r to add a loop cut this should be good. Then in phase selection mode, we're going to
select this loop of phase by holding down old key, and then old e to open the extrude menu and extrude
phases along normals, and then we can just extrude it a little bit outwards like this, and then we're going to
select this interface and extrude it inwards. Something like this
should be good. Finally, we might need
to move this slightly on the We're going to make
very tiny adjustments. Again, we might need to adjust this lower part a little
bit by dragging it inwards. Just like that. Then we
can add a bevel modifier. I'm going to use my quick menu. You can just use the
traditional way. Then we can increase
number of c23 and add a bit of roundness like that and shade this smooth. Now to add this no,
it's pretty simple, we shift right click here, and then press shift D, and then under meta balls, we're going to add
a ball, and then we can just scale it
down a little bit, and then we can press
shift d to duplicate and it's just going to
automatically link to it. Again, we can scale it down, we can create one more up
here and maybe one tiny one, and we can just
select and position these as we want,
just like that. Finally, we can create
a tree in this area. Now there are many different
ways to create trees, but this one is going to be
a quick trick to do this. We're going to press
shift A. Actually, let's shift frankly here so that the new objects are added here, and then we're going to
add this plan object. And let's move
this a little bit, so we're going to pres shift
to excluding the z axis, so we can move this on
the ground, around here, tap into edit mode, press x key, and then we're going to dissolve or collapse our edges and pass. What it does is that it removes all the faces and everything. It just leaves us with
this one vertex point. Now, make sure that you're in
the vertex selection mode, and then whenever you
press E, you can ext. If it's not extruding out,
make sure you press A to select everything while
being in edit mode, and then you can
press E to extrude. This allows you to
extrude points, or you can hold on control
key and then right click, and then you can draw points. Now with this vertex point, we can go to the front view, and then we can define
the shape for our tree. We're going to press and
hold control key and we can click up here here
and maybe here. Then we can just extrude
this as a branch, and then we can do
same thing from here. You select more
and more of these, then we can go to the right
view, and from this point, we can just create more
branches, and then again, go to the front view, something like there, and
then we can select this one. We basically just simply right click a few times
and that's going to allow us to create
more and more branches and just like that,
we have this tree. Now we can add a modifier, so we're going to go to add modifiers and then regenerate, we're going to add
a skin modifier. This is going to allow us
to add geometry to this, and then we're going to add a subdivision
modifier to this. We're going to press
and hold control and then press two on our keyboard, and this is going to add this. It's a little bit buggy right now, so don't
worry about that. We're going to fix
this in a second. Also, we need to enable
smooth shading here, and then we can tap
into edit mode. Now, whenever you have some
branches close together, that might cause a
little bit of problem, so we can just move them
separate like that. And also, you can press A to select everything and then
you can press control A, and that's going to allow
you to change the size. Now before we do
that, we're going to enable our proportional editing. What it does is that you can select a point and when
you press Control A, you'll get the circle
and everything in the circle will be
affected by your scaling. So we can use that technique to select all these
top vertices, and that's going to
allow us to change this gradually so that we have more thicker branch
trunk tows the bottom, and then we can have thicker
branches tow as the top. We're going to go
to the front view, and then we're going to
enable our wireframe, so we can see some
of the branches, and we're going to select
some of these top ones, and then we can turn
this off, control A, and then we can slowly change
the shape a little bit, L that, and just make that. Now if you want, you can change the center piece a little bit. But I think it's looking fine. I'm happy with the
shape, and we can tweak this later
on if we want to. For the leaves, we go with simple shapes like a
simple rounded cube. We're going to shift
right click here, and then we're going
to add a cube, and then we're going
to scale it down. Also turn off the
proportional editing. We're going to just
scale it down a little bit like that and
then we're going to add a babel modifier with three segments and more
of a rounded shape, and we're going to
shape this smooth. Then we can just rotate this, and then we just
press d to duplicate, and then we can just basically
adjust and position this. I'm going to go to the TV, and I'm going to just
place it there, Alt and I'm going
to place it there. And then D again, place one here, D, place one here and one here. Now, it's exact same copies, but we can give it
a randomization by rotating manually like that. So there we have it.
A cartoonish tree. That. Also it's looking a little too tiny compared to the home, so we can just scale
it up at any point. We're going to scale
it up a little bit and move it above the
ground like that. Just like that, we have
that tree over there. We're almost done with this, and we need to make
some minor adjustments. Now, you can do this, well, you end with this lesson. You can change this. Maybe
you can randomize the size a little bit on these objects and align them a
little bit better. So you can rotate a little
bit more and also we're going to add some
tiles just like these breaks on the roof. To do that, again, I'm going to use the interactive ad tool, and then we can just make
a big tile like that. Something like that
should be good. Then we can just add
a pebble modifier with three segments, and I'm going to go with more rounded
chip for these tiles. Then we just basically
create more copies of these. We're going to go to hold on control and press three on the pad to go to the side view, and then we're going
to press A D to duplicate and we're going
to place it around here, D, and then a few more times. Actually, when we're
moving this down, it's creating a
bit of problem for us because when we press
LT and we move it down, you can see it just
goes into the roof. Now that's not something
that we want to do. We can enable our snapping and we're going to
enable face snapping. This way is going to snap to the face underneath and
then we can just press T, and it's just going
to stay there, and it's going to
be a little bit better and easier to control. These are minor things
that you can tweak at any point during the process. Since we're using
linked duplicates, it's going to be pretty easy. You can just play around
with this placing and stuff. Also when you select this and then you
can just scale this. While you're scaling
this, you can press xis. When you press S to scale, it's going to scale
globally, you can pres Z, and it's going to scale
along the z axis, but it's scaling relative
to the world coordinates, so the z axis of wold. But if you press Z again, it's going to scale
relative to its own axis. The z axis of our object is
pointing in this direction. You can just cycle to y, x or z. Case your object is flipped, and then you can just figure out which direction is facing, and then you can just kill it to make it a bit
dinner like that. Just like that, so easy. Just like that, we have
some tiles on the roof. It's going to add a bit of
more filling to the roof. With that, we're done and we can go ahead and save our file.
7. Setting Up Lighting: All right. Now that we
have our file saved, we can go ahead and
continue working on this. We're going to go
ahead and click on this World tab here in
our properties editor, and then we're going to
change our color options. Right now you can
see we have this great color in the background. We're going to change
that to a sky texture, so we're going to
click here, and then we have sky texture. We're going to select that, and it says send disk
not available in EV. We're going to go to
our render properties, and we're going to select
Cycle as our render engine, and then we're going
to select GPU compute. We're going to use a GPU or
graphics card for rendering. If you don't have that option available or if it's grade out, you can go with CPU or also, you can go to edit menu
and then preferences, and then under system, you can have Kuta and you can enable your graphics card here. I'm using Invidia RTs graphics
card, so I can use this. You can either go with Kuta
or Optics in this menu, and then you can just close it. Then you can go back
to this world setting. Now we have a sky texture, we can start the rendering, and that's going to display
the proper lighting, and just like that, you can see we have the sky texture
in the background. We're going to adjust
some settings. We're going to go ahead and change some of
these settings. Intensity, O S size
is going to be 26, intensity is going to be one, and then elevation is
going to be three, and then sun rotation
is going to be 122. Now, this is going to
move our sun right there, that's our sun, and you can
change the rotation of that. Where the sun is, you can change its elevation to change the time of the day. Like that. But in this case, you can play around
with these values. But if you want to follow
on exactly with this, then we're going to go
with three and 122. Also, we're going to
create a tiny island underneath our home. To do that, we're going
to go to our top view. Also, you can switch back
to the normal shading, and then we're going to go ahead and add a
plain object again, and we can scale it
up a little bit. Move it to the side, so we can see where it's
going to collapse, type into edit mode, press X and collapse edges and faces. That's
where it collapsed. And now we're going to make sure we're in vertice
selection mode, we're going to press A
to select everything, and then we're going to
hold on control key, and then we're going
to start clicking. We're basically
creating a shape for a random island
underneath our home, something like ere, and then
we can select both of these, press and Merge
center, like that. There we have our shape. Now,
while still in edit mode, we can press A to
select everything, F to fail, and then
we're going to just grab this and move this on the ZX Also make sure to
turn off snapping. It can cause problems. Around like here. Now it's underneath our island. Then while in added mode, we can press e to extrude and we can extrude it
inverds a little bit, and then we can do
something like here. We're scaling these,
and then we can extrude again, and we can scale. Then finally, if you want to, you can also filled
already down there, and then we can press Control
two to add a sub modifier, and then we can shade it smooth, and then we just need to move
it slightly above the grid. Like that. We can press A to
select everything and we can just move it ever so slightly
above the grade, like that. Finally, to create some
water around this island, we're going to go ahead
and also we can add a supporting edge loop
around this area. And then we can just move
it slightly under our whom, and then press shift A and
then add a plane object. Then we can press n
key and select all of these by racking over this
and then we can press zero. That's going to move it
to the world origin, and we can scale it up
really big like that. Then we can type into edit
mode and we can extrude it towards the bottom like this. This is
going to be water. We're going to create
material for this later, and then we just need to adjust
it a little bit later on. Finally, we're going to
create a few rocks here. So shift right click to
move our three dcursor, shift a to open add menu, add a cube object, and
then tap into edit mode. Select this vertex point
in vertex selection mode, press control shift and B to
level these vertex points. Then with no segments added, we're going
to leave like that. We're going to
repeat this process for all four edges of the cube. It's going to give us low poly. Or a cartoonish looking rock. We can move this
up a little bit. And again, we can change the style a little
bit like that. Now we just rotate
this randomly, place it on the edge like that. Control shift it to duplicate, and we can just place it and
rotate this a little bit. And we can do the same
thing over there. We can just create
one more copy of this and move this,
maybe around here. Again, you'll have
a lot of freedom over how you want to
change some of this stuff. You can play around, add some additional
options like you can add a bench that can be placed here or a basic fence around here. Now, if we start the rendering, here's what it
looks like so far, we're going to add some
materials in the next idea.
8. Materials: We have a lighting setup,
we can go ahead and start adding materials
to our scene. I'll go enable render review, and this is going to
start live rendering, and then we can start
adding materials. Now, if you can't render
this in real time, then you can also use
the material preview. It's not going to be as
good as render preview, but you should be able to see a pretty good representation of how your materials
are going to look. But in this case, it works fine for me in
the render review. I'm going to do that
there. So let's go ahead start with our
base shape of the home. We're going to go ahead and
click on this materials tab, and then we can use this new
button and it's going to add a new material slot
with a material inside, and we can start typing
in names such as base for this presenter
to confirm that. Then we have some
properties done here. We have a base color,
that's going to be the base color
of our material, in this case it's white. We're going to start moving that towards more of a cream color. Like that. Then we
have the roughness. I'm going to leave this at 0.5. If you move roughness
all the way up, then it's going to be
a very rough object, which means there will
be no reflections. But if you move it
all the way down, it's going to become
a very shiny object. When light hits it, it
will be really reflective. As you can see, it's
really reflective objects. In this case, we'll just go with the default value,
which should be good. Next, we're going
to go ahead and add a material on the roof. We're going to again
use same method, and we can rename this to roof, and then we're going
to change it to. Now you can use any kind of
color colors for your roof. I'm going to go with
this blue color, but you can use any color. Next, we're going to
color this chimney. We're going to select a chimney. We're going to click on
new and it's going to add the first material, and we're going to
type in chimney. We're going to type
in chimney base. This is going to give us the
base color of the chimney. Then we're going to click
on this plus symbol. It's going to add
a second slot and then we can click
on this new icon, and it's going to
create a new material. Then we can type something
like chimney top. We can also use the same
material from a roof by clicking here and
it's going to use the same material here as well. Let's just use that since it's
going to be sync material. Then with Tune selected, we'll tap into edit mode, and then using the
fas selection mode, we're going to select
this center face, as you can see it
is highlighted, and then we can hold on control key and
then press Numpad, and it's going to
grow our selection. We're going to keep
pressing this a few times until it selects all of the
faces until this point. Then we're going to
click on this roof material, click a sign. We're assigning the
second material to these selected faces, and then for the
rest of the chimney, it's going to be using this
top material that we created. This way, you can see
we have two different materials applied
to the chimney. Next, we're going to
select our roof tile, and we can create
a new material for this and we're going to
type this roof tile. Then we're going to give it a bit darker tone of the color. We're going to click on
this eye dropper and it's going to let us pick a
color from our stein. We're going to
click on our roof, and then we can just make
it a bit more darker by moving it a little bit down, or we can also move it a bit closer towards
the blue color. Even if it's really up there. Next, we're going to go
ahead and color this area, so we're going to
select this interpiece, and we can type in something
like window glass. And Let's go with
this cyan color. Next, we're going to select our window frame and let's
type in window frame. You can go a different
naming scheme. Now this is the process where it takes a lot of tweaking
back and forth. You'll have to play
around with these values. Then we're going to select this and click on this trap down and select the same window frame texture for this as well. Then we can do the same
thing for this bottom. We're going to select
our window frame. Now, in case you want
to make changes, since all these three objects are now using same material, any change that you make here will be applied to
all the objects. I'm going to press Control Z. If you want to make
change to a material that is copied from
a previous material, then you can click
on this but in here, it creates a new copy
of that material, and now you can see we have
two different materials here. We can rename this to
something like maybe door. Then if you make change
it's going to be only applied to the new
copy that you created. But in this case, I don't
want to make the change. Next, we're going to
select the door itself. We're going to rename
this to door frame, and then we're going
to select draw itself, and we can type in name
towards this area, and then we can make it darker, and that's going to give
us a kind of brown color. And then we're going to
select this baseboard. I'm going to click here and
let's type in baseboard, and then we're going
to make it gray color. Also, if you move
this speel around, and you want to
quickly reset this, while your cursor
is hovering here, you can press back
space and it's going to reset this color back to white. Next, we're going to select
our island and we can type in something
like sand or island, and then we're going to
just change this color. And we're going to
make it less shiny by increasing our roughness
value to something like 0.9. You can tweak these colors to your liking since we're
making a stylized Home. You have a lot of
freedom and control over that. Then for the rocks, we're
going to just type in rocks, and then we can just make
it darker like that. Then we're going to go ahead and select all these rocks
by holding down shift. Then finally, clicking on this rock with the
texture or material, so that is an active selection, and then we can press Control L, and then we can link materials, and it's going to
copy all material to all of the objects. Next, we're going to select
our tree leaf and we're going to make
material. Tree leaf. Let's just make it a very bright cartoonish or stylized
tree green color, and then we're going
to select our tree, and we can type in
like tree trunk. And we can again make
it a brown color. We're going to just reduce
this a little bit like that, and then we can just increase
the roughness to 0.9. Just like that, we have
them trials applied. Now, from here, you can just
experiment and play around. Base boat is a little too down. I'm just going to
move it up so that it's above the island like that. Also, finally,
we're going to add one fiel light here since it's a little dark on this side, we're going to go ahead
and press shift C, and that's going to reset our three D cursor
to the world origin, and then we can press shift A, and then we're going to
go ahead and add A light. We're going to be
adding Aa light, and then let's go
back to shading view. We can press G and z to move this light up so that I
can show this better. Here's a light. We
can change its size by just simply scaling it
up, the bigger the light, the softer the shadow
is going to be, and then we have our wage here and that's going to change
the intensity of the light. Also to rotate this more easily, we can use our three D cursor as the target point for the light or manipulation
of this light. Right now, if we rotate, you can see it just
rotates around its origin point or when we move this around
and stuff like that. We can press period on a keyboard and it's going
to open up this menu, or we can just open
that up from here, transform pivot point and
it's using its median point. But we can switch that
to three D cursor. Now when we Grab rotate this, you can see how just rotates
around the three D cursor. Now that this gives us ability to rotate this pretty easily, so we're going to just rotate this a little
bit like that. Then we can press one
on the numpad to go to the front view and we can
just move it up here, and that's going to be shooting at home from this direction. Now with our render
view enabled. We're going to slowly
increase our wattage. We're going to and
type in something like 500, as you can see here, we're going to make
sure that it's enabled, and then we can type
in something like 300. Now if we turn it on and off, we should be able to
see the difference. It's a slight subtle difference, but it makes a big difference
in the final vender. There we have it. We can
guide and save file, and then we can start working
on the water material.
9. Water Material: All right. Now that
we have materials apply to all the buildings. It's time to finally start
working on the water material. We're going to select our water, and then we're going to
drag this window up, and we're going to
click on this point, and we're going to change
it to shader editor. This allows you to create more complex materials
inside Blender. F we were just using the basic properties that
comes with blender material. We can press N here to
hide that side bar, and then with our
objects selected, we can click on
this new button or just this one and it's going
to create a new material. Let's type in something
like water, press ner. And here we have our material. Now we're going to go
to delete this node by simply selecting it
and pressing delete. You can use your Ms cole
wheel to Zoom in and out, hold on middle mass but
in to just pan around, pretty simple and easy, and we're going to move
this up like that. Shift A to open add menu and then click
on the search box, or you can also just
start typing in and it's going to switch it
to the search menu. We're going to type in glass, and we're going to
add a glass BSTF. The next note that
we need is going to be a transparency node. We're going to type
in transparent. BSTF to the two nodes. Next, we're going to
add a mix shader. We're going to type
in mix shader. It's going to allow us to mix two different shaders together. We're going to take
our glass BSTF, and we're going to
plug that up there. Let's move our
transparent shade down, and we're going to
plug that in here. Next, we're going to go ahead
and add a light path node, and we're going to
place it around here. Then we're going to move
this shadow into the factor. Next, we're going to
need a bump node, so we're going to type in bump. And we can take this
normal out here, and we can plug that into
the normal of the glass. Finally, we're going to
add a noise texture. The noise texture is
going to be this one. Then we can just
take this factor and we can plug this
into the height. Finally, we're going
to connect this to the surface and it should
display like that. Now we can change some values. We're going to click
here and change the color of the water,
something like that. Now to change the
bumps of the water, we're going to
change this value. Let's go with
something like 0.2, and it's going to change
the bumps of the water. Then for the distance, we're
going to just that as is. Finally, we can change
this scale value here. As you gradually move this, you'll have more
ripples in the water. Now with this value, you can just experiment. You can either go
in negative value or you can go into
positive value. So around 50, I think
is good enough. Then for the detail,
let's keep that two. For the most part, I think rest of these values can be as is. Just like that, we
have stylized water, and then we can just simply hide this menu
towards the bottom. And just like that, we
have our water ready. We can go ahead
and save our file.
10. Scene Clean Up: It's time to do a little
bit of scene cleanup. We're going to go and
rename everything, and we're going to create
a few collections, so that is easier to
manage your scene. The way we're going to do this
is we're going to separate our water island into
different collection, and we're going to
select our island, and you can see it's
highlighted over here. You can also just select your objects and then press
F two on your keyboard. It's going to open up
this object rename menu, and then you can
type in something like for example Island, and it's going to
change the name of it. Next, we're going to
select all these rocks by holding down shift and
selecting all of these, and then press F two
to open the name menu, and we're going to
type in a rock, and then we're going to hold
on old and press Enter, and it's going to rename all of our objects at the same time. It's going to add these 001, 002. And things like that. So again, with all of the
rocks still selected, we can press M key, and it's going to open up and
move to collection, or you can also just create a new collection by clicking
on this button here, but I like to do it with
keyboard shortcuts, so M to open this, and then we can create
a new collection or we can move it to one
of the previous one. In this case, we want
a new collection, and we can type in something
like rocks and create. So what it does is
that it creates this new collection that can
be collapsed or expanded. And we can hide the
visibility of all of our objects in that
collection very easily. So that's our rocks, and then we're going to
create one for the water, and that set of things, so
we're going to click here, and we can type in water. And with that selected and our island and water,
we can press F two. Actually, we had to press M two and and type in
background or BG. You can just use different naming
convention if you want to. Not very easily, we can
just hide our water and island with just one click. Also, I think moving tree would be better in
that collection. First, let's go and select all
the leaves and everything. Also, you can use the
shaded view if you want to, but I like to use render view. We're going to make a box
selection like that and then hold on down control and deselect the rest
of the objects. Now with our leaf
selected again, F two, and then we can type in leaf and then hold on oh and enter. It's going to change
everything to leaf zero, one, two,
three like that. Then we can select the
trunk, press F two, and Then we just click
on the first leaf. Hold on shift key, click on the last one and it's going to select
everything in between, and then we can
hold on control key and select the trunk as well. Then we can just
press new collection, and let's type in tree. It's going to move all
of those to the tree. Just just like that, we
have tree separated now. You can also move this into the background collection
if you want to, but I just moved it
to a separate one. Then for rest of
these objects, also, I forgot to texture
some of these rocks. We're going to
select one of them, and we're going to
let's just use this. Um, door frame texture. What we can do is
we can click on these filters and then we
can click on this icon, and it's going to enable
this new option here, and it makes it so
that you cannot select these objects where
this icon is traned off. We're going to make sure
that it's traned off for all the objects that
we've moved so far. Now when we drag select, you can see it will only select the house here and not the tree and island
and things like that. Also, this tree
here, this light, we can move it to a soon
collection by pressing, and then we can type in
something like lights. Now it's going to be in its
own separate collection, and we can turn that off, and now we can just select our home in just
one goal like this. That's going to
make it super easy, and then this is going to
be a default collection, so we can just press F two to rename that and we
can type in house. Just like that, we have
everything separated. Now if you want, you can open this and you can start
selecting some of these, you can start typing
in names for this, so you can type in
window frame out frame. And then you can select this
one and you can type in something like window in frame. Then you can just
select this one and you can type in window class. Then you can select this one and it's going to be
something like roof. But it's going to
take a while, so I can do that off camera. We can go and save our file. We have this very beautiful
organized scene where we can easily make things
select or de selectable. We can hide entire
collections easily. Next step would be
setting up our camera.
11. Setting Up Camera: We have our scene organized. It's time to set up a camera so that we can render
out our scene. Now before we set up
our camera, I plander, you can split any view views and add new areas
to your interface. You can simply right
click on any of the borders and you can select vertical or horizontal split, or you can also have a cursor in any corner of the
previous windows, and then simply drag left
or right, di split these. This is helpful for selecting
camera on this side, and then viewing working
on it on this side. It's going to make more
sense in a second. We're going to press shift
a to open the add menu, and we're going to
add a camera object. And let's press to
grab and move it up. Here's what it looks like. You
can basically rotate this. We're going to also change our Pivot point back
to median point. You can rotate this, you
can grab this around, but adjusting this in this way would be very hard
and inefficient. So we're going to look at
some better ways to do that. Now, to look through
this camera, you simply press zero on the Numpad and it's going
to look through that. You can also click
on this V menu and then under viewport, you can select your camera, and to exit out of this camera view, you simply hold on middle
mouse button and rack out. With the second view,
we can simply press your the numpad here to view what our camera
is going to see, and then we can adjust it. Now to adjust this, we can
press shift and tiler key, that's going to attach
it to your cursor. The tilaer key is located right below your escape
key next to one, and then you simply
move your mouse to look around, and
then to go forward, you simply press W, and
you press S to go back, A to go left, d to go right, and then Q and e
to go up and down. Now, while you're
pressing these keys, you can hold on shift key to move or make the
movement faster. You can see it makes
it super easy to adjust the camera
where exactly we want. In Blender, we have to just like in photography
in real life, we need a camera that is going to render out images for us, and we can adjust
this out of frame, that's the resolution
of our images under our output settings. As I start making changes
to the resolution, you can see how
changes that frame. Right now by default, we're
renting out a full HT image. So that's going to be 1920 pixels long and 1008
80 pixels wide, so like this and this way. And then down here,
we have the format. So we can render
out a single image or we can render out
multiple images. So if when we render multiple
images out of blender, we can create an animation by running a lot of
images in 1 second, and that gives us
illusion of movement. That's how all the movies
and everything are made. So you can see we
have a frame rate. Let's go ahead and
change that to 30. So the way it's going
to work is that if we're playing 30 frames, that means 30
pictures in a second, then to create a three second
long movie or animation, we're going to need 90 photos. And down here, we
have our frames, so you can see starts at one, and then it goes to 250. If we're creating 3
seconds long animation, we can type in 90. Now we will need to make out
90 images out of blender, and then when we put that into
a video editing software, it's going to give us a
three second long animation by playing 30
pictures in a second. Then we can also drag this
window up a little bit and then click on this point
here and so link a timeline. Here you can see we
have a range of frames, so we can use this timeline
to create animation, and that's what we're going
to do a little later. Let's go to resize this to only view the frames that we're
going to be rendering out. Here's frame one,
and here's frame 90. That we know the basics of the camera and everything is set up, Let's go through some
of the camera settings. Also, we're going to
scroll up on this part to access our render view
so that is rendering. We can zoom in here,
we can hold on shift and middle masks
but into pan review, and then under our
camera settings, we can change things such as our focal length
to make our camera more zoomed in or zoom out by
giving it a fish look eye. 50 is going to be
closer to a human eye. And then Don here, we have
things such as depo field, and then we can select
an object to focus on. So we're going to be focusing
on this roof object, and then the lower
this F stop number, the blurrier the
background is going to be. If I zoom in here, you can see how that
background is blurry, but if I go with something
like five F stop number, you can see it becomes clear. So we're going to
turn that of for now, and then VPO display is
going to allow us to change this outer part of the display. So in case you just want to focus on the area that's
going to be rendered out, you can just make this 100%, or you can just make it a little bit transparent
like that. For that, I'm going to go
into an off depth of field. You can keep it on
if you want to. Also, I'm going to just
zoom in a little bit more. And then we can preso
on the ampad in this view as well and we can adjust the camera a little bit. An kind of view that
you select will be rendered out in
the final image, and then you can just left click to complete the movement. Also, if you press
shift until the end move around and you don't want
to commit to this change, you can just right click
and it's going to snap back to its last position. Now that we have
our camera setup, we can go back to
our render settings, and then under render settings, we have our viewput as
rendering sample so that every time when we
make a change interview, you can see starts rendering. These are the samples that
it renders every time. Now if we want to change that, we can lower that as well. But for the final render,
it's going to beat this one. We're going to start.
Now what I usually like to do is that I start
at a very low number. I start with 256, and then when the
image renders out, if it's not good, then I bump up the number and I
do it a few more times. That way at a good point where every time when
you add more samples, what's going to happen
is that you can see this image is very noisy. The higher this sample rate, the less noisy this
image will be, but at a cost of more
longer render time. You have to find a good balance. These days, blender has pretty good uh, denoising functions. So we can use that option. If you enable this,
it's going to apply a denoising filter, but it also sometime get resty good detail
out of your photo. We're going to go with
something like 256. And now, just for a
quick sample or render, we're going to click
on this render window and select render image, and it's going to render
out the current frame. You can see it's
going to be really noisy, and then at the top, it's going to show us
the remaining time, so it's just going
to take 7 seconds, and it's going to
apply a de noising. Up here, we have our samples. So around and 256, when it reaches
that, it's going to apply the de noising filter. And here's our final
rendered image. Now from here, we can click on this image menu and we can
save this to computer. But if we're
rendering animation, then we have to
select the folder in the previous window in our
output settings done here, and then we can go to this render window and
start rendering animation, and it's going to
start rendering image one after the other
until it finishes. The good thing about rendering images instead of
a complete movie is that if you have a power outage or something
unexpected happens, you don't have to re render
everything from start. You basically just change
your frame rate and you can start from where you had a power outage or
something like that, that saves you time
in that way as well. Okay. Now that we have
everything set up. Let's cut an animator
camera a little bit. To do that, we're
going to create a path along which we can animate
our camera very easily. We're going to press shift
A, and then we can add a empty object and
let's add a plane axis. These are basically
empty objects. It doesn't do anything special. It's just a placeholder. Now we can press S to scale
and scale it really high, and I'm going to
also move this on the z axis so you can
see what it looks like. Here's what plan axis look like. I'm going to press Control
Z to move that back. Now with that selected,
I'm going to press F two, and we can rename this to
something like camera target. That's what our camera will
be focusing on all the time. And then with our
camera selected, we can go ahead and click on constraints and add
object constraint. Then we can click on
this track to option, and then it tells us
to select an object. So we can select
our camera target, and you'll see
this line pointing towards the camera target. Now, we have to select some
Xs now to make this easier. What we can do is that we can go to our object properties, and then under Vport
display, we can enable Xs. Now it displays the
axis of the object. You can see this
camera axis is y. Now with our
constraint menu open. You can see it says up axis. We can just tell that it's y, because now when
we select wrong, you can see it just flips over. We're going to select
that. Then it says, what's the point in which
the camera is pointing? It's going to be negative z. Since the z is going
to be on this side, then that's going to be
the negative z size. Because if you select
something else, you can see it just flips over. Now with that
selected, what happens is that if we move our camera, it's always going to be
pointing towards that target. It makes it super easy when
we move our camera around. It's going to always be
pointing towards that point. Next, we're going
to create a path, so press shift a
to open advenue, and then under curve, we're
going to add a circle. Let's move that up
a little bit by grabbing it over
towards dizzy axis, and then we can scale
it up using SK, and we're just going
to scale it up. Til it sort of reaches
our current camera point. Once we have that, we're going to select
our camera again, click on Add constraint, and then we're going to add
a follow path constraint. And we're going to move
this above our tracking. Now we're going to
select our object, so the object is going
to be this curve. And as soon as we do that, you can see our camera is going to move into a very weird
position, something like that. That's because the way this constraint works is that it takes objects from
the world origin, and since we had
our camera up here, it moved our camera from the
direction or the distance, that it was away from
the world origin. That's how much
distance is going to be away from
our curve as well. To fix this is pretty simple. Just make sure that your
camera is at zero, zero, zero. To do that, we can press lt G and that's going
to reset our position. That's going to fix our camera. You can see that it's at 00. Every time you move
object to round, you want to quickly reset
any of these parameters, you can just hold on lt key, and then if you press
G, it's going to reset the position for grabbing, R for rotation, and you
can also do S for scaling. It's going to very easily
reset all these values for you instead of just selecting and
typing in those manually. I'm going to press
to hide that panel, and you can see our
camera is now fixed. Next, we again have same axes, so you can see how
it's pointing, but it's already pointing
in the right direction. We can select the up
axis of our camera. The forward axis is
going to be this, so minus C and up going
to be y, and that's it. Now we have this oste
value that we can change, and you can see how
it allows us to move our camera
freely on this path. Now every time when we change this opposite value,
it's going to change. It's going to be pretty
easy to animate this, so we can move our
camera around here, and then we can
move it back here. So the final step remains
to set up the key frames. So the way we tell blender, where we want this camera at a specific time
is pretty simple. But down here, we
have this timeline? When we move it to frame one, it means that as soon as
our animation starts, we want our camera to be in this position. So we're
going to press I. It's going to add. We have to make sure that
our camera selected. We're going to press
I, and it's going to add these points
on the timeline. Next, we're going to
move our timeline to about 60 frames. So we already know we're going to be playing this at 30 frames, which means in 1 second, 30 frames will be gone, and then in the next second. So 2 seconds later when
our animation starts, where do we want this camera? We want this camera
to be around here. We're going to
change this value. Actually, I forgot. I added keyframe for the
position object. We need to add it
for the constraint, since we're not literally
by moving a camera by grabbing and moving it around instead we're using
this s lighter. We're going to add a
keyframe for this. I'm going to press I again and making sure that
I'm at frame one. Then we're going to
go back to frame 60, and now we're going
to change this value. Where do we want this
2 seconds later? Maybe around here, and
then we can press I again. Now you can see we have
two points and we can hold this and drag it
around and it's animated. Now we can just press space
bar and it's going to play. And it's going to go
there. Now, if we want to move it back to this
point when our vendor ends, we can just copy
this first frame, so we're going to just
press control C to copy, and then we can just
paste that over here, and we can also drag
these frames around. Now it basically
just starts there, and then it just
goes back there. Also, a three second
animation so it's uneven, it takes 2 seconds
for camera to go, and then it takes 1 second
for camera to come back. We can change that if we want to by changing our
frames here, 220. Now we have 4 seconds
long animation. Let's resize our
timeline a little bit, and we can drag this 220. Now it's going to
take 2 seconds to go to the center like first, and then it's going to take 2 seconds to come back.
We're going to do that. Just like that, we
have an animation, and that's pretty cool. And now the final step remains savinger file in case
something unexpected happens, and then in the
next video, we're going to render
out our animation.
12. Rendering: We have everything
set up. It's very easy to customize
and fine tune this. From here, it's going to be very subjective how we
want to modify this. Since it's a stylized room, you can change color themes, you can change the looks, you
can add more backgrounds. You can do a lot of stuff, and I'll be speeding up
through that because it's going to be pretty
subjective and you can customize, but before we do that, there are a few minor tweaks
that we need to make. Let's go ahead do that.
First, I'm going to hide my second
viewpoard like that. I'm going to turn on rendering. We're going to
change a few things. Now, we've seen how we've
animated camera and everything is working as you can see camera is moving around, but there are a few things
that I want to go through. If you want to change the angle of the
camera and everything, that's going to be super simple. You select this path of the
camera and this B D circle, and then you simply look
through your camera. Now you press to
grab along Z axis, and you can move
that down like this, and then you can select
your camera target and you can move that up on the Z axis if you want to
move the camera up like that. Also, we're going to change the camera
settings a little bit. We're going to select
the camera and then inside our camera settings. I'm going to go with
85 millimeter length so that's more zoomed in. Once we have that setup, we also need to change
some of the colors. We're going to go to our render properties
and then scroll all the way down until we see
this color management. We're going to open
it up. Then we're going to change our view
transform to filmic, and then we're going to change
a look to medium contrast. It's going to give
us better look. Then from here, we need to make some minor adjustments
to the colors and everything. For example, I forgot
to color this tile, then I'm going to change
and a few other things. One more thing, we need to
add a background since now we're rendering this
background area and it's the yellis tint, and that doesn't look good. We're going to shift
A. And under images, we're going to
select mesh plane. Now instead from this folder, I'm going to select an image. You can import an image
from your computer, and then we can just kill it up and something
like around here, and we're going to move
it up to about this, and then we can go
into a camera view. We can pret deto
grab and exclude the Z axis and move it
all the way back there. Closer to water, and basically, we just need to
place it like this and we can rotate
this a little bit, and then we can go
back into camera view, and we just need to
adjust it a little bit. Now, make sure that is covering the entire background,
something like that. Then when we play theimation, make sure that is
covering both edges. Also inside our
render propertis, we can enable denoising. Is de noise our image. Then we can make just
some small adjustments like I'm going to increase
the size of the base put, so I'm going to go to the
front enable wireframe mode. Vertic selection mode I'm going to make a
selection like this, and then I can just
grab this and move it slightly above like that. Then I'm just going to go ahead and tweak
some of the things. As you can see, after spending
a little bit time on this, I modified the
tree a little bit. I added some of these
decorative items. So these are basic
planes, some tiles. Again, these are
basic plane with baffles and I added
this background. So this is again a plan object. And then I change the colors. Now, if you're going
to change the colors, make sure that you copy
your material by clicking this button because if
you change the material. And You can see I have a
few collections up here. I have this home one
that's enabled right now. If I turn that off and
turn the second one on. I just duplicated the entire
home or collection of it, and then I changed
the colors by just copying the material on the roof and tiles in this chimney area, and then I change
the colors of that. Then also I added this
brick background. Everything in this background
is inside this collection. I can very easily tigle
this off and then I can turn this one on
and turn on the rocks. And very easily swap between
these two different homes. So you can see once you have
the initial scene set up, you can do sort of tweaks, and it just took
me a few minutes. So this is what
I'll be rendering. Also, you can turn
out this overlays, if you want to see this
a little bit better. You can also preview animation
before you render it out. Now that you've tested the render settings inside the render settings
under render, make sure that you have your
samples set up properly. I'm going to be using 256
samples to render this out, and then we can go to
our output settings. Then at the very bottom,
we have our output. Let's go and select a
folder here on my desktop, as you can see under Blender
project, I have new folder. This is an empty
folder called Renders. I'm going to select
that. All the images that will be will go
into this folder. And we want to
render this in JPA, since we don't have
transparent background. P&G is not needed, it's going
to be smaller in file size, and it says overrt, but we don't have
to worry about this since we're just rendering
for the first time. Once we're happy, we can go to this render menu,
click on render image. If we just want to render a
single image out of this, then it's going to
start rendering. Also one thing that
I forgot to mention is that we have to turn off these camera icons
because this is for the viewpoint visibility and this is for render visibility. We want to hide these
objects in the render view. Once we have that setup,
we can go back to render menu and start
rendering our image, and it should look as expected. If we want to render
just a single image, it's going to render out and once we have
the clean image, we can just click on image
menu and then save our image. But in this case, we want
to render an animation, and we have our animation set up here in the
output settings. Now we can go to render Menu
and select render animation. A lender will open up this window that we
can move around. We can even scale it down. Then at the time, you can see it says is rendering frame one, and the time it took
to render last frame, the time that it
lifts on this frame, and the time remaining
for this frame, and then here's are the
samples for the current frame. So now, blender, is going to start rending image one by one, and it's going to keep
rendering until 120 images, and that's going to give
us our entire animation. So now it's time to go ahead
and grab ourself a coffee or something and do something else and else while it's
rendering in the background. As you can see it
rendered the first image, now it's rendering
the second image. And if we go into the folder, as you can see
inside the folder, the first image is now rendered. We can preview this
if we want to. Then it's going to
start rendering. The frame two is
completed, and you can see how 002 is now here, and it's going to start
working on frame three, and it's going to just
keep rendering until it renders all 120 frames, and then we will
be able to animate this in a video
editing software. When you have all the frames
rented out of blender, you can use any video
editing software to turn your images
into a video file. I'm using D Venture
resolve and it has this button here
with three dots, and then it has an option
for frame display mode. If we sel sequence, it will automatically display all those images
as a video file, and we can simply drag and
drop that into our project. But before I do that, I'm going
to click on this ag icon, and I'm going to
set my frames to. This is going to be 30
frames for my timeline. I'm going to save that and then I'm going to drag and drop. It says the project
file frame rate is different than the video
that I'm dragging in, and I'm not going to change because I already set
mine in the settings. Then on the edit page, I can simply drag and drop
this onto my timeline. Here's the animation that
we rendered out of blender. That brings us to the
end of this course. I hope you enjoyed it
and learn something new.