Blender: Skyscraper Animation Full Process

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hey what's up today I'm going to make a render from scratch and I'm just going to show everything talk about what I do and I'm also going to turn on screencast keys so you can see down here which buttons I'm pressing I'm going to try to make a Gothic skyscraper which I don't really know what that is but it's I'm imagining like a skyscraper with a bunch of weird edges and spikes and like I don't know we'll see how it turns out I mean I'll show a picture of it right now on screen uh but yeah I have something in my head and I'm going to try to do it so as I usually do I'm just going to bring in a cube and uh one floor of a building I'm not exactly sure how tall that is but um usually set it to like 3.5 M or 3.2 or something and then I put the location to 3.5 / 2 so that it's just on the floor here uh you might hear my cat he's meowing but whatever I press s to scale and then shift Z so it scales on the X and Y axis only and I'm going to make it I don't know 72 M something like that going to bring back the camera here gonna press contrl a and then apply the scale then go into edit mode and sometimes I like to do this I just select these Corner edges and then contrl B to just bevel them a little bit it just uh makes it look like something more than a actually I might not do that H let's do it let's do it and then sometimes I I you know make a bunch of loop Cuts like this I select them and then inser them like this for this one I'm not going to make any of those vertical Loop Cuts I'm just going to make one here in the middle and if you don't know how to do that it's just contrl R and uh hover over the edge that you want a perpendicular Loop cut to u i mean will figure it out most people know how to make Loop Cuts I guess but uh there we go and then contrl B and I'm going to stretch it out this much something like that it's just going to be one big window and I'm going to have like the way the windows are going to separate on the vertical axis is with like pillars that are going to be Gothic and weird I'll show you later but uh then uh not not control but alt e extrude faces along normals and I'm going to inser them like this there we go scale is applied going to add a modifier a bevel modifier I think I have a yeah I actually have a shortcut for that if you want to add a modifier as a shortcut you can go in here so if you want the mirror or let's say solidify right click it and add to Quick favorites if you press Q it's right there but I don't actually want that as a quick favorite because I don't use it that much so but yeah bevel I us set it to 0.02 or something two segments then I shade Auto smooth and down here I set it to 90° and then shading Harden normals that just makes it uh so like it's kind of smooth here but there's no like smoothness across the faces that are flat if that makes sense okay now I'm going to make this in like let's say three segments uh and let's actually add a an array modifier first I'll show you what I mean with segments but uh set said to one and then just increase the count oh if you turn off the bevel it's going to be smoother okay actually it's not not a problem either way so let's say so this would be one segment and then I'm going to copy this and like scale it like that I might just yeah that might be enough actually another way I can do it is if I let's set it to 40 floors or something I think that's a good amount then I'm going to make array modifier set it to object offset I'm going to apply the location and shift add a an empty sphere scale it up so I can see it and then apply the scale then go back to these modifiers and here object offset if I expand that menu select this ey dropper tool and then select that empty that will now control this array modifier so I'm going to bring it up until it's right on the other segment so something like that then I'm going to scale it on the X and Y axxis by doing that same thing so I scale and then press shift Z and then it goes in like that and I don't know how much I'm going to inser it but like something like that I think and then with this modifier I can just add more segments but I don't think I'm going to make it that tall I'm just going to make three segments I think maybe four let's do four why not and okay now I'm going to make columns here so let's add a cube not exactly sure how I'm going to make this [Music] but just thinking about how big it should be maybe 8 m something like that and then make it as tall as one segment but I actually want it to be like a little bit taller so that there's like you know there's pieces sticking up here I'm going to use an array modifier on this column later as well so there's like multiple columns here on each on each side and uh let's see I'm going to make this I'm going to extrude it like that then select this Edge actually let's bevel it first select that edge and then move it out on the Y AIS and this will make sense in a little bit I'm going to select these two edges and then kind of make it like that these as [Music] well so we get some smooth edges and then I want to make this sharper like this end here this end point maybe I should extrude it a little bit first something like that and going to Bevel this entire Loop cut here make it smoother okay that looks pretty sharp and cool but I want some more like little spikes coming out on the edges so I'm going to go to edit mode again and where's that Loop cut it's a very long geometry so it's going to end up in the Middle where is it I didn't add one okay but it's in the I really don't okay actually I think I'm just adding a yeah I'm not adding a loop cut I'm just adding a Vertex because I've messed up the topology it's not all quads but oh well what I did is I added one Edge on each side here and now I just have to connect them by selecting two ver uh vertices and then pressing J to join them so now I do have a loop cut there and I want to bring it up here thank you and then I'm going to press f s then Zed and then zero just to even it out on the Zed axis going to press contrl B but I'm I just want one Loop cut something like that maybe then I'll bring this out it's going to shape it like some kind of an some kind of a spike thing again yeah going to Bevel it to make it smooth what if I bevel that I mean looks kind of strange but I think it's fine I should actually apply the scale on this thing as well yeah I'm going to make another Spike here just to get some more detail I mean if you look from this angle like you can barely see the detail up there maybe I should have made it bigger but yeah let's make a pretty big one just so that it's visible when because I'm like planning to make the camera be like down here and you're going to look up at the building so let's make something that you can actually see I think that's a good idea I mean you can see it but yeah this uh I mean I guess it's good it's um it's good enough let's see how it looks if I use an array modifier on it just going to place this one here wait so it's like on the building it's against the wall like that there we go actually I'm going to add a bevel modified to this one as well 0.02 two segments hard and normals shade Auto smooth and it's already set to 90 sick okay array modifier let's see I'm going to set it to constant offset just so I can keep track of the distance between them so I can keep like yeah similar distances between them on here like on each segment we'll see how that works out but I imagine like I don't know 1 meter no that's way too little so one of these is like8 M and in width but I think yeah something like that it's going to be a good width for one window oh what am I increasing here oh increased the the height of the building um yeah I'm just going to increase this until we have as many pillars as we need to get to this Edge but we need to decrease the distance here just so it like lines up here with the corner all right there we go I mean yeah that looks pretty Gothic I guess looks pretty [Music] scary yeah I think it'll be all right so I'm going to add a mirror modifier and I'm going to set it to or the mirror object it's going to be just the building but I need to mirror it on the Y AIS and now I'm going to copy this by pressing alt D so that it's a linked copy um which yeah whatever it's not important what that is but uh it just saves memory let's see yeah then I'm going to move move this to the other side need to rotate it on the Z axis first set it to X and then just line it up here let's see oh something like that that's pretty cool that looks kind of I mean it looks kind of strange but I don't know I kind of like it it looks very hostile for sure maybe let's add some detail on like here on the pillars I guess I can show you also what the linked copy is so so these two are copies now and they're linked so if I change this one if I change the geometry that's going to show up on the other one as well so that's kind of Handy but yeah let's make something on this pillar like I don't know I want it to kind of do something here I'm going to yeah I made a bevel and then I'm just going to extrude it like this and then scale that on the Zed AIS so there's like kind of a protrusion in the middle there for no reason and I'm going to select those two edges and bevel them let's make another bevel and I'm just going to have be one face going to select those two edges and then bevel those as well and select the middle face and then wait what am I doing need to move it on the x axis so it goes in a little bit which I don't know just kind of looks kind of cool I don't know and maybe here I'll add a spike again on this little edge here I mean you can do whatever you want you don't have to make it exactly as I do I'm just I'm just uh making this up as I go along um yeah that's kind of cool and then what I'm going to do is what am I doing I'm alt D copying this again and then I'm just going to put it on the next segment but obviously we're going to have to decrease the amount of array instances but uh just going to place it on the corner first make sure it's lined up so I'm going to move it here on the x-axis it's actually not high up enough I just need to move it like that so it's right at the bottom and then it should yeah it should line up there as well I think that's good but okay let's see if we go to this array here then just decrease until we have it like it's not going to line up exactly um so yeah I'm going to go for 13 and then just increase the X distance a little bit until it lines up here again there we go and I think that's good enough so like the distance between the pillars is not the same on these two but it's like it's similar enough as to where like you can't really tell the difference I don't think it matters that enough it doesn't matter that much all right going to alt D copy this again rotate it like that move it over here and I got to change the mirror modifier to Y and then just line it up here on the corner and make sure that it's right up against the building like that sick and just got to do that two more [Music] times okay there we go all the pillars are in place I might set that to one just so it's not um giving me these kind of shading artifacts yeah you see if I set that to 1 millimeter it looks very weird but one meter it just looks a bit smoother and I think I'm going to add like another type of pillar on the corners like a one that's kind of bigger and uh just looks different so yeah just going to do that going to add another Cube and uh let's see so just going to drag this up and make it slightly taller than the other pillars and maybe it should like you see how this thing's like bending outwards I'm going to make a similar one but it like bends outwards instead that could be cool so I'm just going to do that yeah and I'm going to select all of those Loop Cuts Like That and you know if you want to select a loop cut then hold alt and click one Edge and it's going to select those and contrl B looks kind of weird but it also kind of looks funny and like if you're far enough away it doesn't look doesn't look too bad I'm going to make this one smaller or like sharper maybe a bit longer I don't know I think that's pretty good maybe we'll add some more detail on the middle or something like maybe one of those extrusions again so just select that face and then do something like this see how that looks if I place it on the corners but I'm going to rotate it 45 degre like that then place it right in between here just going to make sure I don't know about this Extrusion bit I think I might just delete that because it looks kind of weird and then I got to just fill in these again I'll I'll think about that one I think that's centered pretty much in between there going to add a bevel modifier just to make it smoother 05 two segments Auto smooth Harden normals that's definitely a bit wonky but I mean I don't think you're going to be able to tell in the end but let's maybe try to shape it a bit better going to go into x-ray mode with alt Zed and then select these vertices and just move them around a bit yeah something like that maybe that's good enough going to set it back to 45° it's a bit too tall though I think so I'm going to go into x-ray again with alt said select all of those vertices and then just kind of bring them down to there I think yeah okay that's good enough and now we can just use the mirror modifier select the building in the middle mine's just called Cube building just going to call it that instead and then uh set it to X and Y and then you have one in each corner it looks kind of goofy but it also I kind of like it honestly what happens if I do this though that look goofier or better I kind of like it but I kind of don't as so I'll keep it I'll keep it why not it looks funny no actually it doesn't so yeah I'm just going to copy this on each segment I just set that to 10,000 so that if I zoom out too much it doesn't start clipping away I think I'm going to add some kind of a weird logo or something I'm going to add a cylinder for that and set it to 100 vertices and bring it out here um or actually out here going to rotate it 90° on the x axis and let's put it like up here I think yeah this will look like an I sort of but it's just going to be a a metallic thing I'll show you apply the scale and then just put it on the facade here right in there and yeah maybe scale it a little bit like that so it looks even more like an eye going to select this face inser it it and then extrude it inwards inser again and then extrude outward that kind of looks like an eye but I also want to like if I select these two edges or faces and then those two and all e extrude faces along normals we can like make them go out like this and I don't know eras them up a little bit and I'm going to set this to individual Origins so that they scale individually going to select that Loop cut and that Loop cut so if I shift click they're both selected so if I select this one and then hold Alt and shift they're both going to be selected and just make a bubble right there yeah something like that looks kind of weird but I like it and then shade Auto smooth add a bevel modifier 0.0 one Whatever two segments and hard and normals maybe actually let's just make it a little bit bigger can't get much bigger because there's some I think this Edge is like uh restricting it yeah but something like that okay I'm just uh going to go into shading now I think I'm okay with how this looks it looks fine uh but first off let's go to the building and for a texture it's going to be metal the base is going to be metal let's go into material preview but I want some kind of a roughness map to this so you can choose anything that you want I'm going to even just do a concrete roughness map and then just connect that to the roughness here there's anything to break up the sort of uh to break up the roughness basically and and before we do that though or before it looks good we need to select all of the fa faces like in edit mode go to edit mode press a then U and select Cube unwrap you can see we have some roughness variation there we could adjust it with a color ramp if we want make it smoother or less smooth whatever we want something like that maybe and then as you can see the texture repeats on each instance here each array instance but we can prevent that or change that by going into the uh the second array modifier here and under UVS you can mess around with these sliders and it's going to just change the UV on each instance here so that it's it just varies and you can also change that up for each segment here in the other array modifier uh same here it's going to change those and then I'm going to go into the edit mode again going to have face select mode and then going to select that edge or that you know all the faces that are supposed to be windows so if I if I'm in Edge select mode or actually in face selection mode I'm in face select mode hold alt and then just click that edge it selects all of those uh then I'm going to go into this slot drop down menu press uh press the plus button and press assign make a new material and set the base color to like this kind of gray make it metallic set the roughness to yeah zero pretty much or 0.03 set the alpha to 7 we're just going to make it a bit transparent and I'm going to add a noise texture press contrl T to get these mapping nodes and if you don't have those you can find them in preferences and then search for node Wrangler and then just check that box and you have this add-on I mean pretty much everybody has it and now you do as well search for a bump node connect that to the height and then into the normal and actually here in the texture cordinates we're going to change this to UV instead so that there's just some you know there's some bumps going on basically but we're probably going to change this let's go into render mode it's a bit hard to see but let's set the distance to3 maybe and I don't know increase the scale to two or something it's actually easier to see in material [Music] preview yeah I think five was a good amount and then maybe yeah3 or something I think that's good going to select the pillars and I'm going to use the same material on them as the sort of you know the level dividers here or whatever you want to call it it's just the same building metal might make it a bit darker just to make it more iic you know I got to unwrap these though so yeah select everything and then just Cube project that and as you can see the texture repeats which we don't want so we going to go into the array modifier and just mess around with these sliders just going to adjust this a little bit see how it looks in rendered [Music] mode I think that's pretty good I might um do something here if I go to this concrete roughness texture do the control C uh control T thing then just set the scale to two or four maybe even I think that's better and then the other pillars make it metallic and then Cube on wrap I think that's good and now it's done that's the texturing done actually I need to do the I thing as well that's going to be the same Cube unwrap select the metallic maybe just going to the UV here and downsize it have to apply the scale it's a bit warped but I think that's I think that's good enough and uh now I'm going to work with the camera so right now it's right here and for me I'm going to make this a real or you know going to make it for social media so it's going to be vertical oh look at that look so big but yeah so I'm going to make it vertical and just place it so that it's in the middle basically and I'm going to make it an animation as well I'll add some effects and stuff like volumetrics and some particles and I'll show you how to do that but uh I'm not even going to show the floor so I'm not going to like add anything else other than this I think it's just going to be this big old Tower big old skyscraper what I might do is go into the world tab here and remove this Sky texture going to set the background color to one which it usually should be always one connect that and then find some a nice hdri I use this one just a city or like something Urban control T to get some more control I'm going to rotate this like that maybe but what I'm going to do is not use this background because it looks weird like it doesn't fit so I'm just going to bring in a picture and if you have this add-on called uh images as planes you can just search that in add-ons here images as planes you can go in here shift a image images as planes and I just downloaded a picture of a sky here just going to put that where it belongs from unsplash there we have it just going to make the camera a bit bigger so I can see where it is and I'm going to make this bigger as [Music] well and going to have this selected I'm not sure yeah actually you need another add-on for this but uh I think it's called yeah copy attributes menu so if you have your plane selected then shift select the camera and then press contrl C and copy rotation they're going to have the same rotation just going to move this back by pressing G and then Zed two times so that's like it's back here then going to scale it up so it just covers everything the entire background and if we go into material preview here and then actually yeah need to move around the UV a bit so that we cannot see the water let's see where's the Horizon somewhere there I think that's probably good let's see how that looks in rendered mode looks kind of whack but we're going to do some things here first off we're going to select uh yeah going to so it's called object properties visibility aray visibility and I'm going to uncheck the shadow so it doesn't cast The Shadow then object settings select that plane uh disconnect the alpha because it doesn't do anything for us and then connect the color to the emission color and then set the strength to one probably still looks kind of weird but uh I'm going to add a hue saturation node connect it like that and then maybe decrease the saturation to 0.8 06 or something is this zero saturation I think that actually fits the best oh it's because yeah it's only connected to the color wait let's connect it to both both one thing you can do is if you hold shift and then rightclick drag across to lines like that it's going to just connect them like that and then let's sever that connection and put it there I'm over complicating this this so bad this is what is that okay connected to the base color and the emission color now it's black and white or what's going on not [Music] sure set it back to one set 0.8 I think that's good if we look here yeah I was thinking maybe I should no like make it a sunset but I don't think I want to do that anymore it's going to be a daytime rer we'll see what happens if I put this I here instead that might look better yeah that's where it's going to be now I'm going to add some volumetrics so just add a cube and I'm going to cover the entire building here like that maybe it's kind of clipping with the sky here going to move that back and I got to check yeah it's not showing the Horizon so that's good bring that back go in here object properties disability uh or just viewport display bounds going to apply the scale with contrl a and then object make a new material uh remove the principal bsdf and I'm going to add a volume scatter node set it to 0.05 for now and then 7 and connect it to the volume make it completely white see how that looks oh that's too thick probably 0.001 what about that it's better I guess a bit much still I think .9 yeah 0.9 looks kind of good and I might actually just divide this by two it should be kind of subtle honestly might move the camera a bit CL closer even just so it fills up more of the bottom here yeah that's better I think and then rotate it upwards so that it's like yeah it covers everything that's nice and now I'm going to add some some particles are actually first we're going to animate the camera so I'm going to I'm going to hover over this corner here and then just drag up another UI menu set it to timeline and then make another one down here set it to graph editor and select the camera for the let's see I'm going to make it 10 seconds probably and for the first frame I'm going to move it back a little bit so that like it's starting I don't know over there and then maybe rotate it slightly down press I and then click Ro location and rotation and then for the last frame going to move it forward so whoever is filming this is going towards the building rotate it up up a bit and when I do that I rotate and then press X twice so that it rotates on the local x-axis uh insert location and rotation let's see how that looks let's see it's a bit slow yeah doesn't have to be quick I guess but maybe I don't know maybe I want to make it a bit quicker I kind of like when it is quicker so I'm just going to go back back to frame one here and then just move it back again maybe over here and then rotate it on the x-axis again location and rotation and then it yeah it walks a bit faster I think that's cool uh and then I have this add-on called Shake IFI but you have to download that from the internet but it's free so yeah and then just press plus here and going to set the wall walk to the store and I'm going to just offset the frames a bit and maybe reduce the inflence to 75 or something maybe change the speed to 0.5 just making sure that it's not overshooting this edge up here but I don't think it is barely or like yeah it's right on the edge that's okay and now I can add some particles motion blur .5 and then in the camera I'm going to activate depth of field set it to maybe 1.4 and then the focus object is I don't know maybe just this one like the ey thing so yeah in dep of field can select the ey dropper tool and then just select that and I think that's pretty much it I might um do something with the volume scatter actually just add some noise in here let's maybe try that so if we add a noise texture control T set it to object um add a color ramp this is lagging so I'm going to go out of render mode connect the factor there and then actually what is this value it's it's that so I'm going to hover over this slider press crl C go into here this color and then contrl V that's going to be the same value same here so this is currently doing nothing but um if we increase this value we're going to get some things happening I think we need to decrease this scale here if we go outside here let see what this is doing it's kind of hard to tell there we go now you can see there's kind of some Cloud stuff going on maybe decrease it even more 0.05 but uh this is definitely too thick going to increase the detail though maybe the roughness a little bit and then this can maybe be 0.01 even less maybe something like that it's kind of hard to tell that there's any difference but there is so yeah then I'm going to go ahead and animate that and to do that I'm going to go in here set it to textured so I can see the cube again and then material preview going to control shift T click that node so I can see the noise texture and here on the location I'm just going to hover over this and press I so we have some key frames of that I'm going to press that node and then delete The Zed value because we don't need it then press X add a modifier and if you don't have that menu you can make it appear by pressing n modifier and select generator and now it moves now I want this to move in the same direction as the particles which is like they're moving kind of this way so it would be like that set it's to minus 2 it should probably go a bit faster and then I'm going to select the Y value as well add a modifier generator and minus 2 that should actually be set to plus two I think so that it's roughly going the same direction as the actually it might just be's set this generate uh set the Y generator to zero what I think we need is for the X1 to be why can I not select it zero and then y should be plus something so like two maybe yeah that makes more sense maybe three yeah let's see if we can like see this at all actually no that's that should be connected sever those connections and only the volume should be connected yeah it's hard to tell honestly if this is visible gu this is like so subtle I just adjust this a little bit I don't know all right so this is what the run is looking like and as you can see I've added some red lights on the corners here I'm actually going to add some more and it's just a point light 4,000 watts and it's completely red increased the radius a little bit but I'm going to add some to the top segment as well just like that on the corners here there we go and something else I want to add is actually just some lamps or some like Street lamps just to have something in the foreground um so I'm going to bring in some lamps from my acid Library I have this one lamp post might just use this one though Street Lamp it looks like this it's nothing special and I'm actually going to edit this a bit it's not actually going to be on because Street lamps aren't on in the daytime I think it's just this face here at the bottom no there's actually some edges as well I have to change this though so that I can zoom in a bit more this is unnecessary actually I could have just chosen everything and then assigned it to the bare metal but oh well here we are and I'm not sure how I want how I want it to look but I'm going to use an array modifier because you know Street lamps are usually placed in a row like this I'm just going to increase that and realistically it's going to be parallel to the building or like one of the sides of the building yeah something like that maybe we're at the like in the middle of the animation now so if you go like that and then okay actually I would need to make it longer and I'm just going to move it in like that so that it's like covering the entire frame and it goes in like this and then you kind of crash into one of the poles I to kind of move it a little bit so we go in between two of them that makes more more sense yeah that's kind of cool and maybe something more I don't know what that would be though maybe something like just in the beginning just like a concrete block as if you're walking under a bridge or something yeah I think that would be cool so I'm going to do that we're at frame zero so I'm just going to stretch that out like this and like that let's see how big this is let's say this is a road it would be like 14 M wide or something apply the scale maybe a bit wider it doesn't really matter how high would it be I'm not sure but basically we want to cover part of the frame like I don't know like half of it probably make it just a bit wider or actually also thicker like that how high is it now it's 25 M up it's very high up so like I don't know like that scale apply the scale and then inwards a bit like that so like yeah and it just comes out under there it's like a reveal you know I kind of like that but I'm just going to add some more detail to that maybe be like three Loop Cuts there and then a bevel and then select those three faces uh I forgot to turn on this again screencast keys and then just extrude those a little bit I think that's good enough and I'm going to add a bevel modifier 0.05 two segments hard and normals and shade Auto smooth at 9 90° and that's kind of cool and I'm just going to shade this with some concrete I think which I'm not sure yeah I don't have a concrete material so I'll just add one and another trick you can do is if you have this principled bsdf selected and then control shift T then you get your browser here I'm going to go to my textures search for concrete and [Music] yeah I'll use this one and now I'm going to actually I might not it's it was 4K let's do 1K sure going to select the color I'm going to hold control and then select the roughness and normal GL so now it just hooks up everything correctly the color roughness and normal and it sets these to non-color well which is nice going to select everything in Cube project and this is a bit big you can like see yeah it's it's um we need to scale this up a bit so just going to do something like that another thing I'm going to do with this actually is just offset the UVS as well on the lamp posts or the street lamps yeah so they're they each have like a bit of a different texture nice let's see how that looks in rendered mode actually looks all right maybe I'll add like some wires yeah let's do that some random details I have some here I think let's see yeah hanging cables catary let's use these they're huge but I'm going to make them smaller and going to line them up put them there maybe make them smaller even and then hang them like over there yeah something like that and then maybe some more even just like these they're also huge maybe they'll go like this and can we see them not really but like that maybe that's all right I think looks kind of cool I'll add like a floor because it's like reflecting light from the the hdri which looks kind of weird we're not going to see the floor but we can see the reflections of it so I'm just going to give that a concrete material I think or like I don't know could be anything could just be like dark black and then very low roughness oh yeah that looks much better you can like it I want this to be kind of dark you can not see the cables very much now or like the random details I put there but I don't care I like this better I'll put some more cables here though if I rotate this on the Z axis 180° then just move that along here maybe going to copy this one over there something like that so you can see the Silhouettes at least yeah that looks very cool I like that and I think that's enough honestly that's all I'm going to do and now I'm going to send this to a render Farm before I show the final result I guess I could just show some render settings here I went for 4,096 samples at uh 0.05 sorry my cat's uh spazzing out D noise on I had the open image D noise on uh but like I recently learned that if you're doing an animation it should should be set to Optics it's slightly better for animations but anyway here are the light path settings I had uh for the max bounces and that's pretty much it I have some motion blur and yeah that's it honestly and it's it's Cycles so yeah then I got some frames from uh sheit which is the render form I used so here I got my frames I compil them in a separate document separate file here it is so if you want to do that you can just go new and then video editing and you get this stuff instead and if I want to redo this I can just delete those frames I go to frame one down here I uh go to add image SL sequence and then here are my frames so just press a to select everything and uh then it's there it's kind of laggy right now I just select a place for it to be saved to and I'm just going to save it as video 2 and then here under encoding you can just set it to video and then perceptually lossless is usually the quality I go for and uh yeah I think that's it frames are the same as the animation and then I just hit render animation it looks pretty good I like the building it's it's kind of cool but yeah that's it that's um that's the video so thanks for watching and U yeah like And subscribe I guess bye
Info
Channel: Viktor Frankling (vf3d)
Views: 1,443
Rating: undefined out of 5
Keywords:
Id: T0by7IMR6kw
Channel Id: undefined
Length: 60min 36sec (3636 seconds)
Published: Mon Mar 11 2024
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.