Beginner Blender Intraduction Tutorial (Your first render!)

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[Music] um where was i yeah you will have noticed that this is a bit of a longer video to what i'm normally putting out i initially made these videos for people that had a little bit of so i initially made these videos for people that had like a tiny bit of blender experience already under their belt but looking at some of the comments that i've been getting and questions i've realized that i'm nurturing a large demographic of people that are picking up blender literally for the first time um so i thought let me make a comprehensive one-stop guide for all the fundamental principles of blender and 3d in general this is my introduction to blender 101 um in this video we're going to be going over the following concepts uh let me see if i can remember these off by heart they're going to be going over modelling physics simulations materials uvs lighting and hdris animating rendering compositing not in that particular order but we're going to be going through quite a number of things so it took me ages to come up with a project that could encapsulate all of the fundamental principles of 3d in one easy to access concise cool looking render and then it literally dawned on me there's actually only one thing that we all want to make right now and that's a vaccine for this coronavirus pandemic that we're living through no donuts no donuts out here so i thought let's make the vaccine and i don't know how well this video is going to age i don't know what 2021 has in store but let's just hope for the best um and that's what we're going to be making today this um this you'll hopefully have something like this at the end of this video so let's start from the top i'm using blender 2.91 always make sure you update your blender functionality changes between each installment this little corner of my desktop is where i keep all the versions of blender that i need for different purposes so 2.91 is just the most up-to-date one 2.82 is bare at doing certain things and i have blender for octane as well just wanted to quickly note that the beginning of this video might be a bit slow for people that already kind of have the basics of blender down um but as we progress i'll just go off the assumption that you're picking things up and i won't mention every single key that i press um but trust me you'll get the hang of it really soon anyway psa over [Music] um but here we are in a new blender scene um so we're going to hit general and you're always presented with three things the ongoing joke is that everyone deletes the default cue but in this case we're not going to delete him the first thing i'm going to encounter in blender is navigating around so i see that a lot of people using macbooks to do their renders or laptops etc you're gonna need an external mouse you can't do this with a trackpad i'm sorry because we're gonna be using the middle mouse button to navigate so i'm gonna quickly literally two seconds show how you move around once you have an object selected you can scroll in and out um to zoom into it if you want to pan around the scene you hold the shift button and then you use the middle mouse button in conjunction with that to move around and if you want to rotate um you just hold the middle mouse button and move about so when you add a third axis we're all used to working in 2d on photoshop or whatever but when you add a third axis that's when things get a bit different so definitely get a mouse that's the one thing i would advocate for um and now we've got out the way let's let's start making something over here in this particular example we're going to keep the cube so just hit h and that's going to hide it we're going to use it later it's still up here but it's just hidden if you can see all that so in 3d modeling a key principle is abstraction you don't look at this as a set of headphones you look at it as we've got some cylinders over here we've got a cube that is kind of elongated over here so you literally find yourself walking around thinking how can i model that tree that's a cylinder and then a bunch of planes for the leaves like you literally look around you see the world in a different way i want to stop talking now let's start building so the building blocks of objects are called meshes um so if you hit shift a you can bring up this menu here and we're going to hit mesh and we're going to insert a cylinder iso bleeding apparently so we've got a cylinder um we're not going to change any properties down here i'm just going to click away that looks good to me we're going to now stretch our cylinder this way these different tools let you manipulate your meshes in different ways um so we're going to scale it and we're going to use this blue axis over here so just drag that up to however much you like i reckon that's all right i've got a little drawing down here that i'm referencing um and obviously a cylinder the vaccine doesn't look this jagged so we're going to start um making a bit smoother the first thing you can always try and do is shade smooth by right clicking the object and hit shade smooth that looks a bit weird though so we're just going to keep it shaded flat and we're going to use a modifier over here and we're going to use a subdivision surface modifier we're basically using the camera cart principle to figure out the best way to smooth out a shape and if you increase the viewport up here it looks really smooth but looks nothing like a cylinder so the way to negate that is if we quickly turn that off we can add some loop cuts around it to tell it where we want it to smooth out up to a certain point so to add loop cuts we're going to enter edit mode by hitting tab on our keyboard over here and edit mode you'll see that you get a lot more options because we're editing the individual object in isolation so if you hit ctrl r and hover over your shape you should get um if you move it around you'll get different options but we want this this round option here click it once and you also can move it about and we're going to add the loop cut at the top and we're going to add a loop cut at the bottom and then i want to show you what that does if we turn the modifier back on you'll notice that it's kept the shape and that's because the loop cuts indicate where you kind of want the modifier to have less of an effect or more of an effect um so it still looks nothing like what we're going to go for so we're going to add a couple more loop cuts um if you hold alt and select that bottom edge we're going to press e and then s to scale it down and then we're going to actually move actually we're going to press e s again make it small in the middle and bring that up now in blender if you want to bring things up by a small amount um when you're dragging what you can do is you can hold shift while you while you're doing this action when you hold shift you'll notice it just goes in tiny tiny increments so you have more control over what you're doing but um we're going to make this inset press e s again and now we've got the inside of the bottle sorted hot button and select this to get our top face e s will bring it in small so we're going to press e s again just to bring that in a tiny bit and then e bring that up and e s again to flatten that out we actually want it to be a bit more curved so we can go in and edit our um shapes a bit more again and then we're going to actually select i'm going to quickly turn the modifier off i'm holding alt and shift select that ring that ring that ring and that ring and scale it down a bit turn the modifier back on and we can see that we're getting a bit more of a rounded effect press s again to scale it i want this edge to be quite like rounded [Music] and we're going to hold alt on this edge scale that down there we go not too much so now we're kind of getting like a bottle kind of look um we'll put the lid on and see what more modelling we want to do so we're going to add another mess mess we're going to add a mess because my modeling skills are a mess i can't learn i'm probably going to bump that up to five depending on how much your computer can take um so yeah hit shift a again and we're going to add another mesh without a cylinder this time and again we're going to add that same modifier we had last time drag that up a little bit um so increase that a bit turn that off i'm going to edit my tab hit r oh firstly i need to scale it down to be honest um so we're going to also use this thing called orthographic mode which shows you the side on um mode of objects and just now i hit one on my numpad but not everybody has a numpad on their keyboard so if you do not have a numpad on your keyboard you can emulate it by going to edit preferences input and then hit this emulate number pad i don't really need to have that turned on but if you're working on a laptop or a small keyboard then have that one so by pressing one you go to side mute new side view 7 will show you the top view anyway so we want this to be how big does it have to be maybe a bit smaller on this side i have no idea what a vaccine portal looks like that looks that looks kind of legit look at it weird um i'm going to change a little bit let's make the middle a bit taller so let's just quickly go back into that edit mode um turn that off i'm gonna select all those ranges out and shift again and make it slightly bigger and hit those last two and bring those up a bit [Music] it's looking a bit more legit yeah yeah yeah yeah that looks a lot more legit actually i didn't realize yeah anyway turn that modifier back on so we still need to add some new cards go back into tab add some more lead cards up here sorry if my methodology isn't great i don't remember i'm doing that so let's make it back to somewhere around okay so the bottles are coming along we're just going to smooth this out go to five and then in tab we're gonna es again extrude and scale that just this top one so es scale it out and that will sort of give you a smoother top and do the same for the bottom actually this last one yes there we go okay for now i'm gonna leave it at that i think that's just literally some very very basic um modeling and it looks pretty boring right now but trust me this is going to start um coming together very soon so one more thing we're going to add is a label on the front i'm so going to do shift a and a another cylinder the last cylinder i promise um we're gonna scale it down a tiny bit um so once we've added the cylinder and we're gonna go into edit mode and hit the face mode up here select that top face and delete it uh faces and select that bottom face and delete that faces so we've just got like a label kind of shape going on over here um back into object mode shades move sorted i'm gonna add a modifier to this called the shrink wrap modifier i can see it i'm gonna hit this other cylinder as the target and the offset to just as it peeks out of the bottle i mean in top i'm going to just bring that edge up another loop cut in here and scale that up oh slowly scale that out a bit okay so this is our final modeled item object um again this was just very minimal modeling i just didn't want to go too overboard i hope it was easy to follow along with um and the next step we're going to go into is hmm so hold down z and move your mouse up to rendered and this is what you're going to get it's just very very plain looking nothing much is going on i'm just trying to decide what render engine i want to use in this button up here under render properties we've got two different render engines we can use let's firstly add a background to our animation so up here we just drag where you get the four corners and open a new window and up here we're going to go to shader editor change object to world and you should have used nodes ticked on um and to add a black background over hdri we're going to add a bunch of nodes here so first hold shift e to duplicate that background node we're going to add another node with shift a and it's going to be a environment texture and we're going to plug that into this top background node i'm going to add another node called light and the last node we're going to need is a mix shader so shift a mix shader drag it on top of this line that's existing there bring your background into shader and his camera into factor now you can change this color to whatever you want as the background and you might be wondering what's what's this thing for and why is my thing suddenly pink so i'm gonna hit open and we're going to use a hdri i have a folder full of them so hdris are basically images that sit in the background of your scene which give your objects you know data on on lighting and reflections if the objects happen to be shiny so essentially they just make renders super good and if you want to get hdmis you can just go to hdi haven and they just have loads and lots and lots of hdris with different kind of like you know looks here so you can get something up in which nobody actually understands what urban really means um and and you can have like outdoor ones or like you know indoor ones um and it will pretty cool and you can download them at any different like you know i need to stop saying you know because you might not know you know um but yeah you can get them at different um [Music] file sizes um and it's just really good so go ahead and pick hdri and go and use it in your scene bye now um i will link in the description the hdri that i've chosen um so i think i'm gonna just use this one so now it's gone back to being white and you kind of don't un see what is going on here um and i'll show you now we're going to add a material by going into this material tab and hitting new and if you change this metallic value up a bit you can see that it's starting to look a bit different if we bring roughness all the way down to zero you can see you're starting to get some reflections and these reflections are caused by the hdri that you've chosen what is a good one i can show you the difference yeah so there you go um i'm probably going to use i'm going to go for one that i originally chose um and it doesn't need to be this metallic that was just to show an example so now we're going to cover materials and uvs so for this project we're going to use evie i've decided i'm going to call this material glass um now there are some a few ways to get glass to look somewhat believable and easy but again this is just a stylized render so the first thing is go to transmission and turn that all the way up to one but you'll notice it's not really transmitting much light it's kind of just still reflecting it so we quickly need to go into some settings here go into your render settings and click yes to ambient bloom and screen space um on the screen space tick refraction and then go back to your materials and undo sorry it took me ages refraction depth reflect refraction depth um click on screen space refraction and then compute um we're gonna keep it quite low that's the best way we can get glass looking glass in rent in in eevee um that kind of shows what is behind it a little bit kind of um so let's go ahead and start adding materials to the rest of it um another thing that we did click on in our render settings was bloom um if you reduce the threshold you'll notice that your object is glowing and it looks really cute um just play around with these settings until you get a glow that you like you can make the glow very contained by reducing the radius which i think looks quite cool actually um so we're going to add a material to this lid i don't even know what the lid is made of so it's a shiny kind of it's a shiny kind of metal so we're going to go into materials here so i'm going to add a new material over here um brushed metal um keep the base as white for now bring metallic all the way up roughness kind of down so we got it kind of looking a little bit rough not too shiny it's offset the really shiny glass yeah if we change this world up here to object we can go ahead and kind of use some nodes to make this tiny tiny bit more in it rushed in i'm actually going to leave the lid as is i don't mind it like that i'm gonna add a bit of like a blotchy effect to the glasses if somebody's like held in their hand so um with this node setup that we've got here i'm gonna hit shift a and we're gonna add a color it's ramp the american way i'm gonna plug color into roughness then we're going to add a musgrave texture and hit high inter factor we're going to add a mapping node vector into vector and we're going to add a um what she called i'm gonna add um texture coordinate yeah i've add an object into vector so now i don't know if you can see that kind of like smudgy smudgy mixed medicine i kind of like it as it is i might make it a tiny bit [Music] bigger if it lets me know i might just fiddle with this a little bit more it's the harsher is is the closer you bring these two together um but i kind of liked it not being too harsh so we had the entire spectrum um and that way we've got a little bit of you know surface imperfection you should really have a clean vaccine bottle i think but this is the imaginary world okay we can do whatever we want um so yeah play around with these settings until you get something that you like okay so the next thing we're going to do is we're going to look at uvs now i'll try and explain uvs as simply as i possibly can um we're going to change this window up here to uv editor and in edit mode we're going to select everything by hitting a and we're going to actually we're going to mark out our seams so essentially uvs are when you take an object unwrap it and then you create a material separately in photoshop or something like that and apply it perfectly onto the uv map which projects the picture you made onto your object i hope that made sense but you're going to see it in action now so we're going to quickly mark out our seams by hitting face select and we're gonna just hit one of any one of these lines up here you can't really see it because i've got the um subdivision surface on if i turn that off quickly um so select any one of these with edge select and right click right click it and hit mark scene we're also going to mark seams at the top so i'm just going to hit alt and hold that and mark scene hold alt and mark that and mark that seam as well so essentially we've said is where you should cut it and i'll show you what i mean now if we hit a to select all of these faces press u and hit unwrap we now have our uv map projection so essentially if i go in photoshop and i design something that will fit within this this bar that will then show up on my object so we can do now is export this uv layout so we go to uv export uv layout and call it label and i'm just going to save that to there fill opacity 0.25 that's good so now if i go to photoshop and i open up a new project [Music] um if i go open that picture unique label there we are now i have exactly the blueprint of what i need to design this is probably the simplest uv you're ever going to encounter um they get quite complicated after this but i just want to give you guys sort of an introduction to lots of different elements of 3d i'm just going to quickly make a label for my um vaccine [Music] so i finished making my label if you don't want to make one that's fine i'm gonna put my label in the description so you can use mine but i would definitely suggest you go ahead and make it yourself okay let's get the label up in here so we're going to firstly go back to the shader editor [Music] in objects mode select our label add a new material and we're going to hit shift a and hit image texture and drag that into base color and we're going to open up the picture that we made the label i made label now it's upside down at the moment so we're going to go back into uv editor hit tab hit a and so now we can see our labels in here but because it's upside down um just hit a to select all the vertices hit r and as you're rotating it with your mouse hold the shift button to snap it sorry control to snap it into 180 degrees and now we got our label and it's the right way up and i don't know what accent was and yeah that's what it's looking like now um but we want to add some we want to use up the label a little bit it's looking a little bit flat so let's go to free um shade editor again bring the roughness down to make the label quite like shiny and we're going to bring the metallic a tiny bit up and we're also going to add a bump node plug normal into normal and we're going to add more grade and then plug height into height and that's going to make you look a bit crinkly but this is clearly too crinkly like i would not trust that being injected into my body i wouldn't trust this but it's vaccine being injected either way um but let's just bring the scale down a bit to a somewhat believable crinkliness but obviously we're just doing this to make it look nicer we we just yeah so play around with that again i encourage you to not copy every value that i use just you play around with what you've got because um ultimately when you are making your own render it's never going to be completely identical to mine so i think that's looking quite cool um and now if you saw in my final render there's one thing missing we're gonna need to do like a shrink wrap kind of situation going on here um but the first thing i want to do quickly is um we want to parent everything to one specific object so that everything follows for instance if i show you now if we go to move our bottle it's not it's not moving together so i'm going to select these two label and the lid and then select the bottle for last you'll notice that the bottle is highlighted in like a lighter orange to the other two because that's your active object um and hit control p and then click object so now if we move the lid the lid moves on its own the label moves on its own but if we move the bottle the bottle does not move on its own it brings the rest of objects with it so that's our vaccine sorted okay so let's move on to physics and i know what you're going to say you're wearing a different outfit your hair is disheveled looked like just makeup all of those things are true but we're just gonna move past it okay let's do the physics i filmed this tutorial on the same day don't ask questions i have not geographically displaced halfway across the uk back to my home to film the rest on this video so physics let's turn our bottle on its side um so we can um animate the shrink wrap thingy which is the last part of this um scene that we haven't modeled yet so let's turn the bottle on its side by pressing r x 90 and the r stands for rotate the x stands for the x axis and 90 stands for 90 degrees clockwise so selecting the main bottle we're just going to rotate it a little bit so we've got introverts facing the front okay so do you remember that cube that we had at the beginning of this tutorial well we're gonna bring it back by hitting alt h there we go oh h and that is the cube that is essentially what the mesh that we're going to we're going to shrink wrap over our bottle um so the first thing you're going to need to do before you do anything else is select all of these individual components of the bottle and make them collidable select the label for instance hit collision under this little um physics thingy and that's it that's what you have to do then you hit your bottle still under physics collision and then do the same for your lid so now that means that any physics that interacts with these objects are going to collide with it rather than just going straight through which is what you see that happens a lot of the time in games when you get some errors um so i've scaled up my square by hitting the s button and if you hold the z button and go into wireframe you can kind of see what's going on a lot better so back into edit mode i've just hit the tab button and we're going to right click and hit subdivide and we're going to go to i think 40 subdivisions is the one that looks good and then hit tab and now we're out of it um what we're gonna do next is go into hold z go into solid mode and hit tab again and so you can see all your faces you want to kind of keep it suspended in mid-air um so it doesn't move when we're doing the um animation um actually go back into wireframe and hit one on your numpad so you can see the side view and holding out how do you say alt or out i really don't know what to say it's probably old holding alt select oh that select the you might get a vertical one which is fine just keep selecting until you get a horizontal one get the one that's in the middle closest to the middle of your circle as possible and then go down here to vertex groups create a new group and we're going to rename it middle and then we're going to hit assign and so go back into solid mode and to make sure that you've got it assigned click anywhere to just like deselect it and hit select and just toggle between them make sure that only that row is coming up and that's how you know that you've assigned that vertex group so now we're going to do some physics properties before we jump into these just be ready for it not to work be ready for your computer to explode if that's the case just skip this part um you can i'll leave a file of my finished physics sim if you read if your computer really can't handle it but if you want to model it then that's fine let's quickly do these physics bits and bobs now key thing this is steph from the future speaking save your project before you try any simulations just do it i've forgotten to do it i've forgotten to do it but doesn't mean that you need to because i may well have lost all of this work now so hit tab to go into object mode and we're going to go to physics properties this one sorry and we're going to hit clock i'm going to change we'll leave the quality at 5. um else can we change here keep going down um it's gonna go to frame zero and hit zero here and this is gonna take us to zero we're going to hit pressure and click that and change the pressure and don't change this at all but we're going to insert a keyframe by right clicking and clicking insert keyframe then over here we're going to go to frame 30. might take a second ignore what's going on in your viewport over here literally does not it's not um accurate just yet we're going to change this pressure to minus 160. and do these steps quite slowly because your computer's kind of like trying to compute it right now um and then add another keyframe by right clicking and insert keyframe or you can just hover over that box and hit the i button okay so we're going to keep going down here we're going to change this from 0 to 30 the cache the pin group we're going to select middle that's the one that we made earlier keep going down um i'm going to change this quality steps to five um self collisions we're gonna take that on and change the no that's fine um and then bring gravity all the way down to zero so now when we play this animation from zero from frame zero um your computer might might get a little bit funky but try and press the spacebar and see what happens and it should collapse [Music] or it might not respond key thing this is steph from the future speech oh boy so you might get sorry blend has crushed for me i'm just gonna basically redo the whole process um quickly i'm gonna stop screen recording maybe that will help so i turned off the screen record just so i could get the cache up um i changed the pressure to 140 and this is what i've got so do not fear i'll explain more about what's going on here but down here basically this purple line shows that the animation has you know cached it's saved to the cache so move along it to somewhere where it looks quite nice something like this um and another thing you can do is if you hold down z and go into rendered make sure that none of the bottle was showing through as well um but back into solids i'm just going to pick a frame of the animation that looks quite nice um just let it do its thing let them render out the cache just don't touch your computer in the meantime if you can't manage to do this part i'm gonna be dropping the entire blend file on patreon so you guys can can take out whatever assets you like and you know play around with the settings and just mess around with basically what i've done so if you are still sticking with me um i quite like this frame and i'm quickly going to go into rendered and just double check that there's no collision there's nothing i can't see the vaccine bottle right now so we're going to go back into solid we're going to go to objects and convert to mesh and then we're going to delete these keyframes here and the thing is delete keyframes awesome um so now we have this object and we're going to add a modifier i'm going to add a subdivision surface now it's looking scrumptious very delicious that was a disgusting sound um so you can bring up the viewport um i've hit two purely because um if you're going to rendered the animation at the end is going to be kind of like far away so it doesn't really have to be that close to it um yeah i think i like that that like that so i think two is enough in terms of viewport um another thing we're going to add is just go back into solid view one tiny last bit of modeling that we're going to do literally the last bit of modeling i promise so we're going to add another cube bring that along here hit 7 and hit s to scale x for the x axis and drag your mouse until it's like the same size as this thing here just um sx and hold shift if you wanna you know do it nice and precise and then hit three on and on pads then hit s z and that will scale it um on the other side and we're gonna bring it down to something like that yeah perfect we're going to add a um uv sphere we're going to duplicate it with shift d so we're going to hit we're going to hit z and go into wireframe hit tab hit seven and we're going to select half of our of our sphere drag it along and make kind of like a pill shape hit tab again go into solid mode and bring this circle along over here and so if you can see we're milding we're building th that thingy you know the hangy thing so we're going to join these together by selecting them both and hitting ctrl j now we've got a controlled joint now we have a joined shape hit s to scale it down hit 7 again and basically 7 again and basically scale it to the dimensions that you like we're going to cut this shape out of the rectangle by clicking the rectangle going to modifiers and adding a boolean modifier with our eyedropper we can select the sphere shapes it might disappear that's fine just click self and then you'll see that nothing's happened well appears that nothing's happened select these um circular shapes go to object properties go all the way to the bottom and in your viewport display hit wire and now you'll see that it's basically cut that shape out um and yeah that's basically all the modeling done i'm going to go to this rectangle in the modifiers panel apply that perfect we're going to delete that shape now and that's the modeling done let's go into materials again so we're going to hit z go to render view and so everything's white and we can't see through to the vaccine bottle so click your shrink wrap go to materials new material but just click this little circle and go to glass the same material we basically made for the bottle and now we've got a clear we've got some clear plastic and we can see our vaccine inside and this white we're gonna create a new material i don't think i'm really gonna do too much with that i feel like it's going to make it quite metallic bring the roughness down a bit um i don't really want to play with it too much i think i'm going to make it muds gravy like before we're just going to add a bump texture [Music] and another green just adds a little bit of um natural texture to these things um bring the scale kind of down a bit so that's kind of really it for modeling um we're gonna parent these we're gonna parent everything to this big plastic thingy so we can then manipulate it so we're going to go into wireframe select the bottle select the delay the handle and then select the wrapper for last and then ctrl p object click object and then in render view if you move the wrapper three seconds later you then move everything okay so hopefully i have not fried your computer in the process of making this i quickly want to do a tiny little word on um render engines so this ren's engine is called evie and it's a real time rent engine and what that means is basically it calculates the lights and reflections all in real time to give you an image if you go to this little camera icon and change this to cycles um you'll then realize you'll see that it's quite um um it looks more natural i suppose this is because it actually calculates all of the rays individually and it's just way more of an advanced render engine it's harder to see what you're doing but if you render out in cycles it takes longer but they're often much higher quality renders but for this example i'll show you this in ev which kind of it looks really cute either way um one more thing i wanted to do is it looks quite like intense so i want to quickly do a little tiny bit of sculpting so in sculpt mode up here while we're selecting our brush i'm just going to get the smooth option and we're gonna just smooth out some of this like really intense geometry um you don't have to but i just like prefer i think it just looks way too like wrinkly [Music] and that is pretty much it for all the modeling sculpting we're going to do some simple simple animating just to conclude this video so to bring up the camera hit zero on your numpad and now we've got the camera up we're gonna change the aspect ratio to 1920x1920 and using this um in your view panel up here if you haven't got this panel hit n um and hit camera to view and that way you can kind of like [Music] i'm just thinking how i want even i'm gonna put it facing this way straight up and make sure once you're done on modifying the camera angle you untick that so you can like zoom in and out and i hit zero again and my camera is here so i'm going to everything is parented to this plastic remember so if we hit rx90 hit enter that will turn our um everything back into camera into rendered um back into camera to view i'm going to just like move this around once i'm done with that uncheck untick that hit zero we're just going to simply rotate this um object so on frame zero i'm just gonna hit zero in there to go to the first frame so on the zeroth frame we're going to add a rotation keyframe by hitting i while hovering over these buttons that will add a keyframe and i'm thinking how long do i want my animation to be literally i go on this website like every single day so i change your frame rate to 24 and the phone if i want it to last eight seconds because i need 192 frames so we'll make it last 192 frames down here and make your animation start um at zero so on the 192 frame 190 second frame we're going to change this d value to 360. and it'll look like nothing's changed just make sure you hover over that press i to insert a keyframe but if you notice everything will have rotated yeah yeah so if you go into camera mode you move along the animation you'll see that it's rotating then i change this window up here to 3d viewport and i'm gonna put that in camera mode and press n to hide that window i'm gonna actually rotate the camera um this way it looks kind of weird i know but that should give it quite a cool effect and that's really all the animation that i'm going to include in this purely because like um i don't want to go to ham we've done quite we've covered quite a few principles in this already i'm just checking how the rotation's gonna look okay sick so the one last thing we're going to do before we render out is we're going to do some a little tiny bit of compositing as always it's always good to do this the first thing you want to do is hit f12 on your keyboard this will render out looks quite pixelated to be fair um one second the way to fix this is to go into select your your own your theme of bob and in render change this number down here to four hit f12 and the pixelation should disappear yeah nice i'm gonna go up here to the compositing tab and click use nodes and you must have seen this again on some other animation on some other videos so don't bother if you really know how to do this i'm going to add a viewer node not split me on i'm going to add some glare and plug this image into image so now we can kind of see what's going on and i i quite like that but to be fair if you put it to high the glare becomes a bit less prominent in a second it will become less prominent um i quite like that i think i might leave it at that so the next and final thing is rendering out our animation if you're doing this in eevee then these are the steps you need to follow um double check your bloom is the way you like it and all of those things there but if you're happy with that then make sure you've got 1920x1920 out here make sure you're not in the temp folder create a new folder um so i'm just going to go onto desktop cover vaccine and in here this is where you want to call your your animation so i'm going to call it introvert 90 hit accept over here change png to ffmpeg right ffmpeg video under encoding change matrix card to mpeg4 or quicktime or avi um i think those three are okay but i always go for mpeg4 hs264 and change medium to perceptually lossless yeah so that's perfect um so now it's just going to render out and it's it's wonderful glory so once it's rendered out you can just play the animation and this is what we've got i hope this was useful i know i went into quite extensive detail in some parts okay um i don't think i'll be making many videos this long um but i just knew i had to make something for all the blender fetuses out there that you know are just doing this stuff for the first time and just needed something extensive detailed and just very like you know honing in on the basics of what you need to get down um so if you like this this kind of longer style let me know if you want shorter videos and i can do that as well i hope that this has brought you closer to 3d and not actually like pushed you away um because that would be like awful um i think i'm going to leave it here and again thank you for all the support um i just do this thing because i love doing it and i'm so glad that other people are starting to love it through me that just makes me so happy so take care stay safe and we'll see very very well it's just me i will see you very very soon i promise thanks again for watching you
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Channel: intranetgirl
Views: 348,238
Rating: undefined out of 5
Keywords: blender, animation, 3d, tutorial, chrome
Id: iXOgG0m7fn8
Channel Id: undefined
Length: 53min 31sec (3211 seconds)
Published: Mon Mar 01 2021
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