 Okay, guys. Hello. Welcome to my presentation. It's called Daily Grinds and Extranural Blends, my everyday 3D routine. Why grinds? Because my friends are telling me all the time I'm grinding every day. And why blend? Because it's blender and it's like, yeah, pan-totally intended. And I just wanted to tell you about how I'm using Blender every day for nine years. And probably I want to reinvend a wheel today. You probably know all this stuff, but still I just want to share what I'm doing every day. I will just cover the few steps that I'm doing every, every single day. And then wrap it up with like some, like, motivational talk maybe a little bit. But like from getting started to booking out, modeling, sculpting, texturing, shading, setting up the sepals, processing, and then just receiving the price, well-deserved price most of the times. And that's all my works. And I will be talking about those four projects of mine on the tube. And it's for you. It's in the top. It's the project by Justin Gerrard and the car is, the original concept is by Alejandro Bordigio. So I'm really thankful for them to allowing me to use their concepts. And the two, the car is all under and the phone is just my own ideas that I just made for portfolio and just pure for pure fun. Few words about me. I'm Ewa Wierbick-Ząbka. I'm from Poland. I'm in the industry for over nine years right now. I'm a self-taught artist. I was studying biomedical engineering. So that's like something totally different. I worked in a few studios. I worked for movies, for games, for a lot of different clients. But this year I started my own 3D company. It's called 3D creations. I'm just starting, getting started. So I'm really enjoying my works and I'm like happier every day that I can do what I really, really love. You can find more projects on my art station, which you can scan later in a QR code at the end. But I just, I've chose the four projects I already made like breakdowns off because people were really enjoying it and I had a really positive feedback. So yeah, we're getting started. We're not in Blender yet, but we're fighting the concept art. And I'm always looking for my concept art, for the concept art or ideas for my renders on art station or different like social media for the people I know or I don't know. And I just wanted to share it also like a few tips and tricks that I've learned throughout my career, that you always need to ask for permission to use someone else's work because that's always better to not steal technically. And you can have a little conversation with the artist. So that's super, super cool. And obviously you can directly import some blueprints to Blender. So that's kind of like having references in Blender too. And I'm using a lot of references as you can see on my board. So it's like packed with all of the elements that I'm going to be modeling. So that's a good tip to have a lot of references. Even if you know what you're doing, I know what you're doing because we all know what we're doing. But still, even if you're making stylized stuff, just use real references because it's really, really, really, really helps. And blocking out the next step, we are finally in Blender. On the top, you can see probably the most advanced block out you've ever seen. The box block out of a box. That's super, super, super complicated. I'm always trying to do blocking because I like to know the sizes of my objects, overall proportions. And that's what I'm doing. Basically just use the biggest objects that you have on your model. And then you just need any kind of modifiers or stuff. Just do graph block out so you can see very advanced one, just a box with proper sizes. And that's really all. Then we're coming into modeling, sculpting. In the video below, you can see my amazing skills of sculpting. Very, very subtle details. You can't even really see them that much. They're a little dense in the legs of the phone. At this step, I'm just trying to add a little bit of bevels. You can go like everything you want. Really, you can go poly modeling. You can do hard surfers. You can do sculpting. I'm combining it all together. It depends on the project that I'm making. For example, for the peanut, for the character, I just sculpted everything. And for the phone, I just used a hard surface stuff and just a little bit of sculpting. And most of my models are mid-poly. I'm not doing that low-poly models because I just don't optimize stuff that much. I optimized a lot of things in my previous job. So I was like, okay, for my own stuff, I'm just not going to do it. But I'm just using a lot of modifiers at this step. But I'm not really accepting them right now because I want to have more control later before unwrapping. And the next step, I mean, you can see also the pretty renders, ambient occlusion renders. Everyone loves them. And the car being made, like, it wasn't a block out. It was just like some kind of like middle stage of being done. And also, when you're sculpting, when I am sculpting, I'm always trying to add a lot of detail in the elements that are visible. And some of them are not visible. So I'm not just being attention. So you can see the hand that the arm is like pretty like, yeah, you can see the polygons. But on the needles and hand, it's like pretty, pretty detailed. And also the car is all like from just like overall look to the finish skull with everything nicely set up. And obviously ambient occlusion render because it just looks cool. Then we have high poly, low poly. That's actually something what is pretty interesting to talk about. I don't really think that there is a way to do it. You just, you know, you just approach it as you as you need it. So I'm just trying to depend on the project. I'm just trying to I'm just trying to do a mid poly model, then like copy this model and sculpt on it. And then probably use the already made like mid poly model to just like shrink about over it. But sometimes it's just like not possible. So I'm doing my retopos mostly by hand. I'm not using any like fancy addons for it. Sometimes, obviously, when I have a client work and the deadline is for yesterday, I'm using automatic tools to just like speed up the workflow. But it's actually not super working really well, because then you need to place the seams. And it's really, really difficult when it's just automated. But most of the times, it's really good to remember that the mesh should be really nice and clean. That's what I'm trying to do most of the times. But as you can see on the schools, that's not super perfect, but still it works. So we all know how much looks sometimes straight. And it's really difficult to to keep it really looking really, really nice. And then the next step, what I want to focus a little bit more, because actually, it's unwrapping, which I love. I love to do unwrapping and people hate it. I don't know why it's really, really weird. That's super like relaxing for me. A few tips here is just like it also depends on the approach. Obviously, if you have hard servers, you need to place the sims on the hard edges. If you have organic, you just need to organic model, you just need to hide it. Like fun fact is that my friends are actually calling me a UV queen, because I'm just slow unwrapping. And that's like super crazy. But I'm using obviously some addons to help me Zen UV and UV pack master to just pack all of these UVs because it wouldn't be possible by hand. That's just too much. And you can see for this like little guy, I have 10 sets of textures. It was actually 11, but I didn't include this one because it didn't fit the image. And I came up with an idea to do some funny 3D art stuff, 3D like UV art stuff. Because when I was unwrapping the stuff for for the King Kongi card, the card that I made, I just saw like very nice and funny, funny UVs that I created by accident, to be honest. And I just decided to post it online and people are like, wow, that's funny. Yeah, maybe I will like unwrapping at the end, but I was like, yeah, maybe. And my favorite is like this little bit messy UV because that was like a simple screw. Nothing like not a big deal, but it was just like like this. And I was like, that's a true work of art. That's beautiful. Yeah. And the next step, it's texturing. I'm not actually using blender for texturing that much. That's the only step that I'm using something different. So I'm using painter obviously, and you can see the super fancy setup for exporting my textures on the top. It's like, it's a lot of textures. I'm not always exporting all of them because I obviously I don't need like a sheen or like clear code for for example, for this for this little horse on the car is all. But I'm just like having everything and I'm just exporting what I need. So that's like super convenient. Below you can see a little like build up with the material that I'm doing most of the time. So just like like sculpting basically, you start with the base and then you're adding details and adding details until like someone telling you that, okay, you need to stop because that's that's that's too much. And it's taking way way too long. And yeah, and sometimes actually for for this product for car is all I just wanted really wanted to show you that because I used both like painted textures. So PBR and substance painter and also procedural library. So it's like Sanctus library that I used. And you can see that the pole of the horse and like the base of the pole is made in like procedurally and the rest is painted. So you can even see the difference and it looks good. So I'm like combining it together sometimes. And also when I'm working for clients, it's not always that much time to really paint textures. I'm just like, you know, just using the external libraries, it just works works really fine. So you can do it too. You can mix them. The next step is exporting everything to Blender again, obviously, like the simplest one, the principle shader, it always work. Don't judge me to make my renders look better. I'm mixing em in with my base color. It just looks good. No one ever told anything about it. So I'm like, okay, it looks good. So I'm going to use it. Obviously, I'm using not wrangler. That's the huge time saver because you can export all textures as once. And sometimes also I'm using notes, but geo notes for creating really simple wireframes because I'm not an expert in geo notes. I'm just can do like a little really simple stuff. So you can see the really simple wireframe there. And sometimes I'm also doing my own shaders, for example, for this volumetric thing. It's really simple setup, but it looks cool. And it works. And it's like pretty efficient because it's not like a huge volume. It's just like a gradient with some Voronoi and mask wave textures. So that's like perfect works perfectly fine. And it looks really, really nice. And then obviously, I'm thinking about composition a little bit like before all these steps because most of my scenes are pretty simple. I'm not trying to make like super complicated scenes. I'm doing like just presentation of the assets or like the character like this. So my scenes aren't that super complicated. And I'm thinking about composition and my cameras a little bit before that. So I'm just like have a rough blackout. And then I'm probably like setting setting the cameras. But I'm always doing that. But I'm sometimes doing that a little bit later too. So for bigger scenes that I'm sometimes doing to especially for the car is all one that you're going to see animation on in a bit. I'm just using external libraries to to have my objects to some not modeling everything because I was like always modeling everything by myself. And that just took too much time. So I was like, Okay, I guess I need to I guess I need to use external libraries to and it's the time that I'm always that's that's the time that I'm starting to mess with lights too. So I'm usually using just some area lights, sun lamps, HDR eyes and some mesh lights. It's not a big deal. It's like very simple as you can see on the car. It's just like the mesh light around another one on top. And just a few lights like next to the next to the car and a few cameras from different angles. And that's not a big deal. That's just like a very, very simple scene. And with the rendering settings that I'm using, it's always different, like for every project. But basically, I'm trying not to overkill my computer with the number of samples, because it's not the newest one. So I'm always trying to optimize everything. But with the settings for like volumetrics or volumetrics or like transparency, I'm just trying to adjust it for my needs. So I'm trying them relatively, relatively low to make just like the render go faster a little bit. And then I'm doing post processing of my work. So you can see that the whole process of creating that little dude, it's kind of like really nice to see how it's all comes together. And I'm using photographer on both for lights and also for for post processing. But you don't need to really use any other programs like Photoshop, you can do everything in compositor in blender. That's what I'm usually doing. But sometimes I just want to make them look a little bit better, even better in camera. But that's not super necessary. You can just do whatever you want in in blender because it's all possible. And you can also bake some nice AO ambient occlusion of volumetrics and then just like combine them all together in compositor and just looks perfect. And very, very nice. And then I guess it's just like the last step. So we're posting everything on the internet. But I'm always struggling with like the feedback from people because I'm always scared that I'm not doing enough. It's not good enough to show. But my friends are telling me like, come on, you need to post it because it's like already like five months of doing one project. And I'm like, yeah, yeah, that's true. That's that's true. Yeah, I should post it. And I'm just trying to give myself time to like really understand that okay, it's it's good enough. And I need to post it. And that's for beginners and pro pros, both. So we can just give myself our self time because it takes time to make everything looks really nice. But if you can do something and I'm sometimes like I'm being stuck in the project and I have no idea what to do, I'm just leaving things for now starting something different and then coming back again to do it. And like with a fresh mindset, I'm like, okay, I can do it now. And what helped me very, very much was joining a lot of communities on discord and actually asking for feedback. Blender community, basically. And it helped like it helped a lot because people were giving me such a nice feedback that you really should do it too. If you like struggling with similar things. And yeah, remember that everything takes time and do not give up because you can see this project here. I was really hoping that I will finish the animation of the car because it had to be like super fancy animation, like almost commercial. But I didn't make it in time, but I will make it maybe next year. We'll see. Maybe we'll see. But I prepared like three short animations about the projects that I showed you before. And I hope you enjoyed it. So maybe watch them now. So thank you very much for coming. I'm sorry for being so stressed because I was stressing out for the whole week, but finally it's done. And if you want, you can find more information about me by scanning this QR code and feel free to come say hi. I'll be very, very happy to meet you. Yeah. Thank you once again. Thank you for coming.