Sci-Fi Tunnel-Part 2 (Blender Eevee Tutorial)

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welcome everyone to part two of this blender tutorial series where we're creating this sci-fi tunnel so this is where we left off in part one so we had finished most of the modeling and in this part we're going to finish up the entire scene before we start though i want to give a huge thanks to this video's sponsor sketchfab on sketchfab you can upload your own 3d models and preview them in your browser you can even view them in ar vr or on a phone or tablet you can also purchase 3d models and assets from sketchfab's model store you can even apply to sell your own models on the platform check out sketchfab with the link in the description alright now as i said in part one i am going to be using the ev render engine in this tutorial you could totally use cycles if you wanted to but i am going to be using ev so i'm going to click right over here on the render properties and then i will be using ev now right down here on the ev settings i want to turn on the motion blur the screen space reflections the bloom and also the ambient occlusion and these are all going to make eevee look more realistic all right so let's go and add in the lights and then we'll have some lighting so that we can add the materials so i'll press shift a and for the lights i'm going to go right down here to light and i'm going to add the area light i'll press 7 on the numpad for top view and then i'll press z and move my mouse over to go into the wireframe view so i'll just press g to grab and i just want to move this light over just kind of right there in the center of the tube light all right so now right over here on the object data properties on the light settings the shape here i want to change it from square to rectangle and then we can change the size of the light so i want to scale it up on the y-axis just like that um so now this light is more of the size of the tube lights so now i can press g and z and just kind of bring the light up and i just want to stick it right here just like that alright so we can now just go into rendered mode by pressing z and moving your mouse up into rendered mode alright so let's just click on this light and then on the power here i'm going to make it really bright to like a 1000 so that's going to make it much more bright and that is good and then the color here i'm going to make it very slightly blue just because i think adding a blue uh color looks very nice so just very slightly blue now i want to duplicate this light and i want to put it under all of the other lights so i'm going to press z move my mouse over to go into wireframe and i'll press shift d click and hold my mouse wheel and just bring it over and i'm also looking at this from the top view so i pressed seven on the numpad for top view so i can now press shift d click and hold with my mouse wheel drop it there shift d click and hold with my mouse wheel and i'm just going to continue to do this over all the lights all right there we go let's press 0 on the numpad to go to the camera view and then we can just go into wireframe and see how that's looking and that is already starting to look very cool now i want to add a light inside this big room here as well so i'm going to select this light right here and i'll press shifty to duplicate it click and hold with my mouse wheel and just kind of bring it inside um this big room right here so i can now press s to scale i want to scale up quite a bit and then i'll press r to rotate z on the z axis and i can type in nine zero and enter just so it's going back and forth on the side of the room and then i can also kind of move it a little bit further back and a little bit up so i'll press g and z we're just gonna bring that up just like that let's go into rendered mode see how that's looking now i do want to make this light even stronger because this is a pretty big room so on the power here i'm going to change this to like 2 000 so it's quite a bit brighter and then i do want to select this and press shift d and just duplicate another light and this light i'm going to put kind of over here so now if we go into the camera view you can see it's lighting up that room there very nicely all right so now let's go ahead and do the materials for the tunnel so i'm just going to select the tunnel and then let's click right over here on the shading tab so we can edit the shader nodes so i'm going to click on new here to add a new material and i can just call this like tunnel walls so in part one of this tutorial series i talked about the different textures that i'm going to be using so i'll have links in the video description if you'd like to download the same textures that i'm going to be using now to add the textures in i'm going to be using a blender add-on called the node wrangler and it's built into blender so if you don't have that add-on enabled just click right up here on edit and then open up the preferences and then right over here under add-ons you can just go to the search and type in node and then you can see that there is this node wrangler add-on so it's built into blender so you can just check mark it to turn it on and i'll show you how to use it in the video okay we can just close the user preferences so now that we have that add-on turned on to automatically set up all the materials i'm going to click on the principle bsdf to select it and then i'm going to press ctrl shift t and that is going to open up blender's file browser and then you can just locate to wherever you save the textures so just go to the painted plaster zero one seven textures when you download the texture from ambient cg you're going to need to extract the zip file and then just go into the folder now inside the folder you're probably going to see a bunch of different things like a preview and some other things like that i only want to use the color the normal gl and the roughness so i'm just going to hold down the ctrl key and click on the color normal gl and the roughness and then just click on principle texture setup and because we turned on the node wrangler add-on and used that principle texture setup feature you can see that the blender add-on used the name data so it saw that this was color it saw this was normal and roughness and it automatically set up the material for us so there we go and we already have this pretty nice wall material now i do want to re-uv and wrap this and play around with the scale and also play around with the colors and some things like that um but before we do that i just want to add in the material for those metal beams and then after i add in the material for the metal beams i can then apply the array modifier and that way we can re-uv unwrap this and the array modifier won't be applied so it'll be actual geometry and that way each texture won't look exactly the same because if you look at this right now you can see that because we're using the array modifier every texture looks exactly the same and that's not very realistic so we will be applying the array modifier in a moment but first we're going to create the material for those little lip pieces right there so let's go back over to the layout and i just need to select the pieces that i want to be the separate material so i'm going to tap into edit mode and i'll press a to select everything and then press period on the numpad to zoom over to it so now what i want to do is just select the loops of faces that i want to be a separate material so i'm going to press 3 and that is going to go to the face select and then i'm going to hold down the alt key and select this loop of vertices and then i can hold down the shift and alt key and select this loop and this loop and then also hold down the shift alt key and select this loop and this loop so by holding down the alt key that is selecting the loop of vertices and then by holding down the shift key that is going to select multiple loops so alt and shift and you can select all of those vertices so just like that i'm just going to the camera view make sure that is correct that looks good alright so now i can go right over here to the material properties so on default we have just this tunnel walls material but i want to add a new material into the material slot on this object so to do that i'm going to click on the plus button right here and that is going to create a new material within this object then i can click on new and i can call this just like metal one i'm just going to call it metal one and now because we have these faces selected and we have the metal one selected we can click on assign and that is going to assign the metal one to those parts so if i go into rendered mode now you can see that is a separate material and i can like change this color maybe like just a red color so you can see it and there we go that is looking very good and then also real quick i'm just going to select these beams right here and i will click on the drop down and i'm going to add the metal one material all right and then also really quick um i do want to go right over here to the world and on the world color i want to turn it all the way to zero because i don't want any world i just want to be completely black all right let's press control s again to save and then i'm going to click back over on our main tunnel object so now i want to apply the array modifier so that we can re-uv unwrap it and the texture will look different as it goes down the tunnel so i will click right over here on the modifier properties and then on this array modifier i'm going to click on this little arrow and then click on apply so now if i tab into edit mode you can see that this is all geometry now so i can now re-uv and wrap this object so i'm going to tab into edit mode but before we uv unwrap this we need to add a seam to cut it open because we're trying to uv unwrap this so what we need to do is we need to unwrap it so that the uv mapping is flat and then it can be applied on the texture the problem with that is that this is a circular object so what we need to do is we need to add a seam and that way it'll tell blender to cut through the seam and then flatten out the vertices so to do this i'm going to press one and that will go to the vertex select and then also real quick i need to tab out of object mode and i'm going to select this right here this object and press h to hide it to get it out of the way so i can now select this object and again tab back into edit mode so then i can hold down the alt key and i'm going to select this loop of vertices and then i want to do that for the rest of them so i'm going to hold down the shift and alt key and keep on selecting i'm just going to select all of these vertices right here so hold down the shift and alt key and select all of those loops that was the wrong one just like that so now we just have all of those top loops selected so now i want to add a seam so to add a seam you can press u and i'm going to go right down here and i'm going to click on mark seam that will add a seam and now if i press a to deselect it you can see it looks red but that's not going to affect the render it just looks red in the preview in edit mode just to tell you that there's a seam there so i can now press a to select everything and let me just go into the material preview by pressing z and moving down so now we are in the material preview so i can press u and then i'm going to just click on unwrap with everything selected and there we go it's you've unwrapped it now if we go right over here to the uv editing tab you can see that it's very nicely opened it up and it's opened up those pieces and put them flat on that surface let's go into the camera view and then i'm also going to go into rendered mode just to see how that is looking so if you want to see the texture in the background you can click right here and then you can just click on the painted plaster color and now it's going to show you where it's placed on the texture so you can see that the texture is scaled way too small and i want to scale it up so that there's a lot more detail so with my mouse hovered over this i'm going to press a and that is going to select all of the vertices so just press a to select everything and then i can press s to scale and i want to scale it way up just like that um and just make it really big and then also if it's rotated over like this you could rotate it back i don't really like it rotate it up and down like this because you can see that these little cracks right here are all sideways and i really don't like that so i'm just going to keep it rotated over like this so the cracks are going up and down if i just move around you can probably see some of these cracks there we go you can see like right there there is a crack right there and it's going up and down and that is exactly what i want and then you can also see that all of these uv maps are like right next to each other and i don't really want this because it can kind of make it look like it's duplicating the same texture so i just want to move each uv map around so that they are just more random so to do this i can hover my mouse over any of these uv maps and then i can press l and that is just going to select the island so i can now press g to grab and just kind of move it over and then press a to deselect i can now press l and l just to select some random ones and press g to grab and just kind of move them over and i'm just going to move them around basically like that just so that each one is at a different location and that way this won't look like it's tile at all it'll look different for each one alright so now that the uv mapping is done i can go right back over here to the shading tab and then i can go into rendered mode just to preview this now i'm going to click right back over here on the material properties and i want to click on the tunnel walls now this object i actually want it to be a metallic object even though it is like a plaster texture i do want it to be metallic i think it looks pretty good as metallic so on this metallic value i'm going to turn it all the way up to one and then that way it'll actually look like a metal material now also you can see the strength here of this normal map is very strong it looks very rough so on the strength here on the normal map i'm going to turn the strength down to like a .4 so it's much less strong and that looks a lot better now i also want to play around with the color just a little bit so right here on the base color i'm going to press shift a and i'm going to search for a color ramp node and i'll just drop the color amp node right in here and then i'm going to use a feature from the node wrangler add-on to preview materials so if you hold down the control and shift key you can click on different nodes and that is going to preview the node so now that i've added the color ramp in here it's converted this to black and white because there's only a black tab and a white tab so i can now start to drag these tabs out and you can see it's going to make it more contrasty so when i drag the black out it's going to make it darker and when i drag the white out it's going to make it whiter so i want to drag them pretty close kind of like that so you can see now that's a lot stronger and it's much sharper of a material so if i control shift and click back on the principle bsdf to preview it you can see that looks a lot sharper now all right so now right here in the material slots let's click back on metal one and let's change this material so on the base color here i'm going to make it kind of an orangey color something like that and then i'll also make it a little bit darker all right there we go and if you zoom in here you can see that's starting to look kind of like a metal material but on the metallic here i want to turn that all the way up to one so that it actually treats it like a metallic surface so now you can see that looks much more like metal and then i also will turn the roughness down just a little bit because i do want it to be a little bit more shiny now i also want to give it a little bit of normal just to give it a tiny little bit of bump and make it look more realistic so to do this i'm just going to use the procedural noise texture and just put it into the normal so i'll press shift a and i'm going to search for a noise texture and i'll just drop the noise texture right down here now again using another feature from the node wrangler i can just select the noise texture and then i can press ctrl t and that is going to add the texture coordinate and mapping nodes and then i want to use the object mapping instead of the generated so i'm going to plug the object into the vector and that is going to place the noise texture around the objects more evenly so i can now control shift and click on the noise texture to preview it and we can see what it looks like so on the detail here i'm going to change this to 10 so it has a lot more detail and then you can see that you're able to see that noise texture a lot right here but right over here you're not able to see it very well and that is because the scale of the objects are a little bit messed up so what i'm going to do is just select this object and then hold down the shift key and select this object then what i want to do is i want to press ctrl a and then i want to apply the scale that way the scale is applied so the blender scene sees them as being their correct scale and now you can see that noise texture over this object as well and then i think i might turn this scale up to maybe like a 8 or maybe like a 7 something like that all right so now let's take the factor here and plug it into the normal and then to preview the material i can control shift and click on the principle to preview it now you can see that it's not really looking very good it's pretty black and dark and that is because we need to convert this to normal data because right now this is just the factor and so this is just black and white data but this needs to be normal data because it's purple so to convert it to normal data i'm going to press shift a and i'm going to search for a bump node and i'll drop the bump node right in here and then we don't want to plug the factor into the normal we want to plug the factor into the height and that's going to convert it to normal data so now you can see that it looks like this middle is very bumpy and rough because of this noise texture now it's way too strong right now so i'm going to turn this strength value way down so i'm going to turn the strength value to a .03 that way it's very very subtle if you zoom in here you can't see it that well it is very subtle but it will help to make the scene look more realistic just because it has a tiny little bit of detail and roughness in there all right let's press ctrl s to save and then i can also press alt h and that's going to unhide that top beam that we hid earlier all right so i'm now going to hop right back over to the layout here so there is one more thing that i want to model i want to model a little bit of a pipe that's going out from the wall and then down into the ground so let's go ahead and model that so i'm going to press shift a and i'm going to go right down here to curve and i'm going to add the bezier i can now press g and z and just kind of move it up so that we can see it a little bit better and then i can press period on the numpad to zoom over to it so on default the bezier is kind of like rounded like this so i'm just going to select this curve right here and then i can press r to rotate z on the z axis and i'm going to type in 45 to rotate it over by 45 degrees but then i need to also type in negative 45 so it's rotating it back and then hit enter and that way we have just a flat piece right there so now i'm going to click right over here on the object data properties and we can edit the curve so i'm going to open up the geometry tab right here and then under the depth i'm going to turn that value up and you can see now we have this cool little pipe here so i can now press one for front view and then i'm going to move this up so we have a little bit more room so i'll tap into edit mode and i'm going to press e to extrude bring that out and then i'll press r to rotate and i'll type in 9 0 and then i need to type in negative so it's negative 90 and then enter and then i can press g to grab and just kind of move that down and then e to extrude z on the z axis and just bring that down just like that all right so now we have a cool little pipe there so i can now press s to scale g to grab and we're just going to put this pipe right down here maybe scale it up a little bit and i'm just going to stick this pipe right down here kind of right down there on the sci-fi hallway or the sci-fi tunnel and also if you want to turn the depth up a little bit and make it a little bit thicker i think that does look a little bit better being a bit thicker so now i can press 7 for top view and i want to press g to grab click and hold with your middle mouse wheel to constrain it to the y-axis i'm just going to move that over all the way kind of towards the end maybe right about there so let's just see how that is i do want to make the sci-fi box behind it though so i'll just kind of pull the sci-fi box back a little bit kind of like that let's go to the camera view and that does look pretty good i do think i'll move it up though a little bit just so it's a little bit taller now i want to mirror it over to the other side so let's add the mirror modifier so right over here on the modifier properties i'm going to click on add modifier and we're going to add the mirror modifier now because the origin point is in the very center there it's not in the center of the sci-fi hallway you can see that it's mirroring it over on the wrong side so what i'm going to do is use the mirror object feature so i'm going to click right here on the eyedropper and then i'm going to click on this sci-fi hallway or the sci-fi tunnel and now it is mirroring it from the center of this sci-fi tunnel so now it is over on the other side and that looks very good all right so now let's select the pipes and i'm going to make the pipe material so i'm going to click right over here on the shading tab and then right up here on the shader nodes let's click on new and i'm going to call this material pipes and then i can just go into rendered mode just so that we can preview how that is looking so again i'm going to use that feature from the node wrangler to automatically set up all the materials so i'm just going to select the principled bsdf and then i can press ctrl shift t and then once you've downloaded the metal 024 texture you're going to get a zip file and you just need to extract the zip file and then go inside the extracted folder now you probably are going to see some other files but i just want to use the color the metalness the normal gl and the roughness so i'm just going to hold down the ctrl key and i'm just going to select each one so the color metalness normal and the roughness and then i'm going to click on principle texture setup and again that is going to automatically set up the material for us and that looks very good now instead of using uvs i want to use a easy texturing method that i like to use if you've done any of my tutorials then you've probably seen me do it before so what i'm going to do is i'm going to plug the object into the vector and that way we're going to use the object instead of like the uv or generated or anything like that and then on each one of these textures i want to change the flat to box and then i want to change the blend value to 0.2 so i'm going to do that for everyone so flat to box blend to 0.2 and then flat to box and the blend value to 0.2 and it's important that they're all the same because you know the normal map is going to go over the color map and that's going to go over the roughness they all need to be at the same exact location so flat to box and blend to 0.2 that way they're all at the same spot so now you can see if i just zoom into these you can see that instead of using uvs blender is just placing the texture very evenly around the object and then it's using the blend value to smooth out where there might be any seams so it's a really quick and easy texturing method and it works really good for kind of random textures like this like metal textures or dirt textures or ground textures it doesn't really work well for textures like brick or rock which require a certain pattern but textures like this it works really well all right and that is looking very good so now we have these cool sci-fi pipes all right so now let's create the floor material so i'm just going to select the floor here and then we can click on new and i can just call this floor and then also right over here i want to click on this object right here back here and change it to the floor material as well and then we can click back over on this object and edit the floor material so again i want to use the same node wrangler feature to automatically set up all the textures for us so let's just select this object and then press ctrl shift t now this time you're going to open up the metal 038 again links in the description if you want to download all the textures that i'm going to be using so again you're probably going to see some other files but i just want to use the color and then hold down the ctrl key the metalness the normal gl and the roughness and then just click on principle texture setup and then it's going to automatically set up the material for us now again you can see because we have that array modifier turned on on the modifier properties it's just arranged the same exact thing and so the texture is a tiling so what we need to do is right here we need to click on this and then click on apply to apply the ray modifier so now if you tap in edit mode you can see that's applied and these are all separate so i can now press u and this time i want to unwrap smart uv project and then just click on ok this is just going to unwrap it very nicely and um the smart uv project does work really well for square kind of objects so that looks very good now it is a little bit too small right now so let's go over to the uv editing tab and then i'm going to just make sure i'm in edit mode and press a to select everything so then right over here here's our uv mapping we can press a to select all of the uv mapping and i'm going to press s to scale and just scale it way up just so that we have a lot more detail in there so something like that is probably pretty good so let's press ctrl s to save and then we can go back over here to the shading tab alright now there are just a few things i want to do to edit the material so the first thing that i want to do is change the base color and just make it a little bit darker so i'm going to press shift a and i'm going to search for an rgb curves and i'll just drop the rgb curves right here now on this c value we can click and drag a dot and we can drag this down and that'll make it a bit darker and that does look nice now also i want to change the roughness values right here so i'm going to press shift a and i'm going to search for a color ramp node and i'll just drop the color ramp node right here so you can see if we take this black tab and turn it up make it closer to the white value it's going to be more shiny and then if we take the white value and drag it closer it's going to be more rough so what i want to do is i want to make it a bit more contrasty so the parts that are shiny are going to be more shiny and the parts that are rough are going to be even more rough so if i just drag these both out a little bit now you can see that the rough parts are very rough and the shiny parts are more shiny so that just gives a little bit more contrast and i do think it makes the material look pretty nice all right and then let's just go right over here to our other room let's just go inside here and see how this is looking so because it's so far away you're not really able to see much detail but you can see that if you zoom way in you're able to see a little bit of uh tiling there it's repeating the texture so what i'm gonna do on this object right here in the other room is again go to the array modifier and apply it and then also apply the first array so we're just applying both of those so now if we tap into edit mode you can see they are all geometry so now in edit mode i can press u and i just want to do the smart uv project and then just click on ok and now if we press z and move our mouse up to go into rendered view you can see that looks a lot better now again the texture is a little bit too small so i'm going to click right over here on the uv editing tab and i can just press a to select everything and then i'll press s to scale and we're going to scale it up a bit just like that so the details a little bit better let's zoom in here yeah that does look a lot better okay i'm going to go back to the shading tab and then we can press 0 to go into the camera view now from the camera's perspective you're not really able to see underneath the tiles but underneath the tiles you can see that we haven't added a material yet for this object now we are going to add a material for it but just in case there's any like light reflections or anything like that i want to add that tile material down here on the floor as well so the first thing that i want to do is i want to select this object here and i'm going to click right over here on the material properties and then right down here on the drop down i want to choose the tunnel walls material so it just has the tunnel walls but then right down here on the ground i want to be using the ground material so i'm going to click on the plus right here and that's going to add a new material and then on the drop down i can change it to the floor material now i want to assign it to the floor material because right now it's using the wall material but i want the ground here to be the floor material so i'm going to tap into edit mode and then i can press three and that is going to go to the face select then i can just select this face and then i want to assign the floor material to this so i'm going to click on the floor material make sure the floor is selected and then you can click on the assign button and now it's going to be assigned to the ground so that looks very good although you can see that there is another face right here so i'll click on this face and then click on the floor and then click on assign and there we go now it all has that ground material now if you look in the camera view you can see that the material is really stretched and that is because the uvs are stretched so i want to re-uv and wrap this object but before we do that i want to also apply the mirror modifier because you can see that it's the exact same texture on both sides and that wouldn't look very good if it was mirrored right here so what i'm going to do is go right down here to the modifier properties and then on the mirror i'm going to click on this little button and then click on apply to apply it so i can now tab into edit mode and i'll press a to select everything then i'm going to press u and i'm just going to click on the smart uv project because that works really well for square objects and then i'll click on ok so that is looking better but i need to go over to the uv editing and i need to change the scale so i'm going to click on the uv editing tab and then i'll also press 0 to go into the camera view so that we can preview the material so then right over here you can preview the uv islands i'm going to press a to select everything and then i can press s to scale and i'm going to scale that way up so it has a lot more detail and then also you can see that those cracks are going sideways but i want to make them going up and down so right over here on the uv islands i'm going to press r to rotate and i'll type in 9 0 and enter just to rotate that over by 90 degrees so let's just click back over on the shading tab and we can go into the rendered view and then i'll zoom in here and i'm going to click on this little beam and this beam i want to have the pipes material so right here i'm going to click on the drop down and i'll just click on the pipes and there we go we have the pipes material now if i zoom in here you're able to see the actual tiling of the texture and that's because the texture is scaled up way too big so what i want to do is actually duplicate this material and then just change the scale of the texture so right over here on the pipes i'm going to click on this button right here the little file icon and that is going to duplicate the material but keep the same data so now i can rename this to like beams just like that so now i can change the mapping so to change the mapping i'm going to click on this scale and then i'm going to drag down and then i can drag left and right and that is going to change the scale so i don't want to scale it bigger i want to scale it smaller so that you can't really see the tiling so i'm going to scale a lot smaller something like that and now it is much harder to see it repeating itself but you can still see there's like a bit there and then there's a bit of a rust there and then there's some more rust so to make it even harder to see that repetition you can change the rotation y value so if you change that rotation now it's going to look a bit more random and you could change some other things like the x rotation and the z rotation but that is going to make it a lot harder to see the repetition and also from this far away it's going to be really hard to notice all right now we haven't done any materials for this top piece right here so let's go ahead and do that so the first thing that i want to do is again i want to add the pipe material pipes because i want it to use the pipe material that looks pretty good but if i go down into the material preview you can see that it's repeating itself by a lot and i don't really want this so what i'm going to do is again duplicate the material and then i can change the mapping so i'm going to click right here on the file icon as that is going to duplicate it and then i'm going to call it maybe metal top just something like that all right now i also want to apply the array modifier so that it's not the same exact thing but before i do that i want to set the material for the lights so if i just go into edit mode and press a to select everything here we go here is our object so what i want to do is i just want to make these little tube lights be a separate material so i first need to select them so i'm just going to hover my mouse over them and then press the l key and that is going to select all of the linked vertices so we just have these two selected and then right over here on the material properties i want to add a new material into the slot so i'm going to click on the plus here to add a new material and then i can click on new and this one i want to rename this to lights and then on the surface here i don't want it to be principled i want it to be emitting light so i'm going to change it to the emission now on the strength here i want to set the strength to like a five so it's a lot stronger and then the color here i do want it to be just a slightly blue light so i will make it a little bit blue now right now it's still using the metal top material and that is because we need to assign the light material to that part of the object so just make sure the lights are selected and make sure that these little tubes here are selected and then in edit mode you can click on the assign button and there we go now you can see they all have that bright material all right so now that that is applied i want to click right back over here on the material properties and just click on the metal top material so this isn't using uvs it's just using the object coordinates so i want to change the scale again to make it so it's harder to see that repetition so on the scale here i'm going to click drag down and then i can drag back and forth and i want to make the number a lot smaller to something like that and then i also want to give it a random rotation so i can just change all these values and just give it a random rotation just so that it's harder to see that repetition and maybe make this a little bit bigger so now if you take a look at that metal you can see that it all looks very random that looks very good now i also want to make this object more shiny so let's press z and move my mouse up to go into the rendered view and i do want to make this object more reflective so right here on the roughness we can change the roughness value to make it more shiny so i'll press shift a and i'm going to search for a color ramp and i'll just drop the color amp right in here so we can play with those values so if i take the black tab and start to drag it out you can see that it's going to make it more and more shiny so you can see there it's definitely a lot more shiny you could also press z and go into the material preview to see that a little bit better and just kind of look around to see how shiny you want it to be so you can see changing that black tab is changing how shiny it is i do want it to be a bit shiny but not super shiny so something like that is pretty good and then if i click back over on the lights um i do think i want to make that just slightly more blue so something like that is pretty good now you can see that these lights aren't glowing very much they are glowing a little bit but not very much so i want to make them glow more so to make them glow more i'm going to click right here on the render properties and then right here we turned on this bloom i'm going to open up the bloom and then we can change the settings so this intensity here i want to turn this up to make it so they're glowing a bit more so i'm just going to turn the intensity all the way up to one and then on the color here you can make this very slightly blue and that way the glare is going to be a bit blue so something like that looks pretty good all right so now let's do the sci-fi box material so i'm just going to select the sci-fi box and then we can click on new and we can just call this box now again i talked about this earlier you could totally go ahead and model a more detailed sci-fi box but i don't want this tutorial to go on super long so in your own time you could definitely go ahead and model a more detailed sci-fi box i'm just going to use this very basic one and then i'll use a sci-fi texture to make the box more detailed so i'm going to click on the principal bsdf and then i'm going to press ctrl shift t and then this time you're going to locate to the metal walkway 0 1 0 um and i just want to use the color the metalness the normal gl and the roughness so you can just hold down the ctrl key and just select those four textures there might be some more items in the zip file but i'm just going to select those four and then click on the principle texture setup all right let's zoom in here that is looking very cool and then let's go over to the uv editing and just play with the uv editing so i'm just going to zoom in here and then press a to select everything and then i can just scale this up if i need to just scale that up a little bit something like that is looking pretty good let's just rotate that yeah i like how that looks um so that is very good you could rotate this if you wanted to but i like how that looks so let's just go back to the shading tab now and that looks very good so let's scale the sci-fi box up a little bit and then maybe move it up a little bit as well you can also press r to rotate z on the z-axis and just kind of give it a random rotation let's go back to the layout because i want to do this in the layout because it's probably a bit easier to do in the layout i'll press shifty to duplicate and then i want to press period on the numpad to zoom into it and then i can press g and click and hold with my mouse wheel and i just want to bring this box into the other room here so i just want to bring it kind of over like that bring me maybe bring it over right like that and then rotate it something like that let's go back into the camera view and see how that's looking all right i need to press g and z and just kind of push it down into the ground a little bit and then i'll press shift d click and hold of my mouse wheel bring it over here r to rotate z on the z axis and just kind of give it a rotation and then i want to have one box be on top of the other so i'll press shift d and then z and we're just going to bring that up and then you can just press r and z and give it a rotation value something like that is looking pretty good now i think these lights could be a little bit brighter back here so i'm going to click on this light let's go to the light settings and on the power i think i'm going to make this 2500 just so it's a bit lighter and then let's also select this other light right here and this one will also make 2 500 go up into rendered mode and see how that's looking you could also move this light over if that looks a little bit better something like that okay all right this is really starting to look very cool um but i do want to add a material for this object right here so i'm just going to select this object and then go over to the shading tab now i can actually give it the same material right here so i'm going to click on it and then on the drop down i can just change this to beams and there we go it has the same material now i do want this object to be a little bit of a darker color so i'm going to click on this button right here and that is going to duplicate the material but keep the same data um so now i'm going to press shift a and i'm going to search for an rgb curves and i'm just going to drop the rgb curves right here so i can now click and drag and that's going to add a dot and i can just make it quite a bit darker and that is looking a lot better now i also want this circular piece right here to be over here so i'll press shift d and then y and i'm going to move it over just like that and then i also need to press period on the numpad to jump over to it and i'm just going to stick it right in place right inside that wall just like that all right so this is really starting to look cool um what i want to do is i just want to take everything and duplicate it just so that it has one more tunnel and one more wall at the end so i'm going to press a to select everything and then i'm going to press b and then click and hold with my mouse wheel just to deselect the camera that way everything else is selected but not the camera so i can now just duplicate this whole thing and move it over so i'll press seven on the numpad for top view and i can actually go back into the layout to do this so a seven on the numpad for top view and just make sure all of the objects are selected except the camera i can now press shift d click and hold with my mouse wheel and i'm just going to bring the entire thing over just like that and just stick it into place there so now we can go inside the camera view and you can see that it's duplicating the same thing and moving it over now i don't want these sci-fi boxes to be in the same exact location because that just doesn't look very good that just looks too repetitive so i'm going to select this box and delete it and this box and delete it and i'll delete this one now this box over here i'll just kind of move it over and just kind of rotate it maybe to something like that and then also i don't want there to be another tunnel behind this one so this little metal beam right here at the very end i'm going to select it and then press x and then delete it so now what i want to do is i want to just fill this in so there's just a wall behind here so i'm just going to press period to zoom over to it and i can go out of the rendered view so right here at the very end of our tunnel i'm going to tab into edit mode and then i can press 1 and that is going to go to the vertex select then i can hold down the alt key and i'm just going to select this loop and then hold down the shift and alt key and select this loop of vertices just like that so we have these vertices selected and then i also need to hold down the shift key and select this vertices right there so there we go now we just have that circle selected and then i can press f and f is going to fill a face so now you can press 0 to go back into the camera view and you can go into rendered mode and you can see that the uv mapping is kind of messed up because we fill the face in there so i'm just going to tap into edit mode and press a to select everything and then i can press u and we just want to do the smart uv project and then just click on ok so there we go you can see now that it's scaled up way too small so again let's click right back over here on the uv editing tab and let's preview this so i just want to scale up all of the islands so that they're a lot bigger and then i also want to rotate them over so that the cracks are going up and down so i'll press r to rotate and i'm going to type in 9 0 and enter and then you could also scale this up a bit more something like that all right that is looking very good but you can barely see the sci-fi beams they're right there but you can barely see them so what i'm going to do is tab into edit mode on these sci-fi beams at the very end and i want to press g to grab and x on the x-axis and just kind of push them in a little bit and then let's press 0 to go into the camera view because i want to be able to see the sci-fi beams just because it adds more detail so let's go into rendered mode now and there we go that is looking very good now i also want it to look much more dark way back there in the background so again i'm going to zoom right over here inside the very back room and this light right here i'm going to just delete it that way if i go into rendered mode you can see that it's much darker and that way you're not able to see quite as much detail it's just kind of there in the background but the main focus is up here and then also if you want to um this box way back here it is kind of in a shadow so i'm gonna just move it over just so that it's a bit closer and there now you can see the details of that box a little bit better all right so let's just click back over on the layout and we are almost ready to render out the final thing i just want to do one more thing to make this image look really nice i want to add a depth of field so i'm just going to select the camera just by clicking right up there to select the camera and then right down here on the camera settings i want to turn on the depth of field now you can change the focus object to some kind of object i want to click on the eyedropper and then i want to make the focus be this box right here so now if we go up into rendered view you can see the edges are just a little bit blurry and if you turn it way up you can see that's very blurry i don't want to be that blurry so i'm going to change the f-stop value to a value of two and that way you can see that it is a little bit blurry here but then most of it is still in focus so you could really change it to whatever you want if you want to be less blurry or more blurry i'm just going to change it to two because i think that looks pretty good all right so just press ctrl s again to save and then also real quick over here on the output properties i am going to render this out to a 2k image um instead of 1080p so 1080p is the default in blender a 1920x1080 but my computer monitor is 2k resolution so i just want to render it out as 2k so it's a very large high quality image you can just set this to whatever you want and then you can just press f12 to render and because it's rendering an ev it shouldn't take very long it only took my computer about two seconds all right so that is looking very cool and we can now just do a little bit of compositing to make the final image look really nice so let's just click right over here on the compositing tab all right let's just click on use nodes to use the nodes and then we did already turn on the node wrangler add-on so i'm going to hold down the control and shift key and click on the render layers and that is going to add this viewer node so we can preview it in the backdrop and then also if for some reason you can't see the backdrop you might need to turn on the backdrop button right there all right now my background is a little bit too big so i'm going to press v and that is going to zoom the background out you can also press alt v to zoom in and v to zoom out alright so i just want to do a few things i want to first add some color correction so i'm going to press shift a and i'm going to search for a color balance so i'm going to drop the color balance right down here and then i want to plug the compositing and viewer both up to it so we can preview it so the lift right here i want to make this just a little bit blue so that the whole image is a little bit more blue and then right over here on the gain i actually want to make this slightly yellow because i think that looks pretty cool slightly yellow and you could also turn the gain up here on the brightness just to make the entire thing a little bit brighter or you could make it darker if you wanted to but i want to be able to see it a little bit better so i'm going to make that a bit brighter and i think i will make the lift just a little bit more blue to really pop out that blue alright so that's looking very good i also want to press shift a and i'm going to search for the rgb curves so i'll just drop the rgb curves right there and then plug it up to the viewer and the compositing so again i want to make this just a little bit brighter so i'm going to click and drag and add a dot just to pull that out and make it a little bit brighter and then if you want to make this just look a little bit more blue you could click over here on the b for blue and just drag out and that's just going to make the entire thing look slightly more blue i don't want to overdo it but you could just make it a little bit more blue alright and then there's just one last thing i want to do to make this image look really nice i want to add a vignette just to make the edges a little bit darker so i'll press shift a and i'm going to search for a box mask and i'll just drop the box mask right down here so now i can play around with these two values the width and the height so i can just hold down the shift key to make my movements more sensitive and you can see if you click on the box mask you're able to see that little white outline and that is going to show you how big the box mask is so now i've made it pretty big just something like that so if i control shift and click on it you can see that it's basically white and black so now i want to blur this blur the edges so to blur it i'm going to press shift a and i'm going to search for the blur node and i'll just drop the blur node right down here now on the x and y i want to change these both to 200 so they are very blurred and you might need to make it more blurred or less blurred depending on the resolution of what you rendered your image as so i rendered mine as a 2k image but if you render yours as a smaller image you may not need to blur it quite as much so you can just play around with that and get it to what you like so now i just need to add this vignette into the final image so to do that i'll press shift a and i'm going to search for an alpha over node and i'll just drop it down here and then again i want to plug this up to the viewer and the composite so i want this blur to go into the factor so i'll plug the image into the factor right here and now you can see that it's putting the white all around the center but not on the edges so i want to take this image and plug it into the bottom one and that is going to flip it so now we just have this white outline right here but this top image i don't want it to be white i want it to be black so i'm going to turn it to black and there we go now it just adds this little darkness just this little vignette around there and that just makes the final thing look really nice all right so we can now just save this final image so to save it i'm going to press f11 and that is going to take us back to the render result so here is our finished render let's just click on this and then just click on the viewer node you can also start to type it in viewer node and there we go there is our final image so to save this image you can just click on image and then just click on save as and i'm just going to save this as finalrender.png and i will just save that so there we go there it is that is the finished tutorial result so i hope you enjoyed this tutorial and i hope you learned a lot and thank you so much for watching and if you'd like to purchase the finished project files for this tutorial then you can do that over on my gumroad store and my patreon page i'll have the links down in the video description and also if you like creating sci-fi environments in blender then you might be interested in checking out my martian environment blender course so i've created a seven part blender course on how to create this martian environment right here so it's a seven part tutorial series where i show you step by step how to create this entire finished render of this martian base and purchasing that course is a really great way to help support me and this youtube channel but thank you so much for watching and i hope you enjoyed this tutorial and i hope to see you in a future video
Info
Channel: Ryan King Art
Views: 920
Rating: 4.939394 out of 5
Keywords: Ryan King Art, Blender Tutorial, Blender, Ryan King, Tutorial, sci-fi, corridor, tunnel, tutorial
Id: CeTI4K5klRg
Channel Id: undefined
Length: 45min 56sec (2756 seconds)
Published: Wed Oct 13 2021
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