Your First Day in Blender | IVito . | Skillshare
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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      QUICK INTRO

      0:51

    • 2.

      Downloading & Installing Blender

      0:28

    • 3.

      Blender Basics

      18:42

    • 4.

      Modeling House

      6:36

    • 5.

      Modeling Window & Door

      12:17

    • 6.

      Modeling Chimney, Bricks & Tree

      13:02

    • 7.

      Setting Up Lighting

      5:05

    • 8.

      Materials

      8:15

    • 9.

      Water Material

      2:52

    • 10.

      Scene Clean Up

      4:27

    • 11.

      Setting Up Camera

      13:12

    • 12.

      Rendering

      8:01

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About This Class

Hello there! Welcome to the Your First Day in Blender class.

This comprehensive class is designed for beginners with no prior 3D experience. You'll learn how to create an entire stylized scene from scratch using Blender.

We'll begin by downloading and installing Blender. Then, we'll cover the basics of Blender, including navigation in 3D 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.

Once 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. Finally, we'll set up the camera, animate it, and render our stunning animation.

So, let's dive right in and begin our exciting journey into the world of 3D creation!

This Course is Recorded in Blender 4.2 the newest version of Blender.


Topics we'll cover in this class.

  • Downloading & Installing Blender
  • Blender Basics
  • Modeling House
  • Modeling Window & Door
  • Modeling Chimney, Bricks & Tree
  • Setting Up Lighting
  • Materials
  • Water Material
  • Scene Clean Up
  • Setting Up Camera
  • Rendering

Meet Your Teacher

Teacher Profile Image

IVito .

Helping You Learn Creative Skills!

Teacher

Hi! My name is Vito and I make videos to help you bring your creativity to life. Learn new skills and create projects you love.

Professionally produced, highly focused online video training that will teach and inspire you. The Vito style is different :)

See full profile

Level: Beginner

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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.