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Hello, welcome to this next iMesh masterclass video.
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This is gonna be another interior visualization tutorial
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where we're gonna cover everything from the very beginning
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from an architect's floor plan
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all the way up to a finished render.
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Just like the last two videos we've done
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for the last two years,
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this one's gonna go over all the topics that you need.
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But in this one, I'm trying to go for a certain aesthetic
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which I keep seeing on a lot of portfolio websites
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for architectural visualization.
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And this aesthetic is a very soft lighting
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with a certain focal length and certain colors.
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This could be a very modern piece,
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but hopefully if you can follow this tutorial
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all the way along,
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you're gonna have a very wow factor image
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which you can for sure add to your portfolio
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and hopefully gain some clients in the end.
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Now, as you can imagine, this tutorial is quite long
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but quite short for what I'm trying to achieve.
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I'm gonna go from an architect's floor plan
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all the way up to a final portfolio piece.
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So there's a lot to cover in a short amount of time.
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And in every single video,
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I always get so many commenting
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that there's a better way to do something
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or there's a more efficient way of doing something.
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And if that's what you prefer, then go for it.
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I'm gonna presume that you have some sort of understanding
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on how Blender works.
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So if you find a better way of doing something,
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then please go for it.
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My specific topics which I wanna cover in this tutorial
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is gonna be more covering how to get to a certain aesthetic,
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the type of lighting which I'm trying to go for
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and the coloring and generally to try to make it look
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like these images which I keep seeing online.
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All the tiny details in between which I might have missed
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or briefly gone over it in a slightly different way.
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If you think there's a better way to do it, go for it, please.
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But I'm sure that you're gonna learn a lot of interesting
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things and some really good techniques
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on things to look out for when trying to achieve
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such a final interesting portfolio piece.
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Now halfway through this video,
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I will start populating the scene with 3D models.
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And as we are a 3D model website,
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we will be using iMesh assets.
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We do have a lot of free iMesh assets on our website.
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So do check that out.
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But if you find other free resources online,
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then please go for it.
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But we will be using iMesh assets to complete this scene.
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If you do wanna follow along exactly,
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then please do check our iMesh.
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At the time of making this video,
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it is actually Black Friday.
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So we have quite a good offering at the moment.
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But if this isn't Black Friday,
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I'm sure we're gonna do some sort of deal in our description
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for people who are discovering us through this video
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so that you can follow along exactly.
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But one thing I keep seeing every single week,
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even though I've been saying this for the last three years,
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if you're using 3D models for architectural visualization,
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that is not cheating.
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And I wish that I don't need to keep saying that.
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I keep using the same example.
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So imagine that you are a photographer
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and you have been asked by a client to photograph a living room.
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They're not expecting you to come and photograph
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the living room and also model,
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also build all of the furniture yourself.
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Who in their right mind would ask a photographer
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to also build all of the sofas, beds, tables, you know,
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they'll be there for years
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before they can actually get the photograph.
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And that is the same concept with architectural visualization.
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You are visualizing the scene
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to try to make the scene look as aesthetically pleasing
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as possible.
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You need to choose all the right furniture,
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all the right coloring, the right composition,
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the right lighting.
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It's not about modeling the furniture.
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And I just wish that I just don't need to keep saying this
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every single video.
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Every single time I keep seeing comments
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on all of these various Facebook groups,
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Blender groups on somebody's architectural visualization piece
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and someone comments to say,
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did you model this furniture?
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And they respond, no.
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And then somebody says, oh, well, you're just cheating then.
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It's just, I just cannot, I just cannot.
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By using pre-made assets,
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you're going to be able to complete your work
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a lot more efficiently
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and your clients are going to be much more happy.
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If you were to model your furniture yourself,
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there's a chance desire that you're not going to be very good
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at modeling your furniture anyway.
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So your clients are just going to see bad models.
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If you are a 3D visualizer,
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then please use pre-made assets.
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The benefit of iMesh is that you'll get instant access
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to 1,500 assets at the time of making this video.
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So you'll have an instant library
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that you can pick and choose from
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and find something that should work for most clients.
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Okay, so there are six topics
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that I want to talk about in this video.
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There's going to be finding mood boards
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and finding the right colors,
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importing the floor plan and making a usable room,
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adding the key furniture items and materials
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and trying to find the camera positions
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and some basic lighting.
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Then going to the smaller details,
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the smaller, finer lighting and the finer details,
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including materials and fine colorings.
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Before going to completing the render,
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going over some render settings
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and then post-production and some tweaks.
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Now, throughout this video,
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also I have to apologize,
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I'm using a mechanical keyboard,
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which is very, very loud.
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So please ignore that.
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I'll try to get a quieter keyboard next time.
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Right, I think that is enough of an intro.
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I think we should just get stuck into it.
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If you know how to do certain things
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and please skip to those parts,
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I'm going to try to remember to add those chapters.
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But otherwise, good luck with this tutorial
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and I'm sure you're going to end up
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with an absolutely beautiful piece.
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Please comment on the video if you're unsure on something
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and I'm going to try to respond to every person,
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every single peoples and yeah, good luck.
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Okay, so let's talk about mood boards.
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For everybody who is just starting out especially,
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you can't possibly know all of the styles,
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all of the furniture and all of the details
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that you could possibly want in a visualization.
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There's no possible way that you can just have
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an understanding of this before you've even started.
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Even professionals, they will use mood boards
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every single time so that they can get an idea of the feel
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and the look that they want to go for in their finished piece.
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That's across the whole creative, all the creative fields.
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And architectural visualization is no different.
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So that's what I've done here.
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I've put together a mood board of the type of images
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which I want to go for to give me some ideas
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of the type of lighting, the type of feel
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and everything like that that I want to go for.
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Hopefully I've already shown you the final image
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and if so, you'll be able to see by looking at this
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that it should look quite similar to this,
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quite a similar aesthetic.
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In general, the lighting is gonna be very dynamic
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with strong shadows, strong blacks
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and also lots of highlights.
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The lighting is not necessarily 100% natural
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but it still doesn't look unrealistic.
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It's almost like a photographer is coming to the scene
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and place a very specific lighting into certain areas
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to give a certain look that they're going for.
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And that's exactly what I'm gonna be doing
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this tutorial as well.
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Also, the focal length on a lot of these images
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are gonna be quite high.
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They're gonna be using a focal length
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of probably around 60 to 80 millimeters
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so that it removes a lot of the perspective.
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So the images are gonna look quite flat
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but to me that is the aesthetic which I'm trying to go for.
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And there are various images here
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which definitely follow that kind of vibe
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and that's what I really like in these renders.
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There's also certain renders like this one
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which uses glass and the use of curtains
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which I really, really like.
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And so there's certain details throughout these mood boards
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which I'm gonna pick up and try to use
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in my renders as well.
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Of course, the idea of mood boards is not to copy exactly
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but just to get some inspiration and some ideas.
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Here is another one here which uses also some glass
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which gave me the idea of using more darker glass
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which is what I'll be using in the tutorial.
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And we can also see when we're looking at these visualizations
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here in these renders that a lot of the images
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are very monotone.
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There's very simple coloring going on here
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and usually just a few colors, for example,
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this one's gonna be mostly black and gray
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with a bit of green.
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A lot of the other ones are gonna be maybe beige
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with some black areas.
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And that's the kind of look
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that I'm gonna go for as well.
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Of course, if you want to bring in more colors
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then please do that.
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But this is the specific type of vibe
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that I'm trying to go for.
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Now, after looking at these visualizations,
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I also saw the idea of doing a studio.
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One of these renders came up
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and I thought that's actually a really good idea
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for the whole tutorial as a whole.
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So I tried to split it up into three renders.
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So I'll be doing a living room, a kitchen and a bedroom
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as a full studio kind of piece.
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And I thought that would be quite fun to achieve as well.
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Now, in the previous renders,
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I did actually use a mood board program on the computer.
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But just for this one, I've literally just used Pinterest
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because I think Pinterest is just very good
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at suggesting other images.
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If you want to download these images to your own computer
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so you have a direct reference, then please do that.
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Okay, so I think that's enough from this side of things.
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I think that you get the idea that I'm going for.
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So let's move on to the next step.
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So for this tutorial,
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we will be working with a rough floor plan
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I've put together.
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Now, I'm not an architect,
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so I'm sorry if these plans are not up to standard,
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but they should give you a good idea of what to expect.
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If you're working for a construction company,
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architecture company or professional interior designers,
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there's a good chance
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that they will have professional CAD plans available.
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If they do not, please request this
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and they will try to get hold of them
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and send them to you in a DXF format.
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If they only have a DWG format,
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then you can use an online converter.
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And sometimes they will offer you the 3D model itself,
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but these are notoriously difficult to work with
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because they'll be made in CAD software.
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So don't offer them a reduced price
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just because they've given you a 3D model
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because you're going to need to rework it anyway,
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but they can be a good point of reference
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to understand how the building is going to go together.
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If there are no CAD plans available,
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then you're going to need to go on site
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and measure these rooms yourself.
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Just be sure to measure more areas than you think.
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Take photographic references with a tape measure
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and that will help you later
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if you forget to measure something.
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Also be sure to charge them for this time.
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Often CAD plans are filled with a ton of information
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such as electronics, to water outlets, to furniture.
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You'll want to go into the CAD software
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00:09:10,260 --> 00:09:12,500
and remove these layers and hide them
264
00:09:12,500 --> 00:09:14,260
before importing them into Blender.
265
00:09:14,260 --> 00:09:16,540
Now I understand that not everybody has CAD software,
266
00:09:16,540 --> 00:09:18,900
so you're going to need to import the file into Blender.
267
00:09:18,900 --> 00:09:20,380
To do that, you're going to need to make sure
268
00:09:20,380 --> 00:09:24,080
you go to preferences and go to here and type in DXF.
269
00:09:24,080 --> 00:09:25,720
Make sure these are both enabled
270
00:09:25,720 --> 00:09:28,380
and then convert your file to a DXF format.
271
00:09:29,340 --> 00:09:32,860
Then go to file import and select that file.
272
00:09:32,860 --> 00:09:35,820
Now as you'll see, it's going to import a ton of information
273
00:09:35,820 --> 00:09:37,360
and generally it's going to be really far away
274
00:09:37,360 --> 00:09:40,420
from the origin point, but we can go into here.
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00:09:40,420 --> 00:09:42,540
And the idea is that you're going to need to sift
276
00:09:42,540 --> 00:09:44,260
through the information and just try to clean up
277
00:09:44,260 --> 00:09:45,860
a little bit inside of Blender.
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00:09:47,660 --> 00:09:50,140
As you can see, also a ton of stuff is also parented.
279
00:09:50,140 --> 00:09:51,420
So you're just going to want to go through here
280
00:09:51,420 --> 00:09:52,940
and find the most important pieces.
281
00:09:52,940 --> 00:09:55,460
I think this piece is probably one of the most important parts.
282
00:09:55,460 --> 00:09:59,100
I also want to select some of these architectural pieces
283
00:09:59,100 --> 00:10:01,300
and just try to get most of these in.
284
00:10:01,300 --> 00:10:02,140
And then once that's done,
285
00:10:02,140 --> 00:10:03,980
you can then join everything together
286
00:10:03,980 --> 00:10:05,820
and then probably delete everything else.
287
00:10:05,820 --> 00:10:09,020
So now we have some easier, cleaner plans to work with.
288
00:10:09,020 --> 00:10:09,940
You'll also want to make sure
289
00:10:09,940 --> 00:10:11,580
that this is to the correct scale.
290
00:10:11,580 --> 00:10:14,020
So in the original CAD plans, there should be an area
291
00:10:14,020 --> 00:10:16,500
which tells you how long a wall should be.
292
00:10:16,500 --> 00:10:19,180
And then if you go into these plans, this is a curve,
293
00:10:19,180 --> 00:10:22,180
but if we go to F3 and type in convert to mesh,
294
00:10:22,180 --> 00:10:23,980
then we can go over to here and make sure
295
00:10:23,980 --> 00:10:28,100
that we go in edit mode, select here and select edge length.
296
00:10:28,100 --> 00:10:29,620
Now if we select an edge,
297
00:10:29,620 --> 00:10:32,620
it should tell us how long that edge is.
298
00:10:32,620 --> 00:10:36,220
So now we can see that this wall is 6.37 meters.
299
00:10:36,220 --> 00:10:38,140
So we can compare that against the plans
300
00:10:38,140 --> 00:10:39,760
and check that if that is correct.
301
00:10:39,760 --> 00:10:42,140
Now some of these plans might be made in inches,
302
00:10:42,140 --> 00:10:44,380
some of them might be made into centimeters.
303
00:10:44,380 --> 00:10:46,300
Sometimes it's a factor of 10 out.
304
00:10:46,300 --> 00:10:48,300
And if that's the case, you just want to select everything
305
00:10:48,300 --> 00:10:49,980
and just do S.1.
306
00:10:49,980 --> 00:10:52,740
But the idea is that you want to scale the plans
307
00:10:52,740 --> 00:10:55,100
to the correct size so that when you're working with it
308
00:10:55,100 --> 00:10:56,900
later on, it's all going to work correctly.
309
00:10:56,900 --> 00:10:57,820
Right. And as mentioned,
310
00:10:57,820 --> 00:11:00,580
I have put together a little floor plan.
311
00:11:00,580 --> 00:11:02,420
It's not going to be architecturally fully correct,
312
00:11:02,420 --> 00:11:03,660
but it should give us all the information
313
00:11:03,660 --> 00:11:05,820
that we need to make this tutorial.
314
00:11:05,820 --> 00:11:07,540
If there are parts which are missing,
315
00:11:07,540 --> 00:11:09,140
such as the height of this recess,
316
00:11:09,140 --> 00:11:11,100
I'm just going to tell you throughout the tutorial.
317
00:11:11,100 --> 00:11:13,100
But if you get these plans from the architect
318
00:11:13,100 --> 00:11:14,780
and there's no information there,
319
00:11:14,780 --> 00:11:17,260
often the architect will also send you some sections
320
00:11:17,260 --> 00:11:20,500
which then you can use to check the height of certain areas.
321
00:11:20,500 --> 00:11:23,420
And that will basically be a cut through the,
322
00:11:23,420 --> 00:11:25,620
that'll be, that'll basically be a cut through here.
323
00:11:25,620 --> 00:11:28,020
So there would be one that potentially goes through here,
324
00:11:28,020 --> 00:11:30,340
through these skylights and through this recess
325
00:11:30,340 --> 00:11:32,420
and then you'll be able to see how high these areas are.
326
00:11:32,420 --> 00:11:34,820
But I'm just going to tell you throughout this tutorial.
327
00:11:34,820 --> 00:11:36,700
What I'm going to do is I'm going to attach this file.
328
00:11:36,700 --> 00:11:38,140
I'm going to put a link in the description
329
00:11:38,140 --> 00:11:39,740
and you can just import this in.
330
00:11:39,740 --> 00:11:41,820
It's probably just going to be a dot blend for now.
331
00:11:41,820 --> 00:11:43,100
Right. Now that we've imported this,
332
00:11:43,100 --> 00:11:44,740
the first thing I'm going to do is move this
333
00:11:44,740 --> 00:11:48,380
to a new collection and I'm going to call this plans.
334
00:11:48,380 --> 00:11:49,900
And then we could just give it a certain color,
335
00:11:49,900 --> 00:11:51,860
such as brown.
336
00:11:51,860 --> 00:11:53,140
So from the very first step,
337
00:11:53,140 --> 00:11:54,540
because this is going to be multiple renders
338
00:11:54,540 --> 00:11:55,620
and multiple rooms,
339
00:11:55,620 --> 00:11:57,580
we're going to want to make sure that everything is organized
340
00:11:57,580 --> 00:11:59,540
and easy to manage.
341
00:11:59,540 --> 00:12:00,780
Next, the next thing I'm going to do
342
00:12:00,780 --> 00:12:02,180
is I'm going to actually start working
343
00:12:02,180 --> 00:12:04,460
on the shape of the room itself.
344
00:12:04,460 --> 00:12:07,220
So what I'm going to do is I'm going to press shift A
345
00:12:07,220 --> 00:12:10,100
and go to single vert and add single vert.
346
00:12:10,100 --> 00:12:10,940
If you don't have that,
347
00:12:10,940 --> 00:12:12,940
you're going to want to go to preferences
348
00:12:12,940 --> 00:12:16,460
and type in extra objects and then enable those.
349
00:12:17,500 --> 00:12:18,660
Right. With that vert selected,
350
00:12:18,660 --> 00:12:20,060
make sure you've got vertex here.
351
00:12:20,060 --> 00:12:23,300
I'm going to do a shift tab to enable snapping
352
00:12:23,300 --> 00:12:25,340
and make sure you've got it set to vertex mode.
353
00:12:25,340 --> 00:12:26,340
Then I'm going to go over to here
354
00:12:26,340 --> 00:12:28,100
and then I'm just going to press E
355
00:12:28,100 --> 00:12:30,980
and do these like this.
356
00:12:30,980 --> 00:12:33,420
Now this is where the door part is actually going to close.
357
00:12:33,420 --> 00:12:34,500
And then this part is going to be
358
00:12:34,500 --> 00:12:36,180
where the door kind of overhangs a little bit.
359
00:12:36,180 --> 00:12:37,540
So I'm just going to do it from here,
360
00:12:37,540 --> 00:12:39,780
but there won't be too much visual difference going on
361
00:12:39,780 --> 00:12:41,940
if you don't, if you do it to these edges instead.
362
00:12:41,940 --> 00:12:44,540
This part of the actual wall is going to be a glass wall.
363
00:12:44,540 --> 00:12:45,980
I've just put that as reference.
364
00:12:45,980 --> 00:12:47,420
Generally, there should be some text here
365
00:12:47,420 --> 00:12:48,780
that would say glass,
366
00:12:48,780 --> 00:12:50,340
but this is going to be not part
367
00:12:50,340 --> 00:12:51,940
of the actual structure of the room.
368
00:12:51,940 --> 00:12:53,420
So I'm just going to ignore that here
369
00:12:53,420 --> 00:12:56,140
and just go up to the top and continue over here.
370
00:12:57,060 --> 00:12:58,820
Then I'm going to get to the windows.
371
00:12:58,820 --> 00:13:00,180
Now we can see that these windows,
372
00:13:00,180 --> 00:13:02,580
they're going to be generally the last part of the room
373
00:13:02,580 --> 00:13:04,340
before it goes to the outside area.
374
00:13:04,340 --> 00:13:05,700
So I'm just going to go to here
375
00:13:05,700 --> 00:13:08,300
and I'm just going to go straight down and work on that.
376
00:13:08,300 --> 00:13:10,020
We will add an extra plinth here,
377
00:13:10,020 --> 00:13:11,860
which will be 20, 10 meters high.
378
00:13:11,860 --> 00:13:14,140
And then we will also extrude this part out
379
00:13:14,140 --> 00:13:15,460
until the outside wall,
380
00:13:15,460 --> 00:13:16,780
but we can ignore that for now.
381
00:13:16,780 --> 00:13:18,580
So I'm just going to continue going around
382
00:13:20,620 --> 00:13:21,700
and go like this.
383
00:13:21,700 --> 00:13:22,900
I'm also going to ignore the recess,
384
00:13:22,900 --> 00:13:24,540
but I'm just going to add some points here.
385
00:13:24,540 --> 00:13:25,620
These points are very helpful
386
00:13:25,620 --> 00:13:27,860
because they will add an extra edge,
387
00:13:27,860 --> 00:13:29,780
which we can then use to extrude later on.
388
00:13:29,780 --> 00:13:33,660
So let's just go like this and go all the way around.
389
00:13:35,100 --> 00:13:37,260
And let's say for here, we're going to,
390
00:13:37,260 --> 00:13:40,020
oh, we want to go straight across here.
391
00:13:40,020 --> 00:13:42,100
And then this is going to be the kitchen
392
00:13:42,100 --> 00:13:43,060
and this isn't a recess.
393
00:13:43,060 --> 00:13:44,980
This is an actual part of the construction.
394
00:13:44,980 --> 00:13:46,340
So let's go all the way around
395
00:13:46,340 --> 00:13:48,020
and then select the last, the first one,
396
00:13:48,020 --> 00:13:49,500
press F and now they're joined.
397
00:13:49,500 --> 00:13:51,300
So now we have the actual shape of the room.
398
00:13:51,300 --> 00:13:52,580
We're not going to work on these rooms.
399
00:13:52,580 --> 00:13:53,580
So we can ignore them.
400
00:13:53,580 --> 00:13:54,700
We want to see inside them,
401
00:13:54,700 --> 00:13:57,900
but we can extrude an edge later on when we want to.
402
00:13:57,900 --> 00:13:59,020
Right, so the next thing we want to do
403
00:13:59,020 --> 00:14:01,580
is work on the actual room heights
404
00:14:01,580 --> 00:14:04,820
and try to make sure that we then add in the windows and doors.
405
00:14:04,820 --> 00:14:06,140
So what I'm going to do is we can first see
406
00:14:06,140 --> 00:14:08,180
that this is going to be the ground level.
407
00:14:08,180 --> 00:14:10,380
Generally, these two sides will be filled in,
408
00:14:10,380 --> 00:14:12,100
but this is kind of the symbol to say
409
00:14:12,100 --> 00:14:15,340
the level of the floor is going to be a zero zero.
410
00:14:15,340 --> 00:14:16,820
So let's actually just move everything down
411
00:14:16,820 --> 00:14:17,940
before we continue.
412
00:14:19,500 --> 00:14:20,940
Okay, these are now a zero zero.
413
00:14:20,940 --> 00:14:23,140
And then the next thing I want to do is select this edge
414
00:14:23,140 --> 00:14:26,820
and we can see that it wants to be 2.45 meters tall.
415
00:14:26,820 --> 00:14:30,220
And my units for this particular project are set to meters.
416
00:14:30,220 --> 00:14:31,540
If we go over to here, we can see the units
417
00:14:31,540 --> 00:14:32,860
and I've got it set to meters
418
00:14:32,860 --> 00:14:34,100
and that works quite nicely here.
419
00:14:34,100 --> 00:14:35,740
So what I'm going to do is go into edit mode
420
00:14:35,740 --> 00:14:40,340
and select all the edges and press E, Z, and then 2.45.
421
00:14:40,340 --> 00:14:42,940
So now that is going to be the height of the room.
422
00:14:42,940 --> 00:14:43,900
Now as you can see here,
423
00:14:43,900 --> 00:14:46,860
my inside walls are actually red, slightly red.
424
00:14:46,860 --> 00:14:48,420
And that's because I've always had,
425
00:14:48,420 --> 00:14:50,860
I always have enabled face orientation,
426
00:14:50,860 --> 00:14:53,660
but for you, you might have bright blue and bright red.
427
00:14:53,660 --> 00:14:56,140
But what I have done is I've gone to edit preferences
428
00:14:57,460 --> 00:15:00,020
and for themes, go to 3D viewport.
429
00:15:00,020 --> 00:15:00,860
If we scroll down here,
430
00:15:00,860 --> 00:15:03,740
we can see that we have face orientation back and front.
431
00:15:03,740 --> 00:15:05,900
Now that refers to these colors here.
432
00:15:05,900 --> 00:15:07,660
Now for you, it's probably going to be bright blue,
433
00:15:07,660 --> 00:15:09,500
but I kind of don't need that information.
434
00:15:09,500 --> 00:15:11,060
I'm going to turn that all the way down
435
00:15:11,060 --> 00:15:12,220
and then for the red value,
436
00:15:12,220 --> 00:15:14,340
I'm just going to set that to a low value like this.
437
00:15:14,340 --> 00:15:16,260
I want it to be that I can see it all the time,
438
00:15:16,260 --> 00:15:18,100
but it's not going to get in the way.
439
00:15:18,100 --> 00:15:19,380
And that allows me to always make sure
440
00:15:19,380 --> 00:15:21,580
that my normals are going to be facing the correct direction.
441
00:15:21,580 --> 00:15:24,420
And as these are going to be the inside walls,
442
00:15:24,420 --> 00:15:25,540
that's going to be incorrect.
443
00:15:25,540 --> 00:15:28,220
I don't want the normals to be facing this direction.
444
00:15:28,220 --> 00:15:30,020
So I'm going to set everything.
445
00:15:30,020 --> 00:15:31,540
You can do shift N to make sure everything
446
00:15:31,540 --> 00:15:35,740
is facing the same way and then do alt N and click flip.
447
00:15:35,740 --> 00:15:37,820
So now we can see that the face is now going to be facing
448
00:15:37,820 --> 00:15:39,420
the correct direction.
449
00:15:39,420 --> 00:15:40,420
Right, the next thing I want to do
450
00:15:40,420 --> 00:15:42,740
is actually add some heights.
451
00:15:42,740 --> 00:15:45,700
So we can see here the width of the door
452
00:15:45,700 --> 00:15:46,780
and the height of the door.
453
00:15:46,780 --> 00:15:48,700
And the same here, we can see the width of the window
454
00:15:48,700 --> 00:15:50,300
and the height of the window.
455
00:15:50,300 --> 00:15:53,300
Now those are the cuts that I want to work on now.
456
00:15:53,300 --> 00:15:55,540
So what I'm going to do here is we can also
457
00:15:55,540 --> 00:15:58,140
see that this door is also 200 centimeters.
458
00:15:58,140 --> 00:16:00,780
So what I'm going to do here is go into edit mode,
459
00:16:00,780 --> 00:16:05,260
do control R, add a loop, and bring it down to the bottom.
460
00:16:05,260 --> 00:16:08,500
So it's directly at the bottom and then press GZ200.
461
00:16:08,500 --> 00:16:10,340
Whoopsie, GZ2.
462
00:16:10,340 --> 00:16:12,780
So now that's 200 centimeters tall.
463
00:16:12,780 --> 00:16:15,220
And now we can see that we now have some nice loops
464
00:16:15,220 --> 00:16:16,460
for these doors.
465
00:16:16,500 --> 00:16:19,020
So with those selected, I'm just going to press E
466
00:16:19,020 --> 00:16:19,980
and extrude those out.
467
00:16:19,980 --> 00:16:21,500
So now we have some doors.
468
00:16:21,500 --> 00:16:23,020
I will delete these bottom faces
469
00:16:23,020 --> 00:16:26,060
because these are going to be part of the whole floor
470
00:16:26,060 --> 00:16:27,460
on the bottom.
471
00:16:27,460 --> 00:16:28,900
And now we can work on the windows.
472
00:16:28,900 --> 00:16:31,460
So we can see that there is a step here
473
00:16:31,460 --> 00:16:33,980
and the height of that step is 20 centimeters.
474
00:16:33,980 --> 00:16:37,980
And then the window itself is 210 centimeters tall.
475
00:16:37,980 --> 00:16:39,260
So there's different ways to approach this
476
00:16:39,260 --> 00:16:40,540
and it's entirely up to you.
477
00:16:40,540 --> 00:16:42,860
You could add a loop cut here and go to the bottom
478
00:16:42,860 --> 00:16:45,180
and press GZ.2.
479
00:16:45,180 --> 00:16:48,820
And then you can, if you'd like, join these together
480
00:16:48,820 --> 00:16:50,180
and add those plinths.
481
00:16:50,180 --> 00:16:52,300
But that's not necessarily so important.
482
00:16:52,300 --> 00:16:53,700
You can add the steps later.
483
00:16:53,700 --> 00:16:55,100
And that's what I'm going to do.
484
00:16:55,100 --> 00:16:57,220
So what I'm going to do is now that we have this edge
485
00:16:57,220 --> 00:16:58,740
that's 20 centimeters tall,
486
00:16:58,740 --> 00:17:00,860
we can then work on the loop cut
487
00:17:00,860 --> 00:17:04,740
that's going to go 210 centimeters up from that.
488
00:17:04,740 --> 00:17:06,700
So let's just add a loop here.
489
00:17:06,700 --> 00:17:08,420
It's probably going to be higher than this point.
490
00:17:08,420 --> 00:17:13,140
Let's go GZ to this point and then do GZ2.1.
491
00:17:13,980 --> 00:17:17,340
Now this is going to be the height of the window itself.
492
00:17:17,340 --> 00:17:20,500
Now the window doesn't start until here.
493
00:17:20,500 --> 00:17:21,460
There's an outside edge.
494
00:17:21,460 --> 00:17:22,820
So this wall does go like this
495
00:17:22,820 --> 00:17:24,900
and it goes out to the outside edge.
496
00:17:24,900 --> 00:17:26,700
But the window itself has an overlap.
497
00:17:26,700 --> 00:17:30,140
So we can see here that the window
498
00:17:30,140 --> 00:17:32,260
goes into this corner part.
499
00:17:32,260 --> 00:17:34,300
So that's what we're going to take into consideration.
500
00:17:34,300 --> 00:17:36,540
So let's go to here and then just add some loop cuts here
501
00:17:36,540 --> 00:17:40,060
and go over to this part here.
502
00:17:40,060 --> 00:17:41,660
And then there's another one here.
503
00:17:41,660 --> 00:17:43,860
And then let's do it for the other ones as well.
504
00:17:45,540 --> 00:17:48,140
Now these are probably going to be different for your plans.
505
00:17:48,140 --> 00:17:49,580
But if it's not entirely clear,
506
00:17:49,580 --> 00:17:52,060
you can always ask the architect.
507
00:17:52,060 --> 00:17:53,380
Because sometimes they just don't put
508
00:17:53,380 --> 00:17:55,780
certain information in that's important.
509
00:17:55,780 --> 00:17:57,620
Right, so now we can see that this height
510
00:17:57,620 --> 00:17:58,860
is the height of the window.
511
00:17:58,860 --> 00:18:00,500
So let's select these faces
512
00:18:00,500 --> 00:18:02,060
and then we can extrude these out.
513
00:18:02,060 --> 00:18:03,540
So let's extrude this to here.
514
00:18:05,060 --> 00:18:06,700
And then if you want to delete that face, you can.
515
00:18:06,700 --> 00:18:08,900
So now we see that this is going to be perfectly fine.
516
00:18:08,900 --> 00:18:09,740
And you might be wondering,
517
00:18:09,740 --> 00:18:11,300
oh, but we haven't done the outside walls
518
00:18:11,300 --> 00:18:12,540
or the walls have no thickness.
519
00:18:12,540 --> 00:18:13,540
But that's not important.
520
00:18:13,540 --> 00:18:15,780
We won't see the walls anyway.
521
00:18:15,780 --> 00:18:18,500
Right, so now we have the walls, the windows,
522
00:18:18,500 --> 00:18:21,820
and now we can work on these recesses.
523
00:18:21,820 --> 00:18:25,220
So there is a recess here and there's also one here.
524
00:18:25,220 --> 00:18:26,300
Now for these recesses,
525
00:18:26,300 --> 00:18:27,820
I'm just going to use one of these loop cuts
526
00:18:27,820 --> 00:18:28,660
that we already have,
527
00:18:28,660 --> 00:18:31,420
because then that should be around the correct height anyway.
528
00:18:31,420 --> 00:18:33,260
So let's just select these faces here
529
00:18:33,260 --> 00:18:35,340
and I'm going to extrude that out to here.
530
00:18:35,340 --> 00:18:36,980
And then the same for this recess here,
531
00:18:36,980 --> 00:18:39,140
I'm just going to use this one as well.
532
00:18:40,140 --> 00:18:41,540
Now this one, the purpose of this one
533
00:18:41,540 --> 00:18:44,180
is just going to be for like a bookshelf
534
00:18:44,180 --> 00:18:45,140
or something like this.
535
00:18:45,140 --> 00:18:47,460
But again, I just want to delete that bottom face
536
00:18:47,460 --> 00:18:48,820
and this one as well.
537
00:18:48,820 --> 00:18:51,140
The idea is that now we can select the whole bottom face
538
00:18:51,140 --> 00:18:53,460
and press F and now we have the whole floor.
539
00:18:53,460 --> 00:18:55,260
I will just bring this up just a tiny little bit
540
00:18:55,260 --> 00:18:56,700
just so we can see them.
541
00:18:56,700 --> 00:18:58,780
And then we have this here.
542
00:18:58,780 --> 00:19:00,900
Now I'm going to work on just creating this step.
543
00:19:00,900 --> 00:19:02,940
Now like I said, you can use some of these loop cuts
544
00:19:02,940 --> 00:19:04,100
that are already there
545
00:19:04,100 --> 00:19:05,900
or you could just make it a new object
546
00:19:05,900 --> 00:19:07,900
and it's not super important.
547
00:19:08,020 --> 00:19:08,860
What I am going to do,
548
00:19:08,860 --> 00:19:10,500
I'm just going to make it a separate object here.
549
00:19:10,500 --> 00:19:13,020
So let's just duplicate this and use the edge
550
00:19:13,020 --> 00:19:13,860
because we have it already.
551
00:19:13,860 --> 00:19:15,580
Let's just bring that over here
552
00:19:15,580 --> 00:19:16,620
and then select that face
553
00:19:16,620 --> 00:19:18,460
and then just extrude it over here.
554
00:19:20,380 --> 00:19:22,180
And then let's do the same thing.
555
00:19:22,180 --> 00:19:25,300
Shift D, bring that over here and use this one.
556
00:19:26,460 --> 00:19:27,740
Right, this one is a bit too far over.
557
00:19:27,740 --> 00:19:29,780
So let's bring this over into this corner.
558
00:19:29,780 --> 00:19:31,700
Now generally there will actually still be
559
00:19:31,700 --> 00:19:32,900
a bit of a step here,
560
00:19:32,900 --> 00:19:34,700
but whatever for the purpose of the video,
561
00:19:34,700 --> 00:19:35,700
it should be fine.
562
00:19:35,740 --> 00:19:37,940
And then let's just duplicate this over
563
00:19:37,940 --> 00:19:39,620
because it's already built
564
00:19:39,620 --> 00:19:41,740
and bring that into this corner.
565
00:19:41,740 --> 00:19:43,460
And let's bring this one over.
566
00:19:43,460 --> 00:19:44,500
Now this one's a little bit longer,
567
00:19:44,500 --> 00:19:46,340
so let's just bring this over here.
568
00:19:48,300 --> 00:19:49,620
Right, so now we have the steps
569
00:19:49,620 --> 00:19:51,860
and now we have those areas.
570
00:19:51,860 --> 00:19:54,940
So what we can work on next is let's work on the ceiling.
571
00:19:54,940 --> 00:19:56,340
So what I'm going to do is go into edit mode,
572
00:19:56,340 --> 00:19:57,860
select this whole top face.
573
00:19:57,860 --> 00:19:59,060
You should be able to select the whole thing
574
00:19:59,060 --> 00:20:00,580
and press F as well.
575
00:20:00,580 --> 00:20:02,260
Now we can't now see into the building
576
00:20:02,260 --> 00:20:04,060
and what is a useful thing is that what you can do
577
00:20:04,060 --> 00:20:06,620
is go over to here and press back face culling.
578
00:20:06,620 --> 00:20:08,780
So now we can see entirely always into the room
579
00:20:08,780 --> 00:20:11,540
and that's very useful, especially for architecture.
580
00:20:11,540 --> 00:20:13,300
You can also change the focal length,
581
00:20:13,300 --> 00:20:14,540
so you might want to go to quite low.
582
00:20:14,540 --> 00:20:15,460
So when you're in the room,
583
00:20:15,460 --> 00:20:17,540
you can see quite a lot of the room
584
00:20:17,540 --> 00:20:20,140
because with AT it's kind of a bit cramped
585
00:20:20,140 --> 00:20:21,980
so you could just reduce this and see inside the room.
586
00:20:21,980 --> 00:20:22,900
Okay, so for this next point,
587
00:20:22,900 --> 00:20:24,900
what I'm going to work on is this glass wall.
588
00:20:24,900 --> 00:20:27,020
Now this is a very technical detail
589
00:20:27,020 --> 00:20:29,820
and the architect should send you some details
590
00:20:29,820 --> 00:20:31,220
and that might look something like this.
591
00:20:31,220 --> 00:20:32,700
So these are like extra details
592
00:20:32,700 --> 00:20:36,140
which show you specifically how this piece is going to work.
593
00:20:36,140 --> 00:20:38,500
If they don't, then maybe there's a chance
594
00:20:38,500 --> 00:20:40,820
that they haven't figured it out themselves yet.
595
00:20:40,820 --> 00:20:42,180
But for this video, what I'm going to do
596
00:20:42,180 --> 00:20:44,620
is I'm just going to make this point extruded
597
00:20:44,620 --> 00:20:46,820
and then make the glass sit inside the extrusion.
598
00:20:46,820 --> 00:20:49,940
So let's go over to here and I want to add some cuts.
599
00:20:49,940 --> 00:20:53,180
So what I'm going to do is just press K
600
00:20:53,180 --> 00:20:55,180
and add a cut here.
601
00:20:55,180 --> 00:20:56,420
I will do some snapping later.
602
00:20:56,420 --> 00:20:58,060
Let's just do this roughly here.
603
00:20:58,060 --> 00:20:59,660
You can also do this with loop cuts
604
00:20:59,660 --> 00:21:00,980
if you're working with perfect quads,
605
00:21:00,980 --> 00:21:02,580
but that doesn't make too much difference here.
606
00:21:02,580 --> 00:21:05,020
So let's just now make sure that these are in line.
607
00:21:05,020 --> 00:21:08,740
I'm with snapping GY and GX.
608
00:21:08,740 --> 00:21:13,820
I'll make sure GY and GX.
609
00:21:13,820 --> 00:21:15,500
Right, so now these are in line.
610
00:21:15,500 --> 00:21:18,100
We can now select this edge and press E
611
00:21:18,100 --> 00:21:20,260
and let's just extrude this a little bit.
612
00:21:20,260 --> 00:21:22,100
So this is where the glass is going to sit
613
00:21:22,100 --> 00:21:25,340
inside this little piece.
614
00:21:25,340 --> 00:21:28,020
Now this is probably not going to be 100% correct
615
00:21:28,020 --> 00:21:30,700
and the construction might be done in a different way,
616
00:21:30,700 --> 00:21:34,220
but for this visualization it should work fine
617
00:21:34,220 --> 00:21:36,740
and you can't actually see into this detail anyway.
618
00:21:36,740 --> 00:21:37,900
Okay, now the next thing I'm going to work on
619
00:21:37,900 --> 00:21:38,900
is these skylights.
620
00:21:38,900 --> 00:21:40,860
Now what we can do is again cut these out,
621
00:21:40,860 --> 00:21:42,860
but what you can also do is do a boolean.
622
00:21:42,860 --> 00:21:44,660
So what I'm going to do is select these edges
623
00:21:44,660 --> 00:21:46,580
because these are already done for me
624
00:21:46,580 --> 00:21:48,820
and let's just shift D, bring these to the top
625
00:21:50,780 --> 00:21:51,620
and then separate these.
626
00:21:51,620 --> 00:21:53,420
So now we're going to work with these
627
00:21:53,420 --> 00:21:55,740
and let's just join these together.
628
00:21:57,100 --> 00:21:58,380
Select them all, press F to make sure
629
00:21:58,380 --> 00:22:00,380
that they have a face and then extrude these up.
630
00:22:01,260 --> 00:22:03,340
Make sure that there's enough thickness for the roof.
631
00:22:03,340 --> 00:22:05,700
Generally the roof thicknesses are going to be quite thick
632
00:22:05,700 --> 00:22:07,340
so make sure I bring that up like that.
633
00:22:07,340 --> 00:22:10,180
Then what I'm going to do is just join that to this wall here
634
00:22:13,780 --> 00:22:15,540
and I'm going to select these here
635
00:22:18,060 --> 00:22:20,740
and press F3 and boolean.
636
00:22:23,740 --> 00:22:25,020
Now we can see that one of them has worked
637
00:22:25,020 --> 00:22:26,020
but the other one hasn't swapped.
638
00:22:26,020 --> 00:22:28,060
What I'm going to do is also just bring these down a little bit
639
00:22:28,060 --> 00:22:30,340
make the calculation a little bit easier to work with.
640
00:22:31,380 --> 00:22:32,420
Right, there we go.
641
00:22:32,420 --> 00:22:33,260
And these are the settings.
642
00:22:33,260 --> 00:22:35,020
So I've got Union, Fast and Swap
643
00:22:36,140 --> 00:22:39,180
but I don't think that one actually does anything here.
644
00:22:39,180 --> 00:22:40,460
Right, so now we have some skylights.
645
00:22:40,460 --> 00:22:42,860
So what I'm going to do here is just delete these faces
646
00:22:42,860 --> 00:22:44,740
and that works nicely.
647
00:22:46,300 --> 00:22:48,220
Now don't worry that these aren't perfect quads
648
00:22:48,220 --> 00:22:50,300
because it doesn't really make too much difference.
649
00:22:50,300 --> 00:22:51,340
It will make some difference
650
00:22:51,340 --> 00:22:53,340
if you do want to do more cuts or do more stuff
651
00:22:53,340 --> 00:22:55,300
and you have to kind of cut things out yourself
652
00:22:55,300 --> 00:22:56,540
but in general, this is fine.
653
00:22:56,540 --> 00:22:58,300
We don't really need to do any more work to the ceiling
654
00:22:58,300 --> 00:23:00,340
so that's going to work perfectly.
655
00:23:00,700 --> 00:23:01,820
Okay, so the next thing I'm going to do
656
00:23:01,820 --> 00:23:03,580
is add the more architectural elements
657
00:23:03,580 --> 00:23:06,180
and that for me is going to be some of the windows and doors.
658
00:23:06,180 --> 00:23:07,700
So what I'm going to do here is go to the Imish
659
00:23:07,700 --> 00:23:10,260
as a manager, I'm going to go to my door folder
660
00:23:10,260 --> 00:23:11,940
and I'm just going to import this folder.
661
00:23:11,940 --> 00:23:13,940
And I'm just going to bring that in place.
662
00:23:13,940 --> 00:23:16,260
So we can see that this door is slightly too short.
663
00:23:16,260 --> 00:23:17,580
So let's bring this over to here.
664
00:23:17,580 --> 00:23:19,940
So this edge is against this edge.
665
00:23:19,940 --> 00:23:22,340
And then let's just bring this over here.
666
00:23:22,340 --> 00:23:25,660
Let's go into the mode for both and this over.
667
00:23:26,660 --> 00:23:27,660
Okay.
668
00:23:27,660 --> 00:23:29,660
And then let's also bring this down to the bottom.
669
00:23:31,660 --> 00:23:33,660
Are you snapping here?
670
00:23:33,660 --> 00:23:35,660
Right, and is this tall enough?
671
00:23:35,660 --> 00:23:37,660
I could probably make it a little bit taller
672
00:23:37,660 --> 00:23:38,660
because I think this edge is here.
673
00:23:38,660 --> 00:23:40,660
So let's just make sure there's some overlap.
674
00:23:42,660 --> 00:23:43,660
Something like this.
675
00:23:43,660 --> 00:23:45,660
Right, the door is opening the wrong way.
676
00:23:45,660 --> 00:23:46,660
So we can see that on the plans,
677
00:23:46,660 --> 00:23:48,660
the door should be going this way.
678
00:23:48,660 --> 00:23:49,660
But that is not the case.
679
00:23:49,660 --> 00:23:52,660
So what I'm going to do here is select this object
680
00:23:53,660 --> 00:23:56,660
and go to object, mirror and this way.
681
00:23:56,660 --> 00:23:58,660
So I can bring that back over.
682
00:23:59,660 --> 00:24:02,660
And now that should open in the correct way.
683
00:24:02,660 --> 00:24:05,660
And as you can see, we haven't worried about the other room,
684
00:24:05,660 --> 00:24:06,660
but we won't see that anyway.
685
00:24:06,660 --> 00:24:07,660
And if anything,
686
00:24:07,660 --> 00:24:09,660
there is going to be a little bit of a gap down here
687
00:24:09,660 --> 00:24:11,660
and we're just going to see darkness anyway.
688
00:24:11,660 --> 00:24:13,660
But what you can also do is,
689
00:24:13,660 --> 00:24:15,660
if you wanted to move this up just a tiny bit,
690
00:24:15,660 --> 00:24:18,660
so there is a bit more of a gap underneath,
691
00:24:18,660 --> 00:24:20,660
otherwise it's going to be scraping against the floor.
692
00:24:20,660 --> 00:24:22,660
And then let's just copy this over
693
00:24:22,660 --> 00:24:24,660
and move this to the front door.
694
00:24:25,660 --> 00:24:27,660
So the door is going the other way for this one.
695
00:24:27,660 --> 00:24:29,660
So the door will be opening in the opposite direction.
696
00:24:29,660 --> 00:24:32,660
So let's select this door, rotate that 180 degrees,
697
00:24:32,660 --> 00:24:34,660
and then let's put that in place as well.
698
00:24:34,660 --> 00:24:36,660
Now, generally the front doors I got
699
00:24:36,660 --> 00:24:37,660
are going to be a little bit different.
700
00:24:37,660 --> 00:24:39,660
And I think I've made a bit of a mistake in the plans here,
701
00:24:39,660 --> 00:24:42,660
but never mind, that does go right up to this edge.
702
00:24:42,660 --> 00:24:45,660
But the doors are generally going to be a bit thicker.
703
00:24:45,660 --> 00:24:49,660
So what I'm going to do here is move this over here like this.
704
00:24:50,660 --> 00:24:52,660
And this is the edge I've created,
705
00:24:52,660 --> 00:24:54,660
so let's actually bring this over a bit more.
706
00:24:55,660 --> 00:24:57,660
Like that.
707
00:25:02,660 --> 00:25:05,660
Okay, and generally also the door will have more locks
708
00:25:05,660 --> 00:25:07,660
and other things, but we won't be able to see that anyway,
709
00:25:07,660 --> 00:25:08,660
so let's just leave that here.
710
00:25:08,660 --> 00:25:10,660
Right, the next thing I'm going to want to work on
711
00:25:10,660 --> 00:25:11,660
is these windows.
712
00:25:11,660 --> 00:25:14,660
So we can see here that there is a...
713
00:25:16,660 --> 00:25:19,660
Okay, I've just realized that when I removed these skylights,
714
00:25:19,660 --> 00:25:21,660
we did remove loose parts.
715
00:25:21,660 --> 00:25:23,660
So I'm just going to join those back together again.
716
00:25:23,660 --> 00:25:27,660
Let's just select this all and join these back to one object.
717
00:25:27,660 --> 00:25:29,660
Right, and then bring these objects back.
718
00:25:29,660 --> 00:25:32,660
Right, so the next thing we want to do is work on these windows.
719
00:25:32,660 --> 00:25:34,660
So we can see that one side is going to be opening
720
00:25:34,660 --> 00:25:35,660
and the other one is not.
721
00:25:35,660 --> 00:25:37,660
So we can work with that.
722
00:25:37,660 --> 00:25:40,660
So let's find some doors that look mostly similar.
723
00:25:40,660 --> 00:25:43,660
And we do actually have some iMesh.
724
00:25:43,660 --> 00:25:46,660
I think I've got it under windows.
725
00:25:46,660 --> 00:25:48,660
Okay, and this one should work fine.
726
00:25:48,660 --> 00:25:51,660
I'm just going to add a point here and append that in.
727
00:25:51,660 --> 00:25:54,660
And bring that roughly into place.
728
00:25:54,660 --> 00:25:57,660
And we can see that the window starts at this corner.
729
00:25:57,660 --> 00:25:58,660
So let's bring that in.
730
00:25:58,660 --> 00:26:00,660
Turn off snapping.
731
00:26:00,660 --> 00:26:01,660
Bring that in.
732
00:26:01,660 --> 00:26:02,660
You can just bring it into the wall just a little bit
733
00:26:02,660 --> 00:26:03,660
so that there's no edge here.
734
00:26:03,660 --> 00:26:09,660
And then they're going to edit mode and bring this window over.
735
00:26:12,660 --> 00:26:15,660
Something like that.
736
00:26:15,660 --> 00:26:17,660
Now let's bring this up.
737
00:26:19,660 --> 00:26:21,660
And there we go.
738
00:26:21,660 --> 00:26:23,660
Okay, and now at this point,
739
00:26:23,660 --> 00:26:25,660
so there is a mistake that I have done.
740
00:26:25,660 --> 00:26:27,660
And that is kind of also fine.
741
00:26:27,660 --> 00:26:30,660
That's also my fault because I haven't created the full plans.
742
00:26:30,660 --> 00:26:33,660
And these are the kind of things which you will also come up against.
743
00:26:33,660 --> 00:26:35,660
So you've done these plans and you notice that now the window
744
00:26:35,660 --> 00:26:37,660
isn't hitting the top of the roof.
745
00:26:37,660 --> 00:26:40,660
And you should then ask the client for a section
746
00:26:40,660 --> 00:26:42,660
so you can see how actually this window is constructed
747
00:26:42,660 --> 00:26:45,660
and at which point it goes down and where this piece goes.
748
00:26:45,660 --> 00:26:47,660
So that is kind of my fault,
749
00:26:47,660 --> 00:26:50,660
but I guess that's also part of the experience.
750
00:26:50,660 --> 00:26:53,660
You will always be finding these pieces which don't line up
751
00:26:53,660 --> 00:26:55,660
and how they don't work.
752
00:26:55,660 --> 00:26:57,660
So according to my plans, they don't work.
753
00:26:57,660 --> 00:26:59,660
So what I'm going to do is just work with that
754
00:26:59,660 --> 00:27:01,660
and fix that here.
755
00:27:01,660 --> 00:27:02,660
So it's going to be quite easy.
756
00:27:02,660 --> 00:27:05,660
Let's just add a new cut here
757
00:27:05,660 --> 00:27:09,660
and bring this over to the end of the window.
758
00:27:09,660 --> 00:27:11,660
And let's add another one here.
759
00:27:13,660 --> 00:27:15,660
And just bring that over to the same edge here.
760
00:27:15,660 --> 00:27:18,660
And now let's just delete these faces
761
00:27:22,660 --> 00:27:24,660
and then we can just bridge these together.
762
00:27:27,660 --> 00:27:28,660
Right.
763
00:27:28,660 --> 00:27:31,660
And sometimes there will be a bit more of an overlap
764
00:27:31,660 --> 00:27:32,660
like it will go something like this,
765
00:27:32,660 --> 00:27:34,660
but it doesn't matter if it's going to be entirely flush.
766
00:27:34,660 --> 00:27:36,660
So we're going to bring that over like this
767
00:27:36,660 --> 00:27:39,660
because there are sometimes pieces which are like a piece of plastic
768
00:27:39,660 --> 00:27:41,660
would go down and meet the window.
769
00:27:41,660 --> 00:27:43,660
So let's just say that it is that part.
770
00:27:43,660 --> 00:27:45,660
And I'm not going to be actually doing any renders facing this direction
771
00:27:45,660 --> 00:27:47,660
so that's also fine.
772
00:27:47,660 --> 00:27:49,660
Let's bring this over maybe a little bit.
773
00:27:51,660 --> 00:27:53,660
Like that.
774
00:27:53,660 --> 00:27:54,660
Right.
775
00:27:54,660 --> 00:27:55,660
I would want to do the same for these ones as well.
776
00:27:55,660 --> 00:27:57,660
So let's just delete this edge.
777
00:28:03,660 --> 00:28:04,660
Okay.
778
00:28:04,660 --> 00:28:05,660
So that works fine.
779
00:28:05,660 --> 00:28:07,660
Now we want to work on this window.
780
00:28:07,660 --> 00:28:09,660
Now this window doesn't actually have a door.
781
00:28:09,660 --> 00:28:11,660
So what I'm going to do is just duplicate this piece over
782
00:28:11,660 --> 00:28:13,660
and move this over roughly.
783
00:28:13,660 --> 00:28:16,660
So it's just against the wall.
784
00:28:18,660 --> 00:28:20,660
And then I'm going to...
785
00:28:22,660 --> 00:28:23,660
But we only want...
786
00:28:23,660 --> 00:28:24,660
But now we only want one side.
787
00:28:24,660 --> 00:28:26,660
We only want the piece which is the glass.
788
00:28:26,660 --> 00:28:28,660
So what I'm going to do is add a mirror.
789
00:28:28,660 --> 00:28:30,660
Move this up to the top.
790
00:28:30,660 --> 00:28:33,660
And then what we can say is bisect and then we can flip it.
791
00:28:33,660 --> 00:28:35,660
So now if we go like this,
792
00:28:35,660 --> 00:28:38,660
we can see that we are cutting into the window
793
00:28:38,660 --> 00:28:40,660
and now we have a perfect window.
794
00:28:40,660 --> 00:28:44,660
So let's bring this up to the top.
795
00:28:44,660 --> 00:28:47,660
And we might want to apply that in a second.
796
00:28:47,660 --> 00:28:48,660
Let's just see.
797
00:28:48,660 --> 00:28:50,660
I've actually made that basically perfect.
798
00:28:50,660 --> 00:28:52,660
I think that should be fine.
799
00:28:52,660 --> 00:28:54,660
And then for this next window,
800
00:28:54,660 --> 00:28:56,660
what we want to do is just duplicate this over
801
00:28:56,660 --> 00:28:57,660
because this is a similar one.
802
00:28:57,660 --> 00:28:59,660
There is just one window that opens
803
00:28:59,660 --> 00:29:00,660
and one that doesn't.
804
00:29:00,660 --> 00:29:02,660
So let's bring this over here like this.
805
00:29:02,660 --> 00:29:05,660
And this is a similar construction issue here.
806
00:29:05,660 --> 00:29:07,660
There is going to be a little bit...
807
00:29:07,660 --> 00:29:09,660
The window is actually going to start about here.
808
00:29:09,660 --> 00:29:11,660
And then there's going to be like an additional piece
809
00:29:11,660 --> 00:29:12,660
which connects there.
810
00:29:12,660 --> 00:29:13,660
But let's just bring this over.
811
00:29:13,660 --> 00:29:16,660
We literally won't see this piece anyway.
812
00:29:16,660 --> 00:29:18,660
And bring this over here.
813
00:29:18,660 --> 00:29:21,660
And what I'm saying, we won't see these pieces anyway.
814
00:29:21,660 --> 00:29:24,660
It is ideal to actually make sure it is correct the first time round.
815
00:29:24,660 --> 00:29:27,660
But I'll be here all day if I make sure everything's 100% correct.
816
00:29:27,660 --> 00:29:30,660
Let's bring this window over.
817
00:29:30,660 --> 00:29:31,660
There we go.
818
00:29:31,660 --> 00:29:34,660
Okay, now we have the windows and these things.
819
00:29:34,660 --> 00:29:37,660
We do see some weird Z-fighting here.
820
00:29:37,660 --> 00:29:42,660
But that is simply just because I have the clipping too low.
821
00:29:42,660 --> 00:29:43,660
So it's a little bit higher.
822
00:29:43,660 --> 00:29:45,660
Now it looks a bit more pleasing.
823
00:29:45,660 --> 00:29:47,660
Now for this window, we will actually have that open.
824
00:29:47,660 --> 00:29:49,660
The origin point is in the wrong place.
825
00:29:49,660 --> 00:29:51,660
So let's just make sure we fix that.
826
00:29:51,660 --> 00:29:52,660
Set the origin point here.
827
00:29:52,660 --> 00:29:54,660
Set origin to 3D cursor.
828
00:29:54,660 --> 00:29:56,660
Right, now we can do this.
829
00:29:56,660 --> 00:29:58,660
We will change that a little bit later.
830
00:29:58,660 --> 00:30:00,660
Now for windows, it is very important that you make sure
831
00:30:00,660 --> 00:30:02,660
that you have the correct material.
832
00:30:02,660 --> 00:30:04,660
So you want it to let in as much light as possible.
833
00:30:04,660 --> 00:30:06,660
You don't want to have any shadows.
834
00:30:06,660 --> 00:30:08,660
So you want it to look like glass when you look at it,
835
00:30:08,660 --> 00:30:10,660
but you don't want it to affect much in the scene at all.
836
00:30:10,660 --> 00:30:14,660
Of course, real world glass does have some shadow
837
00:30:14,660 --> 00:30:16,660
and does reduce some of the light going into the scene.
838
00:30:16,660 --> 00:30:19,660
But for architectural purposes, that's going to be so minimal
839
00:30:19,660 --> 00:30:21,660
that the outside is probably going to be overexposed anyway
840
00:30:21,660 --> 00:30:23,660
that you won't really see.
841
00:30:23,660 --> 00:30:25,660
It won't really make too much of a difference.
842
00:30:25,660 --> 00:30:28,660
But what this does do is it makes it much faster
843
00:30:28,660 --> 00:30:29,660
and it renders a lot quicker.
844
00:30:29,660 --> 00:30:31,660
So we're just going to use this node setup,
845
00:30:31,660 --> 00:30:33,660
which is already part of the glass.
846
00:30:33,660 --> 00:30:35,660
That's basically saying if it's a shadow ray or a diffuse ray,
847
00:30:35,660 --> 00:30:37,660
it's going to be 100% transparent.
848
00:30:37,660 --> 00:30:41,660
And it's very important that you add this onto your glass.
849
00:30:41,660 --> 00:30:42,660
Right then.
850
00:30:42,660 --> 00:30:45,660
So now we have the doors and the windows.
851
00:30:45,660 --> 00:30:48,660
And for this one, you can add a skylight window up here,
852
00:30:48,660 --> 00:30:50,660
but I don't think we'll actually see that anyway.
853
00:30:50,660 --> 00:30:52,660
So let's just ignore that for now.
854
00:30:52,660 --> 00:30:55,660
The next and final probably construction piece
855
00:30:55,660 --> 00:30:58,660
that I'm going to do is I'm going to add some...
856
00:30:58,660 --> 00:31:00,660
Let's just turn off back face coloring.
857
00:31:00,660 --> 00:31:02,660
I'm going to add some light portals.
858
00:31:02,660 --> 00:31:04,660
So let's select this face,
859
00:31:04,660 --> 00:31:06,660
select these edges,
860
00:31:06,660 --> 00:31:07,660
shift S, cursor selected,
861
00:31:07,660 --> 00:31:11,660
and then we can do shift A and add a lamp.
862
00:31:11,660 --> 00:31:14,660
Now, if you're watching this video when path guiding is available,
863
00:31:14,660 --> 00:31:16,660
I don't know if you'll actually need portals at that point,
864
00:31:16,660 --> 00:31:21,660
but let's just add these in anyway.
865
00:31:21,660 --> 00:31:22,660
And let's just bring this down
866
00:31:22,660 --> 00:31:25,660
and make sure that it fits nicely over this edge.
867
00:31:26,660 --> 00:31:27,660
Okay.
868
00:31:27,660 --> 00:31:29,660
And then let's go to here and set that to a portal.
869
00:31:29,660 --> 00:31:32,660
And that's telling it that there will be some outside light
870
00:31:32,660 --> 00:31:34,660
and the outside light should be going into this room.
871
00:31:34,660 --> 00:31:36,660
So let's just duplicate these.
872
00:31:36,660 --> 00:31:40,660
I'm going to do alt D and bring this over and S, Y.
873
00:31:40,660 --> 00:31:42,660
I did alt D because if we decide to change these values
874
00:31:42,660 --> 00:31:44,660
for whatever reason of this light,
875
00:31:44,660 --> 00:31:45,660
maybe it's not a portal anymore
876
00:31:45,660 --> 00:31:46,660
and you want it to actually have light,
877
00:31:46,660 --> 00:31:48,660
then they'll all copy the same value.
878
00:31:48,660 --> 00:31:50,660
So do the same again.
879
00:31:51,660 --> 00:31:55,660
And then we can also add some over here.
880
00:32:00,660 --> 00:32:01,660
Okay, great.
881
00:32:01,660 --> 00:32:04,660
So the next thing we're going to do is actually work on the glass.
882
00:32:04,660 --> 00:32:07,660
So over here, I've represented that as a checkered line.
883
00:32:07,660 --> 00:32:09,660
Again, the plans will have specific details,
884
00:32:09,660 --> 00:32:14,660
but just for this video, I'm just going to add some cubes.
885
00:32:14,660 --> 00:32:16,660
I'm going to bevel the cubes and that'll be my glass.
886
00:32:16,660 --> 00:32:19,660
Now, I haven't actually added in where the door is going to be,
887
00:32:19,660 --> 00:32:21,660
which is a mistake on my part.
888
00:32:21,660 --> 00:32:23,660
So what I'm going to do is just add in the glass
889
00:32:23,660 --> 00:32:27,660
and then we can add in the door where we feel like.
890
00:32:29,660 --> 00:32:31,660
Let's just add a cube.
891
00:32:39,660 --> 00:32:41,660
Now, according to these plans that I've created,
892
00:32:41,660 --> 00:32:44,660
it does go right up to this edge,
893
00:32:44,660 --> 00:32:46,660
but it's probably not.
894
00:32:46,660 --> 00:32:48,660
It's probably going to go have a bit of an overlap,
895
00:32:48,660 --> 00:32:51,660
but whatever you want to do.
896
00:32:51,660 --> 00:32:53,660
And let's bring this over here like this.
897
00:32:56,660 --> 00:32:58,660
Let's just duplicate this, rotate that 90 degrees
898
00:32:58,660 --> 00:33:01,660
and then bring this over here like this.
899
00:33:01,660 --> 00:33:04,660
And then we can bring this over.
900
00:33:04,660 --> 00:33:07,660
This will go all the way up to the top.
901
00:33:07,660 --> 00:33:09,660
Let's just bring this up like this.
902
00:33:09,660 --> 00:33:11,660
Now we have some glass.
903
00:33:11,660 --> 00:33:12,660
Now to make the door,
904
00:33:12,660 --> 00:33:14,660
I probably actually do that a little bit different.
905
00:33:14,660 --> 00:33:16,660
I'll probably bring this over a little bit.
906
00:33:16,660 --> 00:33:19,660
Actually, duplicate that and then bring that over.
907
00:33:19,660 --> 00:33:21,660
And then...
908
00:33:21,660 --> 00:33:23,660
And then you create this piece
909
00:33:23,660 --> 00:33:26,660
and bring this over here like this.
910
00:33:28,660 --> 00:33:31,660
And then we can bring this up to the door height.
911
00:33:31,660 --> 00:33:33,660
Then you can add the doors in.
912
00:33:33,660 --> 00:33:35,660
Okay, then when you have that door shape created,
913
00:33:35,660 --> 00:33:37,660
what I'm going to do is just add a bevel
914
00:33:37,660 --> 00:33:39,660
and just give that a bit of a laby
915
00:33:39,660 --> 00:33:42,660
and do this up here like this.
916
00:33:43,660 --> 00:33:44,660
Okay?
917
00:33:44,660 --> 00:33:49,660
Then I just,
918
00:33:49,660 --> 00:33:52,260
Just add a bevel and just give that a bit of a nicer edge
919
00:33:52,620 --> 00:33:56,300
Right the next thing I want to do is add a door and as this is going to be a glass object
920
00:33:56,300 --> 00:33:59,900
What I have found is that we do actually have an object in an eye mesh
921
00:33:59,900 --> 00:34:05,960
Which will work quite nicely and if you go to here you can add a shower door, which also comes with the hinges and stuff like this
922
00:34:05,960 --> 00:34:13,380
So what I basically did is I was it pen that in just delete all the pieces which are not important such as the shower and
923
00:34:13,860 --> 00:34:17,380
Delete all of these edges because what we want to have is these hinges
924
00:34:17,380 --> 00:34:23,340
Maybe there's like this plastic piece which connects them both to stop any wear and tear and we can do that and
925
00:34:24,220 --> 00:34:26,220
That's basically what I've been working on
926
00:34:31,380 --> 00:34:36,320
Okay, and I continue with that and then what I basically did was I should just delete this piece
927
00:34:43,660 --> 00:34:46,780
And then we can bring that into place and move that over
928
00:34:47,820 --> 00:34:49,340
Like this
929
00:34:49,340 --> 00:34:51,080
Okay, and then it will look something like this
930
00:34:51,080 --> 00:34:52,580
I'm not going to go into too much detail
931
00:34:52,580 --> 00:34:57,540
But I basically just made sure that I overlapped these hinges so they go over the glass and then I make sure to
932
00:34:57,820 --> 00:35:01,680
Make move that over correctly and I've opened it just something like this
933
00:35:02,100 --> 00:35:07,260
These pieces are those plastic pieces. I've just added them as a connector that adds a nice little detail to the object
934
00:35:07,740 --> 00:35:10,500
Okay, and now for the actual material and the glass material
935
00:35:10,500 --> 00:35:13,580
I will be using the advanced glass material that I created
936
00:35:14,020 --> 00:35:17,980
And that is available over at iMesh also put the link in the description
937
00:35:18,380 --> 00:35:23,140
But I will unplug the volume so you can add a volume and in a lot of my test renders
938
00:35:23,140 --> 00:35:24,540
I was actually having a volume
939
00:35:24,540 --> 00:35:30,220
I gave the glass some absorption which basically made it so that the edges of the glass had a nice natural look
940
00:35:30,420 --> 00:35:34,140
But because that will cover so much of the actual final render
941
00:35:34,940 --> 00:35:38,260
And we want to actually see into the glass and see what's behind it a lot more
942
00:35:38,980 --> 00:35:45,220
It made the render times quite considerably more so I've just disconnected that for now for natural base color
943
00:35:45,220 --> 00:35:47,900
I made it not fully white because I want it to be a little bit darker
944
00:35:48,420 --> 00:35:53,900
So that when you can see through the door the bits which you can see through will be lighter when you can see the glass
945
00:35:53,900 --> 00:35:55,380
It'll be a little bit darker
946
00:35:55,380 --> 00:35:58,940
But the rest is a kind of basic values that I've got added here
947
00:35:59,740 --> 00:36:03,980
So what I'm going to do is I'm going to select this object here and give that the same
948
00:36:04,340 --> 00:36:08,020
Advanced glass shader material if you're using the iMesh asset manager
949
00:36:08,540 --> 00:36:12,260
Then you can add that in using that and that is basically what you can do here
950
00:36:13,900 --> 00:36:19,140
And just import that and add that on one benefit of this material as I've already set up the alpha channel
951
00:36:19,140 --> 00:36:20,860
So we can actually see what's going on inside it
952
00:36:20,860 --> 00:36:24,940
The annoying thing is that we can't actually see any of these technical pieces behind these windows
953
00:36:24,980 --> 00:36:29,340
Which would be nice if blender could release that so we can actually see still some of these details
954
00:36:29,860 --> 00:36:34,100
Right, I think that is generally going to be most of the details that we want to add for the main construction
955
00:36:34,500 --> 00:36:37,860
So what I'm going to do is just organize these files and move these to its own layer
956
00:36:37,860 --> 00:36:41,700
So let's select everything here and let's move that to this new layer and call that
957
00:36:42,460 --> 00:36:46,900
Construction you can name that whatever you like, but I think construction works for me and these are all
958
00:36:50,620 --> 00:36:55,920
When you import the assets through the asset manager, it will create its own category you can keep those if you like
959
00:36:56,340 --> 00:36:59,060
But for this purposes of the video, I'm just going to remove it for now
960
00:36:59,340 --> 00:37:01,340
I
961
00:37:08,300 --> 00:37:10,700
Okay, now I'm going to give that a orange color
962
00:37:11,780 --> 00:37:13,780
So now we have the plans and
963
00:37:14,260 --> 00:37:18,060
We have the construction and now we can work on the other parts of the scene
964
00:37:18,060 --> 00:37:22,540
What I'm probably going to do just very quickly is I'm going to actually just add this floor because I think that's going to be quite
965
00:37:22,540 --> 00:37:24,540
Important so let's let this face
966
00:37:24,780 --> 00:37:30,460
And let's just bring this over the reason why I'm selecting this face is because it's one that's already created and it just saves time
967
00:37:30,820 --> 00:37:33,560
Right and just bring this over here. This will basically be the terrace
968
00:37:34,900 --> 00:37:36,900
and bring this over here and
969
00:37:37,780 --> 00:37:39,780
We can bring that up as well
970
00:37:39,900 --> 00:37:42,600
There might be a step here. There might be some other detail
971
00:37:42,860 --> 00:37:45,260
But again, that should be details which you can see in the plan
972
00:37:45,260 --> 00:37:49,580
But for this that is good enough and I don't think we'll actually see it anyway
973
00:37:49,580 --> 00:37:51,460
So let's just leave that there
974
00:37:51,460 --> 00:37:55,020
Okay, so I think we're in a good place now and now we can move on to the next step
975
00:37:55,140 --> 00:37:59,060
Okay for this next step, which is going to be key furniture cameras material and lighting
976
00:37:59,060 --> 00:38:01,580
It's just going to be like the basic setup for the main room
977
00:38:01,580 --> 00:38:05,180
So the main purpose of this step is to block out the scene and try to get an idea of what we're looking for
978
00:38:05,460 --> 00:38:11,500
test out a few furniture arrangement ideas and test some lighting and the key furniture for me is going to be the
979
00:38:11,500 --> 00:38:17,420
Main block furniture says could be like the sofas the tables the the beds like the main focal point of the room
980
00:38:17,420 --> 00:38:20,940
Because then the rest of the room will follow where these pieces of furniture go
981
00:38:21,460 --> 00:38:23,100
And as I've already created this scene
982
00:38:23,100 --> 00:38:26,700
I know where I want to have the roughly the furniture and roughly the furniture which I want
983
00:38:26,700 --> 00:38:29,220
But this is a very good time to experiment with different types
984
00:38:29,220 --> 00:38:33,660
So what I'm going to do is I'm going to start by adding some of the seating. So we go going to go to my sofa folder
985
00:38:34,620 --> 00:38:39,860
Again, these are all available at iMesh and I think I'm going to go for this one here and append that in
986
00:38:40,900 --> 00:38:46,140
And it's going to be a little bit too big. So let's just scale it down and I'm going to put that roughly in place
987
00:38:46,820 --> 00:38:49,300
So I think that's going to be a nice place for this sofa
988
00:38:50,020 --> 00:38:52,360
But I'm not going to need this piece. So I'm going to delete that piece
989
00:38:53,220 --> 00:38:55,820
Again, you can choose any furniture that you think will work here
990
00:38:55,820 --> 00:39:00,100
Maybe you want to go for a more stylish scene and then something like this will be could work quite nicely as well
991
00:39:00,700 --> 00:39:06,620
Again with these kind of objects, you can scale them a little bit. They do have some play especially these kind of sofas
992
00:39:06,620 --> 00:39:07,700
They're going to be block sofas
993
00:39:07,700 --> 00:39:11,260
So the the part where the seats going to go there could be quite low to the ground
994
00:39:11,260 --> 00:39:12,860
But obviously don't go too crazy
995
00:39:12,860 --> 00:39:17,260
But I think scaling them by roughly 10 cent higher 10 cent smaller should work quite well
996
00:39:17,260 --> 00:39:22,620
If it is a specific piece of furniture, which the customer wants then of course, you're not going to want to scale it too much
997
00:39:23,300 --> 00:39:25,300
Okay, so let's just move this one over here
998
00:39:25,300 --> 00:39:28,700
I think what I what I want to do is get some light in from here
999
00:39:28,700 --> 00:39:33,260
So there might be some light coming from outside that we can get onto the back side of the sofa from this window
1000
00:39:33,260 --> 00:39:37,500
And then this alcove will be where the bookshelf will go, but we probably won't see that anyway
1001
00:39:37,500 --> 00:39:42,340
So let's just leave that in there like that. The next thing I want to do is add in a bed
1002
00:39:47,260 --> 00:39:49,260
Let's just add this one in here
1003
00:39:51,820 --> 00:39:58,420
And we will be changing these the materials quite a lot a little bit later on but let's just add this in here
1004
00:40:01,180 --> 00:40:03,860
Okay, and for the next part I will be adding in a kitchen now
1005
00:40:03,860 --> 00:40:07,220
We do have some pre-made kitchens and the one which I actually used in the scene
1006
00:40:07,220 --> 00:40:09,780
I'm actually going to upload that to iMesh as well
1007
00:40:09,900 --> 00:40:14,660
But I will just import that into the scene from my other test scene. Okay, so when you import the kitchen
1008
00:40:14,660 --> 00:40:16,820
You just want to make sure that you fit these in nicely like this
1009
00:40:16,820 --> 00:40:21,780
So I have made it so that it will fit nicely into this edge and then this piece will fit into this alcove
1010
00:40:21,780 --> 00:40:24,020
I have got a little bit of an overlap here
1011
00:40:24,020 --> 00:40:29,740
But we won't actually see that from the angle that we're going for but you can move that over but just for the purpose of this video
1012
00:40:29,740 --> 00:40:33,620
I'm just gonna leave it where it is. So these are going to be for me the main focal points
1013
00:40:33,620 --> 00:40:36,300
So this is going to be important for me to now figure out
1014
00:40:36,300 --> 00:40:40,500
Where is my camera going to go and then we can work on lighting and work on the base materials for the scene
1015
00:40:40,500 --> 00:40:43,060
So one thing that I want to do is make sure I add a camera
1016
00:40:43,580 --> 00:40:45,980
And go into that camera what I'm going to do is
1017
00:40:46,420 --> 00:40:50,180
I'm going to set this to 90 degrees and I'm going to lock that here
1018
00:40:50,300 --> 00:40:55,500
You don't want the camera to be slanted in any way. I say this in every video. You don't want it to be like this
1019
00:40:56,820 --> 00:41:02,860
Like this now all the edges they're gonna be sloping and that's going to give the impression of a sloping or it's gonna
1020
00:41:02,860 --> 00:41:07,140
Give you an uncomfortable feeling if you go on any photos online for architectural photography
1021
00:41:07,660 --> 00:41:11,060
Architectural visualizations, they're always going to be square
1022
00:41:11,500 --> 00:41:15,900
Please make sure your cameras are square. Otherwise, you'll feel slanted. I have done a video
1023
00:41:16,420 --> 00:41:21,460
Archviz top tips which goes over this in a bit more detail and to why it's quite important
1024
00:41:21,460 --> 00:41:24,580
Of course, you there are some beauty shots, which you can do like this
1025
00:41:25,020 --> 00:41:29,220
But generally if you're going to be looking forward into the scene you want to have straight balls
1026
00:41:29,220 --> 00:41:32,260
Next thing I want to do is go over to here and set this to 1 350
1027
00:41:32,420 --> 00:41:35,940
Because I will be putting this on social media and generally in social media
1028
00:41:35,940 --> 00:41:40,020
You want to be more portrait, but if you want to do another kind of angle then that also works
1029
00:41:40,020 --> 00:41:44,580
The next thing is that there's a lot of room on the outside of the camera, which is going to be very distracting
1030
00:41:44,580 --> 00:41:47,540
I want to focus exactly on what I'm seeing and nothing else
1031
00:41:47,540 --> 00:41:53,820
So I'm going to go over to the camera go to a viewport display and the past but to I think it's called and slide that to max
1032
00:41:53,820 --> 00:41:55,820
now in a lot of my
1033
00:41:56,300 --> 00:42:03,420
References the camera focal length is actually going to be quite high and for this kind of shot can look very aesthetically pleasing
1034
00:42:03,420 --> 00:42:06,660
I think I think probably a value of about 60 and
1035
00:42:07,380 --> 00:42:10,140
Then we can move this around and now this as this
1036
00:42:10,140 --> 00:42:12,140
Oh, I've got to lock it now it is locked
1037
00:42:12,140 --> 00:42:15,540
We can move it around without worrying that it we're going to be looking slanted
1038
00:42:15,540 --> 00:42:21,860
And then what I want to do is just move this into into space now as we have back face culling turned on
1039
00:42:21,860 --> 00:42:23,940
We want to make sure we took disable that right now
1040
00:42:23,940 --> 00:42:27,380
Otherwise, we're going to not realize that we're outside of the room and
1041
00:42:28,180 --> 00:42:35,180
This is something which is very useful for architectural visualization that we have the ability to clip and we can cut into the room
1042
00:42:35,180 --> 00:42:39,620
So if we slide this up we can now clip into the room and we can see more of the room
1043
00:42:39,620 --> 00:42:43,260
Which we wouldn't have been able to with a standard camera now
1044
00:42:43,260 --> 00:42:47,620
This does cheat a little bit, but generally clients from my past experience
1045
00:42:47,620 --> 00:42:53,720
if you're not cheating too much and you can see a lot more of the room to them that's more important than not using any
1046
00:42:53,720 --> 00:42:56,220
clipping and really trying to fit the room in and
1047
00:42:56,740 --> 00:42:59,540
Ending up with a super low vocal length
1048
00:42:59,540 --> 00:43:03,740
So I'm going to play around with this until I found a position which I think works for me
1049
00:43:03,740 --> 00:43:10,540
Okay, now this is the position which I found so one thing to take into consideration when you are working with cameras and where edges line up
1050
00:43:10,540 --> 00:43:13,820
If we move this over just to this edge like this
1051
00:43:14,620 --> 00:43:19,140
That's going to be too close and that light that edge is now going to line up with the edge of the camera
1052
00:43:19,140 --> 00:43:23,780
Which can be unpleasing and you then become not too sure what it's actually going to be happening at this corner
1053
00:43:23,780 --> 00:43:27,580
So it's better just to give these edges a little bit of space the same over here
1054
00:43:27,580 --> 00:43:29,260
So if we go right up to this edge
1055
00:43:29,260 --> 00:43:33,020
It's a little bit unpleasing and you don't really get any context here
1056
00:43:33,020 --> 00:43:39,140
So I'm just gonna move this over and make sure that there's no kind of edges which over which line up except the same thing for this
1057
00:43:39,140 --> 00:43:41,140
Let's say we close the door just a little bit like here
1058
00:43:41,500 --> 00:43:43,740
Ignore that it's not on the right pivot like this
1059
00:43:44,060 --> 00:43:48,380
We get this edge and they line up which makes it really hard to understand what's happening at this corner
1060
00:43:48,380 --> 00:43:53,740
And that's a general theme that you should be taking into consideration throughout your whole architectural visualization
1061
00:43:53,980 --> 00:43:58,300
Career especially let's say you add a curtain you had this curtain and it lines up exactly at this edge
1062
00:43:58,500 --> 00:44:00,060
Just move the curtain over a little bit
1063
00:44:00,060 --> 00:44:04,220
You don't want these edges to lead into each other because it helps separate the objects from other objects
1064
00:44:04,500 --> 00:44:07,220
Okay, so I think that this is a good position for this camera
1065
00:44:07,620 --> 00:44:12,220
And now let's work on some of the other cameras. So let's duplicate this one crossover here. Oh
1066
00:44:13,740 --> 00:44:15,740
And this one I've also
1067
00:44:16,100 --> 00:44:17,740
set the focal
1068
00:44:17,740 --> 00:44:21,900
I've also given it some depth of field and I've set this to a value of eight
1069
00:44:21,940 --> 00:44:24,980
Which is quite high if you want it to be even more dramatic
1070
00:44:24,980 --> 00:44:27,140
You can set a lower value, but don't go too low
1071
00:44:27,140 --> 00:44:30,540
I've set this to eight because I want most things to be in focus
1072
00:44:31,180 --> 00:44:36,420
But then things which are further away will be out of focus and I've set the focal point just to be on the edge of this
1073
00:44:36,420 --> 00:44:43,300
So far if you look the the eye your eye is going to be led to probably this point of the of the photo
1074
00:44:43,300 --> 00:44:45,860
So that's where my focal point is going to be so for this one
1075
00:44:45,900 --> 00:44:47,900
Let's line this one up where we want it to be
1076
00:44:51,980 --> 00:44:55,660
Okay, so I think something like this we can see a tiny bit of the terrace here
1077
00:44:55,660 --> 00:44:57,980
But later on I will be adding a plant
1078
00:44:58,500 --> 00:45:02,740
So that isn't too important if you wanted to work on this and if you want to go a little bit further back
1079
00:45:02,820 --> 00:45:07,100
Then you will want to make sure that you include the outside wall here and you want to work on the terrace
1080
00:45:07,100 --> 00:45:10,940
I'm just trying to save some time if I don't need to do it. I'm not going to worry about it
1081
00:45:11,420 --> 00:45:14,340
But if somebody is probably going to be taking over your project later on
1082
00:45:14,340 --> 00:45:17,740
It's probably gonna be a nice thing for you to complete this part for them
1083
00:45:18,660 --> 00:45:20,660
So let's just bring this in
1084
00:45:20,660 --> 00:45:22,900
Like this and as I said earlier
1085
00:45:22,900 --> 00:45:27,340
I have closed the door a little bit so that it kind of leads into the room and it brings some interest
1086
00:45:27,340 --> 00:45:30,420
So over here will have the reflections of the outside scene
1087
00:45:30,420 --> 00:45:34,740
And then the inside will be where the focus is and we'll have maybe some details around here
1088
00:45:34,740 --> 00:45:36,860
And we have some lighting and all sorts like this
1089
00:45:37,380 --> 00:45:39,380
So I think that's gonna be a nice setup for this one
1090
00:45:39,780 --> 00:45:43,060
And then as we have a very lovely kitchen going on over here
1091
00:45:43,060 --> 00:45:47,020
We want to see maybe into this direction here. So let's let's also work on that
1092
00:45:47,020 --> 00:45:50,900
I think actually on this one. I've also changed the focal length
1093
00:45:51,580 --> 00:45:54,100
Yes, this one is a little bit. This one's a little bit wider
1094
00:45:54,980 --> 00:45:59,780
Or a little bit actually more narrow and but again, you can play with that to what you prefer
1095
00:46:01,580 --> 00:46:06,860
Okay, and then this is going to be my last camera and then let's just check where the focal
1096
00:46:07,860 --> 00:46:13,620
The depth of field is going to converge. Is that the right word depth of field is going to focus and that's going to be here
1097
00:46:13,620 --> 00:46:16,180
So that's about right. I probably move this over a little bit more
1098
00:46:16,700 --> 00:46:21,700
Because over here is going to be in some chairs. So probably want these chairs to be mostly in focus here and
1099
00:46:23,660 --> 00:46:25,660
Yeah, then that's good
1100
00:46:26,060 --> 00:46:31,940
I reckon that's going to be nice for that camera. So now we're probably a good idea to actually label these so over here
1101
00:46:31,940 --> 00:46:34,500
I have selected this camera. So if I press the
1102
00:46:35,500 --> 00:46:37,180
Point
1103
00:46:37,180 --> 00:46:42,020
full-stop button on the number pad, it will take me to that point. So I'll name that as the
1104
00:46:43,660 --> 00:46:46,020
Kitchen shot actually, let's write camera at the front
1105
00:46:46,740 --> 00:46:49,540
Cam kitchen shot and then right cam
1106
00:46:56,860 --> 00:47:00,340
Living that's right and then name this one bedroom
1107
00:47:00,540 --> 00:47:06,700
Then I'm going to select these cameras I'm going to move them to their own layer
1108
00:47:15,660 --> 00:47:17,660
And I'm going to make that a yellow
1109
00:47:18,420 --> 00:47:22,460
Okay, now just as a little bit more explanation of what I want to see in this particular shot
1110
00:47:22,460 --> 00:47:25,740
So this one will be leading into the kitchen now
1111
00:47:25,740 --> 00:47:28,820
I could go closer like this and go further down on the focal length
1112
00:47:29,020 --> 00:47:33,700
But if we do this render, we then have no context at all where this is happening
1113
00:47:33,860 --> 00:47:36,820
Whereas if we go back, we can see this corner edge of the sofa
1114
00:47:36,820 --> 00:47:42,020
So if we want if we go to the living room shot, we can see that this is the sofa here
1115
00:47:42,020 --> 00:47:44,380
We can see into the bedroom if we go to the bedroom shot
1116
00:47:44,860 --> 00:47:47,260
We can then see the bedroom when we know we know where that is
1117
00:47:47,500 --> 00:47:52,500
We can see a little bit of the kitchen but in general that will be covered by a lot of reflections
1118
00:47:52,540 --> 00:47:54,060
You can't really tell what's going on in there
1119
00:47:54,060 --> 00:47:58,420
So for the kitchen shot if we were to go forwards, we'll have no idea where that is
1120
00:47:58,460 --> 00:48:00,460
So we want to make sure that that's a
1121
00:48:01,180 --> 00:48:06,100
Bit further back so we can see this sofa edge and now we get an idea of where this sofa is
1122
00:48:06,420 --> 00:48:08,940
So now we can get an idea of where this kitchen is as well
1123
00:48:08,940 --> 00:48:12,700
So the next step that I want to work on is probably going to be the materials and the mood
1124
00:48:12,700 --> 00:48:14,620
So after looking at my mood board
1125
00:48:14,620 --> 00:48:16,900
I can see a lot of the walls are going to be like a darker color
1126
00:48:16,900 --> 00:48:20,620
And then I want to have maybe a lighter floor as a nice contrast
1127
00:48:20,620 --> 00:48:23,980
So for the actual wood floor, I thought that a nice white one would probably work
1128
00:48:23,980 --> 00:48:25,420
And I'm probably going to go for this one here
1129
00:48:25,420 --> 00:48:28,620
And that was one is available over at iMesh and I don't have this one yet
1130
00:48:28,620 --> 00:48:31,020
So I'm just going to drop that one into my wood floors folder
1131
00:48:33,020 --> 00:48:37,540
So now if I go to blender and just reload this wood floors, we can see that wood floor is here
1132
00:48:37,740 --> 00:48:39,580
Let's import this material and okay now
1133
00:48:39,580 --> 00:48:43,460
We can see that adding this wood floor has now added wood floor material to the whole room
1134
00:48:43,660 --> 00:48:45,020
But we obviously don't want that to happen
1135
00:48:45,020 --> 00:48:50,340
So what I'm going to do is just quickly add a separate material for each and then we can work on what the actual material is going to be
1136
00:48:50,340 --> 00:48:53,780
So I'm just going to select the top face
1137
00:48:54,260 --> 00:48:56,900
Select by normal now it's going to select all of the top faces
1138
00:48:57,620 --> 00:49:01,860
But I probably don't want these alcove pieces selected and probably not these pieces down here
1139
00:49:02,420 --> 00:49:04,740
And then I'm just going to give that its own material
1140
00:49:06,100 --> 00:49:09,220
And then we can now select the bottom floor as well
1141
00:49:11,300 --> 00:49:13,060
And just deselect this
1142
00:49:14,580 --> 00:49:16,820
And then select this top one as well
1143
00:49:17,300 --> 00:49:20,820
Okay, and then press control i now we have all the other faces and
1144
00:49:22,740 --> 00:49:27,380
Let's just remove the terrace. Okay, now we can add that and then what we're going to do is call that walls
1145
00:49:28,100 --> 00:49:30,100
And then call this one ceiling
1146
00:49:31,380 --> 00:49:37,300
Now what I want to do for these walls and the one thing that I'm always looking for is to have a nice glossy map
1147
00:49:37,460 --> 00:49:41,380
And a nice normal map the diffuse map is not going to be so important because as you imagine
1148
00:49:41,620 --> 00:49:43,860
You will be painting the wall all one color anyway
1149
00:49:44,020 --> 00:49:50,180
There might be some slight variations, but for me the most important thing is going to be the roughness map and the normal map
1150
00:49:50,420 --> 00:49:52,420
So I went online and I found
1151
00:49:53,140 --> 00:49:56,340
I look found cco textures and have a nice gray plaster here
1152
00:49:56,340 --> 00:50:01,380
Which has a lot of detail which I imagine will come out nicely in a normal map and also some nice glossy variations
1153
00:50:01,380 --> 00:50:03,380
Which could look pretty cool for
1154
00:50:03,780 --> 00:50:04,580
um
1155
00:50:04,580 --> 00:50:05,700
For the actual wall texture
1156
00:50:05,700 --> 00:50:10,500
So this is the texture which I've downloaded and then I'm going to show you what happens after I've imported that
1157
00:50:10,660 --> 00:50:14,660
Okay, so this is the gray plaster. This is just the roughness map and the normal map plugged in
1158
00:50:15,220 --> 00:50:17,460
As you're watching this video if you don't know how to set up nodes
1159
00:50:17,460 --> 00:50:20,100
Then I would recommend you watch another video and come back to this at this point
1160
00:50:20,660 --> 00:50:25,220
But the most important thing for me is setting the base color and I've set that to like a gray of this value
1161
00:50:25,940 --> 00:50:29,540
Because I think that will be quite a nice value and add some nice mood to the scene
1162
00:50:29,860 --> 00:50:33,940
I've also then gone to viewport display and set that to the same color
1163
00:50:34,340 --> 00:50:38,900
And then for the ceiling I wanted to actually have the same material as this but instead of being a gray
1164
00:50:38,980 --> 00:50:42,500
I want it to be a white. So let's actually go up to here. I select everything
1165
00:50:43,300 --> 00:50:47,060
Copy that with ctrl c go over to here and delete that and do ctrl v
1166
00:50:47,700 --> 00:50:49,940
And then I'm going to set that to a lighter value
1167
00:50:51,540 --> 00:50:53,540
Maybe something like
1168
00:50:54,020 --> 00:50:55,460
this
1169
00:50:55,460 --> 00:50:57,460
Okay, nice. So now we have a
1170
00:50:57,940 --> 00:51:02,260
A room we have the wall color the floor color and the ceiling color, but obviously it's not unwrapped
1171
00:51:02,420 --> 00:51:04,100
So that is what we're going to do now
1172
00:51:04,100 --> 00:51:07,220
Now the beauty with these kind of scenes is that it's going to be very easy
1173
00:51:07,300 --> 00:51:09,300
Just do a quick smart uv unwrap
1174
00:51:09,620 --> 00:51:14,980
Now if you do have certain walls and you do and you are focusing on in on a certain area
1175
00:51:15,220 --> 00:51:17,860
It might be ideal to actually unwrap that correctly
1176
00:51:19,060 --> 00:51:24,260
But as this is just going to be a very quick scene and the the actual material is going to be quite subtle
1177
00:51:24,340 --> 00:51:28,660
Anyway, we can just do select everything and do you and smart uv unwrap
1178
00:51:28,980 --> 00:51:32,740
Like now that we have smart uv unwrapped it at this point because we don't really have any lighting
1179
00:51:33,060 --> 00:51:37,780
It's very hard for us to actually see how this tiling and how the texture is going to look in the scene itself
1180
00:51:38,020 --> 00:51:40,180
But we can set it as a very rough guide for now
1181
00:51:40,420 --> 00:51:45,140
Just to see how it's going to work and check if the floor size is about the correct size and then go on from there
1182
00:51:45,220 --> 00:51:50,420
So what i'm going to do is enable node wrangler that is edit preferences and node wrangler
1183
00:51:51,140 --> 00:51:55,140
And then what you can do is hold down shift and ctrl and click and then we can view that output directly
1184
00:51:55,460 --> 00:51:57,460
So we can see that material
1185
00:51:57,700 --> 00:52:02,340
Like this I do actually have a hdri turned on and that one is called in that one is called
1186
00:52:02,660 --> 00:52:07,540
Artist workshop and that one is from hdri haven but that's not so important because even with that turned off
1187
00:52:07,700 --> 00:52:11,220
We're just previewing in these nodes anyway, so we don't really need any lighting at this point
1188
00:52:11,780 --> 00:52:15,220
But we can see that the texture size is generally way too large
1189
00:52:15,300 --> 00:52:19,540
So what i'm going to do is go over to here change the mapping to something like 20
1190
00:52:20,100 --> 00:52:22,660
And we can see that there is some banding happening here
1191
00:52:22,980 --> 00:52:24,980
But I don't think we will necessarily see that
1192
00:52:25,380 --> 00:52:28,100
Because as you remember there is this one. It's just the glossy map
1193
00:52:28,260 --> 00:52:32,580
We might see that there is some roughness or glossy variations going in stripes like this
1194
00:52:33,300 --> 00:52:37,140
There might be some tiling so we can see some repetitions happening here
1195
00:52:37,540 --> 00:52:41,460
But as you will remember in the finished scene, there will be some glass going down here
1196
00:52:41,620 --> 00:52:48,180
So we won't even see the ceiling and there might be some some lamps going across the ceiling which will break that up as well
1197
00:52:49,220 --> 00:52:52,020
But I do see that this is diagonal. So let's just fix that
1198
00:52:53,140 --> 00:52:59,140
Let's just unwrap that on its own and just rotate that
1199
00:53:01,300 --> 00:53:03,380
Okay, so yeah, there's definite banding happening there
1200
00:53:03,380 --> 00:53:04,820
So we might want to change that a bit later
1201
00:53:04,820 --> 00:53:08,820
But just what i'm looking for at this point is that I don't want the texture to be too large
1202
00:53:09,060 --> 00:53:13,700
I would much prefer it to be smaller and what i'm looking for specifically is just these micro details
1203
00:53:14,020 --> 00:53:16,020
And they just want to be a very fine
1204
00:53:16,500 --> 00:53:21,140
Very fine layer of detail happening across these surfaces. It will be very very subtle
1205
00:53:21,380 --> 00:53:23,380
So we might not even see the tiling
1206
00:53:24,020 --> 00:53:27,780
So i'm just going to leave that like that for now. I'm going to do the same for the walls
1207
00:53:28,260 --> 00:53:32,100
Let's just view that output. That one is also very very large. Let's set this to 20
1208
00:53:33,140 --> 00:53:38,820
And we can see here that there there is a couple of tiling pieces here, but there will be a plant going across
1209
00:53:39,940 --> 00:53:43,220
Just like this. So that's going to cover most of that. So all that we can be left is nice
1210
00:53:43,780 --> 00:53:47,620
Micro detail on the back wall. This is all going to be covered. So we won't see that anyway
1211
00:53:47,860 --> 00:53:50,660
But this should be a just a nice point for us just to continue
1212
00:53:51,220 --> 00:53:55,060
Let's just make sure we remember to set that output like this and then for the wood floor
1213
00:53:57,220 --> 00:54:00,100
I think this one might already have the displacement plugged in already
1214
00:54:00,180 --> 00:54:02,980
So i'm just going to disconnect that and just work with the bump map instead
1215
00:54:04,340 --> 00:54:09,300
So if I just view this output, we can see how that's looking. So this is generally going to be way too large
1216
00:54:09,620 --> 00:54:11,620
If we set this to something like four
1217
00:54:12,260 --> 00:54:16,740
And when you're working for a client, they might specifically ask for wood planks at a certain size
1218
00:54:16,820 --> 00:54:18,740
But just for visual reference like this
1219
00:54:18,980 --> 00:54:22,820
I think that should be more than enough because later on we'll have a sofa going across here
1220
00:54:22,980 --> 00:54:26,100
And then maybe something here and then the rest we won't really see anyway
1221
00:54:26,420 --> 00:54:29,380
So that is just nice for now. That is almost correct
1222
00:54:29,940 --> 00:54:32,740
But that's enough for us just to move on and just to continue with the next step
1223
00:54:32,900 --> 00:54:35,380
Okay, so for the next step, we actually want to see the materials
1224
00:54:35,540 --> 00:54:38,980
So I will be using hdri for that just to bring in a little bit of light
1225
00:54:39,140 --> 00:54:42,980
But that is not going to be the focus of my light. That's just going to add some nice ambience
1226
00:54:43,460 --> 00:54:45,460
But it's going to be not contributing much at all
1227
00:54:45,780 --> 00:54:49,540
So the hdri which i've chosen is going to be the one and it's called urban street
1228
00:54:49,540 --> 00:54:55,700
And i'm going to be using the 2k value because the resolution doesn't change anything to do with the lighting realness
1229
00:54:57,140 --> 00:55:02,340
The 2k version works if you can actually see the hdri and it's in reflections or you're visually looking at it
1230
00:55:02,500 --> 00:55:06,740
Then you'll want to use a higher resolution, but for this reason i'm just going to be using the 2k version
1231
00:55:06,900 --> 00:55:10,100
I'll be using my imesh asset manager and i'm just going to click import
1232
00:55:10,340 --> 00:55:14,340
And that will import this here like this now if you have some other nodes in here already
1233
00:55:14,420 --> 00:55:16,020
It's probably going to shuffle things around
1234
00:55:16,020 --> 00:55:18,100
Um, but these are this is the main setup that you want to have
1235
00:55:18,580 --> 00:55:22,820
I will be using the urban street because also that is going to be bought a street
1236
00:55:23,300 --> 00:55:29,540
And as I was seeing we'll be actually going into an urban setting that fits quite nicely and also there is a very overcast sky
1237
00:55:29,860 --> 00:55:36,100
I don't really want to have any direct sunlight with this hdri. It's just meant to be for um background ambience
1238
00:55:36,500 --> 00:55:41,700
But what I do want to do and that's going to be a little bit different is that I'm going to change the saturation value from
1239
00:55:42,740 --> 00:55:47,220
To zero and that will make a black and white scene because what I want to have in this particular scene
1240
00:55:47,220 --> 00:55:49,220
I'm going for a very specific aesthetic
1241
00:55:49,460 --> 00:55:54,180
Which I've seen in other references and I want to have as much control as possible over the lighting
1242
00:55:54,340 --> 00:55:58,020
So for this reason, I just want to use the hdri as like a more ambient lighting
1243
00:55:58,660 --> 00:56:03,300
That's not going to be contributing any color information to the scene. So I'm just going to set this on like this
1244
00:56:03,940 --> 00:56:06,900
We can roughly kind of see how this is going on. Let's just turn it off
1245
00:56:07,220 --> 00:56:10,100
We can kind of see how that's doing. It's not going to be contributing much to the scene
1246
00:56:10,580 --> 00:56:15,460
But the way that I will be making light into the scene mostly is going to be using area lights
1247
00:56:15,940 --> 00:56:21,220
Now, I know some people are probably going to be thinking that you cannot get realism unless you're using hdris only
1248
00:56:21,300 --> 00:56:22,820
But that is just not true
1249
00:56:22,820 --> 00:56:26,020
I see a lot of people online and they get stuck in using the same lighting method
1250
00:56:26,340 --> 00:56:29,540
So they they think that they can only make realistic renders of hdris
1251
00:56:30,100 --> 00:56:33,460
And they don't try anything new and the reason why I'm making a big point with this
1252
00:56:33,540 --> 00:56:36,900
Is that I want people who are watching this tutorial to try something new
1253
00:56:37,220 --> 00:56:41,220
There are so many different ways to get lighting into your scene. There could be hdris area lights
1254
00:56:41,460 --> 00:56:44,100
Sunlights the nishita sky texture point lights
1255
00:56:44,340 --> 00:56:48,740
There are so many different ways to add light into the scene try something new because then you might
1256
00:56:49,140 --> 00:56:53,620
Find a style which you much more prefer you might prefer to use area lights because you have more control over it
1257
00:56:53,940 --> 00:56:58,420
And you can still get realism. Most people have probably seen a brochure with furniture
1258
00:56:58,660 --> 00:57:04,020
Now these brochures are most of the time photographed inside in a studio with no natural lighting
1259
00:57:04,580 --> 00:57:06,420
They have artificial lighting set up
1260
00:57:06,580 --> 00:57:08,580
So they have their own form of area lights
1261
00:57:08,660 --> 00:57:16,020
They have area lights to to focus the light on specific areas of the scene to make it look like it's actually lit from the environment
1262
00:57:16,340 --> 00:57:20,260
So a normal person looking at a visualization which uses the same method of lighting
1263
00:57:20,500 --> 00:57:25,300
Such as a studio lighting with specific area light placement their eye is tricked into thinking
1264
00:57:25,380 --> 00:57:28,420
Oh, yeah, I'm very familiar with this type of lighting. This must be real
1265
00:57:28,580 --> 00:57:32,180
So the eye is very familiar with this kind of lighting and that's what I'm going to be using for this
1266
00:57:32,180 --> 00:57:37,060
I'm just going to be using area lights to place very specifically the lighting which I want to go into the scene
1267
00:57:37,620 --> 00:57:40,740
Now if you just want to use hdri go for it
1268
00:57:40,900 --> 00:57:46,420
But there is a very specific look which I'm going for and that will involve area lights to be lighting most of the scene
1269
00:57:46,660 --> 00:57:49,780
We can see already that there's some nice ambient light coming from outside
1270
00:57:50,020 --> 00:57:53,620
And you'll find that the very end point that it will still be a very realistic render
1271
00:57:54,020 --> 00:57:57,620
And I hope that you learn something new just don't get stuck in one way of doing lighting
1272
00:57:58,100 --> 00:58:00,980
Try new things and you might find something which you really enjoy
1273
00:58:01,700 --> 00:58:04,900
So to do that what I'm going to do is I'm going to add a big area light
1274
00:58:05,780 --> 00:58:08,420
And these are going to be more of the main focus of the light
1275
00:58:08,820 --> 00:58:12,660
So you grab this point and you can point any face in it or face that way
1276
00:58:13,060 --> 00:58:16,900
And we're just going to maybe bring this down actually make this a bit bigger
1277
00:58:18,900 --> 00:58:20,900
And I want that to be shining into the room
1278
00:58:23,780 --> 00:58:27,940
Like this and we can just see how this looks and there's one thing which is now a part of blender
1279
00:58:28,020 --> 00:58:32,100
And that's really cool. And that's being able to change the spread value. So it's probably like 46
1280
00:58:32,420 --> 00:58:37,700
Now we can see we have much more angular lighting with stronger shadows. So if we check that out again if we check
1281
00:58:38,500 --> 00:58:39,620
here
1282
00:58:39,620 --> 00:58:42,820
There's some like a nice sharper shadow here, but if we set this back to 180
1283
00:58:43,060 --> 00:58:47,540
There's still a sharp sharper shadow here, but it kind of gets lost very quickly. There's no more detail left
1284
00:58:47,620 --> 00:58:51,300
So if we change this to something like 10 we can see that the the shadows are much stronger
1285
00:58:51,300 --> 00:58:53,460
So let's go for something like 46
1286
00:58:55,140 --> 00:58:57,380
And then I also want to copy that over to the other side
1287
00:58:57,380 --> 00:59:02,820
So I'm going to go into the camera view. Let's do a test render and watch this render as we move the other lighting over
1288
00:59:04,820 --> 00:59:06,900
So let's do like this one do shift D
1289
00:59:07,140 --> 00:59:09,940
I'm going to do shift D because I might want to change the values of these later
1290
00:59:10,100 --> 00:59:12,340
But now we can see we're already adding light into the scene
1291
00:59:12,500 --> 00:59:14,340
Okay, I've just changed these values just a little bit
1292
00:59:14,420 --> 00:59:20,740
And this is you can say kind of the direction where the sunlight will be going because this this will be quite a concentrated beam
1293
00:59:20,740 --> 00:59:26,260
Going in this way we can say that the sun or the main brightness of the sky is going to be facing this direction
1294
00:59:26,420 --> 00:59:29,700
Let's go back into the camera view where we actually have some of the other objects in the scene
1295
00:59:30,260 --> 00:59:32,500
And we can see where we might want to place some more lights
1296
00:59:32,900 --> 00:59:36,900
Okay, so one thing that I would quite like to have I want to have some focus more here on the sofa
1297
00:59:37,140 --> 00:59:40,420
And maybe some more light going into the bedroom because the bedroom is very dark at this point
1298
00:59:40,580 --> 00:59:44,580
But we can already see the moody aesthetic which i'm going for is already starting to be apparent
1299
00:59:44,900 --> 00:59:46,900
But it is nice to have some nice
1300
00:59:47,060 --> 00:59:50,740
Contrasted areas where it's maybe a bit brighter. We can actually see what's going on
1301
00:59:50,900 --> 00:59:52,660
So for that, I'm going to actually duplicate this one
1302
00:59:52,740 --> 00:59:57,060
Maybe make it a bit smaller and then I can actually make that face this sofa like this
1303
00:59:57,780 --> 00:59:59,780
Actually just do something like this
1304
01:00:00,260 --> 01:00:01,860
And face that into the scenes
1305
01:00:01,860 --> 01:00:05,220
This is hitting the sofa and it's going to be the same concentrated beam
1306
01:00:05,460 --> 01:00:07,700
Okay, and then we see if we can actually see this one in the scene
1307
01:00:08,580 --> 01:00:09,220
Okay, there we go
1308
01:00:09,220 --> 01:00:12,420
So now we have a really nice focus going on here from this light here
1309
01:00:12,420 --> 01:00:15,300
So if I move this other way it's gone if we bring that back we can see it
1310
01:00:15,540 --> 01:00:19,860
It might actually be worth also turning on the denoiser here at this point because it helps clean up
1311
01:00:20,260 --> 01:00:22,500
And we can see the materials and lighting a lot easier
1312
01:00:23,620 --> 01:00:26,820
Okay, and then I'm probably going to want to do the same over here. Let's just move this one over
1313
01:00:27,620 --> 01:00:31,700
Okay, and I've got this light here. Okay now this light is adding a bit more focus on this part of the bed
1314
01:00:32,980 --> 01:00:37,060
But I think we want some more light. So I want to bring some more light into the actual scene
1315
01:00:37,540 --> 01:00:39,540
And then let's just bring this round
1316
01:00:40,180 --> 01:00:46,580
Let's set the value to maybe a bit wider something like this
1317
01:00:46,740 --> 01:00:49,780
And now that's adding a bit more light into the back of the room because what the back here
1318
01:00:49,780 --> 01:00:51,780
I'm also going to add some cabinets and stuff like this
1319
01:00:51,780 --> 01:00:55,460
So I think that's going to be nice in the scene, but we're going to have to be careful
1320
01:00:55,460 --> 01:00:59,540
So this is actually going to be hitting the ceiling here. So if we go to the actual room
1321
01:00:59,780 --> 01:01:04,020
We will be able to actually see whether whether light is actually going to be intersecting with the ceiling
1322
01:01:04,020 --> 01:01:06,500
So that's one thing to keep note if we're going to see it later on
1323
01:01:06,500 --> 01:01:10,180
But I don't think we're going to see it from now on so I'm just going to use it as a beauty light
1324
01:01:10,900 --> 01:01:14,660
Okay, so this is going to be a really nice look and I think this is coming along quite nicely
1325
01:01:14,980 --> 01:01:19,460
Okay, and the next part I want to maybe add some more light in here because this wall is going to be way too black right now
1326
01:01:20,740 --> 01:01:23,700
So what I'm going to do is just duplicate this light from here
1327
01:01:24,980 --> 01:01:28,820
And bring this over like this make a bit smaller maybe and bring that over here
1328
01:01:29,620 --> 01:01:34,180
Maybe make it a bit taller like the glass itself. Okay, and let's maybe make it a bit brighter like 20
1329
01:01:34,260 --> 01:01:40,260
Okay, so now we can see this actual wall effect here. Um, we can actually see how this is going to look in terms of
1330
01:01:41,380 --> 01:01:43,540
Actually, let's turn off the dino so we can see the detail
1331
01:01:43,700 --> 01:01:47,860
So we can see how the the final look of this and if the normal map is going to be too strong or not
1332
01:01:48,420 --> 01:01:53,140
Um, but I think I think that's probably going to be fine. I might actually want to reduce that a little bit
1333
01:01:58,420 --> 01:02:00,420
Out the walls
1334
01:02:01,620 --> 01:02:03,620
Maybe 2.5
1335
01:02:04,180 --> 01:02:07,380
Okay, I think that's probably good fine. You can see that there is some detail on the wall
1336
01:02:07,620 --> 01:02:13,540
You just don't want to have a completely smooth wall because that is very unrealistic. Um, generally there is going to be some variation there
1337
01:02:13,540 --> 01:02:15,540
So that's going to be fine for now
1338
01:02:17,940 --> 01:02:19,380
Okay, so this is looking really nice
1339
01:02:19,380 --> 01:02:21,540
I think this is getting the aesthetic which I'm looking for
1340
01:02:22,020 --> 01:02:24,900
The next thing I want to do is now start adding some of the smaller details
1341
01:02:25,060 --> 01:02:26,500
Some of the smaller lights
1342
01:02:26,500 --> 01:02:32,100
Change some of the smaller materials and in general start populating the full scene because I think that this look that we're getting
1343
01:02:32,260 --> 01:02:35,060
Is very close to what the look is that I'm going for
1344
01:02:35,300 --> 01:02:38,820
So I think that this next step is probably going to be the most fun part to be honest
1345
01:02:38,980 --> 01:02:41,700
This is the part which I enjoy the most the whole construction is done
1346
01:02:41,780 --> 01:02:43,620
I've got the lighting and the camera which I like
1347
01:02:43,620 --> 01:02:46,900
So now I just want to work on fine-tuning it and making it interesting
1348
01:02:46,980 --> 01:02:51,220
And that is a good concept to go for so you want to block it out and get work smaller and smaller and smaller
1349
01:02:51,540 --> 01:02:55,140
Smaller details smaller details until you have a finished product
1350
01:02:55,380 --> 01:02:59,780
Actually before we move to the next step what I'm going to do is actually just move all these objects to the same
1351
01:03:00,740 --> 01:03:04,580
To the same collection so that everything is nice and organized
1352
01:03:16,740 --> 01:03:19,220
Okay, move these to new collection call this lighting
1353
01:03:21,060 --> 01:03:23,060
Call this lighting
1354
01:03:23,540 --> 01:03:25,540
And we can set that to another color
1355
01:03:25,620 --> 01:03:26,900
Maybe orange
1356
01:03:26,980 --> 01:03:32,660
Oh, let's change this to blue. Okay. Then what I'm going to do is I also select these sofas and move these to this own layer called
1357
01:03:33,700 --> 01:03:35,300
let's say
1358
01:03:35,300 --> 01:03:37,300
living room
1359
01:03:38,740 --> 01:03:40,740
Let's select this bed and move this to new collection called
1360
01:03:43,140 --> 01:03:44,580
bedroom
1361
01:03:44,580 --> 01:03:47,540
The next thing I'm going to do is work on again some of the more bigger objects
1362
01:03:47,620 --> 01:03:49,940
And then I'm going to work my way down to the smaller objects
1363
01:03:50,260 --> 01:03:53,540
So what I'm going to do is I'm going to go and add a coffee table
1364
01:03:54,260 --> 01:03:58,180
I'm going to go to tables and coffee tables and then I'm going to select this one here
1365
01:03:58,580 --> 01:04:01,140
So this is a nice one which uh, we recently released
1366
01:04:01,460 --> 01:04:03,780
Now most of these objects are going to be coming from iMesh
1367
01:04:04,500 --> 01:04:06,020
And this is going to be the paid subscription
1368
01:04:06,020 --> 01:04:11,140
And if you do want to follow along exactly like I said, uh, you're going to want to get this subscription to iMesh
1369
01:04:11,460 --> 01:04:17,380
Um, there are obviously other free resources or resources online and things like this you might get a model yourself
1370
01:04:18,180 --> 01:04:22,900
Um, but when you're doing architectural visualization, you're not expected to model the furniture yourself
1371
01:04:23,140 --> 01:04:26,820
It's a waste of time use pre-made assets and then you can very quickly build the scene
1372
01:04:27,220 --> 01:04:32,900
Architecture visualization is about the visualization the cameras the composition the materials and lighting
1373
01:04:33,220 --> 01:04:36,100
Not about your modeling skill if you want to follow along exactly
1374
01:04:36,260 --> 01:04:40,260
I'd highly recommend you get a the subscription if you're watching this at black friday time
1375
01:04:40,340 --> 01:04:45,460
We have a black friday deal going on if not then there will be another unique code in the description
1376
01:04:45,540 --> 01:04:49,860
Which will be having another offer check that out and you should be able to get this at a discounted price
1377
01:04:50,260 --> 01:04:52,980
Just because you're very nice and you've been watching this tutorial up to this point
1378
01:04:53,860 --> 01:04:57,860
So yeah, i'm going to continue if you don't have this exact furniture and you don't want to buy iMesh
1379
01:04:57,940 --> 01:04:58,660
That's also fine
1380
01:04:58,660 --> 01:05:02,660
Just find other sources to get 3d models and i'm going to talk you through the reasons why i'm going to go for these
1381
01:05:03,060 --> 01:05:06,020
Specific items, so then you can also choose appropriately
1382
01:05:06,260 --> 01:05:08,260
So this is the coffee table which i'm going to go for um
1383
01:05:08,420 --> 01:05:11,460
I'm probably going to make it a little bit smaller and move it over a little bit like this
1384
01:05:11,620 --> 01:05:15,620
The reason why I chose this one is because it already has like a frosty dark glass
1385
01:05:16,420 --> 01:05:19,060
The same and this is going to be a similar effect to the glass here
1386
01:05:19,140 --> 01:05:22,260
So what I want to have is some details which kind of match each other
1387
01:05:22,580 --> 01:05:25,700
So this is going to be like a dark glass and this is going to be a dark glass as well
1388
01:05:25,780 --> 01:05:30,740
So I want to make sure that they they are similar. Let's just make this camera a little bit smaller. So it's a bit harder to see
1389
01:05:31,540 --> 01:05:32,580
Okay
1390
01:05:32,580 --> 01:05:34,820
And then the next thing I want to do is also there's something here
1391
01:05:34,900 --> 01:05:40,020
There's like some empty space and one way that I like to feel empty space and that is with stuff like plants
1392
01:05:40,420 --> 01:05:41,540
And of course we have some plants
1393
01:05:41,540 --> 01:05:45,940
So let's go into our plant library and it will be using this monstera
1394
01:05:47,300 --> 01:05:52,340
And I'll append that in now this one does actually come with like a fur on the
1395
01:05:52,820 --> 01:05:55,300
Block probably don't want to see that so let's just hide this from the viewport
1396
01:05:55,300 --> 01:05:56,980
And it should make things a bit quicker
1397
01:05:56,980 --> 01:05:59,940
But it still might be a little bit slow, but this is a very beautiful plant
1398
01:06:00,260 --> 01:06:04,660
So let's just use this and drop this into place. So we want this to be on the back wall somewhere
1399
01:06:05,620 --> 01:06:11,700
So I think I think a placement like this should be fine
1400
01:06:12,020 --> 01:06:14,980
I did make this plant so that it can actually go against an edge
1401
01:06:15,140 --> 01:06:17,780
Which is one thing which I freaking hate when I download plants online
1402
01:06:18,020 --> 01:06:22,180
They end up being so big and you end up having to put them like two meters away from the wall
1403
01:06:22,180 --> 01:06:25,700
So there's actually some space so I did make it so it can actually go up against the wall
1404
01:06:26,020 --> 01:06:28,500
And hopefully people can appreciate can appreciate that
1405
01:06:29,140 --> 01:06:31,940
And what I'm doing here. I want it to be going off the camera
1406
01:06:31,940 --> 01:06:34,820
So it is leading interest in this direction
1407
01:06:36,420 --> 01:06:41,620
But I don't want it to cover too much of this area. This edge might be hitting too close to this edge
1408
01:06:41,620 --> 01:06:44,100
So maybe some overlap would be a little bit nicer
1409
01:06:45,540 --> 01:06:46,980
Maybe something like this
1410
01:06:46,980 --> 01:06:49,940
But I think that should be quite nice. We can do a preview render if you want to
1411
01:06:50,660 --> 01:06:52,260
And just see how this is coming along
1412
01:06:52,260 --> 01:06:56,100
Okay, so one thing that I'm immediately seeing and that monstera is almost pitch black
1413
01:06:56,100 --> 01:07:00,820
So we need some more lighting and one way to do that is actually add some more actual physical lighting
1414
01:07:00,900 --> 01:07:05,140
One thing that I like and one thing that I've seen some of my references and that is using some spotlights
1415
01:07:05,220 --> 01:07:07,940
So we're going to do the same thing. We can add some spotlights
1416
01:07:08,340 --> 01:07:12,420
Probably going to go for this one here. I'm just going to pen that into the scene and bring that up
1417
01:07:14,260 --> 01:07:16,420
Now what you can do is edit this
1418
01:07:17,140 --> 01:07:20,100
Quite easily. So you select this object and then we just want to select these
1419
01:07:20,580 --> 01:07:24,900
I'm actually going to edit that one here and go into this mode here so I can see what's going on
1420
01:07:25,300 --> 01:07:27,300
And then I can bring this over into place
1421
01:07:27,540 --> 01:07:33,220
So roughly where I needed to be and I also want it to be completely flush with the with the ceiling
1422
01:07:33,220 --> 01:07:36,420
So let's bring it down just a little bit like this and then we'll do some cuts later
1423
01:07:36,980 --> 01:07:38,980
and then I just want to place these and
1424
01:07:38,980 --> 01:07:40,180
and
1425
01:07:40,180 --> 01:07:43,220
Make these ones connect. So what I'm basically going to do is do this
1426
01:07:44,580 --> 01:07:46,980
Actually, let's also select these points here
1427
01:07:50,660 --> 01:07:54,260
And rotate this and then I'm basically going to make going to make them connect like this
1428
01:07:54,660 --> 01:07:56,660
And I want to create like a cross here
1429
01:07:57,300 --> 01:07:59,620
I'm going to do that now. I'm not going to waste the time in this video
1430
01:08:00,020 --> 01:08:03,060
And I'm going to come back in a second when it's done. Okay. So this is how it's going to look
1431
01:08:03,140 --> 01:08:05,540
But now we also what we do want to see this
1432
01:08:06,980 --> 01:08:08,020
This piece
1433
01:08:08,020 --> 01:08:10,020
Let's actually bring this piece down a little bit more
1434
01:08:10,340 --> 01:08:13,700
So we want to make a cut in the ceiling here. So I'm just going to select these pieces
1435
01:08:14,580 --> 01:08:18,820
And the ceiling I'm going to go top view and then we're going to just do some really quick cuts
1436
01:08:24,260 --> 01:08:26,260
Okay
1437
01:08:33,540 --> 01:08:36,260
Now with these cuts created I'm just going to select the faces
1438
01:08:40,580 --> 01:08:42,580
This one's here and then I'm just going to extrude them up
1439
01:08:45,620 --> 01:08:49,780
Okay, now these are in set there is a little bit of a join here, but we won't really see that too much anyway
1440
01:08:50,740 --> 01:08:54,980
Okay, now with these lights the beauty of these spotlights which are created and they're available at iMesh
1441
01:08:54,980 --> 01:08:58,180
We can really point them in any direction that we like and they'll follow they will look nice
1442
01:08:58,420 --> 01:09:02,340
So I'm going to I'm going to show you the angles which I have so I have one light coming down here
1443
01:09:02,420 --> 01:09:04,420
That's going to be hitting this edge of this sofa here
1444
01:09:05,540 --> 01:09:10,180
And I'm going to have one spotlight which is the reason why I created this in the first place and that is to be hitting
1445
01:09:10,900 --> 01:09:11,780
this uh
1446
01:09:11,780 --> 01:09:15,220
Monstera leaf and then I've also got another light coming over here
1447
01:09:15,460 --> 01:09:20,580
This one is going to be hitting this coffee table and that's going to be creating some nice lighting against this edge
1448
01:09:20,980 --> 01:09:22,340
And then there's also this one here
1449
01:09:22,340 --> 01:09:28,740
Which is going to be facing and also contributing to that that nice light which is going to be shining in about the same point
1450
01:09:29,220 --> 01:09:34,580
Now these lights they do also come with an ies light which is more realistic and it has a nice fall off
1451
01:09:34,820 --> 01:09:36,820
Just like a normal spotlight
1452
01:09:36,820 --> 01:09:38,820
We can kind of see how that's going to look here like this
1453
01:09:39,700 --> 01:09:42,420
You can quickly see that these lines are quickly adding up
1454
01:09:42,420 --> 01:09:47,380
So it's just nice just to quickly turn this off if you want to okay, so we can now see these effects going on here
1455
01:09:49,060 --> 01:09:53,860
If you one thing that I really like about these spotlights and that is that this glow is very realistic
1456
01:09:54,020 --> 01:09:57,780
When you import this for the first time you might find that this emission value is just too strong
1457
01:09:58,100 --> 01:10:00,420
Like this and it's you can end up blowing out the whole thing
1458
01:10:00,420 --> 01:10:02,020
So you can no longer see the detail
1459
01:10:02,020 --> 01:10:07,140
But I like it to be set like this so this still looks realistic, but you can still see this nice details going on here
1460
01:10:07,700 --> 01:10:10,100
And those are also the details
1461
01:10:10,100 --> 01:10:13,940
You want to also remember if there is detail in that light you want to be able to see it
1462
01:10:14,020 --> 01:10:17,140
Otherwise if it's completely blown out, you know, it's not really contributing much
1463
01:10:18,740 --> 01:10:24,500
Okay, so this light isn't actually doing much this monstera. So I might need to add another light here somehow
1464
01:10:25,540 --> 01:10:29,780
But we can see that there's a nice leading edge against this coffee table
1465
01:10:30,740 --> 01:10:35,060
There's a nice light here and it kind of looks like the lights are on
1466
01:10:35,460 --> 01:10:39,140
Like it should be which is kind of giving like a nice evening vibe now
1467
01:10:39,700 --> 01:10:42,740
And these lights also I really like having a value of
1468
01:10:43,540 --> 01:10:48,820
4800 so going throughout this tutorial. I'm going to be using all of my artificial lights inside
1469
01:10:49,060 --> 01:10:54,660
I could be with a value of 4800 if there is like a light which is going to be more of a
1470
01:10:55,620 --> 01:10:58,420
Like I'm going to add a light here, which is going to be more of a focus on
1471
01:10:59,060 --> 01:11:04,020
Highlighting an object rather than an actual artificial light. I will make that as just white
1472
01:11:04,500 --> 01:11:08,900
Okay, so how can I add more light to this and like I said, I'm going to add a highlighting light
1473
01:11:08,900 --> 01:11:13,700
So what I'm going to do is just go to here and let's just change the view down so we can actually see
1474
01:11:14,180 --> 01:11:17,140
I'm going to add a new area light and I'm going to move that over
1475
01:11:17,780 --> 01:11:19,780
and focus that on here
1476
01:11:24,660 --> 01:11:30,020
Okay, so in the end I've gone with a value of two just a little bit of a highlight
1477
01:11:30,340 --> 01:11:32,740
So if I turn that off it's going to be black if I just set that to two
1478
01:11:32,740 --> 01:11:37,620
It's quite nice and I've gone again with the same kind of spread like a 46 spread now. You'll also notice
1479
01:11:38,260 --> 01:11:43,300
I've just imported this from the other from another scene and the color of the monstera is also different
1480
01:11:43,300 --> 01:11:44,740
So I'm going to talk you through that now
1481
01:11:44,740 --> 01:11:48,980
So what I basically did was the color of the monstera is nice. It's a very realistic green
1482
01:11:49,140 --> 01:11:53,940
But what I did find is that it didn't really fit the mood of the scene and the green was just too overpowering
1483
01:11:54,180 --> 01:11:58,340
So for these leaves there's different materials here. I basically just tweaked the material a little bit
1484
01:12:00,500 --> 01:12:04,500
So you can see here I've added a hue saturation, which is going to be going into the color
1485
01:12:04,500 --> 01:12:07,700
Which is going to be going into the base color. This is just a bit of dust
1486
01:12:07,860 --> 01:12:11,140
There's like an additional shader to give some realistic dust on the monstera
1487
01:12:11,540 --> 01:12:14,100
But the actual color information itself this one here
1488
01:12:14,740 --> 01:12:16,740
I want it to be a little bit darker
1489
01:12:16,900 --> 01:12:19,700
A little bit desaturated a little bit darker and also the hue
1490
01:12:20,420 --> 01:12:25,620
To be a little bit different. So these are the values, which I've got here. Basically just copy this across to all of the leaves
1491
01:12:28,020 --> 01:12:30,340
So I think before it was like one and it's just a bit too much
1492
01:12:30,420 --> 01:12:33,860
So that is just one thing that I've already controlled and that is also a concept
1493
01:12:33,860 --> 01:12:35,460
Which we're going to be doing quite a lot here
1494
01:12:35,460 --> 01:12:37,540
We want all of the colors to work in harmony
1495
01:12:37,860 --> 01:12:39,700
Make sure that you're looking at your color swatch
1496
01:12:39,940 --> 01:12:43,220
If there's just one color, which is just doesn't fit in you just want to tweak it
1497
01:12:43,220 --> 01:12:48,100
You just want to work with it and see if there's another color which you can pull out of that specific material
1498
01:12:48,100 --> 01:12:54,740
Okay, so I think that's looking really nice. I think that we're getting a really nice vibe here and talking about materials
1499
01:12:54,900 --> 01:13:00,740
So one thing I also like to do throughout my scenes is I like to make sure that all materials are very similar throughout
1500
01:13:01,060 --> 01:13:06,100
So if you're using a nice material, this is this is one of my favorite sofa materials that we've created iMesh
1501
01:13:06,340 --> 01:13:09,380
And I think that it just has a really nice color which fits this vibe
1502
01:13:09,780 --> 01:13:11,940
This sofa in the back has a different material
1503
01:13:12,500 --> 01:13:16,900
Let's try and connect them and make it so that they have the same materials and then that should work a bit better
1504
01:13:16,900 --> 01:13:19,300
So let's click on this one and see what it is. It's called beige fabric
1505
01:13:19,620 --> 01:13:23,700
Let's just remove this so it's easier to find and click this one and
1506
01:13:24,660 --> 01:13:26,660
Let's just find out what the material is
1507
01:13:26,660 --> 01:13:28,660
Let's go
1508
01:13:30,020 --> 01:13:33,060
So this one, okay, so it's this soft lever and then let's just change this to
1509
01:13:33,940 --> 01:13:35,940
Was it beige fabric?
1510
01:13:37,140 --> 01:13:39,620
Beige fabric, yeah, okay. So now these have the same material
1511
01:13:39,620 --> 01:13:43,860
So if we do another preview we can then see I'm going to turn on de-noising so it's a little bit quicker
1512
01:13:44,820 --> 01:13:50,660
We can then see that they now should work a little bit better together. So this sofa is now quite lighter
1513
01:13:53,140 --> 01:13:55,940
You might argue that there's a bit too they're a bit too close to here
1514
01:13:55,940 --> 01:14:00,020
But I think because it's in a darker setting there's still a bit more of a difference
1515
01:14:00,020 --> 01:14:01,220
Which which looks quite nice
1516
01:14:01,220 --> 01:14:05,780
But now we can see that this bed also fits into the scene a lot nicer if it's the rest of the vibe that we're going for
1517
01:14:05,940 --> 01:14:07,220
Okay, so now for the next step
1518
01:14:07,220 --> 01:14:11,620
So one thing that's a big open area and that is this big piece in the back
1519
01:14:11,780 --> 01:14:14,580
There's a lot of empty space there. So we want to fill it with some details
1520
01:14:14,980 --> 01:14:19,700
Again looking at my references. There are some really nice shots which are using some sorts of clothing
1521
01:14:20,340 --> 01:14:24,420
Closet which has some nice detail. So that's what we want to go ahead and do now
1522
01:14:26,500 --> 01:14:32,340
So the following along as previously I'm just going to go to here and set this to storage
1523
01:14:32,900 --> 01:14:37,620
And let's choose one. So this one I already know works. So I'm just going to pin that in here
1524
01:14:38,580 --> 01:14:42,180
Let's bring this up to the floor level and then let's bring this over
1525
01:14:46,580 --> 01:14:48,020
Let's just bring this
1526
01:14:48,020 --> 01:14:51,780
Like this and then I'm just going to do alt D and bring that over
1527
01:14:53,140 --> 01:14:56,340
Because I want this to be covering both this piece is going in the wall
1528
01:14:56,340 --> 01:14:58,260
But I don't think we'll actually see it here
1529
01:14:58,260 --> 01:15:02,980
So that's also fine if you want to make that perfect that you should probably do that and make that only have this many doors
1530
01:15:02,980 --> 01:15:04,980
But for this reason, I think that it's fine
1531
01:15:05,860 --> 01:15:11,460
So now if we do a render preview, this one does already come with lights inside. So it should already highlight quite nicely
1532
01:15:12,980 --> 01:15:15,380
And as you remember, we also added a light in here
1533
01:15:16,420 --> 01:15:19,620
We should be adding some nice light onto this area too
1534
01:15:20,420 --> 01:15:24,420
Okay, so that is already instantly added some really nice detail to the back of this room
1535
01:15:24,820 --> 01:15:28,820
It's adding some interest, but we're not finished yet. We want to go into the smaller details
1536
01:15:28,820 --> 01:15:32,660
So maybe like a bedside cabinet, maybe some lighting here
1537
01:15:33,380 --> 01:15:35,380
some plants and
1538
01:15:35,860 --> 01:15:39,060
Some curtains as well. I think so I'm just going to go ahead and do that now
1539
01:15:39,140 --> 01:15:41,860
And then I'll be back in a second once I've added those objects in
1540
01:15:42,500 --> 01:15:44,420
Okay, so now I've added in those objects
1541
01:15:44,500 --> 01:15:49,780
So what I've basically done is I've added a few curtains because I think curtains they break up this area quite nicely
1542
01:15:50,020 --> 01:15:52,980
It is a bedroom with glass walls. So they probably want some privacy
1543
01:15:53,700 --> 01:15:56,740
Even though this is a studio apartment, you know, they might maybe they have guests
1544
01:15:57,540 --> 01:16:00,340
And then they can spread over here if they if they need to
1545
01:16:01,220 --> 01:16:03,860
I've added this one over here and I've just crumpled this up a little bit
1546
01:16:04,260 --> 01:16:06,340
The good thing with curtains is that they have a lot of
1547
01:16:07,060 --> 01:16:10,340
Because they're fabric they have a lot of play in them. So you can stretch them a little bit
1548
01:16:10,580 --> 01:16:11,380
You can
1549
01:16:11,380 --> 01:16:14,820
They shrink them a little bit and they still will look like a curtain and look quite nice
1550
01:16:15,140 --> 01:16:18,180
So I've added those pieces in I've also added in this light, which is also
1551
01:16:18,500 --> 01:16:20,500
I mean everything is available on iMesh
1552
01:16:20,740 --> 01:16:25,540
But I quite like this light because it's like a nice soft light that adds some interest over here
1553
01:16:26,420 --> 01:16:30,740
And I've also added like a book and these things this thing here and again
1554
01:16:32,260 --> 01:16:34,340
This bedside cabinet and one over here now
1555
01:16:34,340 --> 01:16:38,180
I did realize that there isn't actually enough space over here for the other bedside cabinet
1556
01:16:38,980 --> 01:16:41,860
But maybe they like they prefer to sleep on the side of the bed
1557
01:16:42,180 --> 01:16:47,300
But as this is your own piece you can if you want to stretch this piece out further if you want to but
1558
01:16:47,700 --> 01:16:50,500
I've hidden it basically. We can't see it anyway. So that's also fine
1559
01:16:50,740 --> 01:16:52,740
And over here
1560
01:16:53,060 --> 01:16:57,460
I've added a pan pass grass because I think personally they're my favorite ones
1561
01:16:57,700 --> 01:17:02,260
I always think they look great. And if you just look at these colors how perfectly these all work together
1562
01:17:03,060 --> 01:17:08,180
It's a perfect plant that fits in a lot of situations. I've added some candles that sit in the front
1563
01:17:09,220 --> 01:17:13,860
And I've just tweaked their the colors a little bit. I've made them a bit brighter because they were just a bit too dark
1564
01:17:14,660 --> 01:17:17,780
So then they kind of fit a bit nicely with this but the colors also
1565
01:17:18,340 --> 01:17:20,740
Contrast this a little bit more. I would probably tweak these
1566
01:17:21,140 --> 01:17:24,340
Maybe you could tweak these a little bit so that they do they are more similar
1567
01:17:24,580 --> 01:17:26,580
But I think in general that is a really nice touch
1568
01:17:26,900 --> 01:17:31,140
And lastly there's a book here because somebody who sits here likes to take notes about something
1569
01:17:31,460 --> 01:17:36,260
But in general you want to make sure that you add some elements which make it really feel like somebody actually lives here
1570
01:17:36,740 --> 01:17:39,140
And maybe there is some story to tell so
1571
01:17:39,860 --> 01:17:43,700
Shoes are a good one. You can add some shoes here like some maybe somebody has just sat here
1572
01:17:43,940 --> 01:17:46,580
And maybe they've just left an item and they've just gone off to the other room
1573
01:17:47,140 --> 01:17:53,380
Add some sort of interest here and that is believable or makes it feel like you could just jump into that scene
1574
01:17:53,460 --> 01:17:58,500
For example, if this was completely square that might look less pleasing, you know, that's just too neat
1575
01:17:58,660 --> 01:18:01,780
Maybe just turning it a little bit could add some really nice variation
1576
01:18:02,500 --> 01:18:07,140
So now I think that they I think that this is almost done the ceiling. I keep looking at it
1577
01:18:07,220 --> 01:18:11,940
It looks really disgusting at the moment. I I'm probably going to tweak this a little bit, but I'll come to that in a bit
1578
01:18:12,660 --> 01:18:15,380
Um, I think that this is maybe a little bit too dark
1579
01:18:15,460 --> 01:18:16,340
There is a light on here
1580
01:18:16,340 --> 01:18:19,300
So it would be nice if there was some sort of light being cast down here
1581
01:18:19,860 --> 01:18:25,540
And I think some sort of cushion could be nice here because it wants to be a bit more comfortable. I feel like
1582
01:18:26,340 --> 01:18:28,740
Um, I think that that is probably
1583
01:18:29,620 --> 01:18:33,700
Fine, so let's add a cushion and let's add a light here and then I'll be back in a second
1584
01:18:34,180 --> 01:18:37,940
Oh, actually the cushion, um, I'm probably gonna look in seating. See if I have one
1585
01:18:38,820 --> 01:18:40,820
already made
1586
01:18:41,220 --> 01:18:43,220
Because this is could be quite a minimal scene so
1587
01:18:45,780 --> 01:18:47,380
Yeah, I'm probably going to add this cushion here
1588
01:18:47,380 --> 01:18:48,980
I'm just going to import this whole sofa
1589
01:18:48,980 --> 01:18:53,940
I'm then going to extract the cushion itself and then place that in okay now when you import cushions
1590
01:18:53,940 --> 01:18:54,900
There's one thing to note
1591
01:18:54,900 --> 01:18:58,740
Is that you'll probably find that the cushion doesn't fit exactly onto the sofa that you're trying to work with
1592
01:18:59,060 --> 01:19:02,100
So there is a thing called proportional editing if you press o
1593
01:19:02,820 --> 01:19:06,020
You can't enable this mode and you want to make sure that you have a set to smooth
1594
01:19:06,340 --> 01:19:10,100
And then you can adjust this cushion use the middle mouse wheel to scroll this out
1595
01:19:10,260 --> 01:19:13,620
You can then move this so that it fits nicely onto the onto the
1596
01:19:14,500 --> 01:19:16,580
The object you don't want there to be a too big gap
1597
01:19:17,460 --> 01:19:19,460
And you don't want the the gap to be non-existent
1598
01:19:19,620 --> 01:19:23,220
One thing that I do find with fabric materials is that if there's just a little bit of a gap
1599
01:19:23,540 --> 01:19:27,300
It can look a bit more realistic that it kind of leads underneath and has a nice
1600
01:19:28,020 --> 01:19:30,020
dark shadow underneath
1601
01:19:30,180 --> 01:19:34,660
But not too crazy that it looks disconnected. So I think that is a nice touch and
1602
01:19:35,460 --> 01:19:38,020
It should already be look at the material. Um
1603
01:19:40,100 --> 01:19:41,620
It should already be a nice
1604
01:19:41,620 --> 01:19:47,220
Material and color which fits nicely into the scene anyway. So that's good. Next thing I want to do is add this light
1605
01:19:47,300 --> 01:19:49,060
Okay, so this is the light that I've gone for again
1606
01:19:49,140 --> 01:19:53,140
It's an interior light which is going to be more of an artificial light. So I've set the value to 4600
1607
01:19:53,380 --> 01:19:54,500
I've set the spread to 60
1608
01:19:54,500 --> 01:19:58,820
So there's a bit of a spread but that also mean that they should get some on the on the curtain here
1609
01:19:59,380 --> 01:20:02,980
Now this won't be 100 realistic because there will be a lot like going down
1610
01:20:02,980 --> 01:20:07,940
But not up or to the side which you might expect from this light. I still find it doesn't look unrealistic
1611
01:20:08,580 --> 01:20:12,660
And it still adds just a really nice touch and a bit of glare and light to this object
1612
01:20:12,820 --> 01:20:13,060
Okay
1613
01:20:13,060 --> 01:20:16,420
So you can see that light being cast on here and it doesn't look unrealistic to me
1614
01:20:16,500 --> 01:20:18,420
This looks like it is being cast here
1615
01:20:18,420 --> 01:20:21,780
If you're looking at this you think where the whereas the light coming from it must be from here
1616
01:20:22,020 --> 01:20:25,540
If you wanted to you could always turn it and add some light coming cast on to here as well
1617
01:20:25,940 --> 01:20:30,340
But in general, I think that looks quite nice. So let's check that with the new cushion
1618
01:20:34,020 --> 01:20:36,020
And I think that's looking pretty good
1619
01:20:36,180 --> 01:20:38,660
I would probably say that this is being pretty close to
1620
01:20:39,380 --> 01:20:40,340
completion
1621
01:20:40,340 --> 01:20:45,220
So I'm going to move now on to the kitchen scene. So let's just see how this kitchen is looking
1622
01:20:49,220 --> 01:20:51,220
Cameras and kitchen shots
1623
01:20:51,700 --> 01:20:53,860
So it's very black. There's not much going on here
1624
01:20:53,940 --> 01:20:58,260
So we want to add some more lights going in over here and then let's add the details as well
1625
01:20:58,420 --> 01:21:01,380
So the first thing I want to start working on is always going to be the lighting
1626
01:21:01,460 --> 01:21:05,300
I want to see how the lighting works in the scene. So I'm going to go over to here
1627
01:21:05,540 --> 01:21:07,700
I'm going to go to lighting. I'm just going to look at some
1628
01:21:09,140 --> 01:21:11,140
ceiling pendants and
1629
01:21:11,460 --> 01:21:15,940
I already know I'm going to go for this one. So I'm going to click on this object here and append that in
1630
01:21:17,940 --> 01:21:19,940
Bring that down
1631
01:21:22,980 --> 01:21:28,500
Now this is a really nice light and it will also cast light onto the reflections on the on these areas too
1632
01:21:28,500 --> 01:21:33,140
So that's one thing that we want to make sure we don't lose. Let's bring this to the ceiling
1633
01:21:36,020 --> 01:21:38,020
Now I'm going to let it down
1634
01:21:39,540 --> 01:21:44,180
Okay, and that's just like a stopper point that goes in and holds that part of the light up
1635
01:21:44,500 --> 01:21:46,500
Okay, I'm going to set this to 4800
1636
01:21:47,300 --> 01:21:49,300
And I'm going to turn it on
1637
01:21:49,620 --> 01:21:54,020
On off and then that should add some light in over there. Okay, that's cool
1638
01:21:55,060 --> 01:21:58,660
And then I'm just going to see how this looks from the living room shot because we should be let's see some
1639
01:21:58,740 --> 01:22:01,220
There we go. So we see the reflections over here, which is a nice touch
1640
01:22:01,860 --> 01:22:07,380
And I think that's cool. So now let's work on the other lights. Again, it's too dark over here
1641
01:22:07,780 --> 01:22:11,780
Okay, so after some experimentation, I end up resorting to this light here
1642
01:22:12,180 --> 01:22:16,660
It's got quite a wide spread, but and I've also lowered these a little bit. So what I wanted it to do
1643
01:22:17,300 --> 01:22:19,540
I don't want to bring that down a little bit more these portals
1644
01:22:20,020 --> 01:22:25,940
Um, I wanted to just cast some nice light on this wall here as if it's you know, it's the same light direction as these ones
1645
01:22:26,660 --> 01:22:29,700
Very roughly. Uh, so it's casting some light here. Um
1646
01:22:30,500 --> 01:22:33,940
And I think that's probably fine. The next one is the lighting for the
1647
01:22:34,420 --> 01:22:38,180
The kitchen I will actually make these lights come with the kitchen
1648
01:22:38,660 --> 01:22:41,940
But basically what I'm going to do is just add some area lights underneath here
1649
01:22:42,020 --> 01:22:47,620
So to simulate leds in the light in the in the kitchen as this will be part of the model
1650
01:22:47,620 --> 01:22:51,220
I'm not going to go over this part exactly, but I'll be back in a second to show you the end result
1651
01:22:51,380 --> 01:22:53,060
Okay, so this is what I've ended up with again
1652
01:22:53,140 --> 01:22:58,420
I've got a black body and I've set this to 4800 and I've just added these underneath here
1653
01:22:58,500 --> 01:23:01,940
Probably move this over a little bit more and underneath every single shelf
1654
01:23:02,020 --> 01:23:04,580
There is going to be a light so that should add some really nice
1655
01:23:04,980 --> 01:23:07,940
Lighting here and again, we can already see that we're getting that nice
1656
01:23:08,660 --> 01:23:11,540
Aesthetic which we're going for in the other scene and now the lighting is done
1657
01:23:11,620 --> 01:23:17,540
I want to now work on some of the more furniture items some of the bigger items and then work down to the smaller items again
1658
01:23:17,940 --> 01:23:22,980
So the most important thing for me is um this area here and then I'm going to add something small over here
1659
01:23:23,060 --> 01:23:29,220
So I'm going to add a bit clothing rack here and then some chairs and I'm probably getting a chair here and
1660
01:23:30,020 --> 01:23:33,060
Yeah, we'll see how that works. So what I'm going to do is I'm going to add a
1661
01:23:41,620 --> 01:23:47,780
I'm going to add a lounge chair. So let's um add my cursor here and just append that into the scene
1662
01:23:53,940 --> 01:23:57,780
And then let's rotate this it is a little bit too big and using artistic license
1663
01:23:57,860 --> 01:24:03,460
Let's just reduce it a little bit and we just want to see the leading edge here because this has a really nice detail
1664
01:24:03,700 --> 01:24:05,700
So that's the only thing that's important here
1665
01:24:06,100 --> 01:24:10,100
And then I want to add some chairs here and then the back area. So let's add a
1666
01:24:11,140 --> 01:24:12,500
chair
1667
01:24:12,500 --> 01:24:15,140
And I already know this is the one I want to go for it's again
1668
01:24:15,220 --> 01:24:17,060
It has a similar kind of color going on here
1669
01:24:17,300 --> 01:24:20,020
But I'm probably going to change the back wood a little bit
1670
01:24:20,260 --> 01:24:23,220
But this actual vibe of this chair is what I'm really
1671
01:24:23,860 --> 01:24:25,860
Digging so let's append that in
1672
01:24:29,860 --> 01:24:36,180
And let's move this over here like this I might make the chairs a little bit narrower and I'm going to do Alt D
1673
01:24:38,900 --> 01:24:42,180
And rotate this over like this let's turn off render preview
1674
01:24:47,060 --> 01:24:52,660
Okay, and then let's add in a couple more here
1675
01:24:55,220 --> 01:24:59,060
And I think that's fine one thing that's always nice to do with chairs is just to make them a little bit off
1676
01:25:00,340 --> 01:25:02,340
Not make them a hundred percent perfect
1677
01:25:09,060 --> 01:25:13,860
Okay now for the actual wood I am going to change the little bit because I do think that the wood is just a little bit too dark
1678
01:25:14,180 --> 01:25:16,340
Yeah, because as you can see here the wood is too dark
1679
01:25:16,420 --> 01:25:18,820
So I'm going to I'm going to choose a lighter wood
1680
01:25:19,140 --> 01:25:24,660
Go to the IMS Asset Manager. I'm going to go to woods and let's see if there's one which I think looks quite nice
1681
01:25:26,180 --> 01:25:28,180
Um
1682
01:25:28,580 --> 01:25:31,380
I'm probably going to go for wood 35. Let's import this material
1683
01:25:35,700 --> 01:25:38,580
And then let's select this wood
1684
01:25:38,580 --> 01:25:43,780
And then let's give it this material instead
1685
01:25:44,980 --> 01:25:48,020
Okay, now that's already lighter and we can already see the effect going on here
1686
01:25:53,860 --> 01:25:56,260
I think that the string also has a bit too much color
1687
01:25:57,540 --> 01:26:01,220
So I'm just going to reduce that a little bit to 0.5 and maybe increase the value to like two
1688
01:26:01,460 --> 01:26:05,220
So now the the the string is also going to be like a similar color to here
1689
01:26:05,220 --> 01:26:09,700
But it should be in in general terms all matching right. So now let's work on the back wall
1690
01:26:24,500 --> 01:26:27,940
Okay, that's looking pretty good. I think for these items here
1691
01:26:28,020 --> 01:26:32,580
what I've actually done is I've actually given this one a white material and this one is also a
1692
01:26:33,060 --> 01:26:36,020
A lighter material because I didn't want any color information going in
1693
01:26:36,660 --> 01:26:40,740
From these particular objects wanted it to be all in harmony. So that's what I've ended up going for
1694
01:26:41,220 --> 01:26:44,740
So they are like the blocking items. I do think we need some maybe some more light here
1695
01:26:45,060 --> 01:26:48,420
So I'm going to add that more light in here and then I'm going to just fill these shelves with
1696
01:26:49,220 --> 01:26:53,940
Plates and things and then also add a sink so a tap and then maybe some decorations here
1697
01:26:54,100 --> 01:26:58,180
I think we actually released some decorations recently which would work really nice here
1698
01:26:58,180 --> 01:27:01,060
So I think this one would it's literally the same colors
1699
01:27:01,140 --> 01:27:02,580
So I'm going to go for this one
1700
01:27:02,580 --> 01:27:05,140
Maybe drop in adds half here and half over here
1701
01:27:05,620 --> 01:27:08,660
Then I'll add an area area light and then I'll be back in a second
1702
01:27:10,180 --> 01:27:11,540
Okay, so this is now populated
1703
01:27:11,540 --> 01:27:16,500
We now have another pan pass because I think that's also going in in working quite well with the
1704
01:27:17,060 --> 01:27:18,180
rest of the scene
1705
01:27:18,180 --> 01:27:20,180
I've also changed some of the materials in this one
1706
01:27:20,180 --> 01:27:25,700
so I've made it so that the the wood itself the sticks and the pan pass itself is going to be
1707
01:27:26,020 --> 01:27:30,900
Whiter because there was too much color in there and I've also given the material on this object here
1708
01:27:31,060 --> 01:27:33,620
I made it more of a white material than what it already was
1709
01:27:34,500 --> 01:27:37,700
And then for the highlighting lights, so again, there's no color information
1710
01:27:37,700 --> 01:27:39,940
It's just going to be white, but it's just going to be a nice highlight
1711
01:27:40,260 --> 01:27:43,860
That should be enough over here and it's going to be facing towards these chairs
1712
01:27:45,620 --> 01:27:47,620
To
1713
01:27:47,780 --> 01:27:49,780
To bring some nice light over here
1714
01:27:50,340 --> 01:27:55,060
Now you might be thinking oh, but that's unrealistic because there's no actual window here
1715
01:27:55,460 --> 01:27:59,780
But that doesn't matter so imagine a photographer has come into the scene
1716
01:28:00,260 --> 01:28:02,820
They're finding that they don't have enough light on these objects
1717
01:28:03,460 --> 01:28:05,460
They are going to bring their own light anyway
1718
01:28:05,540 --> 01:28:09,780
So that isn't 100% unrealistic and I'm sure your client if you show them such a render
1719
01:28:09,780 --> 01:28:14,340
They could be like wow, this is amazing. They might say this is too bright and we can darken it
1720
01:28:14,340 --> 01:28:19,780
But in general for this specific render, I think it looks great. So that's what I'm going to go for
1721
01:28:20,660 --> 01:28:24,260
The next thing I want is maybe a bit more of a light on this pan pass here
1722
01:28:24,740 --> 01:28:30,660
But the rest of the items are really working quite nicely. One thing I did over here is that this tap was actually
1723
01:28:31,860 --> 01:28:33,860
Rotated like this like straight
1724
01:28:34,500 --> 01:28:37,860
Which is it's a bit hard to get any context of what it actually is
1725
01:28:38,180 --> 01:28:41,060
So just rotated it a little bit so now we can actually see it's a tap
1726
01:28:41,700 --> 01:28:43,700
But yeah for the light on the pan pass
1727
01:28:44,260 --> 01:28:46,420
What I'm going to do is just let's just duplicate this one
1728
01:28:46,980 --> 01:28:48,980
Make a bit smaller
1729
01:28:48,980 --> 01:28:50,980
I'm going to make this to
1730
01:28:51,940 --> 01:28:53,940
Five
1731
01:28:54,260 --> 01:28:55,460
Five
1732
01:28:55,460 --> 01:28:57,780
I'm going to make it focus onto the pan pass itself
1733
01:28:58,500 --> 01:29:01,940
Um, you can also set these two discs if you prefer
1734
01:29:02,660 --> 01:29:06,580
It doesn't make too much of a difference and I'm going to set this to 40
1735
01:29:06,660 --> 01:29:08,660
So now there's a bit more of a focus light on that
1736
01:29:08,900 --> 01:29:13,140
So if I move this out of the way, we can see it's darker. I'll bring it back. It's just a little bit little bit lighter
1737
01:29:13,220 --> 01:29:15,220
So that's nice
1738
01:29:15,220 --> 01:29:18,420
Okay, one thing that I'm really noticing with this right now along with the ceiling
1739
01:29:18,420 --> 01:29:23,620
Which is looking pretty disgusting is that this chair has a very strange color to it in this particular scene
1740
01:29:23,940 --> 01:29:27,780
I don't think it matches this color and it doesn't really match other colors in the room
1741
01:29:28,100 --> 01:29:30,740
So this is more going into the green direction
1742
01:29:30,820 --> 01:29:33,300
But it would be nice if it was going into the more of the red direction
1743
01:29:33,620 --> 01:29:35,620
So we can see if we can tweak that a little bit
1744
01:29:36,180 --> 01:29:39,540
Um, so let's have a look here. So there's this is the color
1745
01:29:40,260 --> 01:29:42,260
Okay, so is that going to affect the color here?
1746
01:29:42,980 --> 01:29:46,260
Okay, that is affecting the color. So let's bring that back
1747
01:29:49,140 --> 01:29:51,140
And
1748
01:29:53,060 --> 01:29:55,540
Then let's just bring this over here like this
1749
01:29:57,140 --> 01:29:59,460
I think that might already that might actually be all that we need
1750
01:30:01,620 --> 01:30:05,140
Okay, yeah, I think that actually works perfect. So I think that looks closer to this
1751
01:30:05,380 --> 01:30:09,380
Maybe you can desaturate a little bit. Um, but I think that's working pretty nicely
1752
01:30:10,020 --> 01:30:11,300
I'm probably going to leave that there for now
1753
01:30:11,300 --> 01:30:13,700
I think this tutorial was also already incredibly long
1754
01:30:13,940 --> 01:30:16,900
And but I hopefully you get some ideas from concepts that we're going for
1755
01:30:17,460 --> 01:30:18,740
Okay, so this is going to be the final room
1756
01:30:18,740 --> 01:30:22,340
I've just gone into the camera view for now just to get an immediate impression of what I can see
1757
01:30:22,500 --> 01:30:26,900
So the first thing that's coming to mind is the reason why I put this camera here is to see the reflections
1758
01:30:27,060 --> 01:30:31,620
The problem is the reflections are black and white, but we want to actually see the reflections
1759
01:30:31,700 --> 01:30:33,700
So what I'm going to do is go to the world tab
1760
01:30:34,980 --> 01:30:39,300
Um, I don't actually have a reflection saturation value here
1761
01:30:39,380 --> 01:30:44,020
So it shouldn't be too difficult to make just add on to the answer. Let's add a mix shader
1762
01:30:44,580 --> 01:30:51,540
And let's plug that in here and add a light path node and then we say is this a
1763
01:30:52,100 --> 01:30:55,140
Glossy ray if it is yes, then that will be
1764
01:30:55,780 --> 01:30:59,460
With color if it is not then that's going to be the black and white
1765
01:30:59,540 --> 01:31:03,860
So basically all the reflections coming through here will be with color
1766
01:31:04,020 --> 01:31:09,540
But the rest of the scene will still be illuminated with the same lighting as we had before so that won't really change
1767
01:31:10,100 --> 01:31:14,420
If you think that that is a bit too oversaturated that green is a bit overpowering
1768
01:31:14,900 --> 01:31:18,900
You can add a hue saturation node here and then just reduce that a little bit if you want to
1769
01:31:20,500 --> 01:31:24,900
But I'm probably going to leave that for one for now and then maybe adjust it later in
1770
01:31:25,940 --> 01:31:30,100
Post-production if I want to but I do feel like these colors are a bit overpowering right now
1771
01:31:30,340 --> 01:31:33,460
But that it doesn't help. It's not helped that the rest of the scene is very monotone
1772
01:31:33,780 --> 01:31:35,780
But let's see if we can bring out some more colors in here
1773
01:31:35,780 --> 01:31:39,940
So one thing I'm going to do is I'm going to add a carpet with
1774
01:31:40,820 --> 01:31:42,820
Maybe some shoes
1775
01:31:42,900 --> 01:31:47,220
Because shoes for some reason always work nicely in the bedroom. Somebody's just walked in and
1776
01:31:48,180 --> 01:31:50,180
Getting ready for bed
1777
01:31:50,180 --> 01:31:53,060
So let's add a furniture detail. Let's add a carpet
1778
01:31:56,500 --> 01:31:59,140
And let's move this over here like this
1779
01:32:00,020 --> 01:32:02,500
And then let's also add some clothing
1780
01:32:03,460 --> 01:32:08,500
Again all part of the iMesh collection and we can see how easy it is to make visualizations
1781
01:32:09,220 --> 01:32:10,500
I do
1782
01:32:10,500 --> 01:32:15,140
Genuinely think that if you're looking to get into artfills that this is probably one of the best investments
1783
01:32:15,460 --> 01:32:21,460
I don't mean to like blow my own trumpet, but I do think that for the library that we're offering for such a price is
1784
01:32:21,940 --> 01:32:23,940
basically unheard of um
1785
01:32:24,180 --> 01:32:26,180
So yeah, anyway, something like this
1786
01:32:26,500 --> 01:32:31,780
Maybe these are too similar. So let's just rotate one a little bit add some more variation
1787
01:32:32,180 --> 01:32:34,180
Somebody's just kick them off
1788
01:32:45,300 --> 01:32:49,700
Yeah, I'm trying to see how these are working together, but I don't know if this is too close or if it should be closer
1789
01:32:50,180 --> 01:32:54,340
But I think some edge so we can see this edge here would be nice
1790
01:32:54,900 --> 01:32:59,140
Um, I also want to make sure that the focal point is here and it looks like it is
1791
01:33:00,100 --> 01:33:02,100
And
1792
01:33:02,500 --> 01:33:06,980
Okay, so I think that should be fine and like I said, I want to add some sort of plant here
1793
01:33:07,540 --> 01:33:10,900
So as this will be an outdoor scene, let's go to plants outdoor
1794
01:33:11,940 --> 01:33:13,540
and
1795
01:33:13,540 --> 01:33:15,540
um, I think that this one
1796
01:33:16,340 --> 01:33:18,580
Is probably one I'm going to go for
1797
01:33:19,620 --> 01:33:23,780
I think something with a bit of color will be nice because it is such a monotone scene. Um
1798
01:33:24,660 --> 01:33:26,660
And let's add that in
1799
01:33:29,620 --> 01:33:32,820
Okay, so I'm just going to bring this over here
1800
01:33:33,380 --> 01:33:35,700
Now this is going into the floor now
1801
01:33:36,020 --> 01:33:38,740
That is one thing that you need to take into consideration
1802
01:33:39,220 --> 01:33:43,060
Is what is the purpose of this scene? Is it for a client? Does it need to be 100% accurate?
1803
01:33:43,540 --> 01:33:46,420
If yes, then you would probably want to move this off a little bit and maybe
1804
01:33:46,820 --> 01:33:50,100
Have it so it is possible to be in a pot, but as this is actually
1805
01:33:51,060 --> 01:33:53,060
I feel so better
1806
01:33:53,300 --> 01:33:57,380
Uh, I quite liked it how it was here, but now I'm thinking it might be better over here
1807
01:33:57,780 --> 01:33:59,780
Hmm
1808
01:34:00,020 --> 01:34:01,140
I think maybe a bit of both
1809
01:34:01,140 --> 01:34:04,260
So I think that would be quite nice to be honest and let's move this away from the
1810
01:34:05,060 --> 01:34:05,940
thing
1811
01:34:05,940 --> 01:34:09,220
Now the idea of this is to be out of focus add some color and
1812
01:34:10,020 --> 01:34:12,420
Um, make it so that this corner isn't completely bare
1813
01:34:13,460 --> 01:34:15,460
And I think that will work quite nice
1814
01:34:21,940 --> 01:34:23,140
Okay
1815
01:34:23,140 --> 01:34:25,300
Now this is a little bit too dark
1816
01:34:26,020 --> 01:34:28,420
So I'm going to add another beauty light here
1817
01:34:30,340 --> 01:34:32,340
Let's just turn off the rendering
1818
01:34:46,180 --> 01:34:52,420
Maybe lower value and set this to something like 40. So this should be a nice highlight onto this plant. I reckon
1819
01:34:52,660 --> 01:34:56,180
Okay, yeah, that's already you can already see the immediate difference here
1820
01:34:56,580 --> 01:34:59,860
So if I bring this off it's dark and bring it back. There's some nice highlights
1821
01:34:59,860 --> 01:35:03,540
So this leaf also has some nice glossiness and reflections which was being lost
1822
01:35:03,860 --> 01:35:07,860
So if I bring this back we can then see some reflections here another thing to note
1823
01:35:08,420 --> 01:35:10,420
It's because we have an area light here
1824
01:35:11,060 --> 01:35:16,580
And an area light here. We might be seeing those in the reflection. So what I'm going to do is go over to here and set this to
1825
01:35:16,740 --> 01:35:22,740
Turn off the transmission and the glossy so that's no longer be affected
1826
01:35:22,980 --> 01:35:27,220
This is actually a light which I only really want to add diffuse light into the scene
1827
01:35:27,540 --> 01:35:30,340
So it's not too important for me not to have these turned on
1828
01:35:30,980 --> 01:35:34,500
But that you could probably leave that one on if you want to it's not too overpowering but
1829
01:35:35,140 --> 01:35:38,660
I don't think it was too accurate. So I think that's fine
1830
01:35:40,180 --> 01:35:45,780
And then the final detail this wall is a bit too plain so you can you can all you can either add a piece of artwork
1831
01:35:45,860 --> 01:35:51,860
You can add some some planks. So if you follow my other tutorials, you know that I'm a huge fan of adding planks
1832
01:35:51,940 --> 01:35:53,940
So let's just do that now
1833
01:35:54,660 --> 01:35:56,660
Just add a mesh cube
1834
01:36:00,420 --> 01:36:04,980
Now I want to give this the same material as the wall, but you can also give it like a wood material
1835
01:36:05,220 --> 01:36:07,220
Let's select everything unwrap
1836
01:36:08,100 --> 01:36:11,060
And then the edges are too sharp. So let's add a bevel
1837
01:36:11,540 --> 01:36:13,540
Let's add a little light bevel
1838
01:36:15,380 --> 01:36:20,100
If you want to smooth it you want to make sure that you have a shading hard and normals and then turn on
1839
01:36:21,060 --> 01:36:23,060
Auto smooth
1840
01:36:23,060 --> 01:36:27,860
Okay, there we go. And we might want to also adjust the UVs, but I'm not going to go into that too much now
1841
01:36:27,860 --> 01:36:32,020
I reckon saying that to scale of five should be fine
1842
01:36:33,060 --> 01:36:35,060
And
1843
01:36:35,060 --> 01:36:37,060
Yeah, let's see how that looks
1844
01:36:37,140 --> 01:36:39,140
Yeah, let's see how that looks
1845
01:36:39,140 --> 01:36:40,820
Okay, I think for that that's going to be wrapped up
1846
01:36:40,820 --> 01:36:41,860
I think that's going to be fine
1847
01:36:41,860 --> 01:36:45,540
And I'm just going to get on to the rendering because this is already dragging on quite long
1848
01:36:45,540 --> 01:36:52,020
But the main concepts here are are correct. So the camera is facing into this room. There's depth fulfilled. That's quite strong
1849
01:36:52,260 --> 01:36:54,260
Maybe it's too strong
1850
01:36:54,260 --> 01:36:59,700
But it's going into this room so that the focus is on the the edge of this chair and this area here
1851
01:36:59,700 --> 01:37:02,660
So there's some story going on here with some nice interest
1852
01:37:02,660 --> 01:37:05,220
So there's a there's a definite focal point of this camera
1853
01:37:05,700 --> 01:37:07,700
And that is the main focus
1854
01:37:08,020 --> 01:37:11,860
Maybe it is too dark here and maybe a lighter frame would be more appropriate
1855
01:37:12,180 --> 01:37:15,540
But I think right now that is fine. Let's just check out the other cameras
1856
01:37:16,900 --> 01:37:18,900
And this is the main living room shot
1857
01:37:20,100 --> 01:37:24,180
Again, this ceiling is too strong. So let me just let me just actually add a
1858
01:37:24,820 --> 01:37:29,460
Mix rgb and set this to I know a value of like this
1859
01:37:30,420 --> 01:37:32,420
So it's going to be quite rough
1860
01:37:35,700 --> 01:37:37,860
Something like this, but yeah, so this general shot
1861
01:37:37,860 --> 01:37:41,700
I'm really liking the curtains add a nice way to break up this
1862
01:37:42,420 --> 01:37:46,500
Area that the glass itself is quite black. So if you were to peek through it
1863
01:37:46,500 --> 01:37:48,900
You can see that there is a difference in the in the lighting
1864
01:37:49,460 --> 01:37:54,100
And this whole setup I think is just working really nicely. So I think this works really well
1865
01:37:54,820 --> 01:37:58,020
And then for the kitchen shot, I think that all works nicely too
1866
01:37:58,260 --> 01:38:03,940
Now the one thing to take into consideration here is I think this shot and the living room shot are
1867
01:38:04,900 --> 01:38:06,740
closer together
1868
01:38:06,740 --> 01:38:12,100
In terms of color, but there is definitely some colors that are missing. So this one it has a lot more reds and
1869
01:38:12,980 --> 01:38:14,580
Terracotta colors going on
1870
01:38:14,580 --> 01:38:19,540
But the living room shot doesn't so you might be worth bringing in some terracotta into some of these areas
1871
01:38:19,940 --> 01:38:23,460
And then also in the bedroom, I think that one is the most different from the others
1872
01:38:23,620 --> 01:38:25,380
But that does have the terracotta here
1873
01:38:25,380 --> 01:38:28,180
But I think in general they are close enough together to work
1874
01:38:28,420 --> 01:38:32,340
But if you want to make these renders all work together even better that is with post production
1875
01:38:32,420 --> 01:38:37,140
So that is what I'm going to get on to next you can of course tweak the colors add some more light into the background
1876
01:38:37,220 --> 01:38:41,460
Make make it so that the renders are closer together and do share more colors
1877
01:38:42,100 --> 01:38:44,420
But I'm going to move on to the post production side now
1878
01:38:44,660 --> 01:38:49,300
Okay, I've just come back to this and I thought that it could do with one final detail before I start rendering it
1879
01:38:49,300 --> 01:38:54,180
And that would be a light that sits into this little little section in the top now
1880
01:38:54,900 --> 01:38:59,060
This is not entirely necessary, but I thought that it just adds a nice little touch up here
1881
01:38:59,140 --> 01:39:01,700
I always think I always think these kind of glows look pretty nice
1882
01:39:02,020 --> 01:39:07,940
Again, I've set the value to 4800 because they are not highlighting lights, but more of actual artificial lights
1883
01:39:08,420 --> 01:39:10,420
And as for lighting values
1884
01:39:10,660 --> 01:39:12,660
These two here have the same value of two
1885
01:39:13,300 --> 01:39:16,900
I gave this one at the back which runs along here the same value of two
1886
01:39:17,060 --> 01:39:21,860
But I found that the perceived light value because it's going through the corrugated section was a lot less
1887
01:39:22,100 --> 01:39:26,900
So I've set that to a value of 10 and now the perceived brightness of that light all looks the same
1888
01:39:26,980 --> 01:39:29,380
And it looks like this light is continuing along
1889
01:39:29,700 --> 01:39:34,660
So that I feel like finishes off that section really nicely and now I'm probably going to render it
1890
01:39:34,740 --> 01:39:38,020
Hopefully I don't see anything else I want to change, but that should be fine for now
1891
01:39:38,580 --> 01:39:43,860
Okay, so when you get to finally to rendering you will be very limited to your vram on your gpu
1892
01:39:43,940 --> 01:39:46,340
If you're doing gpu rendering, which I'm sure most of you are
1893
01:39:47,300 --> 01:39:49,540
I have an 8 gigabyte gpu down here
1894
01:39:50,580 --> 01:39:54,340
Which we can see and that is what I imagine most users will have
1895
01:39:54,740 --> 01:39:57,460
If you have less vram then things can get a little bit more difficult
1896
01:39:57,540 --> 01:39:59,540
And you just need to optimize things a lot more
1897
01:39:59,700 --> 01:40:01,380
Your best friend in the whole wide world
1898
01:40:01,380 --> 01:40:07,460
It is going to be the simplify tab and turning that on and making it set to texture limit
1899
01:40:07,780 --> 01:40:13,300
So setting I'll basically set this to 2k. I set this to 2k in my test renders and it looked perfectly fine
1900
01:40:13,700 --> 01:40:19,940
There are certain details such as the wood floor which could have been better with a 4k texture
1901
01:40:20,420 --> 01:40:24,820
But I will promise you that if you go too low, it doesn't make too much of a difference
1902
01:40:24,900 --> 01:40:29,620
If you try to remember this is going to be rendering at roughly about 2k when I'm finished with it
1903
01:40:30,100 --> 01:40:37,140
So that full scene is 2k. So if you have imagined your 2k texture is this big on this sofa
1904
01:40:38,100 --> 01:40:40,420
You're not going to see the difference in in texture size
1905
01:40:40,500 --> 01:40:44,500
But the texture limit as considerable detail to the vram
1906
01:40:44,900 --> 01:40:49,140
Another thing to take into consideration is the amount of textures that there are actually in the scene
1907
01:40:49,220 --> 01:40:54,340
So for example in here in each of these objects, which are hidden behind one bit of glass
1908
01:40:54,740 --> 01:41:00,020
Two bits of glass is awesome clothing. So let's just hide this. There's some clothes here
1909
01:41:00,020 --> 01:41:03,300
So each of these clothes have one two three four textures
1910
01:41:03,700 --> 01:41:09,780
We won't see any of these the only thing we might see is the diffuse so we can very easily just remove all of these
1911
01:41:10,500 --> 01:41:13,140
Plug in the diffuse and be done with it now
1912
01:41:13,140 --> 01:41:17,380
There's only one texture and I guarantee you're not going to see the difference the same for this object here
1913
01:41:17,380 --> 01:41:22,260
So this object is it has a clear coat material and it has some glossiness and normal maps
1914
01:41:22,260 --> 01:41:24,260
It has two two principal shaders
1915
01:41:24,500 --> 01:41:27,620
So we just remove all of these. We're not going to see any difference
1916
01:41:27,700 --> 01:41:30,100
I can guarantee you can do some before after
1917
01:41:30,500 --> 01:41:31,620
Ren is if you like
1918
01:41:31,620 --> 01:41:36,420
But this has already saved considerable amount of vram by removing these the same for this one
1919
01:41:36,500 --> 01:41:38,500
Just go through all of these objects in the back
1920
01:41:39,060 --> 01:41:43,700
And just remove all of the unnecessary textures at this distance between these glass
1921
01:41:43,780 --> 01:41:46,740
You're not going to see any detail other than the diffuse map
1922
01:41:47,140 --> 01:41:50,500
Just make sure that your glossiness values are roughly about correct
1923
01:41:50,580 --> 01:41:52,180
And it will it will look fine
1924
01:41:52,180 --> 01:41:56,900
Of course, if you have more vram go crazy, but we are limited unfortunately in blender
1925
01:41:57,540 --> 01:42:03,060
With vram coming from corona and vray when we mostly render on cpu
1926
01:42:03,460 --> 01:42:08,660
You are not limited in whatsoever and we can just throw everything at it until you run out of your computer's ram
1927
01:42:08,820 --> 01:42:11,380
Which can be 64 to 128 gigabytes or more
1928
01:42:11,780 --> 01:42:17,860
So that is one thing to keep taking consideration as for the actual render size. I will be rendering at
1929
01:42:18,740 --> 01:42:20,740
200 percent of this
1930
01:42:20,980 --> 01:42:24,020
Rendering at higher percentages is actually better for the denoiser
1931
01:42:24,100 --> 01:42:27,940
So what you can do is if you set this to 200 percent you can then lower
1932
01:42:28,500 --> 01:42:33,540
Your sample count by 4 so if you do divide by 4 you can lower it by 4 because basically oops
1933
01:42:33,940 --> 01:42:37,940
If you double these values you will be increasing the size four times
1934
01:42:38,260 --> 01:42:41,540
So if you decrease that by 4 you can still get a very beautiful render
1935
01:42:41,700 --> 01:42:44,740
I think that the denoises are actually trained on higher resolution images
1936
01:42:44,820 --> 01:42:48,980
So they perform a lot better and there's just generally a lot more a lot more information in those renders
1937
01:42:49,060 --> 01:42:51,060
You can get away with lower sample counts
1938
01:42:51,620 --> 01:42:55,940
But for the actual for this actual render, I will be going higher and I just want to preface
1939
01:42:56,900 --> 01:43:02,180
That I've set the noise threshold to 0.01. So I think if that's correct that is one percent noise
1940
01:43:02,260 --> 01:43:08,660
So I want to wait until the the image has rendered so much until there's only one percent noise left or
1941
01:43:09,220 --> 01:43:15,620
It will hit 400 4096 samples. So for certain areas, let's say you have a perfectly white table here
1942
01:43:16,020 --> 01:43:20,100
This might hit one percent noise before this pampas grass
1943
01:43:20,820 --> 01:43:24,100
So when this bit has finished rendering and it's hit is one percent noise threshold
1944
01:43:24,500 --> 01:43:28,100
It will then stop rendering and it can then focus on other objects instead
1945
01:43:28,500 --> 01:43:33,380
So I've set it to say if it doesn't hit the one percent noise one percent noise threshold
1946
01:43:33,940 --> 01:43:36,980
I want it just to keep rendering until it hits 4096 samples
1947
01:43:37,220 --> 01:43:40,260
Some of you might think that that is ahead of a lot and it is
1948
01:43:41,060 --> 01:43:46,820
This is going to be a production ready render. I want this to be as high quality as possible
1949
01:43:47,060 --> 01:43:51,620
I want it to be as many samples as necessary. So the denoiser doesn't need to do as much work
1950
01:43:51,940 --> 01:43:57,780
The denoises are made by AI and they have mistakes. They will remove detail which should actually be there
1951
01:43:58,500 --> 01:44:03,140
So don't give it the opportunity to remove all of that lovely detail and set a very high
1952
01:44:03,940 --> 01:44:08,660
Render time. I see a lot of people doing renders and they say wow this rendered in two minutes
1953
01:44:08,900 --> 01:44:12,660
And I just say well what detail are you losing because you're only rendering it for two minutes
1954
01:44:12,980 --> 01:44:17,300
Let it render for an hour. If you're not in any rush, just let it render in the background
1955
01:44:17,540 --> 01:44:21,620
You know go to bed set up all your renders and come back in the morning. You have everything done
1956
01:44:22,020 --> 01:44:29,700
But to the max maximum quality there is a big problem. I see in in blender users 100 relying on the
1957
01:44:30,340 --> 01:44:34,580
On the denoises and I just really need people to get away from this
1958
01:44:35,140 --> 01:44:39,620
The renderer is doing its best job to most make the most realistic render as possible
1959
01:44:40,100 --> 01:44:44,660
If you then completely destroy it by adding a denoiser on top, you're just removing all of that lovely detail
1960
01:44:44,740 --> 01:44:49,700
So that is the detail which I'm going to use if of course it's going to take three four hours to render
1961
01:44:49,780 --> 01:44:52,340
And you don't have the time then probably don't do that
1962
01:44:52,580 --> 01:44:54,820
And also if it is you're probably going to take three to four hours
1963
01:44:54,900 --> 01:44:58,020
Then there's a good chance that you probably need to optimize something anyway
1964
01:44:58,740 --> 01:45:01,780
But these are my default values. So for this one, I've turned off denoise
1965
01:45:01,860 --> 01:45:05,300
This basically means once it's finished rendering it will apply the denoise onto the image
1966
01:45:05,380 --> 01:45:10,900
But I want to have more control. So if I go to the compositor, I've added a denoise node here, which can be found
1967
01:45:12,020 --> 01:45:13,380
here
1968
01:45:13,380 --> 01:45:19,060
Denoising data and that basically means that after the render you can then decide how much of the denoiser you want to apply to it
1969
01:45:19,220 --> 01:45:21,220
So if I was to add a mix
1970
01:45:21,540 --> 01:45:24,900
Here and then a mix in the denoise to the final image
1971
01:45:25,540 --> 01:45:29,780
I can then say I want it to be the 100% denoised image or I want it to be the 100%
1972
01:45:30,180 --> 01:45:33,060
noisy image and so you can just adjust it a little bit
1973
01:45:33,140 --> 01:45:36,260
So I often find that 0.75 works quite nicely
1974
01:45:36,340 --> 01:45:42,180
So the denoiser can't work too much but it does take off a lot of the unnecessary noise off of some certain objects
1975
01:45:42,340 --> 01:45:47,700
Okay, and if I go down here, so light paths, I've set these all to 32 and for transparent, I set that to 50
1976
01:45:47,940 --> 01:45:52,180
Now that's only because I have the pan pass and that will slow down your render quite a lot
1977
01:45:52,580 --> 01:45:58,820
So if you set this to a lower value, the pan pass will start to become black because there'll be lots of overlapping
1978
01:45:59,140 --> 01:46:01,940
Transparent planes, which is why you need a higher value
1979
01:46:02,580 --> 01:46:06,740
If you go for another plant, you don't necessarily need this and somebody commented in the previous video
1980
01:46:06,900 --> 01:46:10,980
That said if this is set to 32 and you set this to 50, then it will cap at 32
1981
01:46:11,220 --> 01:46:16,660
That's not true. The transparent bounces are independent from the total bounces
1982
01:46:16,660 --> 01:46:19,940
So that you can set this as high as you like and you're not going to be capped by this value
1983
01:46:20,260 --> 01:46:22,260
So I will set this to 50
1984
01:46:22,340 --> 01:46:29,620
Clamping, indirect and direct, I set these both to zero because clamping it basically reduces the value of the light in the scene
1985
01:46:29,700 --> 01:46:35,860
Which brings it to be more unrealistic. I want that to just be full lighting 100% as real as possible
1986
01:46:36,260 --> 01:46:42,260
There is a downside to this that it can cause fireflies and you get there's some random specs throughout the scene, but I do find that
1987
01:46:43,380 --> 01:46:45,860
Having a 4 000 samples can get rid of that
1988
01:46:46,180 --> 01:46:51,620
But if you are having problems set this to a value like 10 or set this to a value like 3 if you're having a lot of problems
1989
01:46:52,100 --> 01:46:56,740
But generally I don't seem to have too much problem if I set this to zero and it will look better under film
1990
01:46:58,100 --> 01:47:00,180
Blackman Harris, I would probably set this to 1.1
1991
01:47:00,500 --> 01:47:04,420
So the the lower the value the more sharper the image gets
1992
01:47:04,580 --> 01:47:08,740
But then you can have problem with aliasing where certain edges if there's high contrast edge
1993
01:47:08,820 --> 01:47:13,700
So if one's a bright light and next to a very dark object you can get jagged edges
1994
01:47:13,940 --> 01:47:18,580
So be wary of that, but I do find that for archviz a lower value is quite pleasant
1995
01:47:19,700 --> 01:47:26,740
Now a another interesting thing to check is also persistent data. So let's say I want to render each frame
1996
01:47:26,900 --> 01:47:31,700
So I maybe I set up a one camera to render the next camera to render and following the next camera to render
1997
01:47:31,940 --> 01:47:34,100
I will probably enable persistent data
1998
01:47:34,180 --> 01:47:36,100
That means that every time it goes to the next render
1999
01:47:36,340 --> 01:47:41,540
It keeps hold of all the information and just moves on to the next camera without having to do all the calculations all over again
2000
01:47:41,780 --> 01:47:44,020
Then that is very useful. So I'm going to leave that enabled
2001
01:47:44,660 --> 01:47:48,580
And make sure that you've also got it set to to film it in terms of the
2002
01:47:49,060 --> 01:47:53,380
Render passes these are the render passes which I have enabled in this particular render
2003
01:47:53,380 --> 01:47:56,260
I'm not going to be going into light groups and light groups are part of the
2004
01:47:56,980 --> 01:48:00,980
Lights themselves. We can add them to a certain group. So when the render has totally finished
2005
01:48:00,980 --> 01:48:02,980
You can then have additional render passes
2006
01:48:03,140 --> 01:48:07,780
So you can just highlight these lights for example and then get a render pass just with those lights
2007
01:48:07,940 --> 01:48:11,380
So then you can do some mixing afterwards to adjust the values if you want to
2008
01:48:11,940 --> 01:48:14,820
I'm not going to go into that in this tutorial. I think it's already quite a long
2009
01:48:15,140 --> 01:48:17,940
So I'm going to ignore that for now, but you can enable those
2010
01:48:18,740 --> 01:48:22,180
But I think just for this video. I think I'm not going to go too much into these. I think that these
2011
01:48:23,060 --> 01:48:28,580
These are probably fine. Maybe set the indirect glossy enabled and we can mix that in later if we want to but I think
2012
01:48:28,900 --> 01:48:30,900
I think that's probably fine
2013
01:48:30,980 --> 01:48:33,220
In my previous tutorial. I have also gone over
2014
01:48:34,020 --> 01:48:39,620
More into the render passes. So do check out the archive is tutorial two if you're interested in that but that is probably fine
2015
01:48:40,340 --> 01:48:42,980
Okay, so that's probably fine for the render passes and render settings
2016
01:48:43,700 --> 01:48:48,340
Okay, so the next thing I want to do is also go through and make sure I do some cleanup. So basically
2017
01:48:48,980 --> 01:48:54,580
Certain objects are not seen by certain cameras. So I want to make sure that those objects are hidden when they're not necessarily going to be seen
2018
01:48:54,980 --> 01:49:00,500
So what you can do is just select all of these objects that are going to be in certain cameras and then move them to certain collections
2019
01:49:01,460 --> 01:49:03,060
such as kitchen
2020
01:49:03,060 --> 01:49:06,420
And then later on you can hide them from certain cameras if you need to
2021
01:49:06,900 --> 01:49:10,820
Um, and then you can do that for all the rooms. So for this particular camera
2022
01:49:10,900 --> 01:49:14,740
We won't be able to see anything that's in the living room. So if we select all of these objects here
2023
01:49:19,140 --> 01:49:22,100
We can move all of these into the living room shot
2024
01:49:23,940 --> 01:49:25,940
And then we can just turn that off. Oops
2025
01:49:27,460 --> 01:49:29,380
And then we can just turn that off when it's not being seen
2026
01:49:29,380 --> 01:49:30,500
So if go over here
2027
01:49:30,500 --> 01:49:34,660
It makes no difference here and then that saves on vram and it should make things a bit render a bit quicker
2028
01:49:36,100 --> 01:49:39,540
Okay, so that is now everything set up and I think we're ready to render what you can do
2029
01:49:39,940 --> 01:49:45,140
If you wanted to we'll set certain cameras onto certain frames and set it to render as an animation
2030
01:49:45,700 --> 01:49:49,380
So it just does one after the other you can also move things to certain scenes
2031
01:49:49,620 --> 01:49:51,780
So that they all render one scene after the next
2032
01:49:52,180 --> 01:49:54,100
But i'm going to save that for another tutorial
2033
01:49:54,180 --> 01:49:56,180
I don't know some people are going to be commenting that saying
2034
01:49:56,500 --> 01:50:01,860
There's a way to automate that and there definitely is but there's no harm in just rendering one go to the next camera
2035
01:50:02,020 --> 01:50:04,260
Turning off certain things and rendering that camera
2036
01:50:04,900 --> 01:50:08,580
Okay, so i'm going to render that and once that's done i'm going to move over to photoshop
2037
01:50:09,700 --> 01:50:14,900
Okay, so i'll come back to this a few days later and this is the final output from the last image which I rendered
2038
01:50:15,220 --> 01:50:17,700
And we can also see that i've also done the living room
2039
01:50:17,860 --> 01:50:22,500
Sorry the kitchen and we've also done the bedroom and i've also saved these out as a tiff
2040
01:50:23,220 --> 01:50:25,220
It's very important to save these out as a tiff
2041
01:50:25,460 --> 01:50:30,420
So if you go to file save as on the render and make sure you set it to tiff and 16 bit
2042
01:50:30,820 --> 01:50:33,060
That's to make sure that you have as much data as possible
2043
01:50:33,380 --> 01:50:36,500
If you do have some alpha information that you want to take into consideration
2044
01:50:36,660 --> 01:50:38,660
Then you can also tick that box too
2045
01:50:38,660 --> 01:50:43,300
But this for me are the settings which I used in the compositor which can be found here
2046
01:50:43,700 --> 01:50:46,820
All i did was make sure that i've had i enabled the denoise node
2047
01:50:48,260 --> 01:50:54,340
Which is found like this just denoise make sure you leave it as accurate and leave this one enabled because that makes it as
2048
01:50:54,420 --> 01:50:56,420
accurate as possible
2049
01:50:56,420 --> 01:51:01,460
And then when the final image rendered i just plug this in like this and then i save the output
2050
01:51:02,100 --> 01:51:05,380
Okay, and then with that saved all i'm going to do now is go over to photoshop
2051
01:51:06,180 --> 01:51:08,180
Okay, now that we are inside photoshop
2052
01:51:08,340 --> 01:51:11,780
The reason why i like photoshop is because i like the camera raw filter
2053
01:51:12,260 --> 01:51:16,420
Which which can be found here and camera raw filter because that walks you through all the steps for editing
2054
01:51:16,660 --> 01:51:20,020
And you can do most of the editing that you need to get the image finished
2055
01:51:20,260 --> 01:51:22,340
Of course, there are other steps which you could take later
2056
01:51:22,340 --> 01:51:27,780
But i'm just going to go over this for now because it's so powerful and you can really pull out your image and make take it to
2057
01:51:27,780 --> 01:51:31,380
The next level just with this filter if you're using affinity photo
2058
01:51:32,100 --> 01:51:33,940
That also has very similar tools
2059
01:51:34,180 --> 01:51:39,620
But i will be using photoshop for now and i'm sure you can translate the edits which i do over to affinity photo
2060
01:51:39,940 --> 01:51:42,980
I believe affinity photo is about 30 or 40 dollars for life
2061
01:51:43,460 --> 01:51:47,060
So if you're on a budget, that's definitely a way to go, but i really like photoshop
2062
01:51:47,060 --> 01:51:48,580
So i'll be continuing with that
2063
01:51:48,580 --> 01:51:51,380
So the first thing i'm going to do now is after i drag this image into here
2064
01:51:51,460 --> 01:51:55,300
It says background, but what i want to do is turn that to a smart object
2065
01:51:56,420 --> 01:52:01,380
So now that's a smart object if i if i also do any edits for example if i click camera raw filter
2066
01:52:03,460 --> 01:52:05,220
And then if i click okay
2067
01:52:05,220 --> 01:52:09,620
It then saves that here so then i can go back into the camera raw filter later to make the edit
2068
01:52:10,260 --> 01:52:11,860
If i do not do that
2069
01:52:11,860 --> 01:52:16,660
Then the edit which i create is going to be baked into the image and then i cannot go back and change things
2070
01:52:16,820 --> 01:52:19,940
So you always make sure that the image which you're editing is a smart object
2071
01:52:20,500 --> 01:52:21,860
Okay, so in the camera raw filter
2072
01:52:21,860 --> 01:52:25,460
We can see here that it's just a list of edits which you can do and then there are some also
2073
01:52:26,020 --> 01:52:29,860
Some more tools up here which are very very helpful and which we will be using a bit later
2074
01:52:30,340 --> 01:52:32,660
So the basic section i won't be touching this too much
2075
01:52:32,900 --> 01:52:34,900
But that's very helpful for changing the temperature
2076
01:52:35,780 --> 01:52:38,260
And at some of the light values and also some
2077
01:52:38,820 --> 01:52:42,580
Vibrance and saturation values. I'll be using this just a little bit here
2078
01:52:42,660 --> 01:52:46,020
I think mostly i'm just going to turn down the exposure just very very slightly
2079
01:52:46,900 --> 01:52:49,460
Because i'll be bringing out some of the other lights in the highlights
2080
01:52:49,860 --> 01:52:53,300
I think that this as a value of zero is probably going to be fine and
2081
01:52:53,700 --> 01:52:56,100
Let's just maybe turn up some contrast just a little bit
2082
01:52:57,380 --> 01:53:00,020
These highlights and these sections i'm going to do in the curves
2083
01:53:00,420 --> 01:53:04,020
So i think that's probably fine for now might just turn down the vibrance a little bit
2084
01:53:05,540 --> 01:53:08,100
Okay, so it's not too much of an edit, but that should be fine for now
2085
01:53:08,500 --> 01:53:10,500
Okay, so i'm just going to minimize that and go to curves
2086
01:53:10,740 --> 01:53:16,660
So if we look at this graph we can see that this area over here are for the highlights and this over here are for the shadows
2087
01:53:16,900 --> 01:53:21,460
So we can see most of the image is in this shadow area, but not much of the image is in the lights
2088
01:53:21,700 --> 01:53:26,260
So if i was to adjust the lights we can see that it makes quite a big difference but nothing too crazy
2089
01:53:26,500 --> 01:53:31,860
If i was to adjust the darks we can see it makes a much bigger impact because that's where most of our colors are
2090
01:53:32,100 --> 01:53:37,060
I'm going to use this section a bit more lightly and i will adjust the lights even more because i have a bit more room here
2091
01:53:38,180 --> 01:53:40,180
So what i'm going to do here is first start with the highlights
2092
01:53:40,260 --> 01:53:42,660
So the highlights are referring to literally the highlights
2093
01:53:42,740 --> 01:53:45,700
So if we look at all these lights here if i turn this up to the max
2094
01:53:45,940 --> 01:53:50,020
We can see that the highlights are brought out and the shadows kind of makes it go very flat
2095
01:53:50,660 --> 01:53:53,460
The good thing with being a tiff is that we do have a lot of information
2096
01:53:53,700 --> 01:53:57,220
But we are losing some information down at the lowest highlights
2097
01:53:58,260 --> 01:54:00,420
But what i'm going to do is just bring this up just a little bit
2098
01:54:01,300 --> 01:54:06,420
Like this because i think that the this area which is going to be the most focal point of the image
2099
01:54:06,580 --> 01:54:09,540
I want that to be highlighted more and then if i bring up the lights
2100
01:54:10,100 --> 01:54:12,740
We can see that it's mostly affecting this area down here as well
2101
01:54:13,300 --> 01:54:19,540
So let's just bring this up like this. So now we have a nice highlight here and i think that's working well
2102
01:54:19,860 --> 01:54:27,620
The darks like i said, i just want to be very careful with these but i want to bring those down just a little bit and the same for the blacks
2103
01:54:29,940 --> 01:54:35,860
Okay, so we can see here that this area is now starting to pop out and the rest is starting to get quite black
2104
01:54:36,260 --> 01:54:38,260
Um, these areas are also very very black
2105
01:54:38,500 --> 01:54:43,540
So i think i'm going to try to bring those back a little bit and the way to do that is i would use this adjustment brush
2106
01:54:44,740 --> 01:54:46,740
So this brush you can basically brush on
2107
01:54:47,460 --> 01:54:53,220
Any of these effects. So if for example, if i set this to temperature minus 100 and paint onto here
2108
01:54:53,220 --> 01:54:57,220
We can see it getting very cold in those areas, which actually looks pretty cool to be fair
2109
01:54:58,100 --> 01:55:01,700
So what i want to do is because i want to make mainly bring back the highlights
2110
01:55:01,700 --> 01:55:03,700
I'm just going to bring back the exposure
2111
01:55:03,700 --> 01:55:07,300
Something like this and then i can paint on where i want the bright areas to be
2112
01:55:08,340 --> 01:55:11,540
So we can see that these areas are coming back and it doesn't look unnatural
2113
01:55:11,540 --> 01:55:14,020
It really does look like the lights are creating that
2114
01:55:14,980 --> 01:55:18,900
And i think that maybe this area is just a bit too dark. So let's just paint a bigger brush on here like this
2115
01:55:21,380 --> 01:55:23,380
And i think that's looking pretty good
2116
01:55:25,380 --> 01:55:28,100
Okay, so these area these highlighted areas are looking pretty good
2117
01:55:28,500 --> 01:55:32,660
Um, but i also want to add some highlighted areas to the back now if i was to click now
2118
01:55:33,220 --> 01:55:37,380
I would be creating a brand new brush and that's what i want if this was red
2119
01:55:37,700 --> 01:55:39,700
That means i'm going to be adding to that same brush
2120
01:55:40,100 --> 01:55:44,580
But because i want to edit this area separately, i'm going to go over to here and make sure that this is white
2121
01:55:45,060 --> 01:55:46,900
And then i'm going to add a brand new brush
2122
01:55:46,980 --> 01:55:51,300
So if i right click and just do this and then i can paint in some light over here
2123
01:55:51,780 --> 01:55:53,780
Maybe some light over here
2124
01:55:55,300 --> 01:55:57,300
And that's making that area brighter
2125
01:56:04,580 --> 01:56:07,780
So now i can adjust this separately to the other highlight. So i just paint it on
2126
01:56:08,580 --> 01:56:10,580
But i think something like that is quite nice
2127
01:56:13,780 --> 01:56:18,980
Okay, and now another thing that i'm noticing is that these are very red and there's no other red in the image
2128
01:56:19,300 --> 01:56:22,900
So this is really popping out to me. So i want to reduce this redness here
2129
01:56:22,900 --> 01:56:27,140
So i'm going to make sure i have a new brush selected and i'm going to paint over here over these red areas
2130
01:56:27,380 --> 01:56:31,220
We can see that it's getting very bright because it still has the exposure value turned on
2131
01:56:31,620 --> 01:56:33,620
But i'm going to turn that down in a second
2132
01:56:34,340 --> 01:56:38,180
Okay, and then i'm just going to use the rubber and maybe just remove it from these curtains
2133
01:56:39,300 --> 01:56:41,140
Okay
2134
01:56:41,140 --> 01:56:43,140
Okay, now i'm going to turn this exposure down
2135
01:56:43,460 --> 01:56:48,180
So that should be look like there's no edits at all and then i can also just adjust the hue
2136
01:56:48,580 --> 01:56:50,580
Maybe bring it more into the oranges
2137
01:56:51,060 --> 01:56:53,460
So that's more like the lights themselves
2138
01:56:54,420 --> 01:56:56,420
Maybe just a very very little
2139
01:56:56,900 --> 01:56:59,140
Okay, and then i'm going to turn down the saturation
2140
01:57:00,100 --> 01:57:05,380
Something like this, but maybe i might add a bit more here
2141
01:57:09,300 --> 01:57:13,060
Okay, so now we've removed most of those red areas there is still a little bit of color there
2142
01:57:13,060 --> 01:57:15,780
But it's not too crazy. The rest of the images is
2143
01:57:16,500 --> 01:57:20,340
Very black and white. So that fits in better now rather than that red
2144
01:57:22,580 --> 01:57:27,700
Okay, so my computer was completely failing to keep up with the recording for some reason and after editing it
2145
01:57:27,700 --> 01:57:31,300
I realized that it was basically unusable footage. So there's a section now
2146
01:57:31,300 --> 01:57:35,620
Which i'm going to try to rerecord and then i'm going to continue on from where i was recording previously
2147
01:57:35,780 --> 01:57:39,540
Okay, so from this point what i want to do is maybe add some more highlights here. So i'm going to make a
2148
01:57:41,220 --> 01:57:44,660
New brush i'm going to go over here and just paint in some highlights here
2149
01:57:45,220 --> 01:57:47,220
Maybe take some off of this dog
2150
01:57:47,860 --> 01:57:50,020
Let's maybe make this a bit bigger let's make a bit softer
2151
01:57:50,580 --> 01:57:54,100
I think it'll be just be nice to have some highlights on the side of this bed
2152
01:57:55,060 --> 01:57:59,220
Okay, and then what i want to do is i can see that these blacks are just way too black
2153
01:57:59,300 --> 01:58:01,220
So i'm going to click on this one which i've already done
2154
01:58:01,220 --> 01:58:03,860
Then i'm going to go to shadows and just try to bring that up a little bit
2155
01:58:03,940 --> 01:58:08,820
And we can see that we can now see the detail on this section. So bring that up
2156
01:58:10,980 --> 01:58:12,100
Yeah, something like that is nice
2157
01:58:12,100 --> 01:58:14,900
I think that's way better than this because the thing is getting lost
2158
01:58:15,220 --> 01:58:17,700
You would not be able to do this without a tiff you need some
2159
01:58:18,260 --> 01:58:23,460
You need an image which can hold a lot of information. So this is a good thing with that file format
2160
01:58:24,100 --> 01:58:26,100
Okay, now that's done. I'm going to go back to edit
2161
01:58:27,780 --> 01:58:29,780
And go to detail
2162
01:58:30,820 --> 01:58:33,460
So for detail what i want to do is add some sharpening
2163
01:58:33,860 --> 01:58:37,860
So when you're adding sharpening what you want to make sure is you find a part which is already the most
2164
01:58:38,180 --> 01:58:40,580
Part in focus and then adjust the sharpening there
2165
01:58:40,980 --> 01:58:44,580
If you tried to adjust the sharpening for an object which is already out of focus
2166
01:58:44,820 --> 01:58:49,140
Then you're just going to end up sharpening far too much because you're trying to sharpen the wrong part of the image
2167
01:58:49,540 --> 01:58:51,540
So i'm going to go to this section here
2168
01:58:52,500 --> 01:58:54,500
Oops
2169
01:58:54,580 --> 01:59:00,100
And this part is meant to be in focus. So what i'm going to do is just put this up to something like 36
2170
01:59:01,860 --> 01:59:05,940
And I think that is enough you don't want to go too crazy because that really hurts your eyes
2171
01:59:06,580 --> 01:59:10,260
But just enough to bring out that edges a little bit like that
2172
01:59:11,140 --> 01:59:13,140
And I think that looks pretty nice
2173
01:59:13,540 --> 01:59:15,540
The next thing I want to do is the color mixer
2174
01:59:16,020 --> 01:59:17,300
Okay, now for the color mixer
2175
01:59:17,300 --> 01:59:20,580
I've just reset the values back to what it was and i'm going to talk you through there
2176
01:59:20,580 --> 01:59:26,340
So what I want to do is you can adjust the brightness the saturation and the hue of different colors in the image
2177
01:59:26,500 --> 01:59:28,500
And it's really helpful to use this button here
2178
01:59:28,500 --> 01:59:31,620
So let's say that you think that this green could be brighter
2179
01:59:31,780 --> 01:59:34,980
You go to luminance click on this button and find the green that you like
2180
01:59:35,300 --> 01:59:39,300
And then you can bring this to the to the right and it's brighter bring it to the left and it's darker
2181
01:59:39,540 --> 01:59:45,380
Now this is very subtle because these this color is not very saturated anyway, but you can make it a bit brighter
2182
01:59:46,100 --> 01:59:49,460
And it kind of makes this section in the middle here a bit brighter, which is quite nice
2183
01:59:49,860 --> 01:59:54,580
I'm going to go I'm going to go to saturation. I'm going to do the same. I'm going to bring this down just a little bit
2184
01:59:56,260 --> 02:00:00,980
And for hue if I bring this to the right it's going to make it more blue if I bring it to the left
2185
02:00:00,980 --> 02:00:02,020
It's more yellow
2186
02:00:02,020 --> 02:00:07,220
So I think the yellow is very much in line with the image, but I think that's just far too much
2187
02:00:07,220 --> 02:00:11,620
So it would be nice to have a little bit of green left. So let's go something like this
2188
02:00:13,860 --> 02:00:15,860
And I think that's going to be fine for now
2189
02:00:15,940 --> 02:00:20,820
Okay now going to effect what I want to affect here is the vignette and that adds a ring around the image
2190
02:00:20,900 --> 02:00:23,700
Which can always really help with focus the image into the middle
2191
02:00:23,860 --> 02:00:25,860
So I'm going to bring this down just very lightly
2192
02:00:26,020 --> 02:00:29,940
Something like this and then you can adjust the the midpoint and in this case
2193
02:00:29,940 --> 02:00:33,860
I don't want the ring to be so close to the middle. So I'm going to bring this out to something like here
2194
02:00:35,220 --> 02:00:40,260
And then you can also adjust the feather amount if you want to so this is very sharp or you can soften it up a little bit
2195
02:00:40,260 --> 02:00:43,060
so I reckon something like this should be fine and
2196
02:00:43,540 --> 02:00:47,220
I think that those are all the edits I'm going to do for now for using the camera or filter
2197
02:00:47,380 --> 02:00:53,620
Hopefully this is very similar to what I had done just a second ago, but I'm rerecording it. So anyway, I'm going to continue on from where I left off
2198
02:00:55,140 --> 02:00:58,260
Okay, so I've gone online and I found a glare
2199
02:00:58,820 --> 02:01:03,140
Image which looks like this if you search for glares or lens lens flares
2200
02:01:03,380 --> 02:01:05,380
You'll be able to find some images which look like this
2201
02:01:05,540 --> 02:01:08,660
So I've just grabbed one and I'm going to bring it over to my light
2202
02:01:09,220 --> 02:01:11,780
And I'm going to set that to screen
2203
02:01:13,780 --> 02:01:17,220
There we go, and I'm going to make sure that's centered over oops
2204
02:01:18,020 --> 02:01:20,820
I'm going to make sure that's centered over the image centered over the light
2205
02:01:20,820 --> 02:01:25,860
Sorry, okay, and then I'm going to reduce that maybe it's something like 50 so we can actually see the light as well
2206
02:01:28,900 --> 02:01:31,540
Okay, you can also bring that up just a little bit more
2207
02:01:31,860 --> 02:01:36,420
Okay, then I'm going to duplicate that and to do that you just click and drag and drag that over to this button here
2208
02:01:36,740 --> 02:01:40,180
And then that would duplicate it. So I'm going to bring that over to here
2209
02:01:43,460 --> 02:01:49,540
Okay, and then we have some glares which are a lot nicer than you'll ever get out of blender
2210
02:01:50,020 --> 02:01:54,580
Um, and they still look very natural. So actually just make sure that these are definitely centered
2211
02:01:58,340 --> 02:02:00,340
Okay, and then we can also add them on other bits
2212
02:02:00,420 --> 02:02:05,620
So are so when there are like specific highlights like these where they are very very bright we can
2213
02:02:06,180 --> 02:02:08,180
just bring those down
2214
02:02:08,660 --> 02:02:10,660
here like this
2215
02:02:11,140 --> 02:02:15,460
And maybe onto the top of this dog and then do control t and then just make it a bit smaller
2216
02:02:19,140 --> 02:02:21,140
Just to add a nice highlight onto that dog
2217
02:02:24,100 --> 02:02:30,100
And that's how I do my lights so you can render these out and try to use the flares and stuff inside a blender
2218
02:02:30,100 --> 02:02:34,580
But and I just find it a lot easier and I generally think that these lens flares that you can get online
2219
02:02:34,580 --> 02:02:37,380
Just look way more accurate. So that's what I'll be using here
2220
02:02:38,260 --> 02:02:40,260
Okay, and the next thing I want to do is try to give this an
2221
02:02:40,340 --> 02:02:43,540
Instagramy vibe and that'll be basically by bringing up the blacks
2222
02:02:43,620 --> 02:02:46,900
So the blacks are not too strong and it kind of looks like a fade
2223
02:02:47,060 --> 02:02:48,740
I think is what instagram calls it
2224
02:02:48,740 --> 02:02:52,340
But as this is going to be like a portfolio piece and a bit more artistic
2225
02:02:52,500 --> 02:02:56,340
I'm going to try to I'm going to try to emulate that effect. So at the top of here
2226
02:02:56,340 --> 02:02:58,980
I'm going to click on this button and click on curves
2227
02:02:59,700 --> 02:03:02,340
Now to do that what you can do is just slide this up
2228
02:03:02,580 --> 02:03:06,740
And then you're telling it that the blacks the lowest black value is going to be this value
2229
02:03:06,900 --> 02:03:10,740
So bring this to the top the lowest back the lowest black value is going to be white
2230
02:03:10,900 --> 02:03:12,900
So that means the whole image has gone
2231
02:03:12,900 --> 02:03:15,860
So I want to bring up just it to something like this
2232
02:03:15,940 --> 02:03:19,380
But we can see that it's adjusting the whole image and I don't want to do that. I want to bring up
2233
02:03:20,100 --> 02:03:22,100
Just this bottom area here
2234
02:03:22,980 --> 02:03:27,220
So what I'm going to do is I'm going to find maybe the biggest point here and click make click here
2235
02:03:27,940 --> 02:03:30,980
But then if I was to do the same again, it still adjusts the whole image
2236
02:03:31,300 --> 02:03:35,460
It already looks a bit more appealing, but it's still not quite right. So I'm going to add another point
2237
02:03:37,460 --> 02:03:40,660
Like over here and then that will keep this curve in line
2238
02:03:40,980 --> 02:03:45,940
And then if I was to adjust this we can see that I'm now only adjusting just the black areas
2239
02:03:46,100 --> 02:03:48,100
So I'm going to do that very lightly
2240
02:03:48,900 --> 02:03:50,900
Something like this
2241
02:03:50,900 --> 02:03:54,420
So now if I do this we can see that these blacks look a lot more appealing here
2242
02:03:54,420 --> 02:03:58,180
So if I go into the monstera plant we can see these black areas are very
2243
02:04:00,260 --> 02:04:01,380
These black areas are very black
2244
02:04:01,380 --> 02:04:05,380
But if I do this they get light and I generally think that's quite nice to aesthetic
2245
02:04:05,620 --> 02:04:11,380
And that's kind of the aesthetic which I kept seeing and all of my references. So that's the image. That's what I'm going to go for here
2246
02:04:12,100 --> 02:04:16,180
Okay, now that image is just looking quite good. I think they might be too dark at this point
2247
02:04:16,180 --> 02:04:18,820
So I'm going to go back to the camera raw filter
2248
02:04:20,820 --> 02:04:26,820
And I'm going to go to the curves and I might just bring up the these bits
2249
02:04:30,340 --> 02:04:32,340
See how that looks
2250
02:04:33,060 --> 02:04:37,540
Okay, I think that if I was to re-render this I'd give this area just a bit more light
2251
02:04:37,860 --> 02:04:42,100
Okay, and I think that one more effect which I think could look quite nice is to give this
2252
02:04:42,980 --> 02:04:47,940
Plant a bit more light. So one way to do that is that you can create a mask inside a blender
2253
02:04:48,500 --> 02:04:50,980
But I haven't done that. So I'm just going to quickly paint over the top
2254
02:04:51,380 --> 02:04:56,580
So I'm going to select this camera raw filter add a new brush and then I'm going to go over to the plants
2255
02:05:02,900 --> 02:05:04,900
So
2256
02:05:09,140 --> 02:05:12,900
Then with the exposure turned up I'm just going to paint over here like this very roughly
2257
02:05:15,620 --> 02:05:17,620
And then adjust this
2258
02:05:19,220 --> 02:05:21,220
Something like this and then I'm just going to remove
2259
02:05:22,660 --> 02:05:24,500
Around the edges
2260
02:05:24,500 --> 02:05:28,820
The good thing with these brushes is that they always look still very accurate even if it's just quite rough
2261
02:05:32,660 --> 02:05:36,180
Okay, so that gives a nice glow to this pampas plant
2262
02:05:39,220 --> 02:05:42,660
Okay, and another thing which I think could be a bit brighter are these curtains
2263
02:05:42,660 --> 02:05:45,380
So these curtains are getting very lost into the background
2264
02:05:45,620 --> 02:05:50,100
But I think that they should stand out a little bit more. So over here they blend very much into the ceiling
2265
02:05:50,340 --> 02:05:52,340
So I'm going to do a cut out here
2266
02:05:52,420 --> 02:05:55,860
And then I'm going to edit it. So I'm going to be back in a second while I cut this out
2267
02:06:02,980 --> 02:06:04,980
So
2268
02:06:17,220 --> 02:06:18,980
Okay, now with these selected again
2269
02:06:19,060 --> 02:06:24,500
I would recommend that you go on to youtube and search for how to create masks inside of blender
2270
02:06:24,740 --> 02:06:28,900
But just for now, I've just done this a very rough cut out. This should be good enough for this tutorial
2271
02:06:28,900 --> 02:06:33,460
So with that selected I'm just going to go to see how I'm going to click on this button here and click on levels
2272
02:06:33,780 --> 02:06:37,140
Then I can just bring this up and bring up the brightness for these curtains
2273
02:06:38,420 --> 02:06:40,420
So I'm just going to go like
2274
02:06:40,660 --> 02:06:42,660
Very roughly like this
2275
02:06:42,900 --> 02:06:44,900
And I think that already looks a lot better
2276
02:06:44,980 --> 02:06:49,780
Okay, I'm just going to bring this down below the curves because that would look a lot more natural up here. So that looks
2277
02:06:50,820 --> 02:06:52,260
Better already
2278
02:06:52,260 --> 02:06:56,580
Again, I would just make sure that you go round and make sure that your your masks are correct
2279
02:06:57,140 --> 02:06:59,140
I think I've just done it very roughly right here
2280
02:06:59,300 --> 02:07:01,940
Okay, now I can see that there's actually a mistake in the render itself
2281
02:07:02,020 --> 02:07:05,780
And let's say you don't have time to re-render it because this curtain is going through the wall
2282
02:07:05,940 --> 02:07:10,100
You can actually fix it quickly inside a photoshop using this stamp tool over here on the left
2283
02:07:10,500 --> 02:07:14,020
So I'm going to make a new layer just above the edit the main edit
2284
02:07:14,900 --> 02:07:17,300
I'm going to set the stamp tool to current and below
2285
02:07:17,780 --> 02:07:21,940
And then if I hold down the alt button and right click I can bring this down like this
2286
02:07:22,500 --> 02:07:25,940
I'm going to click on a point maybe here
2287
02:07:26,740 --> 02:07:30,740
And just paint that in now we can see that these points are disappearing
2288
02:07:36,580 --> 02:07:43,460
Something like this the good thing is that curtains generally have a lot of wrinkles increases so I can just reuse these pieces
2289
02:07:43,620 --> 02:07:58,180
There are some duplications happening here, but that already looks better than the mistakes anyway
2290
02:08:04,180 --> 02:08:08,180
Okay, so if I do before and after we can see that I've just fixed all of those pieces
2291
02:08:09,140 --> 02:08:11,140
And that looks a lot better
2292
02:08:11,620 --> 02:08:16,420
Okay, so I think that's probably fine for now. I'm going to leave that there and then I'm going to move over quickly to the next image
2293
02:08:16,740 --> 02:08:18,500
so with
2294
02:08:18,500 --> 02:08:22,580
These layers here. So this whole section here is for that image itself
2295
02:08:23,060 --> 02:08:26,900
This is like a beauty pass over the top, which I might want to reuse for the other images
2296
02:08:26,980 --> 02:08:31,460
So what I'm going to do is select these ones here and then click on this button to put it into a layer
2297
02:08:31,700 --> 02:08:33,460
and I'm going to call that
2298
02:08:33,460 --> 02:08:37,300
Living room and if you right click on the folder you can set this to a certain color like red
2299
02:08:38,020 --> 02:08:40,260
And then what I want to do is then add a new image
2300
02:08:41,140 --> 02:08:43,140
So I drag this into here
2301
02:08:43,700 --> 02:08:46,980
There we go and we can see that it's already picking up that layer which is nice
2302
02:08:47,540 --> 02:08:48,500
and
2303
02:08:48,500 --> 02:08:50,500
Just to see how this is going to look because
2304
02:08:51,060 --> 02:08:55,300
I have already done some edits. I can drag these edits onto the new image here. So
2305
02:08:55,860 --> 02:08:59,540
If I was to click on the smart filters hold down the alt button
2306
02:09:00,020 --> 02:09:03,700
Click and drag you can drag that onto here. You can see how that's going to look
2307
02:09:04,260 --> 02:09:05,620
Okay, now with this
2308
02:09:05,620 --> 02:09:08,660
Dragged onto this one. It's very very bright in certain areas
2309
02:09:08,660 --> 02:09:13,140
And that's because we also brushed on certain exposure values. So if I double click onto here
2310
02:09:13,860 --> 02:09:16,260
We can go over to the brush section and just delete those brush
2311
02:09:16,820 --> 02:09:20,500
Entries that I created because those are not going to be the same for this image
2312
02:09:21,140 --> 02:09:23,140
And that looks a lot nicer
2313
02:09:23,540 --> 02:09:26,100
Okay, now with those brushes removed. I think that looks a lot nicer
2314
02:09:26,100 --> 02:09:28,100
But we do want to pull it in some more bright areas
2315
02:09:28,100 --> 02:09:33,460
So what I'm going to do is go to the bright section and so this part I think can be highlighted a bit more
2316
02:09:33,860 --> 02:09:35,860
I also think that this
2317
02:09:35,860 --> 02:09:37,940
This can be and this bit as well
2318
02:09:38,900 --> 02:09:42,740
Perhaps we can add some bright areas over here because this is getting very dark
2319
02:09:43,860 --> 02:09:48,900
And maybe over here because this is a focus. There is already a lot of light over here. So I'm going to leave that as it is
2320
02:09:49,940 --> 02:09:51,940
Okay
2321
02:09:53,300 --> 02:09:55,780
And because we've already done those over edits, so there's the vignette
2322
02:09:55,780 --> 02:10:01,460
There's the there's the sharpening and all those other details. I think that's looking pretty good. And if I click okay
2323
02:10:02,500 --> 02:10:04,100
Okay, and I think that this is looking pretty good
2324
02:10:04,260 --> 02:10:07,380
I think that this is looking quite in line with this other image over here
2325
02:10:08,340 --> 02:10:12,020
I think that it would be nice if there was more terracotta colors in this image
2326
02:10:12,020 --> 02:10:16,180
Like I said earlier because this is kind of feeling like a slightly different image over here
2327
02:10:16,420 --> 02:10:21,460
But it does still have a similar kind of vibe in terms of the lighting and the focal areas
2328
02:10:21,460 --> 02:10:23,460
So it's a very beauty kind of render
2329
02:10:23,940 --> 02:10:29,140
That maybe your clients wouldn't like something which is as artistic, but it definitely has some sort of wow factor
2330
02:10:30,020 --> 02:10:35,060
Now one thing which I didn't really mention while creating this scene is I didn't really bevel these edges on the walls
2331
02:10:35,220 --> 02:10:36,020
You can do that
2332
02:10:36,020 --> 02:10:40,100
But I found that in the past the amount of times where I beveled the edges
2333
02:10:40,340 --> 02:10:44,740
Then I needed to separate the floor or the ceiling for certain reasons and then the bevel gets really strange
2334
02:10:44,980 --> 02:10:46,980
Then you can get light leaks in these corners
2335
02:10:47,540 --> 02:10:48,980
So I just left it off for this tutorial
2336
02:10:48,980 --> 02:10:52,900
But if you want to bevel these edges, I would recommend it because it does look more realistic
2337
02:10:53,300 --> 02:10:55,300
Because these are very very sharp
2338
02:10:55,460 --> 02:10:57,460
But as these are in the distance
2339
02:10:57,620 --> 02:11:02,260
They are they are getting blurred anyway, and there are some denoising artifacts anyway
2340
02:11:02,340 --> 02:11:06,900
So you can't quite tell that they are super sharp, but that is something I think that you want to take care of
2341
02:11:07,460 --> 02:11:11,940
Also over here, there is some aliasing happening here. So this is a very sharp contrasted area
2342
02:11:12,100 --> 02:11:16,420
So this doesn't look so appealing. So you might want to blur these edges to make that a bit softer
2343
02:11:18,500 --> 02:11:21,940
If you wanted to you can also inside of blender add a glare node
2344
02:11:23,620 --> 02:11:26,820
And then plug that in and that would have probably saved this point over here
2345
02:11:27,780 --> 02:11:30,260
But I think just for this tutorial. I think that that is fine
2346
02:11:31,060 --> 02:11:37,140
So we can also see here the point which I was kind of aiming for in terms of the wall texture that the light areas where
2347
02:11:37,620 --> 02:11:40,980
The light is reflecting you can see that the wall isn't completely smooth
2348
02:11:41,220 --> 02:11:45,140
So there is some nice textures going on in the wall, which is often something that is missed
2349
02:11:45,540 --> 02:11:48,020
And also in the ceiling there is just a very light texture
2350
02:11:48,660 --> 02:11:53,620
Nothing too crazy, but they did but there is definitely a texture on the ceiling. So nothing is too
2351
02:11:54,180 --> 02:11:55,300
smooth
2352
02:11:55,300 --> 02:12:02,820
And as I rendered this image as a texture size of 2k, we can actually see that the floor might do with being a higher resolution
2353
02:12:03,940 --> 02:12:05,780
But it's so subtle that
2354
02:12:05,780 --> 02:12:07,620
It might not necessarily make any difference
2355
02:12:07,620 --> 02:12:09,620
But it allowed us to render more objects anyway
2356
02:12:09,940 --> 02:12:13,380
And then what you would do now is then move over to the final image, which is the bedroom
2357
02:12:13,380 --> 02:12:15,940
I was to do the same thing. I would just literally drag in the
2358
02:12:17,620 --> 02:12:22,820
Drag this in and simply grab these filter hold down the alt button drag this on and see how that looks
2359
02:12:23,620 --> 02:12:26,660
I think that looks pretty fine. I think that this green is way too overpowering
2360
02:12:26,660 --> 02:12:28,340
So that's something that I would adjust
2361
02:12:28,340 --> 02:12:32,420
But by copying the camera raw filter it's given us a very good starting point just like before
2362
02:12:33,380 --> 02:12:36,340
Okay, I think that's probably it for now. I really enjoyed making this render
2363
02:12:36,340 --> 02:12:40,340
I really enjoyed finding these references and trying to find a specific style that I was going for
2364
02:12:40,900 --> 02:12:45,300
And I hope that this has given you some good ideas of the kind of quality that you can get out of cycles
2365
02:12:45,460 --> 02:12:49,140
I think people think that cycles is free and you can't get good quality
2366
02:12:49,140 --> 02:12:52,900
But this is absolutely a production ready and professional grade render
2367
02:12:53,780 --> 02:12:57,140
I hope that this has inspired you to make some of your own kind of renders
2368
02:12:57,140 --> 02:13:00,820
And if you ever have any questions, do try to mention it in the comments
2369
02:13:01,380 --> 02:13:05,060
Of course, like I said, it was very hard for me to try to cover every single specific detail
2370
02:13:06,020 --> 02:13:11,380
So I'm sorry if I miss certain things, but hopefully this has just given you a good idea of at least some starting points
2371
02:13:12,660 --> 02:13:14,660
Okay, and if you're watching this video about
2372
02:13:14,660 --> 02:13:18,900
Black Friday time, then we do have a Black Friday offering of $75 for the whole entire library
2373
02:13:19,300 --> 02:13:23,940
If you're not watching this at Black Friday time, then do read the description because we might do a second offering
2374
02:13:24,340 --> 02:13:26,340
Just for the people who are watching this tutorial
2375
02:13:27,060 --> 02:13:28,500
So do read the description
2376
02:13:28,500 --> 02:13:35,140
Um, but for now it is $75 which is for the whole entire library of 1,500 assets at the time of making this video
2377
02:13:35,380 --> 02:13:38,340
Which will be an insane deal if you were to get that that would be $75
2378
02:13:39,220 --> 02:13:40,820
dollars divided by
2379
02:13:40,820 --> 02:13:45,060
That would be five cents per model if you downloaded the whole entire library, which is
2380
02:13:45,540 --> 02:13:52,100
Actually ridiculous because at most other websites, they would cost you anywhere between like five to seven dollars for the same amount
2381
02:13:52,420 --> 02:13:55,620
So it'd be about seven thousand five hundred dollars worth of assets
2382
02:13:56,180 --> 02:13:57,860
So that's uh ridiculous
2383
02:13:57,860 --> 02:14:01,620
So all you need to do is once you've signed up you just go to the shop and you can just download any item
2384
02:14:01,620 --> 02:14:03,620
You like just hover over and download
2385
02:14:03,780 --> 02:14:07,940
Anything we keep this library updated so every single month there's new models coming out
2386
02:14:08,340 --> 02:14:10,180
and every single month is
2387
02:14:10,180 --> 02:14:15,380
Not just quick models, but actually also incredible models that you won't be able to get in most other places
2388
02:14:15,460 --> 02:14:18,180
We think that some of our models are just incredibly
2389
02:14:18,660 --> 02:14:22,580
Top of the line blender quality stuff. So if you're interested in that do check out iMesh
2390
02:14:23,060 --> 02:14:25,620
It would be probably the best investment you make all year guaranteed
2391
02:14:26,420 --> 02:14:28,420
So, yeah, thank you very much for watching this tutorial
2392
02:14:28,420 --> 02:14:33,220
I really hope that you guys have learned a lot from this and I hope that it's giving you some ideas on how you can
2393
02:14:33,540 --> 02:14:39,300
Make some incredible renders inside of cycles and hopefully push your portfolio to the next level and really ultimately
2394
02:14:39,460 --> 02:14:43,220
Just to try to make sure you find the clients that you're looking for and trying to make money
2395
02:14:43,380 --> 02:14:46,820
So thank you for watching and I'll see you guys very soon
240602
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