Wednesday, March 11, 2015

My Video Tutorials! (Part 2)

This is my 2nd video tutorial! Originally, I was supposed to create an opening pokeball, HOWEVER my laptop couldn't handle the awesomeness, soooo I created something simpler for everyone! Presenting, Text With An Awesome Bright Background!


Steps for this wonderful project:

1.      Delete cube
2.      Shift + A –> Select Text
3.      R –> X –> 90
4.      Tab to edit mode
5.      Enter own text
6.      Tab to object mode
7.      Object Data –> Extrude Value = .1; Bevel Depth = .02; Resolution = 3
8.      Scroll down to paragraph section
9.      Change letter spacing to 1.4
10.  Go to material
11.  Click new
12.  Change to cycles render
13.  Select use nodes button –> anisotropic BSDF –> choose color (red)
14.  Set roughness to .2
15.  Change to orthographic View
16.  Switch to front view
17.  Zoom in
18.  Shift + A –> Mesh –> Plane
19.  Press S –> 15 –> Enter
20.  Go to front view
21.  Move plane until it’s under the text.
22.  Set material for floor
23.  Set color (hex = 303030)
24.  Zoom out until you see the lamp
25.  Press G to move lamp to center of text                                                                       
26.  Switch to top view
27.  Move lamp back until it reaches certain distance (length of letters)
28.  Zoom out
29.  Select floor (Right click)
30.  Drag floor so that it overlaps the lamp just a little bit
31.  Rotate view until you see lamp next to the first letter
32.  Select object data
33.  Make sure size is 0.1
34.  Click Use Nodes button –> strength button = 10000
35.  Click rendered to see what it looks like so far
36.  Make sure text is selected (Select up on outline)
37.  Go to modifiers
38.  Select edge split
39.  Go to world button
40.  Change color (hex = 252525)
41.  Save work
42.  Select solid from viewport shading
43.  Select lamp -> shift + s -> cursor to selected
44.  Shift + A -> UV Sphere -> S = .05
45.  Move UV Sphere a little behind the lamp
46.  Set material for it
47.  Change material type to Emission -> Strength = 1000
48.  Switch to camera view
49.  Lock camera view -> Press N ->  Lock camera to view (checkmark) -> press N again
50.  Shift + A -> Empty -> Plain Axes
51.  Switch to front view
52.  Position object at center of word (Move blue and red arrows)
53.  Switch to right view
54.  Zoom out so you can see text and object
55.  Position object at center of text (green arrow)
56.  Switch to camera view
57.  Select camera (Outliner at the top)
58.  Go to constraint -> add object constraint
59.  Select track to -> select empty -> click -Z button & up value = Y
60.  Rotate view until lamp is on right side of text (end letter)
61.  Zoom out a little
62.  Select camera -> set frame to 1 -> hover pointer over camera window -> press I
63.  Select location-rotation (loc-rot)
64.  Set frame to 100 (Make sure lamp is between first two letters) -> press I -> select loc-rot
65.  Set end frame to 120
66.  Go to rendered on viewport just to check
67.  Save your work
68.  Go up to screen layout menu –> select compositing –> make sure compositing button is selected at bottom – checkmark use nodes
69.  Expand area by closing panel (N)
70.  Shift + A –> Output –> Viewer
71.  Checkmark backdrop
72.  Connect render layers to viewer
73.  Click render button to see it there
74.  Press V to zoom in (zoom out Alt V) *Optional*
75.  Shift + A –> Converter –> Math (Move over viewer and layers to drop it into place)
76.  Select greater than –> Value = 263
77.  Shift + A –> Filter –> Glare (Drop between math and viewer)
78.  Type = streaks –> iterations = 5 –> threshold = 0 –> streaks = 7 –> Fade = .94
79.  Shift + D to duplicate Glare #1 (Drop between Glare #1 and Viewer)
80.  Streaks = 8 -> Angle offset = 20 –> Fade = .9
81.  Minimize space (Press triangle for glares)
82.  Connect render layers to viewer
83.  Shift + A – color – mix (Drop between layers and composite)
84.  Connect glare to mix (Left side)
85.  Connect mix to viewer (Right side) –> change Mix to Add –> Save your work
86.  Switch back to Default
87.  Click render button -> go down to sampling -> render samples = 50
88.  Go to output section above – select file you want to send it to
89.  Change PNG to OGG Theora
90.  Save work before rendering
91.  START RENDERING  


If you win in any event, you are allowed
 to celebrate by exclaiming "GET REKT!"
Alright guys, you are the only limitation to this project. It is up to you to be patient and precise. It is also up to you to make your work look CAPITAL B E A UITFUL

*Little side note: Rekt is not an offensive word in this video; It is a geek term synonymous to "win" or "crushing the enemy" 




And with those thoughts in mind, enjoy Blender and save the world.



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