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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:03,560 Hello, welcome to this next iMesh masterclass video. 2 00:00:03,560 --> 00:00:06,200 This is gonna be another interior visualization tutorial 3 00:00:06,200 --> 00:00:08,540 where we're gonna cover everything from the very beginning 4 00:00:08,540 --> 00:00:10,360 from an architect's floor plan 5 00:00:10,360 --> 00:00:12,280 all the way up to a finished render. 6 00:00:12,280 --> 00:00:13,880 Just like the last two videos we've done 7 00:00:13,880 --> 00:00:15,600 for the last two years, 8 00:00:15,600 --> 00:00:17,880 this one's gonna go over all the topics that you need. 9 00:00:17,880 --> 00:00:20,640 But in this one, I'm trying to go for a certain aesthetic 10 00:00:20,640 --> 00:00:23,000 which I keep seeing on a lot of portfolio websites 11 00:00:23,000 --> 00:00:24,940 for architectural visualization. 12 00:00:24,940 --> 00:00:27,520 And this aesthetic is a very soft lighting 13 00:00:27,520 --> 00:00:29,960 with a certain focal length and certain colors. 14 00:00:29,960 --> 00:00:31,300 This could be a very modern piece, 15 00:00:31,300 --> 00:00:33,320 but hopefully if you can follow this tutorial 16 00:00:33,320 --> 00:00:34,200 all the way along, 17 00:00:34,200 --> 00:00:36,680 you're gonna have a very wow factor image 18 00:00:36,680 --> 00:00:38,600 which you can for sure add to your portfolio 19 00:00:38,600 --> 00:00:41,400 and hopefully gain some clients in the end. 20 00:00:41,400 --> 00:00:43,480 Now, as you can imagine, this tutorial is quite long 21 00:00:43,480 --> 00:00:45,640 but quite short for what I'm trying to achieve. 22 00:00:45,640 --> 00:00:47,360 I'm gonna go from an architect's floor plan 23 00:00:47,360 --> 00:00:50,300 all the way up to a final portfolio piece. 24 00:00:50,300 --> 00:00:52,480 So there's a lot to cover in a short amount of time. 25 00:00:52,480 --> 00:00:53,480 And in every single video, 26 00:00:53,480 --> 00:00:54,560 I always get so many commenting 27 00:00:54,560 --> 00:00:56,160 that there's a better way to do something 28 00:00:56,160 --> 00:00:58,440 or there's a more efficient way of doing something. 29 00:00:58,440 --> 00:01:01,760 And if that's what you prefer, then go for it. 30 00:01:01,760 --> 00:01:04,040 I'm gonna presume that you have some sort of understanding 31 00:01:04,040 --> 00:01:05,840 on how Blender works. 32 00:01:05,840 --> 00:01:07,760 So if you find a better way of doing something, 33 00:01:07,760 --> 00:01:09,280 then please go for it. 34 00:01:09,280 --> 00:01:12,000 My specific topics which I wanna cover in this tutorial 35 00:01:12,000 --> 00:01:15,080 is gonna be more covering how to get to a certain aesthetic, 36 00:01:15,080 --> 00:01:16,880 the type of lighting which I'm trying to go for 37 00:01:16,880 --> 00:01:19,600 and the coloring and generally to try to make it look 38 00:01:19,600 --> 00:01:23,400 like these images which I keep seeing online. 39 00:01:23,400 --> 00:01:25,840 All the tiny details in between which I might have missed 40 00:01:25,840 --> 00:01:28,760 or briefly gone over it in a slightly different way. 41 00:01:28,760 --> 00:01:31,800 If you think there's a better way to do it, go for it, please. 42 00:01:31,800 --> 00:01:34,680 But I'm sure that you're gonna learn a lot of interesting 43 00:01:34,680 --> 00:01:36,200 things and some really good techniques 44 00:01:36,200 --> 00:01:38,040 on things to look out for when trying to achieve 45 00:01:38,040 --> 00:01:41,120 such a final interesting portfolio piece. 46 00:01:41,120 --> 00:01:42,480 Now halfway through this video, 47 00:01:42,480 --> 00:01:45,120 I will start populating the scene with 3D models. 48 00:01:45,120 --> 00:01:47,480 And as we are a 3D model website, 49 00:01:47,480 --> 00:01:49,520 we will be using iMesh assets. 50 00:01:49,520 --> 00:01:52,400 We do have a lot of free iMesh assets on our website. 51 00:01:52,400 --> 00:01:53,560 So do check that out. 52 00:01:53,560 --> 00:01:55,680 But if you find other free resources online, 53 00:01:55,680 --> 00:01:57,040 then please go for it. 54 00:01:57,040 --> 00:02:00,000 But we will be using iMesh assets to complete this scene. 55 00:02:00,000 --> 00:02:01,640 If you do wanna follow along exactly, 56 00:02:01,640 --> 00:02:03,920 then please do check our iMesh. 57 00:02:03,920 --> 00:02:04,960 At the time of making this video, 58 00:02:04,960 --> 00:02:06,040 it is actually Black Friday. 59 00:02:06,040 --> 00:02:08,080 So we have quite a good offering at the moment. 60 00:02:08,080 --> 00:02:09,520 But if this isn't Black Friday, 61 00:02:09,520 --> 00:02:13,480 I'm sure we're gonna do some sort of deal in our description 62 00:02:13,480 --> 00:02:16,680 for people who are discovering us through this video 63 00:02:16,680 --> 00:02:19,200 so that you can follow along exactly. 64 00:02:19,200 --> 00:02:21,800 But one thing I keep seeing every single week, 65 00:02:21,800 --> 00:02:24,120 even though I've been saying this for the last three years, 66 00:02:24,120 --> 00:02:27,080 if you're using 3D models for architectural visualization, 67 00:02:27,080 --> 00:02:28,200 that is not cheating. 68 00:02:28,200 --> 00:02:31,480 And I wish that I don't need to keep saying that. 69 00:02:31,480 --> 00:02:33,360 I keep using the same example. 70 00:02:33,360 --> 00:02:35,400 So imagine that you are a photographer 71 00:02:35,400 --> 00:02:38,520 and you have been asked by a client to photograph a living room. 72 00:02:38,520 --> 00:02:40,360 They're not expecting you to come and photograph 73 00:02:40,360 --> 00:02:42,320 the living room and also model, 74 00:02:42,320 --> 00:02:45,360 also build all of the furniture yourself. 75 00:02:45,360 --> 00:02:47,160 Who in their right mind would ask a photographer 76 00:02:47,160 --> 00:02:51,040 to also build all of the sofas, beds, tables, you know, 77 00:02:51,040 --> 00:02:52,760 they'll be there for years 78 00:02:52,760 --> 00:02:55,160 before they can actually get the photograph. 79 00:02:55,160 --> 00:02:58,120 And that is the same concept with architectural visualization. 80 00:02:58,120 --> 00:02:59,960 You are visualizing the scene 81 00:02:59,960 --> 00:03:02,600 to try to make the scene look as aesthetically pleasing 82 00:03:02,600 --> 00:03:03,560 as possible. 83 00:03:03,560 --> 00:03:05,200 You need to choose all the right furniture, 84 00:03:05,200 --> 00:03:07,080 all the right coloring, the right composition, 85 00:03:07,080 --> 00:03:08,080 the right lighting. 86 00:03:08,080 --> 00:03:10,080 It's not about modeling the furniture. 87 00:03:10,080 --> 00:03:12,520 And I just wish that I just don't need to keep saying this 88 00:03:12,520 --> 00:03:13,640 every single video. 89 00:03:13,640 --> 00:03:15,560 Every single time I keep seeing comments 90 00:03:15,560 --> 00:03:17,240 on all of these various Facebook groups, 91 00:03:17,240 --> 00:03:21,520 Blender groups on somebody's architectural visualization piece 92 00:03:21,640 --> 00:03:23,360 and someone comments to say, 93 00:03:23,360 --> 00:03:24,560 did you model this furniture? 94 00:03:24,560 --> 00:03:26,040 And they respond, no. 95 00:03:26,040 --> 00:03:28,920 And then somebody says, oh, well, you're just cheating then. 96 00:03:28,920 --> 00:03:32,120 It's just, I just cannot, I just cannot. 97 00:03:32,120 --> 00:03:33,280 By using pre-made assets, 98 00:03:33,280 --> 00:03:34,560 you're going to be able to complete your work 99 00:03:34,560 --> 00:03:35,600 a lot more efficiently 100 00:03:35,600 --> 00:03:37,800 and your clients are going to be much more happy. 101 00:03:37,800 --> 00:03:39,720 If you were to model your furniture yourself, 102 00:03:39,720 --> 00:03:41,360 there's a chance desire that you're not going to be very good 103 00:03:41,360 --> 00:03:42,840 at modeling your furniture anyway. 104 00:03:42,840 --> 00:03:45,840 So your clients are just going to see bad models. 105 00:03:45,840 --> 00:03:47,520 If you are a 3D visualizer, 106 00:03:47,520 --> 00:03:49,920 then please use pre-made assets. 107 00:03:49,920 --> 00:03:52,640 The benefit of iMesh is that you'll get instant access 108 00:03:52,640 --> 00:03:55,800 to 1,500 assets at the time of making this video. 109 00:03:55,800 --> 00:03:57,240 So you'll have an instant library 110 00:03:57,240 --> 00:03:58,720 that you can pick and choose from 111 00:03:58,720 --> 00:04:01,400 and find something that should work for most clients. 112 00:04:01,400 --> 00:04:02,560 Okay, so there are six topics 113 00:04:02,560 --> 00:04:03,560 that I want to talk about in this video. 114 00:04:03,560 --> 00:04:04,840 There's going to be finding mood boards 115 00:04:04,840 --> 00:04:06,560 and finding the right colors, 116 00:04:06,560 --> 00:04:09,400 importing the floor plan and making a usable room, 117 00:04:09,400 --> 00:04:11,560 adding the key furniture items and materials 118 00:04:11,560 --> 00:04:13,240 and trying to find the camera positions 119 00:04:13,240 --> 00:04:15,280 and some basic lighting. 120 00:04:15,280 --> 00:04:16,880 Then going to the smaller details, 121 00:04:16,880 --> 00:04:19,960 the smaller, finer lighting and the finer details, 122 00:04:19,960 --> 00:04:22,720 including materials and fine colorings. 123 00:04:22,720 --> 00:04:25,160 Before going to completing the render, 124 00:04:25,160 --> 00:04:26,880 going over some render settings 125 00:04:27,880 --> 00:04:30,320 and then post-production and some tweaks. 126 00:04:30,320 --> 00:04:31,320 Now, throughout this video, 127 00:04:31,320 --> 00:04:32,520 also I have to apologize, 128 00:04:32,520 --> 00:04:33,880 I'm using a mechanical keyboard, 129 00:04:33,880 --> 00:04:35,280 which is very, very loud. 130 00:04:35,280 --> 00:04:37,200 So please ignore that. 131 00:04:37,200 --> 00:04:39,600 I'll try to get a quieter keyboard next time. 132 00:04:39,600 --> 00:04:41,720 Right, I think that is enough of an intro. 133 00:04:41,720 --> 00:04:43,880 I think we should just get stuck into it. 134 00:04:43,880 --> 00:04:45,560 If you know how to do certain things 135 00:04:45,560 --> 00:04:46,800 and please skip to those parts, 136 00:04:46,800 --> 00:04:49,480 I'm going to try to remember to add those chapters. 137 00:04:49,480 --> 00:04:51,600 But otherwise, good luck with this tutorial 138 00:04:51,600 --> 00:04:52,600 and I'm sure you're going to end up 139 00:04:52,600 --> 00:04:54,280 with an absolutely beautiful piece. 140 00:04:54,280 --> 00:04:56,560 Please comment on the video if you're unsure on something 141 00:04:56,560 --> 00:04:59,160 and I'm going to try to respond to every person, 142 00:04:59,160 --> 00:05:03,240 every single peoples and yeah, good luck. 143 00:05:03,240 --> 00:05:04,640 Okay, so let's talk about mood boards. 144 00:05:04,640 --> 00:05:07,240 For everybody who is just starting out especially, 145 00:05:07,240 --> 00:05:09,320 you can't possibly know all of the styles, 146 00:05:09,320 --> 00:05:11,680 all of the furniture and all of the details 147 00:05:11,680 --> 00:05:13,960 that you could possibly want in a visualization. 148 00:05:13,960 --> 00:05:15,480 There's no possible way that you can just have 149 00:05:15,480 --> 00:05:18,160 an understanding of this before you've even started. 150 00:05:18,160 --> 00:05:20,800 Even professionals, they will use mood boards 151 00:05:20,800 --> 00:05:23,960 every single time so that they can get an idea of the feel 152 00:05:23,960 --> 00:05:26,960 and the look that they want to go for in their finished piece. 153 00:05:26,960 --> 00:05:29,920 That's across the whole creative, all the creative fields. 154 00:05:29,920 --> 00:05:32,280 And architectural visualization is no different. 155 00:05:32,280 --> 00:05:33,360 So that's what I've done here. 156 00:05:33,360 --> 00:05:35,480 I've put together a mood board of the type of images 157 00:05:35,480 --> 00:05:37,680 which I want to go for to give me some ideas 158 00:05:37,680 --> 00:05:39,560 of the type of lighting, the type of feel 159 00:05:39,560 --> 00:05:41,520 and everything like that that I want to go for. 160 00:05:41,520 --> 00:05:43,520 Hopefully I've already shown you the final image 161 00:05:43,600 --> 00:05:45,720 and if so, you'll be able to see by looking at this 162 00:05:45,720 --> 00:05:47,880 that it should look quite similar to this, 163 00:05:47,880 --> 00:05:49,400 quite a similar aesthetic. 164 00:05:49,400 --> 00:05:51,360 In general, the lighting is gonna be very dynamic 165 00:05:51,360 --> 00:05:53,440 with strong shadows, strong blacks 166 00:05:53,440 --> 00:05:55,600 and also lots of highlights. 167 00:05:55,600 --> 00:05:58,000 The lighting is not necessarily 100% natural 168 00:05:58,000 --> 00:05:59,640 but it still doesn't look unrealistic. 169 00:05:59,640 --> 00:06:01,640 It's almost like a photographer is coming to the scene 170 00:06:01,640 --> 00:06:04,920 and place a very specific lighting into certain areas 171 00:06:04,920 --> 00:06:06,880 to give a certain look that they're going for. 172 00:06:06,880 --> 00:06:08,520 And that's exactly what I'm gonna be doing 173 00:06:08,520 --> 00:06:10,520 this tutorial as well. 174 00:06:10,520 --> 00:06:12,800 Also, the focal length on a lot of these images 175 00:06:12,800 --> 00:06:13,760 are gonna be quite high. 176 00:06:13,760 --> 00:06:15,520 They're gonna be using a focal length 177 00:06:15,520 --> 00:06:18,120 of probably around 60 to 80 millimeters 178 00:06:18,120 --> 00:06:21,120 so that it removes a lot of the perspective. 179 00:06:21,120 --> 00:06:23,240 So the images are gonna look quite flat 180 00:06:23,240 --> 00:06:25,880 but to me that is the aesthetic which I'm trying to go for. 181 00:06:25,880 --> 00:06:27,360 And there are various images here 182 00:06:27,360 --> 00:06:29,360 which definitely follow that kind of vibe 183 00:06:29,360 --> 00:06:31,200 and that's what I really like in these renders. 184 00:06:31,200 --> 00:06:33,080 There's also certain renders like this one 185 00:06:33,080 --> 00:06:35,880 which uses glass and the use of curtains 186 00:06:35,880 --> 00:06:37,240 which I really, really like. 187 00:06:37,240 --> 00:06:40,320 And so there's certain details throughout these mood boards 188 00:06:40,320 --> 00:06:41,800 which I'm gonna pick up and try to use 189 00:06:41,800 --> 00:06:43,400 in my renders as well. 190 00:06:43,400 --> 00:06:46,280 Of course, the idea of mood boards is not to copy exactly 191 00:06:46,280 --> 00:06:48,880 but just to get some inspiration and some ideas. 192 00:06:48,880 --> 00:06:51,600 Here is another one here which uses also some glass 193 00:06:51,600 --> 00:06:54,240 which gave me the idea of using more darker glass 194 00:06:54,240 --> 00:06:56,240 which is what I'll be using in the tutorial. 195 00:06:56,240 --> 00:06:58,440 And we can also see when we're looking at these visualizations 196 00:06:58,440 --> 00:07:01,000 here in these renders that a lot of the images 197 00:07:01,000 --> 00:07:01,880 are very monotone. 198 00:07:01,880 --> 00:07:03,640 There's very simple coloring going on here 199 00:07:03,640 --> 00:07:05,880 and usually just a few colors, for example, 200 00:07:05,880 --> 00:07:07,320 this one's gonna be mostly black and gray 201 00:07:07,320 --> 00:07:08,640 with a bit of green. 202 00:07:08,640 --> 00:07:10,720 A lot of the other ones are gonna be maybe beige 203 00:07:10,720 --> 00:07:12,600 with some black areas. 204 00:07:12,600 --> 00:07:13,440 And that's the kind of look 205 00:07:13,440 --> 00:07:15,000 that I'm gonna go for as well. 206 00:07:15,000 --> 00:07:16,920 Of course, if you want to bring in more colors 207 00:07:16,920 --> 00:07:18,520 then please do that. 208 00:07:18,520 --> 00:07:21,000 But this is the specific type of vibe 209 00:07:21,000 --> 00:07:22,320 that I'm trying to go for. 210 00:07:22,320 --> 00:07:24,200 Now, after looking at these visualizations, 211 00:07:24,200 --> 00:07:27,220 I also saw the idea of doing a studio. 212 00:07:27,220 --> 00:07:28,760 One of these renders came up 213 00:07:28,760 --> 00:07:30,560 and I thought that's actually a really good idea 214 00:07:30,560 --> 00:07:33,200 for the whole tutorial as a whole. 215 00:07:33,200 --> 00:07:35,240 So I tried to split it up into three renders. 216 00:07:35,240 --> 00:07:38,960 So I'll be doing a living room, a kitchen and a bedroom 217 00:07:38,960 --> 00:07:40,840 as a full studio kind of piece. 218 00:07:40,840 --> 00:07:43,600 And I thought that would be quite fun to achieve as well. 219 00:07:43,600 --> 00:07:44,760 Now, in the previous renders, 220 00:07:44,760 --> 00:07:48,980 I did actually use a mood board program on the computer. 221 00:07:48,980 --> 00:07:51,440 But just for this one, I've literally just used Pinterest 222 00:07:51,440 --> 00:07:53,200 because I think Pinterest is just very good 223 00:07:53,200 --> 00:07:54,880 at suggesting other images. 224 00:07:54,880 --> 00:07:57,160 If you want to download these images to your own computer 225 00:07:57,160 --> 00:07:59,840 so you have a direct reference, then please do that. 226 00:07:59,840 --> 00:08:01,520 Okay, so I think that's enough from this side of things. 227 00:08:01,520 --> 00:08:04,180 I think that you get the idea that I'm going for. 228 00:08:04,180 --> 00:08:05,600 So let's move on to the next step. 229 00:08:05,600 --> 00:08:06,520 So for this tutorial, 230 00:08:06,520 --> 00:08:08,200 we will be working with a rough floor plan 231 00:08:08,200 --> 00:08:09,160 I've put together. 232 00:08:09,160 --> 00:08:10,920 Now, I'm not an architect, 233 00:08:10,920 --> 00:08:13,000 so I'm sorry if these plans are not up to standard, 234 00:08:13,000 --> 00:08:15,520 but they should give you a good idea of what to expect. 235 00:08:15,520 --> 00:08:17,320 If you're working for a construction company, 236 00:08:17,320 --> 00:08:20,000 architecture company or professional interior designers, 237 00:08:20,000 --> 00:08:20,840 there's a good chance 238 00:08:20,840 --> 00:08:23,280 that they will have professional CAD plans available. 239 00:08:23,280 --> 00:08:25,080 If they do not, please request this 240 00:08:25,080 --> 00:08:26,440 and they will try to get hold of them 241 00:08:26,440 --> 00:08:28,800 and send them to you in a DXF format. 242 00:08:28,800 --> 00:08:30,800 If they only have a DWG format, 243 00:08:30,800 --> 00:08:32,920 then you can use an online converter. 244 00:08:32,920 --> 00:08:35,360 And sometimes they will offer you the 3D model itself, 245 00:08:35,360 --> 00:08:37,300 but these are notoriously difficult to work with 246 00:08:37,340 --> 00:08:39,500 because they'll be made in CAD software. 247 00:08:39,500 --> 00:08:41,100 So don't offer them a reduced price 248 00:08:41,100 --> 00:08:42,780 just because they've given you a 3D model 249 00:08:42,780 --> 00:08:44,660 because you're going to need to rework it anyway, 250 00:08:44,660 --> 00:08:46,440 but they can be a good point of reference 251 00:08:46,440 --> 00:08:48,660 to understand how the building is going to go together. 252 00:08:48,660 --> 00:08:50,560 If there are no CAD plans available, 253 00:08:50,560 --> 00:08:51,780 then you're going to need to go on site 254 00:08:51,780 --> 00:08:53,140 and measure these rooms yourself. 255 00:08:53,140 --> 00:08:55,460 Just be sure to measure more areas than you think. 256 00:08:55,460 --> 00:08:58,020 Take photographic references with a tape measure 257 00:08:58,020 --> 00:08:59,180 and that will help you later 258 00:08:59,180 --> 00:09:00,820 if you forget to measure something. 259 00:09:00,820 --> 00:09:03,220 Also be sure to charge them for this time. 260 00:09:03,220 --> 00:09:05,580 Often CAD plans are filled with a ton of information 261 00:09:05,580 --> 00:09:08,820 such as electronics, to water outlets, to furniture. 262 00:09:08,820 --> 00:09:10,260 You'll want to go into the CAD software 263 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. 275 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. 278 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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