Simple Cinematic Text Blender 2.82a

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hey everyone and welcome back to the Lay's episode from just the basics the channel well we don't worry about flash interest we just get straight to business welcome back everyone in today's video we're gonna look at creating this cinematic text effect inside of blender 2.8 - a mouthful and of course the links for all the assets and textures we'll use will be in the description so you can download them for free and they're all CC 0 materials which is amazing thanks to an awesome 3d CG community without any further ado let's get straight into it we're gonna want to make sure we're running the latest version of blender which is currently 2.8 - a and let's hit file new new general project first of all let's add in some text we can hit shift a to add in text and hit aa x902 stand that up vertically now let's navigate to our font settings which is symbolized logically by this a which stands for a font setting the first thing we're going to need to do is under paragraph we're going to set our alignment from horizontal left to horizontal center that will Center our texts nicely now let's go to our geometry and set the extrude depth from 0 to 0.08 this will give it a nice bit of 3d depth and just throw them out for what I'm looking for now I'm not very happy with this font so I'm gonna import my own it's called the bold font there'll be a link for it in the description so once you've downloaded that you can navigate into the font settings and just under regular select this little file and go to where you've saved it and then double click it to import it there we go excellent I should add to that if you want to change your text you can hit tapped into edit mode and then backspace to delete what's already there now feel free to type your cinematic logo for your YouTube channel or perhaps your film title here I'm pretty happy with text I felt like that was pretty original and creative so I'm just gonna keep that there for the moment let's set the fill mode on this from both to that means that there'll be no fill on either the front or back face of our text we'll explain why we're doing this in just a moment but first let's hit shift D to duplicate our mesh now we'll just left-click to make sure it doesn't move at all and then on our second text we're going to set the fill mode from none back to both and you're probably wondering why on earth we did that if we select our outer edge we can set the bevel depth from 0 to 0.1 and this is going to give our text a nice defined outer edge now make sure you're happy with what you have written there because once we take the next step you will not be able to change your text well easily that is so just review it for a moment and if you're happy we can continue on to the next step let's select our text and hit right click and then convert to mesh and do the same for our outer edge select it then right click convert to mesh the reason we're doing this is text does not have actual 3d data that we can unwrap and apply a material to correctly so we need these two objects to be meshes to be able to apply materials correctly to them so let's get into applying some materials to do that we can split our view just by grabbing this top left hand corner and dragging to the right then let's select it one more time in the top left hand corner and this time drag it downwards to split this view in half as well we'll set our top left hand corner view type to shader editor and hit end to move that side panel and then select our bottom one and set it to UV editor I find this an optimum working space inside of blender but obviously you can organize it however you'd like and before we add the materials let's just get our lighting set up nicely so let's go to the world settings which is symbolized by a picture of the world fittingly and let's go ahead and set our background color to an environment texture by selecting this little circle and under texture checking environment text now let's go ahead and open and once again they'll be linked to this HDRI I'm using which is from HDRI Haven which is amazing website and this one is called me Ali Road I'm sorry if I didn't pronounced that correctly and let's just make sure our render engine is set to evey and will enable or will change our viewport shading mode to fully rendered just by clicking this little icon up here excellent now let's start adding some materials I might do the outer edge first so let's go ahead and hit this little new material icon zoom in a little bit you see it's automatically added our principal psdf shader but we're gonna hit shift a and add in some image textures so let's just drop that down there and let's go ahead and connect color to base color and this will be the main color of our image let's go open and I'm using some textures from CC 0 textures com so this one is metal 0:07 2k texture I'm just going to import that there and now I'm going to duplicate this image texture another three times because there's three more Maps we're going to use the first one we're going to need is going to be a metalness map so let's go find that one and that one is gonna plug into the metallic slot on our principal shader the next one is going to be a roughness map so grab that and plug that into our roughness setting and the final one is going to be a normal map which will provide some nice bumps and small detail and that will go into our normal setting now this isn't looking too great that's because we need to make sure that all our non color images are set in color space to non color as opposed to RGB that way they do not alter the color of our final material I believe so let's just change all them from srgb to non color just by selecting this little drop-down box in color space and it's still not looking great that's because for our normal map we need to add in one extra node so let's hit shift a and search for a normal map node now this acts like an interpreter for our Noor map and it helps the material understand how to use the data in this normal map there is our final material and it's looking good except it's very much stretched on our text so to unwrap it and project it properly let's hit tab to enter edit mode a to select all of our mesh and then you smart UV project and select ok now it's unwrapped it nicely into our little material there and I like to scale it up a little bit because you can see it's pretty zoomed in we've got the details the scratch is rather quite large so we can go to our UV editor hit a just select our entire image projection and then s to just scale that up I like scaling up quite a bit obviously you don't go too big because you'll start getting a repetition but something like that isn't too bad although maybe I'll just scale up a bit more there you go I'm very happy with that ok that is our nice outer edge material now let's select the inner fill and go ahead and hit new material once again we're going to add in some image textures so let's just search image texture and then drop it in and connect color it's a base color let's go ahead and open up a second texture which is plastic 0:01 link in the description again and let's duplicate this two more times because there's only two more maps we need for this one the second one is a roughness map we'll connect that to roughness set color space to non color and the final one is a normal map which we will connect to normal and add in a normal map in between that and just set that color space from srgb to non color now this is looking good except it is not unwrapped properly at all so let's once again hit tab on our mesh a to select all then you smart UV project okay and I'll select this UV projection hit aid to select it all and s to scale it up to make it a bit bigger as well tap to get out of edit mode I think that looks really good let's change a few settings to get our render looking a bit nicer I'm gonna enable ambient occlusion let's change that distance from 0.2 to 0.6 and then let's enable bloom enable scream space reflections and we'll under film will enable transparent backgrounds let's add some rotation and movement to our text now to give it a bit of a cinematic opening feel what we'll need to do it tapped into edit mode and then while a nano mode hit P to separate by loose parts this will separate them into individual letters for us which will help us with our next step it tap to get out of edit mode and then select our outer edge it tapped into edit mode and once again hit P separate by loose parts excellent now we're going to want to go ahead and join the outer edge and the inner fill together for each individual letter so starting with our first letter we just drag and select that and then hit ctrl J to join that all together let's do the same with our second select that and hit ctrl J and I'm just using this simple click and drag to select ctrl J and you might find this little error message it says active object is selected is not a mesh so just go ahead and erase like that if that does come up click away and try again and it usually seems to work fine so let's do that for our last one ctrl J excellent now we'll click and drag to select all of these and right click and change the origin to origin to geometry that'll just mean these will all have individual origin points which will be their rotating point as well which will come in handy now so let's go ahead select all one more time and go to frame 70 and hit I which stands for insert keyframe menu and select location rotation scale now let's set a keyframe for all these so that at frame 70 they're all going to be facing this way in 3d space so let's say our in frame 2 7750 and go back to frame 1 in our little timeline and hit end to enable our toolbar right hand side toolbar and go to change it from view to item select and let's set select our first letter and you see that all these transform options are highlighted green that means there is currently a keyframe set on all of them under rotation that's the one we're interested in we're gonna set the Z rotation to 90 degrees and the same for the next letter we'll select that change it from 0 to 90 degrees and so on for the remaining letters in our title once we've done that we can select follow them and hit I to insert a second keyframe on frame number 1 and once again I'm gonna select location rotation and scale and you see we now have two keyframes if we play that back we have this nice rotating text effect which i think is pretty cool now let's set up our camera to do that we can hit 0 to inter camera mode and while this toolbar still open if we go to view we can select lock camera to view now we can just scroll in and then hold down shift in our middle mouse click to move around pan around our view and then holding ctrl + middle mouse click we can zoom in a bit more I like to start kind of in the center of the middle two letters and I select my camera and then hit I insert keyframe location rotation scale then I move to frame 70 and holding ctrl + middle mouse click I'll just pull back on my mouse and it'll allow me to zoom out so maybe a bit more that is pretty good so I'll hit I to insert a second keyframe and now if we play back there we have our text rotating out nice and cinematically but we need a background so a simple trick are used to cater background is a shift a ad in a plane and just rotate this on the x-axis by 9 degrees so that's our X 9 0 enter and then grab that on the Y ing for grab Y for y axis and let's scale that up just a little bit now I'll go to our material properties and add a new material to this and I like it to have a sort of ambient kind of blue and red mixture color effect to give it this kind of cinematic feel you seen all those great After Effects tutorials so let's go ahead and hit shift a and add in a gradient texture and drop that into base color and your seeds now added this gradient from black to white so to control this let's add in a color ramp which will allow us to set what colors the gradient now it can't it currently is going from left to right just by hitting our Y negative or sub -9 0 we can rotate it 90 degrees on the y axis to be going rather from left to right bottom to top and let's set our colors I'll go ahead and set black to something a bit lighter but still pretty dark dark red and then our white by selecting that marker I was set to a dark blue something kind of like that I'm pretty happy with might grab this red up so it leaks a bit more into our blue and if you would like to have a bit of a glow from that color ramp you can just grab the color and plug it into a mission as well which is just down here on your principal shader it will make your colors a bit lighter so you might need to darken them a little bit so they're not too oversaturated so just select those markers and darken that a little bit once again it's up to your personal preference a few other things I like to do under my camera settings I like to change the focal length of the lens from 50 ml to 35 I find it's just a little bit more Manek for me and i also like to set my resolution from Full HD to 4k so I can do that and if you'd like to do that just set your resolution X from 1920 to 3840 and your resolution Y from 1080 to 2160 that's now 4k and I might just need to scalp this background a little bit just so my camera fits it all in this screen and one final thing I do like to experiment with is the rotation of these letters currently they're all rotating to the left at the same speed but if we just select our every second letter we can maybe have a bit more fun with this slew let's set that item and instead of having a site at 90 degrees on the z axis let's just put a little negative symbol in front of that and change it to negative 90 degrees let's do the same for our last letter change that to negative 90 degrees and then we'll insert a keyframe for those and now what happens is our letters turn to meet each other I find that's kind of like a bit of a cool look something a little bit more interesting to watch perhaps and of course before you render it you might want to enable motion blur I think that's about it for this tutorial everyone thanks for following along I hope you enjoyed it and had a bit of fun creating your own cinematic logo of course feel free to use whatever materials you like and experiment a little bit have a bit of fun thanks for watching we hope you have a great day and we'll see in the next episode [Music]
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Channel: Just The Basics
Views: 39,180
Rating: undefined out of 5
Keywords: Just the Basics
Id: u2JEyerXG48
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Length: 17min 17sec (1037 seconds)
Published: Sun May 17 2020
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