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!" |
*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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