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1
00:00:03,280 --> 00:00:08,520
Blocking Out the Scene
and Setting Up the Lighting
2
00:00:10,913 --> 00:00:13,725
We've got this going on here
and this is looking great.
3
00:00:14,097 --> 00:00:16,803
I'll add in a staircase
using that Archipack add-on.
4
00:00:16,805 --> 00:00:19,995
If I go to Create, Archipack, Stairs.
5
00:00:19,995 --> 00:00:23,825
I want a U staircase,
so this adds into my scene.
6
00:00:24,698 --> 00:00:26,083
I'll hit G to move it over
7
00:00:26,083 --> 00:00:29,423
and let's scale this up a bit
so it fits in our scene a bit better.
8
00:00:30,207 --> 00:00:32,493
If we go back
down to the Archipack tab here,
9
00:00:32,493 --> 00:00:34,113
I can turn off the panels on it
10
00:00:34,113 --> 00:00:36,948
to make some adjustments
to its width and height
11
00:00:36,948 --> 00:00:38,843
so that it matches our scene better.
12
00:00:38,843 --> 00:00:41,223
I want this leading up
to the top deck there.
13
00:00:41,225 --> 00:00:44,598
I see this is clipping through the floor
so I'll pull this up there.
14
00:00:45,703 --> 00:00:48,133
I'll give it a bit of thickness to it,
not much,
15
00:00:48,608 --> 00:00:51,330
but that is looking good to me.
16
00:00:51,332 --> 00:00:53,328
Let me pull that up a hair more there.
17
00:00:53,597 --> 00:00:58,097
If you tried to walk up this staircase,
you wouldn't be able to go anywhere
18
00:00:58,098 --> 00:01:00,978
because there's no hole
to get us up to the top here.
19
00:01:00,980 --> 00:01:03,670
If you'd walk through here,
you'd bang your head.
20
00:01:03,670 --> 00:01:06,510
Let's use a Boolean
to cut out a little hole here.
21
00:01:06,512 --> 00:01:08,505
I will add a Mesh, Cube,
22
00:01:09,018 --> 00:01:12,398
and then go to its Object Properties,
down to Viewport Display,
23
00:01:12,405 --> 00:01:15,928
and check it to Wire, so we can see
what we're doing here on this side.
24
00:01:16,540 --> 00:01:18,612
I'll go to the Modifiers tab
on the roof,
25
00:01:18,613 --> 00:01:19,913
add a Boolean modifier,
26
00:01:19,915 --> 00:01:23,243
and for our object,
I'll select that Cube we added here.
27
00:01:23,823 --> 00:01:24,925
I can scale this up.
28
00:01:24,927 --> 00:01:27,028
Let me turn off
Proportional edit mode.
29
00:01:27,710 --> 00:01:30,823
If I pull this up,
we'll cut a hole through our ceiling.
30
00:01:30,823 --> 00:01:34,155
If I go to top-down view,
I want to line this up
31
00:01:34,155 --> 00:01:36,887
to where that staircase
is coming up through the scene.
32
00:01:37,283 --> 00:01:38,942
We don't need it over everything.
33
00:01:38,943 --> 00:01:41,932
I also want to add
a bit of imperfection to it
34
00:01:41,933 --> 00:01:45,075
so that it's not looking
so neat and regular.
35
00:01:45,075 --> 00:01:47,625
We add a bit of intrigue
to the staircase.
36
00:01:48,995 --> 00:01:51,503
I'll add a loop cut to this side,
37
00:01:51,510 --> 00:01:55,710
grab this edge and drag it along
so that we have this curve to it almost.
38
00:01:56,398 --> 00:02:01,132
Maybe if we hit Ctrl + B to bevel it,
we can add a bit of a bend to it almost
39
00:02:02,105 --> 00:02:03,697
as if it's a rounded staircase.
40
00:02:03,698 --> 00:02:05,180
Maybe do it to this edge too,
41
00:02:05,182 --> 00:02:08,120
bring this edge in a bit here
and then bevel it.
42
00:02:09,815 --> 00:02:12,418
Now we have this bit of a curve to it.
43
00:02:13,005 --> 00:02:15,080
I'll turn off this Viewpoint for now
44
00:02:15,082 --> 00:02:17,598
because, in Render mode,
that will block our scene
45
00:02:17,598 --> 00:02:18,660
but looks great.
46
00:02:18,660 --> 00:02:21,395
We've got this nice little cut there
for our staircase.
47
00:02:22,320 --> 00:02:26,803
I'll add in some background elements
to get things started.
48
00:02:26,805 --> 00:02:28,233
With our A.N.T landscape,
49
00:02:28,233 --> 00:02:31,180
we can quickly add in
some Landscape elements.
50
00:02:31,182 --> 00:02:34,397
For this one, I'll use dunes
because this is a beach environment.
51
00:02:34,808 --> 00:02:37,933
The default is fine for now
since this is a background element.
52
00:02:38,815 --> 00:02:42,013
You can notice it clips into infinity,
so if it's doing that,
53
00:02:42,015 --> 00:02:43,228
I'll go to my Camera
54
00:02:43,703 --> 00:02:49,298
and for clipping, I'll set this
to something crazy high like 99,000.
55
00:02:49,298 --> 00:02:50,300
That's fine.
56
00:02:50,308 --> 00:02:53,528
With this Landscape selected,
let's call it Dune.
57
00:02:54,498 --> 00:02:58,248
I'll add this to a new collection
and call it BG Elements.
58
00:02:59,618 --> 00:03:02,255
We can hit Alt + D
to make some link duplicates,
59
00:03:02,255 --> 00:03:05,935
rotate and scale them up
so they fit the background of our scene.
60
00:03:06,308 --> 00:03:09,860
You won’t be able to tell the difference
that this is the same object,
61
00:03:09,860 --> 00:03:12,027
it'll look like
a natural part of the scene.
62
00:03:12,403 --> 00:03:15,915
Scaling these down in different ways
and moving them around
63
00:03:16,333 --> 00:03:18,188
makes it look different enough
64
00:03:18,190 --> 00:03:22,520
that it is believable
as a different element in your scene.
65
00:03:23,220 --> 00:03:26,585
We've got some dune mountains
in the distance, which looks great.
66
00:03:27,608 --> 00:03:29,370
Our background is accounted for,
67
00:03:29,372 --> 00:03:31,983
we got our foreground
with the sand accounted for.
68
00:03:31,985 --> 00:03:33,588
Let me turn that back on.
69
00:03:34,005 --> 00:03:37,363
We'll have waves coming in,
but I'll focus on that a bit later.
70
00:03:37,365 --> 00:03:39,715
Let's add these stairs
to our mid-ground section
71
00:03:39,715 --> 00:03:41,195
and delete this Archipack.
72
00:03:41,808 --> 00:03:46,077
We've got all this selected here
and so let's add a deck here.
73
00:03:46,085 --> 00:03:48,608
To do that, I'll bring back
the Bezier curve.
74
00:03:49,300 --> 00:03:51,293
Let's duplicate and pull it up here.
75
00:03:51,295 --> 00:03:54,303
I'll pull it above
so it's looking at the top
76
00:03:54,618 --> 00:03:57,565
and I'll call this Handrail Top.
77
00:03:58,598 --> 00:04:01,905
For this one,
I'll keep it as a curve object.
78
00:04:01,905 --> 00:04:06,195
Since I have it as a curve,
I have the option to go down to Geometry
79
00:04:06,195 --> 00:04:08,440
under this curve
Object Data Properties tab,
80
00:04:08,913 --> 00:04:12,177
and if you go down to Bevel,
you can give it some beveling.
81
00:04:12,178 --> 00:04:15,695
If I go to Profile
and turn up the Depth,
82
00:04:15,695 --> 00:04:17,642
it's adding some thickness to this.
83
00:04:17,643 --> 00:04:22,200
Now we got this as some real geometry,
like a handrail around our top deck.
84
00:04:22,683 --> 00:04:23,840
There are many presets.
85
00:04:23,840 --> 00:04:27,612
You can modify this curve thing here
to adjust itself too
86
00:04:27,913 --> 00:04:30,508
but for this one,
let's call it Support Loops
87
00:04:30,508 --> 00:04:32,005
and that will look good.
88
00:04:32,005 --> 00:04:33,872
We got this interesting little thing.
89
00:04:33,873 --> 00:04:36,530
If the resolution looks weird,
it's only at 4,
90
00:04:36,530 --> 00:04:39,800
let's turn it up to 20,
so we get a bit more detail with that.
91
00:04:40,330 --> 00:04:41,980
Now, this is hovering in the air,
92
00:04:41,980 --> 00:04:44,613
so I'll duplicate
that Bezier curve handle,
93
00:04:44,615 --> 00:04:47,702
pull it up here to the top of this
94
00:04:47,703 --> 00:04:50,868
and we will call this
the Handrail Glass object.
95
00:04:50,870 --> 00:04:52,933
We will have a glassy element here
96
00:04:52,935 --> 00:04:56,720
and I'll convert this one
right off the bat to a Mesh
97
00:04:57,410 --> 00:05:01,415
and then pull it down a bit
to see what it's doing in Edit mode.
98
00:05:03,705 --> 00:05:05,418
That's what we're looking at here.
99
00:05:06,718 --> 00:05:09,513
Let's add some subdivisions to this.
100
00:05:11,805 --> 00:05:13,893
Between these,
I'll add some subdivisions.
101
00:05:19,793 --> 00:05:23,725
Over here, we will add
some subdivisions as well.
102
00:05:25,420 --> 00:05:28,108
On this last side,
we'll add some more subdivisions
103
00:05:28,108 --> 00:05:31,377
which will be the last part
of the blocking out we'll need to do.
104
00:05:31,378 --> 00:05:35,175
Then, we'll get into more detailing
and stuff in the next section.
105
00:05:35,175 --> 00:05:38,513
For this one, instead of filling it,
I'll pull this up here
106
00:05:39,508 --> 00:05:42,720
so it's underneath our handrail
and then hit E to extrude,
107
00:05:43,027 --> 00:05:45,995
Z to constrain that motion on the Z axis
and pull it down.
108
00:05:45,995 --> 00:05:47,483
Now, we've got this filled in
109
00:05:47,483 --> 00:05:50,603
and it looks cool
if you look at the rendered side here.
110
00:05:51,233 --> 00:05:52,248
That looks great.
111
00:05:52,250 --> 00:05:56,192
I'll shade that smooth again,
and turn its Auto Smooth to 30.
112
00:05:56,812 --> 00:06:00,528
Now we've some great elements here,
let's add this to Midground_buildings.
113
00:06:00,790 --> 00:06:02,835
I'll delete this point light for now
114
00:06:03,617 --> 00:06:07,203
and then add our Handrail
into our Midground_buildings.
115
00:06:09,815 --> 00:06:13,330
For me, one of the most important parts
of any render is the lighting.
116
00:06:13,332 --> 00:06:15,755
I spend the most amount of time
tweaking this
117
00:06:15,755 --> 00:06:17,965
even throughout the entire process.
118
00:06:17,965 --> 00:06:20,762
Once I block things
and I have such things to work with,
119
00:06:20,763 --> 00:06:22,588
I'll switch over to Render mode
120
00:06:22,588 --> 00:06:26,568
with Cycles and Denoise turned on
with OptiX denoising selected,
121
00:06:26,570 --> 00:06:27,788
I tend to use that.
122
00:06:28,307 --> 00:06:31,688
Also, in the object
Output Properties tab,
123
00:06:31,688 --> 00:06:34,925
you can select it, so it renders
what we see through the camera.
124
00:06:35,275 --> 00:06:37,988
If I switch to Render mode,
you see nothing for now,
125
00:06:38,320 --> 00:06:42,193
but if I go down to my World Properties
and check Environment Texture,
126
00:06:42,195 --> 00:06:44,205
I can bring in an HDRI.
127
00:06:44,205 --> 00:06:46,830
I've sourced an HDRI from HDRI Haven.
128
00:06:46,832 --> 00:06:50,230
It's a great site
with a bunch of free-to-use HDRIs.
129
00:06:50,520 --> 00:06:54,513
I'll specifically use this night one
that will look nice
130
00:06:54,513 --> 00:06:58,398
and give me an initial color palette
to start off with for my scene.
131
00:06:58,400 --> 00:07:02,018
It will take a second to load up
into Blender and now we have it there.
132
00:07:02,510 --> 00:07:03,915
If I pull this up here,
133
00:07:03,915 --> 00:07:07,500
I can change this bottom timeline
to a Shader Editor,
134
00:07:07,502 --> 00:07:09,282
and switch from Object to World,
135
00:07:09,283 --> 00:07:12,958
we now have our HDRI plug
into the background of our scene.
136
00:07:12,958 --> 00:07:15,330
If I zoom out here,
it wraps our entire scene.
137
00:07:16,117 --> 00:07:18,320
I don't like how it's positioned here
138
00:07:18,320 --> 00:07:21,135
and since we enabled
that Node Wrangler add-on initially,
139
00:07:21,135 --> 00:07:25,128
I can select this image of our HDRI
and then hit Ctrl + T
140
00:07:25,508 --> 00:07:27,898
to add a mapping
and a texture coordinate node
141
00:07:27,898 --> 00:07:30,325
clicked into our texture
conveniently here.
142
00:07:30,620 --> 00:07:34,518
You can change the Z rotation of this,
so it spins it around
143
00:07:34,822 --> 00:07:36,730
to change where that light comes from.
144
00:07:36,732 --> 00:07:39,895
I'll look where that primary
lighting source is on this HDRI
145
00:07:39,895 --> 00:07:43,275
which appears to be this sunset
that we're seeing right here.
146
00:07:43,277 --> 00:07:44,743
That's the brightest portion.
147
00:07:45,120 --> 00:07:50,638
I want this to the right of our scene
reflecting across our building.
148
00:07:50,638 --> 00:07:52,297
We're giving nice shadows casting
149
00:07:52,298 --> 00:07:55,715
across our columns
and into this interior part here.
150
00:07:55,715 --> 00:07:58,343
I'll turn off the brightness
a bit in the strength,
151
00:07:59,003 --> 00:08:00,418
maybe down a hair.
152
00:08:00,898 --> 00:08:03,690
Again, I'll swap out this background.
153
00:08:03,690 --> 00:08:07,608
The HDRI is a good starting point to get
an initial splash of color and light,
154
00:08:07,608 --> 00:08:11,115
and a bit of variety
across our surface to work with there.
155
00:08:11,505 --> 00:08:12,667
That's a good start.
156
00:08:12,668 --> 00:08:15,793
However, our shadows
are very muted here.
157
00:08:15,793 --> 00:08:20,085
Often, I'll add in a sunlamp
for my renders here.
158
00:08:20,085 --> 00:08:22,353
I'll go add a sunlamp in here,
159
00:08:22,818 --> 00:08:25,305
pull this up
and it's pointing down to start.
160
00:08:25,628 --> 00:08:29,437
With sunlamps, it only matters
where this arrow is pointing.
161
00:08:29,438 --> 00:08:32,913
That's the directionality of our sun,
so if I rotate this around,
162
00:08:33,500 --> 00:08:36,100
you can now see
we got some shadows coming in.
163
00:08:36,403 --> 00:08:39,928
We're getting that nice shadow
across our staircase and stuff here,
164
00:08:39,928 --> 00:08:40,928
which looks great.
165
00:08:41,317 --> 00:08:44,410
I'll go over the Object Data Properties
for this light
166
00:08:44,412 --> 00:08:45,673
and adjust these colors.
167
00:08:45,673 --> 00:08:49,217
It's a bit bluish moonlight
coming in a bit there
168
00:08:50,003 --> 00:08:52,415
and maybe turn
its strength down a hair now.
169
00:08:52,417 --> 00:08:54,915
I'll add this to a new collection
called Lighting.
170
00:08:55,580 --> 00:08:58,468
For a bit of clarity for me
as I'm scrolling through,
171
00:08:58,470 --> 00:09:01,215
I'll change the color
of this collection to yellow
172
00:09:01,217 --> 00:09:03,717
by right-clicking
on that box you see there.
173
00:09:04,508 --> 00:09:07,810
We'll add in all the additional lighting
for our scene here.
174
00:09:08,310 --> 00:09:11,645
This is a nice starter view
of how our lighting setup will be.
175
00:09:12,205 --> 00:09:15,592
Again, I'll come back to this
throughout the whole process
176
00:09:15,593 --> 00:09:18,018
to adjust things
and refine stuff in my scene.
177
00:09:18,617 --> 00:09:20,963
Now, I'll turn off
the HDRI in the background.
178
00:09:20,963 --> 00:09:24,022
I'll go to Render Properties,
scroll down to Film,
179
00:09:24,023 --> 00:09:25,735
and then check on Transparent.
180
00:09:25,735 --> 00:09:29,953
Now, we have this checkered background
which is completely transparent.
181
00:09:29,955 --> 00:09:32,905
If we rendered this,
it would be a transparent background.
182
00:09:32,907 --> 00:09:36,002
We will use the images as planes
to put something there,
183
00:09:36,310 --> 00:09:40,515
but this is a nice starting point
for us to work on our lighting.
184
00:09:41,588 --> 00:09:44,215
Also, to start things off here,
185
00:09:44,217 --> 00:09:47,127
your eye is not drawn anywhere
in particular on the scene.
186
00:09:47,128 --> 00:09:50,025
We don't have any textures
or stuff going on our objects,
187
00:09:50,025 --> 00:09:54,208
but I want to have that initial splash
of lighting in our building here
188
00:09:54,988 --> 00:09:57,710
to draw your eye into that section.
189
00:09:57,712 --> 00:10:00,720
To do that, I'll have
our lighting collection selected here
190
00:10:00,722 --> 00:10:03,807
so that this gets added automatically
when I import it in.
191
00:10:03,808 --> 00:10:07,323
Hit Shift + A, go to Light,
and give us a Point light to work with.
192
00:10:07,323 --> 00:10:09,413
I'll pull this up into our room,
193
00:10:10,108 --> 00:10:13,725
scale it up over here by changing
its radius to something like 1.5,
194
00:10:14,395 --> 00:10:18,528
and give it a nice warm orange color,
as if this is the color of a lamp
195
00:10:18,530 --> 00:10:20,528
and crank its power up quite a bit.
196
00:10:21,512 --> 00:10:24,600
Now you see this has added
a nice focal element here.
197
00:10:24,602 --> 00:10:28,205
Though there are no textures,
we've some color splash from this light
198
00:10:28,632 --> 00:10:32,688
and this will enhance
once we add some lamps to our scenes.
199
00:10:32,688 --> 00:10:36,205
I'll call this
our Orange Splash Initial here,
200
00:10:36,205 --> 00:10:37,845
so we've got that look.
201
00:10:38,287 --> 00:10:41,930
I'll hit Alt + D to duplicate this
and pull this over to this other side
202
00:10:41,930 --> 00:10:44,683
because we will have
some lights in this area.
203
00:10:45,303 --> 00:10:50,115
Now, I'll unselect the Object Properties
under Visibility, Glossy
204
00:10:50,117 --> 00:10:53,718
because sometimes this will show up
as a weird reflection in water
205
00:10:53,720 --> 00:10:57,123
or in our glass
that we won't like to have there.
206
00:10:57,425 --> 00:10:59,627
This is looking nice initially too.
207
00:10:59,628 --> 00:11:03,123
We've got a nice detail here
for our scene already.
208
00:11:03,125 --> 00:11:06,132
If I turn off the Overlay,
we get some nice depth.
209
00:11:06,133 --> 00:11:08,620
We've got mountains
and dunes in the distance
210
00:11:08,620 --> 00:11:11,122
and this nice splash of color
in our foreground.
211
00:11:11,123 --> 00:11:13,827
This looks great,
it's a good start with our lighting.
212
00:11:19,395 --> 00:11:22,078
Now that you're more comfortable
working in Blender
213
00:11:22,080 --> 00:11:24,007
and starting to block out your scene,
214
00:11:24,300 --> 00:11:27,022
we'll take it a few steps further
in the next lesson.
215
00:11:27,395 --> 00:11:32,825
We'll refine many details of our scene
and make it something special.
18015
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