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These are the user uploaded subtitles that are being translated: 1 00:00:03,560 --> 00:00:08,520 Blender and 3D Modeling 2 00:00:10,598 --> 00:00:14,202 I want to show you how to quickly add in a texture to this. 3 00:00:15,517 --> 00:00:20,512 I pulled up this bottom menu so that we can see our shading layout, 4 00:00:20,838 --> 00:00:22,763 which is this Shader Editor. 5 00:00:22,772 --> 00:00:25,628 By hitting that dropdown, you can switch between modes. 6 00:00:25,903 --> 00:00:27,927 I'll be using the Shader Editor. 7 00:00:29,313 --> 00:00:31,225 Click on the object to add texture. 8 00:00:31,225 --> 00:00:33,677 Here, let's add a simple texture to this cube. 9 00:00:33,678 --> 00:00:34,678 I'll click on that. 10 00:00:35,500 --> 00:00:38,030 We can now add in a new texture and give it a name. 11 00:00:38,038 --> 00:00:40,682 I'll call this Test Texture. 12 00:00:41,917 --> 00:00:45,932 It's important to keep good naming for the textures as you go along. 13 00:00:46,718 --> 00:00:50,522 You will see when we added that in, we were given two nodes here. 14 00:00:50,523 --> 00:00:52,173 This is Blender's node interface. 15 00:00:52,173 --> 00:00:54,643 It's how Blender represents textures in our scene. 16 00:00:55,032 --> 00:00:57,840 You have what's called a Principled BSDF shader. 17 00:00:57,842 --> 00:01:01,272 It has a whole host of different slider properties 18 00:01:01,273 --> 00:01:05,310 that you can influence by moving a slider here on your scene 19 00:01:06,710 --> 00:01:08,912 clicking out into a Material Output. 20 00:01:08,913 --> 00:01:13,098 This is where everything will be piping out to, Material Output. 21 00:01:13,100 --> 00:01:16,768 You can affect the Surface and the Volume of your object. 22 00:01:16,768 --> 00:01:19,405 This is useful when we add atmospheric effects 23 00:01:19,407 --> 00:01:23,200 like fog and the God ray effect that you see. 24 00:01:23,202 --> 00:01:24,915 That'll be affected through that. 25 00:01:25,515 --> 00:01:29,125 You can also displace geometry through here in cycles 26 00:01:29,125 --> 00:01:32,990 by influencing this Displacement method, which is very nifty. 27 00:01:34,292 --> 00:01:37,907 We can also pipe different inputs into all these properties, 28 00:01:37,908 --> 00:01:41,128 which is what we will be doing for a lot of our texturing here. 29 00:01:42,502 --> 00:01:44,683 For starters, I'm keeping things simple 30 00:01:44,685 --> 00:01:48,423 and adding some of the basic nodes from Blender's node editor here. 31 00:01:49,305 --> 00:01:53,935 Similar to how we added in objects to our scene, if you hit Shift + A, 32 00:01:53,937 --> 00:01:56,213 you open the Add menu for all the nodes. 33 00:01:56,215 --> 00:01:59,927 You can see a bunch of different things to add into our scene. 34 00:02:00,908 --> 00:02:03,402 We will be adding in some Image Textures later on. 35 00:02:03,403 --> 00:02:06,200 This is the primary texture that I use mostly, 36 00:02:06,200 --> 00:02:08,028 Image Texture plugged in. 37 00:02:08,402 --> 00:02:10,910 To show you how to influence some of the textures, 38 00:02:10,910 --> 00:02:12,728 let's bring in this Brick Texture. 39 00:02:13,315 --> 00:02:16,668 Let me pipe the Color, this yellow output here, 40 00:02:16,670 --> 00:02:17,782 into our base color. 41 00:02:17,783 --> 00:02:18,815 Now you can see 42 00:02:18,815 --> 00:02:22,445 it's added in this brick effect across the texture. 43 00:02:25,308 --> 00:02:28,690 This is an interesting way to add some bricks to your scene. 44 00:02:28,690 --> 00:02:31,023 You can change the spacing of these as well. 45 00:02:31,025 --> 00:02:34,072 If I change some of the properties here, 46 00:02:34,073 --> 00:02:36,420 I can change the scaling of these bricks. 47 00:02:36,913 --> 00:02:38,940 I can change the width of them. 48 00:02:41,515 --> 00:02:43,935 You can also change the color of these here. 49 00:02:43,937 --> 00:02:47,197 If I want to make these bricks blue, I can do that as well. 50 00:02:48,273 --> 00:02:50,282 You can also influence other properties. 51 00:02:50,283 --> 00:02:53,200 I'll get more into detail on how these work later on, 52 00:02:53,202 --> 00:02:57,020 but I want to show you how to add something in simply 53 00:02:57,022 --> 00:02:58,290 like a texture like that. 54 00:02:59,910 --> 00:03:03,538 I want to show you how to add in some overall World lighting to this. 55 00:03:03,540 --> 00:03:06,618 Now, the only lighting in our scene is being cast 56 00:03:06,618 --> 00:03:08,330 from this little point light here. 57 00:03:08,925 --> 00:03:10,715 What I use for all of my scenes 58 00:03:10,717 --> 00:03:14,192 are what are called HDRIs, which are these environment textures. 59 00:03:14,193 --> 00:03:18,302 It's like a huge 360 image that wraps around your scene 60 00:03:18,303 --> 00:03:20,913 and applies a lot of nice lighting to your scene. 61 00:03:21,510 --> 00:03:22,948 Why I like to use HDRIs 62 00:03:22,950 --> 00:03:26,238 is because of the variety of colors that you get from it. 63 00:03:26,238 --> 00:03:28,803 It makes your scenes look more photo-realistic 64 00:03:28,805 --> 00:03:31,123 when you have a whole splash of colors. 65 00:03:31,505 --> 00:03:34,895 As we have talked about earlier, observing the world around you, 66 00:03:34,897 --> 00:03:38,032 you notice that the sky, for example, isn't just one color. 67 00:03:38,033 --> 00:03:40,325 If you look at it, it has all different shades 68 00:03:40,325 --> 00:03:43,135 of blue, grey, purple, red. 69 00:03:43,137 --> 00:03:45,805 There is so much different stuff going on in the sky 70 00:03:46,093 --> 00:03:49,093 that by using one color for the sky, let's say by default, 71 00:03:49,102 --> 00:03:51,138 I'll click on World Properties here. 72 00:03:51,485 --> 00:03:55,520 Right now, our sky is this grey color but let's brighten this up 73 00:03:55,522 --> 00:03:57,848 and make it a light blue sky. 74 00:03:59,118 --> 00:04:02,523 This doesn't look realistic because it's just using one color, 75 00:04:02,525 --> 00:04:04,730 so when we are splashing this on our object, 76 00:04:04,730 --> 00:04:07,040 it just looks CGI. 77 00:04:07,040 --> 00:04:08,343 It's looking too fake. 78 00:04:08,345 --> 00:04:12,403 We want to control this a lot more by using HDRIs. 79 00:04:12,830 --> 00:04:15,103 If I click on this yellow thing you see here, 80 00:04:15,105 --> 00:04:19,043 it allows me to change the texture I'm piping into our world's texture. 81 00:04:19,613 --> 00:04:23,000 For example, when you are looking at the nodes here on this object, 82 00:04:23,692 --> 00:04:25,992 our world has node inputs as well. 83 00:04:25,993 --> 00:04:29,590 If I click on this dropdown here and then go from Object to World, 84 00:04:29,592 --> 00:04:33,167 this is what is going on to influence the texture that you see. 85 00:04:33,168 --> 00:04:35,417 We are plugging a color with some strength. 86 00:04:35,418 --> 00:04:37,535 If I crank this up, it's its brightness, 87 00:04:38,715 --> 00:04:40,328 into our Surface output. 88 00:04:40,335 --> 00:04:43,210 We want to change this node into an environment node. 89 00:04:43,210 --> 00:04:45,630 I can do that by clicking on Environment. 90 00:04:46,123 --> 00:04:48,743 This allows us to open up an image here. 91 00:04:49,210 --> 00:04:51,200 I have a couple of HDRIs downloaded 92 00:04:51,202 --> 00:04:54,408 and I have linked a bunch of awesome ones that are free 93 00:04:54,408 --> 00:04:57,360 in the resources for this unit as well. 94 00:04:57,362 --> 00:05:00,263 You can peruse those and find a whole bunch of HDRIs 95 00:05:00,263 --> 00:05:03,473 that work for your scene, your sunrises, sunsets, mid-day things, 96 00:05:03,475 --> 00:05:06,230 and all kinds of things that add lighting to your scene. 97 00:05:06,910 --> 00:05:09,143 Take some time to experiment with those. 98 00:05:09,920 --> 00:05:13,533 Now, I'll hit Open and navigate to where I saved my HDRIs. 99 00:05:13,533 --> 00:05:15,910 You can see I have different ones saved here. 100 00:05:16,510 --> 00:05:20,973 Let me just open this second one, which is gamrig_4K HDRI. 101 00:05:21,815 --> 00:05:24,480 Now, if I use the middle-mouse button and look around, 102 00:05:24,482 --> 00:05:27,880 it's added this HDRI as a background to our whole scene. 103 00:05:28,190 --> 00:05:29,538 I'm looking all around it. 104 00:05:29,540 --> 00:05:32,245 It's now this 360 wrap of everything. 105 00:05:32,613 --> 00:05:34,185 That's cool to see as well. 106 00:05:34,185 --> 00:05:37,628 It added in a more realistic lighting to our scene. 107 00:05:37,922 --> 00:05:41,223 It's hard to tell as we don't have exciting objects in our scene, 108 00:05:41,828 --> 00:05:44,925 but if we were to have rocks and different things here, 109 00:05:45,292 --> 00:05:46,815 that would look cool. 110 00:05:47,305 --> 00:05:50,368 That's an easy way to add HDRIs in here. 111 00:05:50,378 --> 00:05:53,887 I'll be talking more about how to do this in later units too, 112 00:05:54,610 --> 00:05:57,410 but I wanted to show you the importing process for that. 113 00:05:58,217 --> 00:06:02,320 Next, we'll talk about the camera, which is the most important part here. 114 00:06:02,320 --> 00:06:04,635 It's how we'll be viewing our scene. 115 00:06:04,990 --> 00:06:07,782 To get into the camera, as I said before, 116 00:06:07,783 --> 00:06:11,102 you can hit 0 on your numpad, and this is the camera view. 117 00:06:11,918 --> 00:06:15,105 What I like to do is have a Viewport here on the left 118 00:06:15,107 --> 00:06:18,270 and a Camera view on the right with our Render view 119 00:06:18,272 --> 00:06:19,945 where we look through the camera. 120 00:06:19,945 --> 00:06:22,073 I prefer switching this off. 121 00:06:22,075 --> 00:06:23,535 I'll make this my Viewport 122 00:06:23,537 --> 00:06:25,845 and I'll make this my Render view on the right. 123 00:06:26,503 --> 00:06:29,217 I am looking now through my camera here. 124 00:06:29,218 --> 00:06:31,492 If I don't want to see this extra stuff 125 00:06:31,493 --> 00:06:35,510 and to speed up my rendering, I can go into this Output Properties tab 126 00:06:36,092 --> 00:06:38,040 and click on Render Region. 127 00:06:38,042 --> 00:06:42,335 Now, it's cropping to render what's within our Camera view for this. 128 00:06:43,410 --> 00:06:46,500 We can also change the formatting of our camera resolution. 129 00:06:47,418 --> 00:06:51,083 X is the horizontal and Y is the vertical here. 130 00:06:51,495 --> 00:06:55,277 For Instagram, I like to do something like 1200 × 1500. 131 00:06:55,278 --> 00:06:58,120 This works well for the vertical crop on Instagram, 132 00:06:58,503 --> 00:07:00,795 but feel free to do a horizontal mode as well. 133 00:07:01,873 --> 00:07:05,203 Our camera by default is looking at this strange angle, 134 00:07:05,203 --> 00:07:07,553 so if I pull out these Transform properties, 135 00:07:07,555 --> 00:07:09,608 you can see it's rotated a bit weird 136 00:07:09,610 --> 00:07:12,093 and is at a strange location in our scene. 137 00:07:15,608 --> 00:07:17,880 You can hit Alt + R to zero out your rotation 138 00:07:17,882 --> 00:07:22,440 and Alt + G to zero out your location. 139 00:07:22,933 --> 00:07:26,815 This is now set our camera within this cube that we've created, 140 00:07:27,318 --> 00:07:30,125 but now if I hit G and pull this up out of our scene, 141 00:07:30,127 --> 00:07:34,185 then hit R and X to constrain the rotation to the X axis, 142 00:07:34,185 --> 00:07:35,713 and then type in 90, 143 00:07:36,492 --> 00:07:38,998 we're looking perfectly perpendicular to our plane. 144 00:07:39,525 --> 00:07:43,722 Let's shift this rotation by hitting R, Shift + Z, and then 90. 145 00:07:44,492 --> 00:07:48,007 Let's move this along the X axis by pulling out here. 146 00:07:48,008 --> 00:07:50,418 Now, we are looking more reasonably at our scene. 147 00:07:51,293 --> 00:07:53,480 This is just nice and nifty here. 148 00:07:53,482 --> 00:07:56,108 Let's move the cube aside and pull our plane in here. 149 00:07:56,410 --> 00:07:59,122 Now we are looking at a bit more reasonable scene 150 00:07:59,123 --> 00:08:02,028 that's level with the plane, the ground, and looking down. 151 00:08:02,690 --> 00:08:04,160 One thing I also like to do 152 00:08:04,160 --> 00:08:07,072 when I add in cameras and look through the camera viewpoint 153 00:08:07,073 --> 00:08:08,988 is to click on the Camera object. 154 00:08:08,988 --> 00:08:12,925 Now, we've got this new tab that comes up here with this green icon. 155 00:08:13,415 --> 00:08:16,408 If I click on that, it will let me adjust 156 00:08:16,418 --> 00:08:18,965 the camera's properties like its Focal Length. 157 00:08:18,965 --> 00:08:22,033 If I want to change this to a wide angle like 35 mm, 158 00:08:22,588 --> 00:08:24,318 that I can do right there as well. 159 00:08:24,907 --> 00:08:26,910 I can change what's called the clipping. 160 00:08:26,910 --> 00:08:29,080 For example, if I put my cube at a distance, 161 00:08:29,082 --> 00:08:32,000 it fades out into oblivion and we don't see it anymore 162 00:08:32,002 --> 00:08:33,905 though it still exists in our scene. 163 00:08:34,500 --> 00:08:37,493 We can adjust that clipping to finish further away. 164 00:08:37,495 --> 00:08:41,803 Sometimes I put a ridiculously large number like 99,999. 165 00:08:42,095 --> 00:08:44,732 Now, you can see our cube way off in the distance. 166 00:08:45,295 --> 00:08:47,915 As I come from a photography background, 167 00:08:48,407 --> 00:08:52,415 I like to have these Viewport Display Composition Guides up 168 00:08:52,682 --> 00:08:56,047 as I'm looking through the viewfinder of my camera at a scene. 169 00:08:56,390 --> 00:08:59,808 Now, I have the rule of Thirds and Center selected. 170 00:08:59,808 --> 00:09:02,410 The Thirds divide my scene into this grid effect. 171 00:09:02,410 --> 00:09:04,298 Click out of render to see it better. 172 00:09:04,608 --> 00:09:06,918 I have this grid of nine different tiles here. 173 00:09:07,298 --> 00:09:09,275 They tell where the main elements are. 174 00:09:09,277 --> 00:09:10,560 I try to place things 175 00:09:10,562 --> 00:09:14,115 so that the focal points converge at these edges here. 176 00:09:14,415 --> 00:09:17,348 They're almost divided into a tri-panel scene. 177 00:09:17,348 --> 00:09:20,760 Usually, the foreground is here, you got the middle ground here, 178 00:09:20,762 --> 00:09:23,545 and the background and sky elements like mountains, etc. 179 00:09:23,547 --> 00:09:25,793 are in this top panel here. 180 00:09:25,793 --> 00:09:27,730 I'm thinking like a photographer. 181 00:09:28,305 --> 00:09:31,573 Then, I'll also enable Center, which if I click off Thirds, 182 00:09:31,573 --> 00:09:33,907 denotes where our center point is. 183 00:09:33,908 --> 00:09:37,027 That's useful to know where that is in our scene. 184 00:09:37,585 --> 00:09:41,275 That's helpful for composition, which I'll talk about as we work on it. 185 00:09:41,275 --> 00:09:43,925 It's important to tell the narrative of your story 186 00:09:43,925 --> 00:09:45,933 to guide a viewer's eye through the scene 187 00:09:45,933 --> 00:09:48,623 as if you are walking through the scene itself. 188 00:09:48,625 --> 00:09:49,775 It's very important 189 00:09:49,775 --> 00:09:52,925 and I take a lot of time setting the composition in my scenes. 190 00:09:53,220 --> 00:09:56,632 I also spend a lot of time with the lighting design in our scene. 191 00:09:56,633 --> 00:10:00,488 Make sure you are doing good design so that it looks further realistic. 192 00:10:00,488 --> 00:10:03,970 Don't worry, I'll walk you through how to make awesome lighting 193 00:10:03,972 --> 00:10:06,905 as we work forward in our final project here as well. 194 00:10:12,710 --> 00:10:15,363 That is just scratching the very surface of Blender. 195 00:10:15,363 --> 00:10:17,853 There is so much to the software I didn't cover. 196 00:10:17,855 --> 00:10:20,725 If you wanted to learn more and see what Blender offers, 197 00:10:20,727 --> 00:10:22,783 you can go to their site blender.org 198 00:10:22,785 --> 00:10:26,438 or access additional documents I've put here for this course 199 00:10:26,440 --> 00:10:28,990 to learn other shortcut keys and things to help you 200 00:10:28,990 --> 00:10:31,515 as you continue to grow and learn in Blender. 201 00:10:32,000 --> 00:10:35,710 In the next lesson, we'll go over how to enable some fantastic add-ons 202 00:10:35,712 --> 00:10:38,628 that will speed up your workflow not only for this project 203 00:10:38,628 --> 00:10:40,650 but any project you cover down the line. 16801

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