Blender For Industrial Design

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hi my name is ben hoffman i'm an industrial designer and an avid blender user i've been using blender since about 2.4 so that's about 10 years now and if you dig around on this channel you'll find some old blender visual effects tutorials there seems to be an increased interest in blender for industrial design and i figure it's about time to publish some tutorials and tips and tricks in order to help out anyone trying to make a jump from keyshot to blender blender is an insanely powerful and feature rich software that being said it's not entirely intended to use in the way that we use keyshot so a lot of the tutorials out there for blender aren't entirely applicable for us that's why i'm creating this series so this tutorial will be a brief introduction to blender i'll give an overview of some of the user interface um and then i'll show you how to import and set up a model from a cad package i plan on following up this tutorial with a series of videos getting more in depth with each of these aspects of the process but if there's any area where you get hung up please feel free to comment below with questions and i'll do my best to help out so to get started i'm going to give you an overview of what we're going to be creating today um i'm going to come out and say that importing models into blender is one of the achilles heels it has for what we want to do with it because of that i created this quick little abomination i like to call the eye stick it's uh your apple tv and companion in these trying times and i made it as a demo of a typical consumer electronic product that you might be rendering i'll go ahead and link the project files in the video description below so you can go ahead and follow along i'm going to follow up in a later video giving recommendations on how to export meshes from different cad packages but i figured for the purposes of getting you oriented with blender that i'd provide a model for this first tutorial so i'm going to start this off with a fresh blender scene i'm going to go over some of the user interface and then some settings to enable uh i plan on covering the user interface in a much more in-depth way so in the meantime i'd recommend you go over to the blender youtube channel and check out some of their blender fundamental videos to get more oriented with like the bare bones of the software that being said we can get started so if you click past this splash screen uh agreed with the default blender scene a cube a camera and a light uh one thing to remember about blender is that the viewport is not the camera so when you render you run the camera sees not what you're looking through the viewport at you'll also notice that we're not looking at a render preview currently that's because blender has a few different shading modes that the viewport can display the first of those is a wireframe then a solid view what we're looking at now and a rendered view which renders it as the camera will see it and then a material preview which gives you i guess what you can think of as as keyshot's fast render setting in order to switch between those you can press z and then you get this pi menu and you just uh go to the one you want or release z so next i'm going to go over some of the keyboard shortcuts i'm going to be using for this tutorial you can follow along down here and i'll give you a preview of exactly what i'm pressing so to move rotate and scale blender has some pretty easy shortcuts to remember that's s for scale r for rotate in g for grab now if you want to limit that along one of the axes which i'm going to be doing a lot you just press z for z x for x and y for y and then if you want to revert back to the home position of the object you just hit alt and then whatever it is so r for rotation g for the move and s for scale now blender has many uses um from visual effects to sculpting texture painting modeling but we're going to use it for in this tutorial is purely rendering and the blender developers have conveniently put in a few different uh workspaces at the top of here that we can click through right now we're in the layout so it's sort of like blender's default uh user interface and the only other one we're going to be looking at today would be the shading workspace and i'll talk more about that later and i almost forgot uh one of the most important things we're going to be doing this program is tumbling so uh the tumble view is middle mouse button so before we go any further i'm going to have you enable some settings so if we go up to edit and preferences the first one i'm going to have you enable is if you don't have a full number keyboard on the right hand side of your keyboard go to input and emulate number pad so what that does is it lets us control the viewport um with the numbers above our keyboard i'm going to give you a little preview of that so like one for front view you can toggle between orthographic and perspective with five and then the other ones give you various different views all right now back to the settings um i'm going to get into this in more detail with another video but if you have a graphics card that is decent enough you can go ahead and enable it here um that's if you have an nvidia card enable cuda and i always enable the cpu so you're rendering with both the gpu and the cpu uh if you have a ray tracing rtx card you can enable optics and if you have a amd card go ahead and enable opencl now most of you mac users will probably have an amd uh chip so you go ahead and enable opencl and the rest of you you're gonna have to figure out on your own uh and if you have no clue uh don't worry i'm gonna publish another video explaining all of this all right sorry for dragging you through all that now we're actually ready to get started start editing some of the settings and importing the geometry the first thing i want you to do is go ahead to this panel over here and click on uh the first setting and so those are like kind of kind of the general scene settings or the general project settings um and i'm gonna go ahead and have you switch the render engine from eevee to cycles now blender ships with two render engines and that's what you just saw there evie and cycles cycles is closer to keyshot it's made for making photo realistic renders eevee is uh based off of a game engine made for real-time renders and it can be incredibly fast and actually pretty photo realistic but requires a little bit more tweaking and settings in order to get right so just take my word for it cycles will be an easier starting point for getting an image out of blender while we're here go ahead and enable gpu compute if you just enabled the gpu and the settings here earlier next step is we're going to hit x and delete everything and we're going to be building the scene from scratch next we're going to import our geometry go ahead and hit file import fbx so the file i provided you is an fbx and if you're exporting your own mesh from your cad package i'd recommend an fpx if your cad package supports it so i'm going to go navigate to where i have that saved and import it now you'll notice it's absolutely tiny and that's because blunder's default size that it likes dealing with is one meter not a millimeter so what we're going to do is we're actually just going to scale it up by a factor of 100 to get it in into the um sort of size that blender likes dealing with otherwise we're going to run into issues down the line and this just is a little bit easier in order to correct the scaling we're going to go ahead and take a look at exactly what size the actual object is at now and you do that by expanding that side menu you can also do that by pressing in and then go ahead and select that outer edge and then go to the item view up here in that side panel and we get an idea for exactly what size it is it's saying it's 5 meters by 0.7 meters by 20 meters now that's not right at all so we're gonna go and click on the scene settings uh hit units make sure we're working in metrics uh then set the unit to millimeters and now we're going to want to scale to get back into the right unit i recommend doing this because when we start designing the materials uh different settings you'll be in the right scale so in this case i believe it's uh by 1 100th and now we're into the right ballpark so that's 15 millimeters by 7 millimeters by 20 200 millimeters now our grid just got absolutely enormous um what we're going to do is click this little drop down here and set the same scaling factor for the grid that's just going to bump that back up now i'm going to go ahead and get this oriented how i want it so we can hit one to hit that to get into that front view r to rotate and x along the x-axis and i have to know it's negative 90 millimeter or 90 uh degrees in order to get to where we want i'm going to go ahead and raise it so it's sitting at zero four millimeters along the z hit enter and now we're oriented how we want it we just need to save that orientation so if you make sure you hit a to select everything and then hit control a apply all transformations and that just lets us save that as the home position so if we move it we can just bring it back with all now if you take a look over here at the right hand side uh this is sort of like blender's uh layers similar to photoshop i can go and collapse that everything is grouped into collections so you can add more collections and think of those as like layer groups in photoshop now you'll notice over here that everything's on its own and it's kind of a pain in the butt to select everything and once we have more geometry in the scene we can't just hit a to select uh everything so what we're going to do is we're going to add a empty and an mdm blender is just geometry that is visible in the viewport but doesn't show up in render so to do that we're just going to shift a and select an empty here uh you can use whatever you want i'm going to use a circle and then instead of scaling it using s we're going to come over here into the side panel it should already be selected and just type in the size we want i found that 120 millimeters works really well for this uh and then i'm going to go go ahead and rotate it around x and then 90. doing that lets us affect the size of it in the viewport without changing the scale of the actual object now go ahead and select any part of that geometry hit a to select everything hold shift and then select that empty again you see that there's two different selection colors and what that means is the empty that we just selected is the primary selection which matters what in this next step when we hit control and p to parent it it parents it to the primary selection which is what we want the empty in this case go ahead and just select object now if we select that empty we can just move it around and that just gives us a really easy way to select the object you also notice that over here in the layer view that everything is tucked underneath that empty and you can go ahead and rename that now like model with all that setup out of the way now we're ready to start designing the materials so in this view if you select an object you can take a look at the material that's applied to it over here but where blender really shines is what keyshot calls the material graph blender has very robust node system so if you hop on over to the shading workspace you get a preview of exactly what that looks like in this workspace we have the nodes for the material down here a viewport up here a preview of any any texture we bring in and then a file browser and then the same sort of panels that we had in the previous viewport over there right now the shading workspace defaults to the preview render uh which is fine for what we're doing so let's dive in and start actually designing our materials by default blender populates everything with this principle shader which is basically um one shader that handles pretty much anything you're going to run into uh and it's really flexible and something that i personally use for the majority of my materials uh this is most similar to uh keyshot's generic uh shader they just added in keyshot nine i believe at any rate um what you get here is basically a whole bunch of sliders that uh control all aspects of the material like how metallic it is uh for what we do we'll just use that as a binary either one for metal or zero for plastics um specular so that's how bright that reflection is in the plastics uh roughness similar to keyshot just how rough the material how rough that reflection is and then you have inputs for the bump mapping underneath normal and then the rest of it we can get into at a later date but isn't really necessary for this tutorial by default when blender imports fbx's they import with this normal map node you can just press x to delete that it's not entirely necessary so right now we're working on the exterior part of this remote so that's just going to go ahead and be like an anodized aluminum um and what we're going to do is just make sure that that it is set to 100 metal uh i'm going to lower the roughness to 0.3 you'll find that the roughness values don't really line up exactly with keyshot and then i'm going to go ahead and add a bump for it so how i like working in this workspace is by hitting shift a and searching instead of like going through the different panels and grabbing exactly what i want now um i'll explain a lot of these at a later date but for what we're doing just go ahead and search noise now in order to easily preview this i'm going to have you enable another add-on so go ahead and go to edit preferences add-ons and then search node wrangler and what that lets us do once you enable it is hold shift and control and then click on any node and you get a preview of that output so you can see here that our noise seems to be stretched a bit and that's not exactly what we want so we need to tell blender exactly um what sort of mapping we want to use similar to what we do in keyshot so if you hit shift in a search for texture coordinate and then select object from that again i can get into detail with all of these at a later date so now we get a lot more of a uniform distribution of that noise and then i'm just going to scale it down so it's more of like a bump for this metal maybe a little bit more and then in order to turn that into the actual like bump map we're going to search for the bump node and then drag the factor to the height what that does is it changes this color data into um bump data and now the bump height when we preview it is a little bit high it's at once that's one millimeter we're going to knock that back to something a little bit more reasonable there and once we plug it in to the normal we can hit shift to control to see that node there and it's going to take a second to update in viewport now like i said this is the material preview sort of like the fast render um if we go over to render by hitting z we'll notice that it's gray and that's because there's no lights in the scene so if we hit shift a up here and select a light i'm going to recommend area and again we can dive into what each of those light options are at a later date um we're going to add a area light so that's just one massive square that's all emissive right now the power is a little bit low so uh just type in one there and it's going to bump it to 1 watt blender recently changed this over from an arbitrary number to watts don't ask me why you can go manipulate all of this in the viewport by clicking on the border of the light and then i'm just going to use the grab command next to move it off to the side r to rotate it and uh we get a little bit of idea of exactly what we're looking at now we'll get more in-depth the lighting after we finish the materials but that's looking pretty nice maybe we uh select that again make it more of a space gray bring it down a bit put a little blue purple on it just a hair that's a little bit too much i like having my um my color selection be hue saturation and value because it's easy to change how saturated and how dark the material is we're going to run with that for right now next we're just going to recycle that node for this chamfer detail here so it uh select that node hit control c then we're going to select that green material there delete that node control v to paste it and then i'm going to plug it in like that and reduce the roughness to make it a glossy material now we have a nice little glossiness happening there next we're going to focus on the actual display um i've exported this with two different objects for the display so that's the glass and then underneath it a screen material so first we're going to look at the screen so select that top glass material hit h to hide it and then we can access that screen material here what i'm going to ask you to do is go ahead and hop on over to your favorite search engine and find a nice screenshot from a phone you like go ahead and download that and then you can drag that in from your file browser like so and then if we shift and control click on it we can see a preview and it's tiling which isn't exactly what we want so what we're going to do is we're going to edit the uv of this object and uv editing is something that blender does really well and it might sound pretty complicated but it's a pretty simple process what we're going to do is we're going to hit tab to hop on over to the edit mode of this object so under normal circumstances in blender this would be like how you model an object you can like control the vertices and move it around but that's not what we want to do we just want to edit the uv which we can also do from this edit mode so if we hit a to select everything in the edit mode and then come down over to here and select uv editor we get a preview of how that geometry is being projected into 2d space and mapped onto this image so you can see it's entirely too large so we're just going to select everything with a over here scale it down move it over and it looks like there's a bit of stretching going on so i'm going to make that match what it looks like in the viewport about there look for the icons to start looking like they're the correct proportion all right and it's not perfect but there we go i'm gonna dive deeper into exactly like how to do this sort of label operation in future videos but for now that works um and then we also want this material to be emissive so uh we can do that through this principle shader but we might as well just use the basic one so search for emission shader like that and then drop it in there control click to preview it and then maybe make it a little bit brighter all right now we're ready to work on the actual glass material so i'm gonna hit alt and h to unhide that and then i'm gonna select the glass go ahead and delete that normal node right there now we can use this shader to make glass by upping the transmission and turning off how metallic it is but it doesn't give us much control and it tries to simulate like an actual slap of glass on top of that emission shader which can introduce like artifacting and strange things at render time and increase render time so what we're going to do here is we're actually just going to fake having glass there by mixing between a transparent shader and a glossy shader so we're just going to pull those up transparent make sure you don't select translucent if we take a preview it's exactly what it says it is and then we're going to search for glossy look at that uh and then turn off the roughness now you'll notice that it's just reflecting that light and then the background happens to be by default gray um at a later date i can try to add hdrs in this case we don't even worry about that because we're gonna light the scene with entirely physical lights the next thing we're gonna do is mix between these two shaders with a mix shader and then i'm gonna have you search layer weight and we're gonna use this node as the factor to mix between these two shaders here so if we take a preview of not the for now but click again to the facing and then take a look at it in the viewport we see that it switches between white and black depending on the angle of your view that's going to give a pretty nice approximation of how reflective glass is at different viewing angles so go ahead and take facing and plug it into the factor input and then we can preview that there and this also lets us easily control how much of the reflection we see at any given time i'm going to go ahead and set that to 0.5 and it looks like as we tumble this around that we have the inputs reverse so we're just going to go switch those and now we're getting something similar to what we want and we can just go ahead and delete that principle shader for now all right the next material we're going to tackle is this gasket material between that aluminum and the glass just go ahead and hide those so it's easy to select and then select it we're just gonna make it a simple diffuse material that's like a little bit darker uh it's not a metal so we're gonna take the metallic down and we're just gonna leave it being that rough uh you don't really see much of it but it's going to catch a little highlight alt h to unhide those and then the last material we have to deal with is this little mesh material on the speakers don't ask me why this has speakers but i threw this in as a way to demonstrate another mode of mapping images on textures so with that selected uh go ahead and navigate to the project files i gave you and then you're gonna drag in the alpha and the bump material i gave you for this mesh so we're looking to make a material that looks like a mesh guard for these speaker holes so we're going to take that alpha texture and we're going to plug it into alpha of the actual shader there and preview the shader now it's kind of hard to get an idea of exactly what we're doing here in the viewport so um in order to not have our computer melt we might as well set that to material preview while we take a look of look while we take a look at the preview over here so you can see that's inverted from what we want so what we're going to do is we're just going to search for invert and slap that in between and now we have the effect we're going for for the alpha the next texture i gave you was the bump you can take a look at that here uh we're just going to do something similar to that first material by searching bump and then plugging that black and white height bump map into the height of the bump node and then we get a little preview here again one millimeter seems a little bit overkill so maybe uh 0.01 we'll do the trick plug that into uh the normal node down here and you can go ahead and delete the normal map then you get a preview there now if we look at it in the viewport we're seeing this tearing and that's because i was lazy and i didn't make a seamless texture so we're going to have to adjust where this texture is mapping in this case we can just use the texture coordinate node and the mapping node take the uv map of the object plug it into vector and then select the vector output of this and plug it into the two textures now what we can do is we can use the mapping node to adjust where the texture is so maybe move it down and why to get away from that seam and then we can select through all of those and then scale it uh maybe by two it's looking pretty decent and then we don't want this to be uh copper looking material so we're just gonna reduce the texture there or reduce the saturation bring that down and there we go let's take a look at it in the render preview looks like we're going to need another light here to see what's happening so i'm just going to select that light hit shift and d to duplicate it i'm going to rotate it 180 degrees and just grab it and bring it over here so nice thing about blender is if you double tap a specific axis you rotate glo you rotate locally around that axis not globally so you can see the difference here with rotating along the global z and then the local z so i'm going to go ahead and rotate this up here and take a look at that all right that will do it's probably a detail you'll never see but it's something that's uh kind of nice all right now the final thing uh to finish this all off is to add a little logo so go ahead over to your search engine and find a nice logo to use or maybe make your own um go ahead and try and download a png that makes life a little bit easier now we're going to use another add-on here called images as planes so go to edit preferences images as planes so what that lets us do is it lets us import an image as geometry to render and i found that that's like a nice way to put logos and labels onto flat objects so this is another option for you to add a label so in order to import our image go to file import images as planes and then navigate to wherever you put that all right so imported right there we're going to go ahead and scale it and then that's backwards so i'm going to go ahead and scale and rotate around y 180 degrees um now you'll see that it's intersecting a bit with the geometry so we're just going to grab it and just move it slightly above the geometry and you can hold shift to do fine adjustments back to render view now we don't really care to take the uh the color of this because we can just use the alpha as a stencil but i do want to make it metallic with pretty minimal roughness that way we can get that nice highlight when we uh look at it in the light all right and then the last step is to select uh that bottom object to parent the logo to that way when we move it it moves and i'm just going to move that up and why make it a little bit offset similar to an iphone all right now we're ready to set up our scene for rendering i'm going to go back over to the layout side to get a little bit larger of a viewport for manipulating the 3d objects to start off with i'm going to add in a plane that we can use for the background to do that we're just going to search shift a add plane just scale that up a bit and we're going to turn that into a sweep by hitting edit mode you can go ahead and select edge up here we're going to select that far edge hit e to extrude it up and you have just done your first bit of modeling in blender in order to fill it that background or that back edge we're going to use a modifier so modifiers are things you can add to each object and blender that doesn't under that doesn't affect the underlying geometry in this case we're just going to add a bevel which is uh blender's way of filleting um then we're going to change how many segments to make it smooth and increase the offset all right and in order to ensure that that's fully smooth we're going to hit f3 and search for shade smooth now what that does is if i disable that um and change how many segments back to a lower number shading it smooth is kind of like a hack that the program runs in order to make it look like it's smooth even though the underlying geometry is not uh we're going to increase the steps though so it renders nicely uh the next thing we're going to do is we're going to give this guy a little buddy to float along with him in order to do that let's go ahead and move everything that is not the model out of this collection by selecting them hitting m and then we're going to make a new collection for them to sit in and then now up here on that first collection all we have is that original model so we're going to do what that lets us do is easily duplicate our object and what we're going to do is select duplicate linked with the right click and the difference between duplicate collection and duplicate linked is that um whatever edits we make to this geometry will be translated into the second one so you can go ahead and select uh one of the two move it to the side and then we're gonna start organizing the scene so i'm gonna select both of them over here and bring them up a little bit z so that they're floating um you know it's always nice to have a little floating product shot and then tilt it a bit um a nice thing you can do is rotate along the individual origin so because we have each of them selected individually so because we have each of them selected individually we can then rotate across the individual origins so i'm going to do individual z so it's like tilted a bit and then so on this one back here flipped over so i'm gonna go find the proper axis for that again by double tapping to find the local axis and then do 180. let's take a look it's great i got i want this one upright so 180 i'm just gonna make a nice little composition all right so let's go ahead and give that background plane a um a dark reflective texture uh because we're not doing much with the um like designing the material for this background plane we can just kind of do that here by changing the base color bringing it down and then maybe decrease the roughness so it's reflecting more i find moving around the blender lights to be a little bit cumbersome so you can definitely continue this tutorial uh adding lights and positioning them how you want but i'm gonna make a recommendation for another plug-in this one you actually have to go ahead and download so i'm gonna put the link in the description but uh head on over to leomoon.com and take a look at the blender lighting studio that he released so basically it's um it tries to bring the keyshot hdr editor into blender so you can go ahead and download that it's going to download as a zip go into preferences and then install and then you don't need to unzip it you can just install uh by selecting that zip and then you should be able to pull up the light studio and enable it that adds another tab over onto this side menu here you can just select that and then if you're in the render view sorry the screencast menu selected that's what's bringing you the uh little mouse and keys down there so you can follow along you want the light studio hit create light studio we're gonna go ahead and select uh background setup this is just to make the background dark instead of that gray and then hit the control panel that's going to pop up this hdr editor here for us and then hit add a light and you're going to see that adds a physical mesh base light into the scene now the unfortunate thing about this is that you can't actually use it with ev because ev doesn't support mesh based lights but it works perfectly for cycles so that's why i'm recommending it here we're going to go delete those lights we made previously i'm going to switch on over to the other view so i can see it and then back to render preview and then you can start designing the lights now the other important thing we need to actually render something here is a camera so like i mentioned earlier blender does not render from the viewport it renders from the camera view so you're gonna hit shift a camera grab it up in c so we just know where it is now if you hit control and zero while you're holding it that's gonna or while you have it selected that's gonna set it as the active camera and then after that we can always just hit zero to snap back into the camera view so another interesting uh keyboard command you can do here is hit shift in the tilde key so the one right under escape and then you can start to navigate the camera as if it were a video game which is a pretty nice and i find intuitive way to position the camera where i want it and in order to make it more fine of a movement you just take your middle mouse button scroll down to uh move slower all right i'm going to move it out here so i can then select a longer focal length so if the tab's not already selected you can select the camera tab here i'm going to set it to a 200 millimeter lens uh because i like doing product shots from uh longer focal length i find that's what a lot of the product photographers use i want to mimic that in order to boost my realism and i'm going to position in a sort of dynamic way here all right let's take a look so i'm going to start by giving this a little backlight again with the camera view um in order to take some stress off of your computer if you hit control and b you can select a region that it starts to render in i just select the whole entire camera region but that way it's not rendering outside of it like it was previously all right so i'm going to scale that up to get a better idea of where it is i'm going to give these both a more dynamic angle by selecting them and the rest of this is all to your own uh your own preference so go ahead and encourage you to make a scene however you see fit whatever you think is the best rendition of this beautiful eye stick but you can never go wrong with backlighting all right so that's going to give a nice little gradient on the logo i'm going to add another light this time we're going to use the 3d edit box here so similar to placing a highlight and keyshot you can just select on the geometry exactly what you want to have highlighted and then once you're happy with it you hit enter i'm going to scale this up maybe hit it again find that edge i'm gonna also place a highlight on this edge to get definition maybe this time reduce how bright it is now i'm getting a highlight up there that i don't like one nice thing about this is there's a few different hotkeys that this lets you do one of them is isolating a light with right click so i'm gonna figure out which light is giving me that it's that backlight so maybe lower it here so we don't have to worry about it just dismiss the dialog and then you can just double click to re-enable it i'm going to add one more as a highlight over this glass all right so we have a ballpark for that i'm gonna scale it up then i'm going to use this masking option to find the looks like we want to go the other way oh there we go so we have a nice dynamic highlight all right and then just reduce the intensity on that so it's not blowing out the render too hard there you have it you can keep on tweaking it how you like i'm just going to recommend some render settings to make sure you get a nice fast render so we can actually lower the samples here in the scene because there's nothing too complex about it i'll publish a tutorial in the future kind of explaining some of these in more detail but for the time being just set it at 32 um and you can increase it if you find that the render is a little bit too grainy we're going to extend this lighting panel and then set it to limited global illumination that's just going to reduce the number of bounces the light is taking again something i can explain in depth in the future just take my word for it for this one a new feature to the latest uh release of blender is adaptive sampling which is just going to increase the samples on uh more complicated areas of the geometry and then reduce it say in this like black area where it doesn't actually need too many samples and then you can set the resolution you want here in this panel um but when you're ready to render you can just come over here and hit render or f12 so the render time is going to be dependent on the hardware you have depending on whether or not you're running with only your gpu or your cpu or both you might you might see like a single tile at a time versus multiple um but unfortunately blender doesn't have a option to select the amount of time you want to render for and just click go you have to enter in settings that approximate the render time you want in this case it only took 25 seconds and you'll find that it's probably a little bit grainy so we can up the samples to reduce the grain the other option you have for rendering is to come over to the render panel open up performance and then select progressive refine and what that does uh when we hit render is it renders everything at once and it slowly res up so if you're not entirely sure how many samples it's going to take that might be the way you want to go it's a little bit less efficient than rendering each of the tiles a single time which is why blender opts for rendering tiles over this as default so when it's done uh you can hit escape and then you hit save as and then save it wherever you want i recommend saving as a png at a color depth of 16 which just saves a little bit more data per pixel so if you're editing in photoshop you don't get that banding um but yeah after that you're good to go if you dismiss that render window you can always go over to rendering and see a version of it there and again go to save i'd like to see you take your own creative spin on this maybe different cms maybe you model something an attachment that apple could mark up and sell for a hundred dollars who knows if you want you can post it to instagram and tag blender4id if enough people do that i might put together a little critique video but in the meantime you can subscribe here on youtube and if you want you can follow me over on instagram at benhoffman.design thanks for sitting through this i hope it opens a whole new world of opportunities for your design visualizations
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Channel: Ben Hoffman
Views: 31,817
Rating: undefined out of 5
Keywords: blender, cg, keyshot, industrial design, design, render, render weekly, blender3d, blender 3d, blender eevvee, blender cycles, product design, consumer electronics
Id: mWlk04zjwew
Channel Id: undefined
Length: 46min 14sec (2774 seconds)
Published: Thu Jun 18 2020
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