Blender Product Design Tutorial: Part 3, Animation and Rendering
Summary
TLDR这个视频教程详细介绍了如何在Blender中创建一个令人印象深刻的产品动画。从头开始构建键盘模型,纹理描绘,到最后生成引人入胜的三段动画渲染,全程涵盖了专业动画制作的关键步骤。通过将精心设计的相机运动、灯光效果和景深运用到三段不同角度的渲染中,讲师逐步演示了如何将普通的3D模型转化为栩栩如生的演示视频。此外,还分享了一些制作技巧,比如使用D-Noise和False Color提高渲染效果,以及通过优化关键帧曲线实现流畅的运动效果。总的来说,这个教程内容丰富实用,能让观众全面理解专业3D动画制作的方法和技巧。
Takeaways
- 😃 介绍了一个产品动画的布局,主体由3D视窗、渲染视窗和着色器编辑器组成。
- 😀 创建了一个带动画摄像机和控制空对象的设置,简化了摄像机控制。
- 🔖 介绍了在渲染中设置景深对焦点目标对象,获得更专业的结果。
- 💡 展示了可通过移动和旋转灯光的位置,获得更有变化和立体感的光照效果。
- 📈 建议使用线性插值,而不是默认的贝塞尔曲线,以获得更平滑的动画运动。
- 🎥 演示了将不同的移动和旋转动画叠加,为产品视觉增加丰富性。
- 🔍 通过调整深度场、光源亮度和位置等参数,完善并调试了照明效果。
- 🎨 展示了使用"false color" 视图,发现和修复过高或过低的亮度区域。
- 🔑 分享了优化渲染时间的技巧,如适当降低采样数。
- 🤖 介绍了以PNG序列或视频的形式导出动画的方法。
Q & A
这个视频是关于什么的?
-这个视频是一个Blender产品设计教程,主要是教授如何制作动画来展示一个定制键盘的3D模型。
视频中采用了哪些技术来制作动画?
-视频中使用了Blender软件的多个特性,如Cycles渲染器、GPU渲染加速、去噪算法、关键帧动画、相机运动、灯光动画等。
视频中一共制作了几个动画镜头?
-视频制作了3个不同的动画镜头,分别从不同角度展示键盘的不同部位。
视频中采用了哪些技巧来使动画更专业?
-制作者采用了多轴运动、深度场景变焦、非线性动画曲线、灯光变化效果等技巧,使动画更富有变化,让镜头更具专业感。
视频中提到了什么关于渲染设置的建议?
-视频中提到,用较低采样数进行测试渲染,找到足够清晰而又省时的采样数目。并介绍了使用color gradient工具来检查场景是否过曝和去噪等实用技巧。
视频中使用了哪些Blender快捷键?
-视频中使用了多个快捷键,如S调整大小、R调整旋转、G移动、F2重命名、A选择全部、I插入关键帧、T调整插值模式等。
视频中对照明提出了哪些建议?
-视频强调了照明产生的阴影和对比度对动画效果的重要性。建议合理布置光源并引入动态照明,以产生变化的阴影,从而使产品更立体、更生动。
视频中如何处理景深和对焦效果?
-视频中创建了一个"景深目标"空对象,并将相机深度场参数指向该对象,从而实现动态景深变换和对焦效果。
视频最后提到了哪些其他内容可能会制作教程?
-视频最后提到,制作者可能会制作一个关于声音设计的教程,或者讨论自由职业3D艺术家的生活和定价问题。
视频中还有哪些未涉及但是重要的内容?
-视频主要集中在动画制作技术,但没有涉及3D建模、UV映射、材质和贴图设置等制作流程。所以这些内容也很重要,如果有机会应该制作相关教程。
Outlines
🎥 介绍视频设置
本段介绍了渲染视频的初始设置。作者展示了其3D视图窗口的布局,包括3D视角、渲染视角和着色器编辑器。他重置了先前教程的设置,删除了光源和重置相机,设置黑色背景。然后他创建了一个将用作背景的白色发射平面。接着他添加了相机、空对象来控制相机和设置焦距深度。并添加了面光源以尝试不同的照明效果。
🔦 设置场景和照明
本段继续对场景和照明进行设置。作者降低了面光源的强度以减少亮度,并缩小光源角度以创建更明暗对比的效果。他调整光源的旋转和缩放,让光线从键盘的侧面照射,形成阴影。然后他添加了第二个面光源来增加照明变化,并微调位置和角度。最后,他对焦距进行了调整,使其适合从此角度渲染键盘。
⌛ 设置关键帧和动态照明
本段着重讲解了为相机和光源设置关键帧动画。作者为相机和光源在两个轴向上设置了60帧的旋转动画。他还对光源附加了位置动画,以增加照明变化和动态效果。然后他将关键帧设为线性插值,使动画运动平稳。最后他提到了一些有用的技巧,例如使用更少的采样数量来减少渲染时间,并使用失真颜色查看是否存在过度曝光的区域,以完善最终渲染效果。
🔄 重置场景进行下一个拍摄
本段作者开始准备第二段视频拍摄。首先,他重置了相机和灯光的位置和旋转,删除了所有关键帧。接着修复了部分模型细节,为键盘按钮增加了凹凸纹理。然后,他将面光源设置为180度全照射,作为主要光源。调整了相机的焦点距离,调整3D物体的角度以获得期望的角度。最后为相机和视野添加了关键帧,形成了相机绕键盘旋转的动画。
📐 细化第二个拍摄的照明和镜头构图
本段作者专注于微调第二个拍摄的光线布置和镜头构图。他将面光从键盘的侧面照射,利用光线渐变来增加视觉冲击力。通过调整光源的位置、角度和缩放比例来优化阴影投射效果。他提高光源强度,然后通过查看失真颜色来检查曝光问题。接着微调了相机视角,利用焦距模糊来聚焦键盘并突出主体。最终调整了相机和光源的关键帧动画,营造出流畅整体感。
🔓 制作产品展示短片的第三个拍摄
这一段是制作产品展示短片的最后一部分。作者再次重置了相机和灯光的位置和方向,并删除了之前所有的关键帧动画。然后,他调整了相机的焦距,调整了场景的构图,使之更适合产品展示拍摄。接着,他为灯光设置了关键帧,使之从暗到亮,以获得对比度。同时,也为相机动画添加了新的关键帧,使之先沿 Y 轴缓慢移动,然后在最后缓缓停止。通过调整动画曲线和速度,能够使动画显得更加自然流畅。
⌨️ 照明和动画微调
本段作者进一步微调了照明和动画以获得最佳视觉效果。作者首先根据失真颜色调整了灯光曝光度,并移动了光源位置以使阴影投射更加柔和。然后,他为灯光添加了位置关键帧动画,使阴影随时间缓慢移动。接着进一步优化了相机动画,包括调整曲线以减缓最后的减速效果,以及整体调整动画起始位置。最后,作者提到了渲染成 PNG 序列或 MP4 视频的选项,并鼓励读者尝试更长的场景以练习建立流畅的动画旋律。
🎥 渲染与保存
本段作者讲解了如何正确渲染和保存视频文件。他提供了两种渲染选项:PNG图像序列和MP4视频。对于PNG序列,作者建议将采样数控制在250-500之间,以获得足够的质量和合理的渲染时间。他还展示了如何针对曝光问题进行调整。对于MP4视频渲染,作者建议将编码设为H.264进行输出。最后,他提到面向不同平台渲染时不同的技巧,以及可以在免费的Canva和Blender中对多段短视频进行剪辑组合。
🏁 总结和后续方向
这是视频的结尾部分。作者总结了本教程系列的创作历程:从建模、纹理化到完整的动画创作。他希望观众能从中获益并订阅他的频道,以获取后续视频。同时,作者也呼吁观众提出感兴趣的视频主题,例如blender的进一步教程,或是作者本人在自由职业的经历分享等。最后,作者感谢观众的观看,预告了下一期视频的到来。
Mindmap
Keywords
💡渲染
💡摄像机控制器
💡深度模糊
💡关键帧动画
💡背景
💡光照
💡曲线插值
💡视图
💡合成
💡样品
Highlights
使用3D视口、渲染视口和着色器编辑器来设置布局
添加网格平面并将其旋转90度
添加发射纹理并将其插入表面着色器以创建实心白色背景
添加相机、相机空物体用于控制相机动画
为相机添加景深目标对象以控制对焦区域
使用面积灯光并调整其位置、大小和强度来创建高品质的阴影和照明
使用渲染设置和样本数量优化渲染性能
创建第一个动画射击并插入关键帧以平滑旋转相机和灯光
重置场景并调整相机和灯光来设置第二个动画拍摄
使用假彩色视图来检查过度曝光
创建第三个动画射击,使用关键帧制作产品展示动画
调整动画速度和运动曲线以获得更专业的效果
渲染动画并导出为PNG序列或视频文件
总结产品设计和动画的全过程
邀请观众关注即将到来的更多教程和分享
Transcripts
[Music]
okay let's get started with our product
animation this is going to be the layout
I'm going to use to start out with I
just have a 3D viewport over on this
side I've got the bottom right hand
window going to be our rendered viewport
and then right here I've got this seted
up right now to be a Shader editor um
this is how it was when we finished part
two you can also download this file
exactly as it is to start um off of my
patreon for free the link is in the
description so we're going to set this
bottom right hand corner hold Z and set
it to rendered this is the lights that
we have set up from part two but we're
going to do everything from scratch so
I'm just going to grab both of those and
delete there's a little bit of light
still in this scene so make sure you go
into the world and then set the strength
to zero so now you have a fully black
scene so this is going to be kind of a
minimalist render so the first thing I'm
going to do is shift a a mesh plane
going to rotate it by 90° on the x axis
gy to move it back going tab into edit
mode and scale and then in the Shader
editor I'm going to click new and then
take this principle bsdf delete it shift
a and then we're going to search for an
emission
texture plug that emission straight into
the surface so now what we have is we
have a solid white background you can
even increase this a little bit if you
want to get it a little bit brighter
but we're going to change the rotation
of everything but this is kind of what
we're going to use as a backlight um to
be a solid consistent color for all our
different shots we're going to set up
three shots and this is going to be the
first one so right now we don't have a
camera so I'm just going to go into the
front view shift a camera you can see
it's right here I'm going to move it
back along the Y now to get really good
camera animations a trick I learned from
Derek Elliot is to use an empty to
control this so what I'm going to do is
I'm going to go into top view and then
just shift a an empty and I'm going to
use a sphere just so I know we're going
to use several empties I'm going to use
a sphere because I keep that tied to my
camera I'm going to scale that up just a
little bit to give us a little bit of um
easier to see and then I'm going to
click the camera shift click the um
empty object and then control p and do
object keep transform so now what
happens is if I go over here and click
um zero on my number pad that's going to
put us in camera view already this kind
of looks neat but we can now take this
um empty and we can rotate it to get
really nice uh views and different
angles without messing with our original
shape or our original um orientation of
our model and then one thing that we're
also going to do for this one because we
want the solid background to always be
behind our camera I'm also going to
click the plane and then click the empty
contrl P object keep transform and so
now when we rotate this you can Double R
click R twice and that's going to give
you track ball rotation now however we
look at this that white background is
always going to be behind it so that's
going to be pretty cool okay now one
thing that we're going to do is I want
to be able to move this also if we
didn't want to move the camera so what I
want to do is I'm going to grab this
empty and I'm going to do GX and hold
control and I'm just going to move it if
you see in the top left it says neg5 so
that's just going to let me be able to
get access to this so we're going to do
another empty to control this so shift a
empty I'm going to use a cube scale in x
going to go into Right View scale and Z
just something that kind of represents
that this what it is and then I'm just
going to box select everything in the
middle and then what I really want is to
deselect that by holding shift and click
and select it again and then contrl P
object keep transform so now what we
have is if we go back we click this GX
hold control snaps it right back to the
middle now we can leave our camera the
same and we could double r and rotate
and then like you can just to start
getting some really nice angles you can
already see this is a really cool um
setup just because there's tons of ways
that you can set this up and have dark
Silhouettes you can play with your
lights and we're going to be using a lot
of that for these renders so what we're
going to do is we're going to create
that first shot that you saw from the
beginning of the video which is kind of
a zoomed in on this corner so what I'm
going to do is I'm going to move the
camera empty to be focused on this point
around here and then for these types of
shots something that looks really good
is to click the camera and then set the
focal length to something like
125 um and then now what we can do is we
can start looking for good camera angles
and so we're going to use this sideways
um orientation because it's going to be
for YouTube but if you were doing this
for Instagram or for YouTube shorts you
would want to use a vertical orientation
and then adjust the composition of your
shot accordingly so oh yeah one thing
that we also need to do don't ever
render a shot without using some depth
of Fe field I've learned that from some
industry professionals so we're going to
shift a we're going to add one more
empty and we're going to make this a
plain axis I like to use these three
different shapes so I can know what um
things I'm looking at it gets a little
confusing to see this empty and then the
Box empty and then also this empty but
having them have different you know
shapes helps out a lot so what we're
going to do is we're going click F2 and
then rename this to depth of field
Target and then this folder up here is
Lights and Camera Action I just make
sure that all these things are in here
so let's go ahead and rename them we're
going to call this the um synth
controller and then we're going to call
this our camera controller or camera
rig and then we have our depth of field
Target so what we need to do is we need
to take our camera go into the depth of
field select the focus object and then
just type doof so click that depth of
field Target so now just as a test we
can do R and then RX around the x-axis
and then we need to bring our depth of
field Target something to what we're
looking at so this is the point the
origin of the um camera rig so I'm going
to just bring this kind of close so that
we're kind of focused where we're going
to look at and then now what we really
need is some good lighting to kind of
see what we're dealing with but just
real quick we'll move this guy
in and there's not a lot you can see so
let's just go ahead and add a light and
we'll go from there so we're going to
shift
a light and we're we're going to use an
area and then what I'm going to do is
just go into Right View bring it up
we're just going to bring it something
over here and now what we kind of want
is good renders always have variation in
lighting you can tell a lot of beginner
renders don't have um any depth you have
very flat shallow lighting everything's
kind of lit evenly so one thing that we
want to do is we want to try to um shake
that up have some Shadows have contrast
um poly talks about it in one of his
videos I'll probably put a card or a
link to it in the description but that a
good way to think about placing lights
in 3D scenes is to try to create Shadows
um that really helps you move into it
you know creating some visual interest
so what we're going to do for this one
is I'm going to bump the strength up to
25 and then what I really want is for
there to be kind of some sharp falloffs
so what we're going to do is we're going
to decrease this spread and I'm going to
go to something like
20° and then now you can see in the
render there's this setup right here but
what I want to do is I'm going to bring
this in the Y to where it's coming
across you can see this nice shadow and
then you can play around with the scale
of your light so as you bring that up
and down it's kind of changing the way
this looks so I'm going to leave this at
something like two and then I want to
scale it to where it's kind of a long
skinny light so I'm going to scale in
the y direction something like this and
then bring that scale back down to where
it's kind of like a strip long strip and
then we're just going to bring this over
I'm going to give it a little bit of
rotation in this direction so now we
kind of have a little bit of light
lighting going on let's rock this down
to 20 it's a little
Overexposed okay so now we go back into
camera view and then we look at this as
we um click our camera and then go to
the depth of field this s- stop if
you're familiar with photography this is
what would control the um the distance
of what's in and out of focus so if we
drop this to one you can see that it's
getting very blurry toward the back and
then this is how you do a rack Focus um
in blender you can just move this up and
down so now I'm kind of focused on this
third row and these are out of focus and
I can just move these and you can key
frame the location of this um in the
shot to kind of give it a shift in Focus
which is pretty cool so now what we kind
of want to do is we want to recreate
that first shot on the camera angle now
that we have some decent lighting we're
going to kind of set that up so what I'm
going to do is um rotate and then XX to
that I'm on the local x-axis um you know
if you rotate on the X you would be
technically doing the same thing but if
you rotate this on the Z and get
something like this now if I rotate it
on X it's moving along the x axis but
what I want it to do is rotate along the
x- axis of this empty so rxx puts you in
that so now you can kind of shift this
up that was good now I'm going to go
ahead and move this camera um I'm just
going to move it up in the z-axis a
little bit and then I'm also going to
gzz and that's going to basically move
it in along its axis so already you can
see we're kind of getting that shot set
up the way we want it so I'm going to
move this back into something that's in
frame and then we're going to take our
light we basically want a little bit of
Shadow over here so I'm just going to
bring it over something like that now
you can see we have very dark areas down
here so what I'm just going to do is I'm
going to just add in another
light and then I'm going to go into
Right View bring it out rotate it go
into top view bring it up now we can
just basically play with this until we
get some fallof that we like so I may
just rotate this over and then just GX
until we get um a little bit of a
gradient to where it's kind of coming
darker to this point and then you could
also put one you can also just bring it
out if you wanted it to come all the way
to here that'll kind of play with this
area here so then it really comes down
to just finding a camera angle that you
like I'm going to click the um Rotator
and then
XX I'm going to give it something like
that our Z so now I'm rotating along the
z- axis um this looks really good right
here to me and then we're going to grab
our depth of field and we're going to
bring that a little bit closer to what
we're looking at okay so now for your
first shot I'm going to use 60 frame
shots I'm also using um 30 frames per
second so in your output click 24 click
30 and then what I'm going to do is I'm
going to set this animation to 60 frames
I'm going to go to frame one and then
grabbing this um camera rig I'm just
going to rotate it into something that I
think looks cool something like that
also I think it needs to be a little bit
steeper angle down something more like
that that looks good so I'm gonna go to
top view insert location and rotation
key frame and then I'm just going to
come out to here RZ give it a
rotate something like that insert
location and rotation and now we've got
this set up as a Shader editor I'm going
to click this and go in e that's just
the hotkey to get to the graph editor
I'm going to click in to hide this panel
and then the home key on your keyboard
will normalize this to where you can see
everything the location of this camera
rig is not changing so I'm just going to
hide all these and then click home again
um I'm also going to hide the uh the
only thing that's rotating right now is
the X and Y so I'm going to click home
and then just to show you what this does
I'm going to hover over this and click a
to select all the key frames and then T
that's going to bring up this
interpolation mode we want it to be
linear so if I played it right now you
can see that it basically slow it's
starts I'm going to set this to render
or solid so you can see it starts slow
and it speeds up in the middle it's this
curve basically here this bezier curve
so what I want to do is I'm a t and then
click linear and so now it's basically
just rotating in a solid um or in a
constant speed but one thing that I do
want to do is I'm going to come to this
60 and then I want to do rxx and I want
to give this a little bit of rotation
this way also and then I'm going to
reinsert a key frame by clicking I in
location rotation and that's pretty much
it except now you can see that it looks
weird because you can see that it's not
moving linearly so if I scroll back out
and I look at like the X rotation you
can see that this is set up so or it's
not linear so I'm going to click a t and
reset it to linear so now if you kind of
look in your bottom rendered view You'
got this very nice two AIS movement so
the last thing that we want to do is
check our lighting so we're going to go
back into the rendered view um this
looks good I like the way this looks
matter of fact let's just do a test
render
I'm setting right now at 500 samples
I'll go through that at the end but this
looks good and then the other thing that
we want to do is as we go over to here
things that really set some renders
apart is to have some movement on your
lights so what I'm going to do is I'm
just going to move this over in the or
actually let's just rotate
it and I'm G to click escape and do it
again so you can see right now we've got
a little bit of dark fall off on here I
actually want to bring this over I don't
want there to be any dark areas on this
side so I'm going to scale in the
x that gives us a little bit better
light on this and then also the F stop
is a little bit too high from our um
setting the depth of field so I'm going
to grab this actually I'm going to grab
the camera click the camera settings and
then let's bring this up to like
1.8 that way we still get some detail on
these buttons and stuff back here
so then what I'm going to do is click
this light and go back to the beginning
and you can see that we have a little
bit of fall off here and this is a
little bit darker we can also bring this
you know if we go to top view we can
bring this a little bit closer if we
want some better light there that looks
good so now we're going to do is just
when we see this light has a little bit
of fall off here and then we're going to
come to here we can see that it's kind
of dark I'm just going to click this and
go to the front view actually let's go
to the beginning on frame zero insert
location rotation and then on frame 60
we're going to also add some rotation
and bring that out
until it's not as dark on this corner
actually that's a little bit too much
and then we're also going to bring it
down a little bit and try to brighten it
up a little bit that's going to help
give it some variation so now I'm going
to click insert location rotation I'm
going to make sure this is selected and
then click a t linear so now that this
is moving in a straight line so now you
can see we have some dynamic pieces the
camera is moving in two axises the the
light is moving um we're getting lots
better this is how you can get things
that look more professional and don't
look like straight line very simple
animation so now I can just play this
through and you can kind of see it's
going to be grainy but this looks really
good um we're going to go back into
solid view so now you can see we've got
this nice smooth animation on two
different axises so to render this these
are going to be the same render settings
that I use for all three of these shots
so I'm going to talk about them now and
then we'll talk about you know putting
them together at the end but for this
I'm going to be rendering in cycles and
then I have a GPU so I have this set to
GPU I leave the default um noise
Threshold at 01 on the render I have
mine set to D noise um and then I'm
using 500 samples but a trick that is
really good to know is if I render this
image I'm in slot one right now this
image looks really good by the way so
when this finishes I can tell that it
took me 8 seconds to to render this and
um this is what it looks like I'm going
to click this and then click two on my
um the row of keys at the top of my
keyboard and now this is basically a
different slot I'm going to drop the
samples down to like 250 and then I'm
going to render again and what that's
going to do is it's going to give me two
different images and when this vend
rendering we'll see the D noise and now
if you hit the one and two on your
keyboard this is going to swap between
them and I'm swapping between one and
two and there's basically no visual
reference and I dropped my render time
from 8 seconds to 4 seconds so when you
do these renders do a test and see how
many samples you need because if you
don't need that many cuz like for
example this doesn't have tons of glossy
pieces or things that have high
transmission or anything so we can get
away with using some different samples
or lower sets of samples the other thing
that I don't like is this harsh fallof
of the light right here because of the
way it set up so what I'm going to do to
fix that is just go into rendered view
on this thing so I can or this window so
I can see it I'm going to shift D and
I'm going to bring that over here and
then I'm going to bring it way
back something a little bit closer like
that and then I'm going to take the
power down let's try
five and then oh it's kind of let's just
bring it down
gz and then gzz to move it along its
axis we still want it to be dark we just
don't want it to have a a sharp Shadow
right there so that looks good so now as
far as rendering it I highly recommend
that you use um PNG sequence if you have
a computer that's very Chrome to
crashing this is a very small scene so
I'm actually just going to render I
rendered these out as videos whenever we
did it I'll show you both ways so on
your output settings click output and
then select the folder that you want to
use so I have this folder um we'll go to
YouTube this renders let's just say
we're going to save it here also it's
good to save a name so you can know what
it is so go here and do shot
one one
tutorial okay I leave this file
extension that helped me see how long
videos are so that when we see them
it'll say 0000 to 060 that just tells
you that's a 60 frame animation and so
what you can do is you can do it two
ways you can set this to PNG or exr if
you follow PO for he TOS a whole video
where he talks about you know different
file formats but the most common
typically is to use PNG and then um in
your color management leave this the
same whatever your default is for me I'm
using agx um you can use different ones
but this is standard in blender 4.0 but
then the other way that you can do it is
to save it directly as a video and to do
that I use ffmpeg video and then make
sure you set your encoding from metosa
to EG 4 because this will do a mp4 file
which would basically is um easier to
read and a lot better for different
devices so then at that point you would
just click render and render animation
and so this is going to render out as a
video sequence I'm going to let that go
okay now it's finished rendering so
let's see what this looks like we're
going to go to shot one tutorial video
and play that and there's the first shot
of thing so now let's move on to the
second shot now we're going to kind of
reset this scene so to do that I'm going
to click the camera rig alt R to reset
its rotation I'm going to also alt G
reset the location of this gy move it
back I'm going to set this alt G that's
going to bring it back to the center
we're going to kind of just get rid of
these lights for now put that back
gy we're going to set our depth of field
Target to just be in the Middle with alt
G that brings it back to the 3D
cursor gy perfect now for the second
shot you can see from the video that
we're going to do kind of a tied up of
the keyboard itself kind of in the
middle now one thing that I want to
change on this somebody commented on the
last video was we need to fix to these
knobs so one thing I'm going to do is
I'm going to go into front view and then
I'm going to select one of these and
just show you how to fix it so I'm going
to tab into edit mode I'm going to do
contrl R and bring this down and then
what I want to do is do another controlr
here contrl B to Bevel it just going to
bring it out to like this and then I'm
going to hit three and then select one
of these edges here with alt selected so
that we grab it and then do the same
thing alt shift click this and then I'm
going to hit period on my npad key to
move it in right click extrude faces
along normals we're going to bring this
in as a little detail like this and then
we're going to tab into edit mode again
controlr and then basically I'm going to
go into front view so I can see this
better contrl R and we're going to bring
this up until we have little squares
because somebody commented and said hey
it has a nice little grip detail and I
forgot about that when I was modeling
this so just till it looks kind of
square shape add more Loop cuts and then
click Escape then I'm going to hit three
alt Z and then I'm just going to grab
not the bottom row but every um row up
up to that so I'm going to leave one row
of these flat faces I'm going to use C
to to brush select those once I have
them all selected I'm going to hit
period on my numpad key to center it so
I can pivot around it alt Z to get out
of that and I'm going to click I and
then I again that's going to inset the
individual faces and then I'm just going
to bring this down to something like
this so with these faces selected I'm
going to right click and extrude the
faces along normals and just bring them
out just a little bit like that and then
I'm going to also contrl B only do a
tiny amount give it this many segments
or so
something like that so now we have this
grip detail so if we see that in our
next shot and you can feel free to add
that to all three of these um I may not
do it for this tutorial but you know now
how to add that back if you want to make
that detail so what we're going to now
do is we're going to kind of reset
everything so I'm going to grab our
camera rig alt R we also need to delete
all our key frames so that we don't have
things that jump back into position so
I'm just going to click a and then click
down here in the editor ax delete key
frames so now I'm going to click Alt r
on this or no alt G and then this is
already reset and then this right here
what we're going to do is we're going to
change this light I'm going to bring the
spread of the light all the way back up
to 180 and then we're going to use this
kind of like as a regular key light now
so I'm just going to go in um grab the
item and just reset the scale to one and
then we can change the scale up here so
to do this one I'm going actually just
going to rotate this to an angle that I
think looks good so I'm just going to r
r and go into front front view we're
just going to rotate it like this go
into right rotate a little bit more
something like this looks good and then
what I'm going to do is I'm going to use
this light as a key light so front just
bring it up here in the right hand view
I kind of want it to come from behind so
I'm going to gy and bring it back and
then I'm going to actually let's rotate
a little bit more something like this we
can increase the
scale and then let's make this really
bright so like 600 that looks good you
can see we got nice soft Shadows coming
across and then I'm going to also rotate
this a little bit more on the xaxis um
basically get something that looks like
that a little trick that i' learned
recently if you want to see if you have
areas that are Overexposed if you go
down to your view transform on your
output you can set this to false color
and I'm just going to crank up this
brightness real quick to something like
2,000 if you have areas that are red
that's telling you that you have
overexposure so what you can do just
drop it down to 600 it's so I have some
barely Overexposed pieces right there
and you can just kind of tone that back
until you don't have any red but that's
honestly not too bad if I do even 650 so
then I can go back to my output set the
color management back to agx and so I
can just kind of tell me hey this looks
pretty good so then for this I kind of
want to rotate um this on the z-axis and
kind of get a little bit more angle like
this and then also I want to bring this
in get a detail shot
and then very similarly to the other one
we're going to shift d on this um light
rotate it it's super bright so it's
washed out so let's set it to something
like
50 and then we're going to also decrease
the scale and give us a little bit
sharper edges so now I can come up here
that's too
small and I can bring it close um to
this side you can see you definitely
want to have gradients of falloff um
flat light is never going to make your
product look good so similar to the
other one I also want to rotate this in
this view I want to make it angled more
that looks really nice you would
definitely want to go back and add that
grip pattern to this for these and then
we also need to take our depth of field
I'm going to place it something oh
that's not the dep of field something
like this make sure it's kind of in the
center of the keyboard and then for this
one I'm going to increase the dep of
field just a little bit because I want
it to be blurred so I'm going to grab
the
camera depth of field let's just set
this to like 1.25 or something then kind
of help us focus in on that so now I've
got this set up and then we're going to
do basically the exact same setup as
before we're just going to rotate things
till we think they look cool so I'm
going to grab we rotated this way on
this one so let's rotate backwards on
this one just for fun so I'm going to
grab
RZ here something like that insert oh go
back to frame zero
first
RZ something like that insert location
rotation come here
RZ
insert and actually let's go also go rxx
and then
rotate downwards something like that
insert location and rotation and then
this is still going to be not linear so
I'm going to go a linear up here and
then we just set this to solid so now
you can see we've got a nice rotating
angle
shot so now what I'm going to do is we
need to kind of perfect our lighting so
you can see we kind of got some uneven
edges I want to have more Shadows so
what I'm going to do is I'm going to
move this completely out and you can see
that you have a lot more better Shadows
so I'm going to do this I'm going to
increase that spread or decrease that
spread actually and then I'm going to
move this until we have a nice fall off
that completely changes how this scene
feels so I'm going to increase this a
little bit and so what I'm going to do
is I'm going to have it a little bit
darker and kind of draw your eye along
this thing and then as we move we're
going to kind of bring this in so what
I'm going to do is go to frame zero
insert location rotation I'm going to
come out to frame 60 and I'm just going
to bring this across out to here
something like that insert location
rotation so now you can see we have
darker at the beginning and you have
lighter at the at the end and then what
else can we do let's add some rotation
to this so let's just go to frame like
zero insert location rotation come to
frame 60 RX let's rotate it something
like this you can see we got kind of
even edges of white on the corner
Corners you kind of want this to balance
this shot so insert location rotation a
t linear so now it's going to add yet
another angle to this and these are when
you really start setting apart from a
beginner animation the more pieces that
you have moving together it's going to
look better and better so for this one
this is actually pretty close to what I
did in the intro animation I'm also
going to rotate this light just to where
you can see like if I go in the front
view R um that doesn't change too much
actually so like what if I moved it in
the G axis see how the Shadows start to
move so if I bring it over here it's
coming more down so I'm actually going
to insert a key frame right here
location rotation and then come to frame
60 GX bring this out even more and then
I'm also going to move it up in the G or
in the Z axis kind of help it um light
up some of these darker areas so insert
location rotation so now you can see you
have lots of dynamic pieces and it looks
really clean and good I would use the
exact same render settings you can
render it out as a PNG sequence um you
can also go back and tweak your lighting
I could use that false color if you
don't like this darker front edge or if
you think that this light could be
brighter it honestly could be a little
bit brighter what if we do
750 yeah that looks good let's do let's
check our false color
again yeah see there's still no red in
this scene even all the way back to here
there's a little bit at the beginning
but so let's go back to this you don't
want your scenes to be under bright or
too dark so let's set this to a th000
let's kind of scrub through we got some
red at the beginning but not
much let's go back to the rendered and
then set this back to the um Regular if
we had this now we have this set to a
th000 and look what it would have been
at if we did 650 it's just completely
made this more flat and not bright
enough so if we brought this even to
12200 that's going to completely change
the look of this animation so use that
false color to double check whether or
not you're Overexposed or not so now we
have our second shot and we I just
rendered that out the same way as we did
the first one and so that's going to be
the second shot so the last one is even
simpler we're going to reset everything
so um alt R and again you would have
already rendered so make sure you don't
do this before you render this shot out
but once you've rendered that shot out
we're going to do the third shot going
top alt R to reset everything um we're
just going to leave this light here for
now and also going to leave this light
but I'm going to move it back um we're
going to alt R for this guy o well that
resets it pointing it down but you can
just
rx90 that's going to put it back there
and then make sure you do a select
everything click a in this bottom window
X delete key frames and so now
everything is not tempted to move so
what we're going to do for this shot is
we're going to rotate this I'm going to
bring this camera back a little bit
something like that we're going to
rotate this on the x-axis and then kind
of do a product reveal so what we need
to do is let's go ahead and start from
this and what we want is it to be dark
until it comes to this area so what
we're going to do is we're going to RX
this is kind of like our final we're
going to work backwards this time so RX
and then we're going to basically bring
it till it's um 90° I'm going to hold
control so that it snaps at 5 degree
increments and then we're going to move
this light to be facing the product here
and we're going to also offset it like
this and then you can see these Shadows
are here we could even bring down this
size a little bit and that's going to
help darken those Shadows up a little
bit and then I actually want it to be a
little bit
less something like that looks good and
so now this is kind of your product shot
and then what we can do is we want it to
be dark when me go RX CU as we come back
um actually you can do it two ways and
the one that I did I had it be dark when
it came out um so I think what we might
actually do is just kind of key frame
this to be dark so a way that you can do
that is let's just go back to here
RX let's just bring it down something
like this and also for this shot I
brought up the depth of field or the
focal length a little bit so I'm going
to set this to something like
90 and then I'm going to check out the
scene layout I'm going to bring this in
the Y just a little bit and then let's
go to the right view we can adjust that
later rightand View at the beginning
this is the place we want it to be in so
insert location and rotation T frame wow
insert location and rotation key frame
go to the end RX hold control snap it
you can see this kind of look this looks
really good this lighting does and then
it also might be a little bit harsh I'm
going to g g ZZ bring this
back see how this looks um that looks
really good this is kind of like a
classic apple look um for a white
background and then I'm just going to
bring this in you can see we got really
dark um Shadows on this so I'm going to
just kind of bring this up and
in and then I'm going to GX bring it to
the
middle it's too sharp so I'm going to
increase the scale that's going to make
the light softer and then gzz bring it
back that kind of get rid of that and
then one thing that we can do is if we
kind of want to have a little bit of
Shadow we can go here rotate it like
this that gives us these nice angles and
then we can decrease the spread and just
pull it down pull it down pull it down
that's going to make it a lot brighter
so let's set this to
500 let's even set it to 600 and then
let's check our color
again so scroll down few transform false
color you see we have a lot of
overexposure so let's go to our light
and try
450 a little better let's try
400 we got nice warm colors all around
so let's go back to our
output false color agx
and then we need to set the rotation key
frame looks like we lost our key frame
here oh no we didn't then we go to frame
60 right RX bring it
over set it to 90 insert location
rotation for this one you can kind of
animate it how you want but since we've
done linear for everything else let's
kind of make it go quicker at the
beginning and then slow down at the end
so what I'm going to do is get rid of
everything but the X rotation we click
home that's going to Center these up and
so what I want to do is I want to grab
the handle of this key frame right here
and I'm going to bring that up something
like this and then basically what that's
going to do is this is the rate of
change of the X rotation so it's going
to basically change very quickly and
kind of snap into place you don't want
it to go too high here because if you go
too high it's basically going to go past
and come back if I exaggerate this I'll
show you so right now if you go too high
it'll rotate forward I mean that's a
cool animation if you wanted to to do
that but I don't want it to do that so
I'm going to bring this down like this
and then I'm also going to bring this
one and then I'm going to actually let's
just GX and that'll lock it in this axis
so let's do something like this so now
this thing will kind of pop back into
place and that's a little bit strong so
let's just pull it
down that's a nice look we're going to
set this animation to be a little bit
longer let's set it to like 100 frames
and then what we want to do is again add
some more different angles and variation
into what happens so we're going to pull
this here it's going to come all the way
to here and it's going to stop and so
what I want to do is at the beginning I
want it to be darker so here let's take
this and let's set the light at the
beginning let's just turn this off
actually we want it to be full
brightness here at frame 40 so let's set
a key frame here and then at frame zero
let's set this to
zero and set another key frame so now
what happens is this is basically going
to increase in brightness I'm going to
set this to linear so a
linear and then also let's do the same
thing for our other light so that we
kind of have a dark reveal at the
beginning or at least a little bit
darker so we want it to be full light by
let's say 30 insert a key frame let's
come back to zero and then let's just
drop this down to something like
150 or even 50 so now you got a real
dark kind of contrast going on here
let's insert a key frame so now it'll be
dark at the beginning and give you some
contrast and then by the time you get up
to here it looks good so now what we
want to do is we need some movement on
our y- AIS from our camera so let's go
to zero insert location rotation we want
it to stop coming forward a little bit
after the um the keyboard keeps rotating
so we're going to stop at 60 come out to
70 let's go gy to bring it into
something like this kind of keeping a
good composition on the frame insert
location rotation
and then this one we're going to do the
same thing we're going to kind of keep
it moving linearly and then slow it down
so I'm going to go into the dropdowns
this is all within the graph editor just
in case you can't find that so click
this go into your graph Editor to edit
your key frames we're going to get rid
of the all the key frames except the xlo
location and click home and then what I
want to happen is I want it to be pretty
linear oh it's both selected so contrl Z
I want this to be basically a straight
line up until the end but then I want it
to slow down at the very end so I'm just
going to adjust these to where something
like this happens this is actually a
little bit
strong bring this
in so now if we look at our animation
the camera comes in it brings it to
right there it's actually a little bit I
don't like where it is so this is a good
thing to know let's say you're in this
and like this starting position is too
close but I want everything to be the
same animation but I want it to be
further back you can grab all your key
frames and then gy and what that's doing
is you're changing your total value on
your x axis and you're changing them all
at the same rate so I'm going to bring
this back to something like this and
then you can see this animation looks
great right here and that is basically
it I would maybe even set this to be a
little longer you see how it feels flat
so when I extend this here it stops
really quickly so what I'm going to do
is I'm going to grab this GX and click
10 let's even do
20 and then bring this out because we
don't want it to be a jarring end so
let's do
this it's still a little bit quick so
let's scale this
up let's also bring this down to where
it doesn't come in quite so much that's
part of the reason why it looks so
jarring so now we got a pretty linear
line much better so if I go into the
solid view you can really see the um
animation the more um experience you
have with doing product animation the
more you learn that your curves and the
speed at which your animation happen
really makes and breaks the way that the
product looks and feels so I'm actually
going to set this to 120 give us a
little bit extra time and then that is
the exact same process so I would go
into the rendered view I would double
check my lighting you know oh let's do
one more thing let's make this move just
to where we have some variation on this
Shadow so we've already set key frames
for the brightness but I'm just going to
go GX or actually let's just leave this
something like this to start insert
location rotation
come out to frame 60 we're just not
going to move it a bunch we're just
going to move it enough to where we can
see those Shadows move just a little bit
so I'm going to set it here insert
location rotation that's actually too
far I don't want it to be changing at
the end so let's bring it back to
something like this and then if you went
into this light and looked at the
Transformations the X location is the
only thing that would have changed so I
need to turn this power one off because
when I did the home to view it to
normalize it you can also do that by
clicking normalize here that's what the
home key does so I'm going to click a
and then actually OB was saying on this
one it starts slow speeds up and then
goes here and then gives it just a
little bit of movement on this and I
actually like the way that looks so this
is the final shot that's exactly what I
would do to create these three shots and
then you can put them together in the
editor of your choice you can put them
in together on something free like canva
um blender has a video editing feature
to where you can open a file in video
editing and drop your files in and put
it together that way I'm not going to go
through the sound design and different
stuff like that if you're interested in
a video in that let me know also for my
next videos I could do another tutorial
or I can talk about the way that I do
freelancing as a 3D artist and what I
charge and how those projects came about
and how the last year has looked for me
so let me know what you think um which
of those that you would be interested in
seeing as I kind of make some more
videos and I really hope you enjoyed the
blender product design series starting
all the way back from modeling this
whole um keyboard from scratch doing the
texturing and then also um creating this
full animation so thanks for watching um
consider subscribing if you enjoyed it
and I will see you in the next
[Music]
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