 I'm very nervous. Welcome to one hour of Google. My name is Ignor Thomas. I'm 3D artist. I've been using Blender for quite a while. When I started I was looking at this. So I will spare you with that. My artwork I'm doing my free time with this. So random artworks. You might have seen the one with the entrance because YouTube things you should have seen it. Other than that I'm working full-time as an art director, lead artist and a small German company doing spaceships for space art. So one hour of Google. What is this about? I'm going to show you how I created a workflow in which I just basically copy and paste. The workflow doesn't contain any add-ons or German renounce yet. So this is just showing you how to create big artworks in very short amount of time. The question is why do I do this? I usually struggle with larger projects. So in the afternoon when I come home I usually just got stuck on YouTube or I did. So I set myself like one hour time slot because everyone has an hour of time at the evening. I set the goal to just create something. It doesn't have to be good. The goal is not to make something protection-ready or something final. So in this hour I experimented and after a few iterations I got a workflow in which I then create large scale objects. The fun thing is after you've done the one-hour thing you have an asset which can later then be used for something else. So for example in the top left corner you see an engine array. This was a piece of a one-hour of Google session. So the engines were done in one hour. And there was a scene just like a few afternoons as well. Cool. I guess I should start right. Trick. Awesome. Presentation is over. No. This one. Good day. That's me. Window. Full screen. Good. So first of all I would introduce you to the principles of copy and paste. Bear with me. Of course you all know the usual shift. Oh wait. Screen card skis? Oh no I don't have them installed. Is it okay if I don't have these shortcuts on screen? Okay. Shift D. Everyone knows about Shift D. You have like multiples of the same cube and if you added one cube it doesn't care about other cubes so it's just like a bit annoying. The better way is to alt D so you have like link copies. So if you change one cube and all the others are happy and change with it. The problem is here like if I want to add something to the existing cube it doesn't, you have to do an edit mode. So if I want to add another cube in here it's like I have to go and edit mode and then this is not a separate object. Also they're not proper instances yet. So like the overhead of rendering maintaining them in the scene is not so cool. Of course as a array modifier and dupli words I'm going to use the array modifier but I'm not going into particles or how to spread other like randomly I try to give it a bit more structure. So last way of copy and paste I usually employ is that I put this cube into a collection called cube and then can put other cubes into the same collection so I have several objects. So here's another cube in this object collection and maybe a monkey did I add it? No I didn't add it to the right collection. Good day. So I've got my nice collection called cube so you can just hide it and then magic you can just say collection instance I don't want another what my cube collection. So this way you have like multiple objects in the same collection and can afterwards change locations or put modifiers on these objects and then can maintain like better the collection of things you want to create with and the good part is that this is very cheap so if I have a very heavy asset in here like a monkey with a lot of polygons whatever you can duplicate your collection instances and it's very light for blender to maintain a huge amount of geometry that way so if I have like a million monkeys and cubes and whatever it's like very smooth and fluid I don't know how many million polygons you can put on screen but it's usually just like the amount of object then here problem and if that's a problem you just put everything into a new collection call it cube times two and then hide this as well and then just spawn the cube two collection and then can copy path this as well so this is how you get like a billions of billions of monkeys and cubes and it still works fine. So this is the principle of copying based I guess I can kill everything again goodbye I like you oh my default cubes have you killed too many cool so the trick are like the workflow of the scenes I create I need some building blocks sometimes everything goes wrong I just have one and have to work with this sometimes have two or three but the goal is to make one building block which is actually very versatile so I nice thing thank you with the person who has invented the bisect model bisect feature of the mirror modifier as is what I'm going to use a lot so the principle is that I have a a player on my box my default cube I just squash it down a bit so like on each axis I have something like a mirror axis so if I have a here and then be here with it actually I can just put something on top of it so it's easier to see what's going on so on this side I put a put a cube and on this side I put a monkey put a monkey I like you so then and I guess here maybe a cylinder so I tried to have on each axis of the cube a different looking element and then in the mirror modifier you can just mirror it and then of course if you don't use bisect it's just like all a mess by using bisect it just you say like I just want to have this side and then cut everything away which would have been mirror to the other side so by bisecting it I know just get the cube on both sides not the cylinder meshed into the the monkey so this is nice and then the good thing is you can just start flipping so very quickly you can have a different looking panel so in this case maybe I just want a plain looking it's even a believe or play near you just bisect everything and get nice nice looking panel which has the this cylinder on it or I just want a clean plate or I want a plate with just things and can I get Susan maybe flip this and flip this no where's Susan ah yeah perfect so this way you can have with one single element lots of looking different looking variations and then using later arrays on it you can very quickly quickly flip through the directions and just change a the scene to your liking very quickly why did I delete it I could I could just reuse it right good hello so I am going to create now my first nice I'm looking at you Susan oh she's looking at me I'm operating the first block for the scene and then later we use it to just quickly create something stupid and large so bear with me that might take a few minutes for me to actually make the the shape work and it's also like a bit weird because it's just like muscle memory you just bullion some things out of it and you know some patterns work so it's annoying at the beginning if you don't really know what you're doing later you get an experience of what shapes kind of work and then you get much to become of course so of course the first thing I start with like an not a rectangle completely rectangular shape but like so no I'd start on don't start with cube but like an eliminated cube this is a rectangle then not a square what a rectangle yes and then split it with the loop cuts in half so I already know where my things are I also haven't talked about the z-axis there's a trick which I use to then create some like alpha looking geometry we'll get into later maybe so yeah I start and then the goal for me on the plate is I want one half to be like more smooth and the other one is like very noisy so I can very quickly then change my panel to be like something very noisy or something very smooth and then you can iterate in the greebel because you need not everything should be greebel you need also some smooth areas that's why I start with a smooth area to also get into this talk and not get completely nervous cool so just um I don't know let's get sorted hey awesome so I just do and kind of do this and it's also very dirty what I'm doing so you will let us see that we might get artifacts but they erase around the artifacts so I tried to actually I did a mistake already awesome always a bevel at the sides for separation of the panel so if I array it that you have like a nice separation if you don't do it and it's like looks a bit weird so always a bevel around the corners and then I now try to actually use some very simple boolean operations to get some shapes in here so hello with normals are always awful at capital because boolean doesn't work when normals are wrong so hey and I just do it in edit mode like I don't have to go to the modifiers and edit modifier to boolean you can just hey normals control f to go to the face menu and down there someone implemented the boolean intersection so very quickly you can get just the nice boolean shapes and then it's just mostly like boolean some stutter stuff out of it get some interesting shapes and see what happens in the end I maybe should also think about actually is always already getting to be agreeable surface and not a smooth panel stupid me I don't know six degrees should be fun and this one 30 yeah should be good enough so just like that cool yeah I just so my brain told me this is now a very greedily surface not the smooth panel I wanted to do originally so I have to do smooth panel on the other side but I just go with it and create a funny shape so maybe I don't know some sci-fi stuff where I don't know pipes and cables come out of it whatever the engineer thought about doing that and I don't know no I want you hey awesome good and go here go here no I got something interesting maybe this one was it right yeah meaning point I want this cool so I should delete it so if I know remember this thing over I should get already like a nice bisect everything a nice way of having like a industrial looking shape and I can then just continue to work through the rest of the asset to see if I can get it nicely tied to the middle and I just clip it here got it one thing you might see then later just a not cool can I see the problem already here no I will get to it later sometimes you have to delete the face which is exactly on the symmetry axis so you don't get like weird standalone faces and usually you always have a mirror axis on it anyways so I keep it now in and see later what what breaks and what doesn't break nice maybe battle this one here that would be cool I guess I don't know can I do something crazy no doesn't work so maybe just a simple cube over here go here and I guess you can maybe just do an offset here so I guess this is a starting point for my first plane and I probably just still add another I could look a bit empty in the middle so I just pulled out something new now here and hope I don't destroy anything good can you go over here yeah good so first panel is done I would say and then I just continue working on the other side of the panel so now I probably should do this smooth one oh yeah she has no face cool so I can probably just continue this here over to the other side maybe here that's cool can do this so now just like going through the shape language I have in my brain and just flow with it this is experimenting with shapes usually it's like just try to get a trench in there put a cube in there so it's like nicely framed put another shape on top and then try to alternate the the way the bevels are doing so now the bevel is like on the what is it y-axis so it's always nice if you then alternate the axis so it's nice to bevel this corner so you get like a nice interplay of how shapes and surface are intersecting with each other so it's always a nice little thing I try to do like try to vary the order of the bevels cool so something is here whatever this is should I continue this over here I guess I need to connect this dude with the rest here actually I could probably then just do it dirty oh god that looked horrible can I do this sorry yeah looks hey my shortcuts work good first I'm working on linux and trying to get your key map in here thanks Francesco and I guess extrude here maybe I don't want to have it too noisy then like it's very easy to just get noisy bevel this corner is that smooth probably good enough for the talk I also have my time running next to me I have my phone telling me I'm always 15 minutes into the talk it's always an eye on your time because that's what you're doing like you have to set yourself one hour of time so don't get caught in the small little details and just try to get just like head on continue continue continue because in the end it doesn't really matter that much what how the small little shapes look like good test so this one is good I can flip now you can see the problem with the face in the middle and I can just delete it because I don't like it you will then see the open edge in rendering this is not there usually like so it's gone and now I just I was a bit dirty here where that complete two faces exactly on the same plane yeah just we just hide it by moving it probably a bit inwards so goodbye it's dirty should work good so now I've like a like a more smooth surface I have a greebly surface and now I can just do the second variation of each by using the other side of the of this face here so I can make it super greebly and a nicer smooth surface so I again do it that wasn't bad ever then I continue just to the other side and maybe what do I do should I continue the whole thing with it or just this one I don't know stop thinking just making some cubes and blocks awesome down here hey not over here I don't know what our engineer is doing not what I'm doing maybe like that here and then this guy's oh that looks nice that's a good idea random accidents always good good so that was good and then probably another boolean works as well like if you have cylindrical shapes always put a boolean on there and then make the boolean like like a white boy like this and then just pull in there I don't know if I should go through there and then just make this a bevel and now you have a nice intersecting boolean shape so doesn't work and it was cool cool and then just put something inside of it again because that's what we're doing cubes and cubes and cubes so noisy and then I could probably some can I get some kind of I don't know the pipe or that was a good shape here so I got a weird shape and I did something bad I did here copy and paste inside the object usually I tell myself never copy and paste stuff inside of the Gribli bit because then you should use a modifier for it so don't try to get too much repetition inside of the object and just try to be simple single objects and the repetition comes later than with the array modifiers so yeah something here and repeat the same shape again just like that smaller and then you have like whatever this is some cool can I just be dirty no one is going to see that good yeah oh now I could try to see how that looks all right so I flip this around it's this one so check this so here's another polygon which I don't like xf bye bye and it feels like a bit empty I could try to cut something out of here to do like that and then like that do you go here maybe two actually no I shouldn't do that and go here oh because I was exactly on the edge and this was of course another face good does it work it does work good thank you blender and then if you have just a simple bevel just offset the edges always gets a nice shape it looks much more to my liking cool so often I can Gribli plate for this if I flip it I got empty plate cool then the smooth plate and whatever this both of them then have that this guy cool I could now do the the last smooth plate what should we do in here smooth stuff I don't know maybe just a simple oh I got a shape I got a shape this one works always like you got to take yourself a cube nice and then you just make the cube a bit wider on the top like that's two maybe then you just ever the edges and then use the same cube and just mirror it once so you got a whatever tapered cube and then take this guy again awesome typical cipher shape and then we just pull it in and now I do like this trick that you take it above through the surface so it's no negatives like goes through this block and keeps into the other one because then you get like some some weird effects which I like which effect yeah good because if you then do the z-axis like if I don't do the axis mirroring and just take all the panels I get like a closed panel and by then taking the z-axis on it I get an transparent panel so it can be pretty dirty and I think I didn't do it for this one did it did I did I obviously I didn't so I should put this put this also like through the axis so I get no then transparent stuff so I then just use this panel which one is it searching for the panel hey cool so you can decide if you want to have it like transparent or opaque so that way you can just break up the shapes pretty nicely later for silhouettes and whatever it's always nice good I'm done with like this is my final smooth panel this is like abort winning cool so 22 minutes or two minutes after my okay I should hurry up good I got now my cube and I put this into my greee blibbit collection so I put them if I've said later some some more I probably need some pipes so I will do some pipes but I just have one collection where I just have like this atomic blocks for my scene and I should probably kill all the other collections goodbye good um and then I just duplicate this dude I first can disable all the modifiers and move it into like a I don't know scene or I a call the deputy on because I never know what I'm going to do so I just needed to be separated from the greee blibbits it's just no linked instance so if I ever go back to the greee blibbit this guy just updates like what you've seen before and now the task is to make myself a block for the scene um so I usually try to get a very basic volume on which I then slap the greee blitz on because if you just work with the panels you always get like holes and like open surfaces and that's like not so cool so I don't know can I go to window in window go back to the first picture don't think like like if you see here like the greee bits are only on the surface of it and behind us like just a volume to just block the block the view so that's what that's of what I'm going to do trying to get a volume put the greee blibbits on and window full screen needs more pixels yeah cool um so I guess I just enable my symmetry stuff and then pick a greee blibbit I like I don't know this is probably basic one and then you start with arrays because arrays are cool good array it amazing uh duplicate so I array it now on the other one zero one cool I got like a array panel what you can then do is for example I like this surface I duplicate this thing and I made the pen exactly like snap to the grid so I can now just move it by snapping it around and also fun thing with the mirror modified because I'll fill out two panels I guess I just need one here two-thirds one-thirds is a general design rule try to have two-thirds clean one-third super noisy if you can even say by clean and noisy and greebles but they're to try to still balance it I can now go back to my mirror modifier and say I want to have this very noisy panel so I just search while this was cleaner that's not what I want uh this dude for example so this is like a very very noisy dude or can I probably I don't know this one no actually this this one is better so I got a very noisy panel I know see that I should have done like a more horizontal shape in there doesn't matter I could maybe rotate this and just change how the array modifiers work so this guy is one and this dude good day go see actually 180 cool so that's why I can just make this all work cool so now I have like a unit of two panels with this one like one third is noisy the other third is clean and now I just I forked my my base shape awesome uh oh local please make me global yeah awesome uh so I just make the the first volume block so big cube I don't know make it what is that two meters by two meters usually so times by far is 10 meters so I don't know I want to have it like 100 meters no not for the store uh 0.5 like 50 meters are you a 50 meter cube no no 500 awesome 50 awesome cool so okay and then I just try to get some very basic uh shapes and I may be like a big ass bevel um I should probably shift this hide it and then move this down and then just fill them okay awesome so now I have like a very basic generic shape I can work with and I probably should also do can I do this 0.2 that should be 10 meters and just get the volume out of it 20 maybe no 10 just some shape in there to just give it some depth so later if I duplicate this thing with arrays on collection instances you get like in like some rhythm into it and like depth and overlap so to get a more interesting shape so I just take what I did here before my tour first of all this is like I don't know um block no block zero one and these dudes can go here hey 90 degrees and also just like put plaster them on top of the surface like it doesn't have to be super detailed you just want to cover the the boring the boring bits and I don't know I should have probably moved the walls a bit in yeah I learned my stuff good so I'm not snapping out two meters but like 10 of centimeters so I can be on top and not inside the surface should have done this better okay um yeah and then just copy paste so this guy goes here and I just tried to vary the look of it maybe like this is cool I don't know I could also try to move these guys over here and then use a different greedily bit I could like the other shape this guy no this guy this guy awesome 90 so maybe this cool is cool to just have it follow the surface nope cool so now just like where are you 10 9 9 9 oh 8 8 8 8 would be awesome if you could link them together so if you just change one value all of them are linked and substance and stuff good so now just try to frame like the the vertical block here with like with the agree with it so it's not doesn't look so disconnected so someone put some sort into how we modeled or like design this element like the engineer in this world thought about it is it 50 ways yeah 40 50 degree angles very simple to then just copy this thing on and you might now see that um can I just be dirty and make it a lot of them yeah I could do this so now you see like I have I'm modeling one side and of course I need the other side to be the same as well you could know just copy paste it over what I'm here to tell you how to copy paste correctly so you'll just put an empty in there slap it in the scene like I hope it's in the center yeah and then never touch it again like this is your your friend good hidden in the corner not enough pixels you can then disable the the selection so hi uh I call it e-mirror zero so this is my base mirror um base mirror empty in the center of the scene I use it then in the mirror modifier to tell the pieces please uh mirror I based on the object origin of this empty to the other side so just and I should have I just add this on the end and then say e-mirror you just type in mirror and I got another side also so now I just can I copy this what can I copy this guy no I can't damage so I have to redo this now I added it too late sadly so mirror modifier you know what happens when I do this then uh I said I can't good point if I say copy modifies it's like it changes the because I'm using the first mirror modifier usually yeah usually at this scene mirror modify only once in the world and then it's like in all of the objects already set up so it's now I did it a bit too late in the in the in the talk please call it all hey mirror anyways e-mirror good so this is done this is done I could now copy these I think because they're like couple modifiers yeah works because they are just identical copies and then this guy also needs one and of course bisect works there as well because now this one is I think intersecting with the middle mirror is he is he intersecting he's now he has some overlap happening it should be like black now of course bisect works here as well so you just hide it okay good yeah and I guess I just I'm just lazy and just make this thing a bit longer where is my first array I need more pixels wrong access this dude good day yeah nice so this one just move here and two no this is one good so now the surface is kind of filled and I just need to put something around here as well so I just like I don't know copy it over here awesome and then like later you don't you don't really have to worry about intersections because he won't see this in the final file at all so now I'm just lazy right now probably six and then I could put someone on the corner which looks a bit different copy nice I think one don't need it and then just flip the look of it again by just changing I don't know which one looks good this one maybe cool yeah but it's not that it's too similar I wish I just take this one okay six seven eight I need some more here cool not mirror modifier because I'm stupid I get a mirror modifier on it and I take my mirror and do the same here mirror modifier good all here are the 90 minus put it on the other side here and put this dude minus as well so now we should have a twice act cool and I forgot a mirror modifier good so first block done roughly this is a collection cool and the block should be into this collection and collection is then called oh I have a block another block I should should have moved it the other way around tick delete a block good so I have a block I hide the block I don't need the block I want instance of the block so you take the another block connection collection and start to see with this so I've now like an asymmetrical shape and the fun thing with collections is you can't put an array modifier on there so you slightly have to copy paste um and then just copy paste by a certain interator like distance I just try to snap it by grid and then a good thing is you can just scale them on the z axis by minus one to mirror them so you can just like have like an overhang or something and then you can as well just rotate them by 90 degrees uh the other 90 degrees to kind of put it then in there is it a good shape maybe not this one should move over here try to get a symmetry in there see how do I do I should probably rebuild this side as well because I see like a very large open face hey good um problem for later you know I just put it in here inside good and just create try to create a interesting looking shape minus one cool I like this should work cool and then you could this whole thing again into its own collection uh good good and then hide this one guy and then add by another other block cool and then this thing is the one I built the seamless so this guy is just like uh same trick again minus one now I just can create very large scenes without having like the first collection instance with the block in there gives me a rhythm so I just have like the three blocks or like the two blocks and then by adding them into a single block and then copy and pasting them I get a rhythm it's not like just copy copy copy copy it but like I think the thing the thing looks looks nicer if you get a rhythm and like it's like sorry it's it's difficult so now I just copy paste this guy again and get like my sci-fi scene and you might think okay um cubes are cool well it's like cube there's better things than cubes right like cylinders spheres so we do know cylinders and spheres good um but with this there's still the same block because I'm lazy good and first of all all these guys should go into a collection but I don't instance it I just take my scene so I'll make a collection call a scene skin and then it goes away and put it to the top otherwise you will lose it creepy bits I go back to my creepy book collection and hello my small friend is there all D move it to my new collection call it I don't know I wanted to do a cylinder so cylinder bonk put a name in there number naming convention stuff otherwise you have lots of weird names for collisions good same trick again here I want to array this thing a lot of times boom boom boom boom and then how to make a cylinder you can use a simple deform modifier I love and hate it sometimes it works sometimes it doesn't so please so you can just say I want to bend it by 90 by by cylinder 360 degrees so if you're bend it by 90 degrees it's horrible uh this guy here cool 90 degrees that's not a cylinder a 360 degrees still not a cylinder so and then you can't there's no way of changing the axis directly in here so we have to add another empty to tell empty to rotate a different way so array and of course with the length of the way you didn't change the radius of the curve so in this case I just add another mirror and no empty and I call it a simple deform sd01 and parent it then to this dude so I can move this guy together with empty and don't get problems that I don't know about cool SD bonk here so by having this guy now can I get you ESD yeah bonk I cannot change the axis of the simple deform modifier right can do fancy stuff with like 40 we just do 90 degrees and we just want to panel do it on the outside so now this way I can get like cylinders and again change very quickly then how the cylinder looks like is it a smooth looking cylinder or is it like a I don't know noisy one and here you can change the radius if you don't if you like work very dirty like me you just have to fix it in a very dirty way you just let them sub D don't don't crash there's no to save I don't need to say yeah I probably killed it dammit I saw that many polygons yet should be fine famous last words should be fine hey what why was it so slow anyways I'm not touching it usually you put then the subdivision so that's very top so it you don't have like this weird artifacts you just do it on simple not on this cut more clock and simple and just get rid of the artifacts that way it doesn't solve the I wanted to try to get the address a bit nicer but I'm not touching it again for this talk I'm sweating like my fingers also wait a minute good 38 minutes okay we should get going I duplicate this guy huge cylinder change the axis to be here and now I can make it long cylinder and of course go back to my mirror modifier and just change what the cylinder is about like noisy as that looks weird interesting make oh even after the transparent now I can look through it that's cool that's cool I dig it so maybe yeah I can do it so this guy then goes to a collection it's a collection already cylinder one and then I go to my scene and can probably just add actually now I go to the another another block scene and put in here the collection for the cylinder one so I can have now some cylinder shapes in here to break up like the very simple blocks get some secondary details on there and I don't know maybe here and I probably just have to agree with it nope it's the cylinder go here make it longer array here yeah good cool probably fine nine bit more good that's now should be good enough and then I just do stuff with it like maybe two here one here and then maybe it's also cool to just rotate in one hundred degrees again and I don't know have them somewhere maybe I don't know get some depth into the shape uh fill fill your trenches a bit and if I gonna go back hide this hey good oh should go here so my scene I should have now where did I hide it was it here in which collection don't naming equations you should stick to them this is my scene should go away and this is my now this is the cylinder one collection okay good fix it put the source cylinder into the wrong collection cool uh oh I duplicated everything and didn't mirror it okay over here good enough and then maybe just put one here in the middle cool so now I've cylinder this it's like beautiful artwork right now um and I want something more like spheres so how do you see into spheres whereas my cylinder one I just take this duplicated and duplicated the hierarchy because then I don't have let's have less setup work duplicated collection good and then by just renaming it to sphere it becomes mandatory not a sphere so what we do is we just hide first of all the sympathy form on the top and we just disable it so this one just does a 360 degree taper and make it a bit wider so I get more radius and less high where's the other one a very less maybe like five good so by having a wide base 20 good so as you can see it just like I have a flat panel which I bend by 360 degree to get like a cylinder so when we bend instead of a plane I another 90 degree bend surface and bend this by 360 degree we get a sphere like half a sphere and then we remember what or what other side so what I'm now having to do is to just add another sympathy form in front of this and hopefully not break it horribly but have it by 90 degrees so 90 degrees and then enable it so I have it bent like this but in this direction so if I now have this and bend it by 360 degree we should be fine yeah almost there should we add cups yeah okay I can add cups just to show I think the no no no so by changing the doesn't get perfect but by changing the the amount of the arrays you can then change the shape to be a cup or like a sphere and then you can put a mirror modifier on there again at the very end as mirror hey mirrors here so just take the one mirror object we have bisect everything and then just hope there's somewhere something for a sphere so this is how I get spheres and then play spheres in the scene and you just have to able you don't get it perfect but it's good enough for the river workflow to just get something round in there so someone asked for a cup this cup array array this one was long all right it's like it's nice I just take it whatever so it's now candy candy or one awesome space candy space candy oh awesome so go back to my another question if I just add it to the scene collection independent of my blocks or if I put it to the blocks and whatever another another block maybe I try to see what happens here so go in here put my click on this one this time so it's actually to this space candy how because my space candy good why not right so I could just space candy here let me be in the middle here like this 90 degrees and space candy is here and then just duplicate space candy base candy good and maybe we can do space candy down here as well just hide some more plain surfaces maybe like that cool what I usually try to avoid is to scale these guys so otherwise you just lose the reference of scale for like one of the penises and different different size cool um yeah space candy if you now go back to probably should add something come on mosque over here 44 minutes okay getting there good if I now hide it and go to my scene I should have like something very high poorly something I probably should add some brown spheres in the middle later for design it's always like just vertical lines not nice to look at I usually try to break up it with larger spheres now like I probably I should have made the design a bit different and get a big shape in the middle like a round shape and then just instead of copy pasting or and just mirror I mean you can just do like duplicate the collection and rotate around the curves or 3d curves to get like an array radial array can also use the geometry not for this but at the for demonstration reason it's a bit simpler for me to just stick to 90 degrees what you could do just round stuff so um I guess I should just quickly render this dude or make something uh poor guy camera okay good so space oh I don't have the no uh it was a court uh fly camera is it right fly navigation can I add a shortcut should that awesome good nope that's weird it's it's it's like different to the one I have met but it again walk camera okay so so I should uh fly camera first of all unnet this remove the shortcut and then walk navigation you say oh can I be here today learned thank you so camera thank you so render it right now probably very boring yes very boring so first of all I just use notes and use a Nikita sky texture um that should be usually good enough uh and I go back to my greek a bit collection actually I can just keep it on and then don't die good same same same grave of it and now I just have to add a material to my cube is it is it cpu or gpu oh that's why so does it work oh edit preferences uh a system CUDA optics yes please oh good graphics card good processor nice like it uh can I close here much better cool good pc I like it uh good I wanted to add a material so usually for I have something I usually have material with like an ambient occlusion and whatever in there like a predefined shader already right now for just this test it should probably just good enough to just use a principled BSTF make it rather dark because of the very bright sky and then make a metallic because space is metallic for some reasons and make it then a bit play around with roughness until you find something which looks decent I should probably denoise it right oh I did a mistake this space what is it the space candy doesn't have the same object it's not linked that's bad uh denoise what's that here denoise denoise denoise denoise yeah denoise hey thank you good so we can see stuff space candy where's my space candy here that was bad so space candy space candy should get this material but also the same object again cube why didn't I I should rename my my meshes space currently and the other one is cube cube cube um block so I cannot make this base candy actually use a block mesh so it's all linked again that I just used shifty and stuff all team which is not good so back to my camera goodbye Grieberwitz go to the scene camera goodbye so now I have my awesome material assigned to it and the block should also get it uh another block the main block is it this one oh yeah that's this one awesome cool so now you don't see this but uh the volume should also have the same material of course um what's looking usually good is that I just add a volume to hide my ugly modeling so just make a big so you don't see stuff uh apply the scale otherwise everything breaks new materials uh fog uh we don't like the surface bye bye and I go to a volume and add a volume principal surface a volume and then we should have something it's too dense interest I don't know you have to go in and out of the camera someone had the same issue already like was doing I don't know why I'm doing that but yeah good uh change the density until you see stuff cool hide this and now I would take the sunlight until I think there's something nice happening like I'm like this get some nice silhouette in there innovation like that and now I can go back to my volume volume good uh volume me uh and change the density to be a bit higher maybe like this cool uh what's help I have for for me is as usually just at the end any photography very high so what it like scatters towards the sunlight it gets like better gradient you get better rays so just play around with any sort of really cool thing too much cool um sometimes what's helpful because I've known the sun very low um I should probably I just show it what I'm sometimes doing for getting like this artistic look of the of the scenes is that I put in the volume like ridiculous numbers like something that doesn't make any sense so emission color or the absorption color I put like something very high in here and then a full color but not a full color like just a saturation of like 0.99 or something and then you can play around with the hue and just get like a very nice crazy scenes I just ignore to the like red because like more like a sunset and density maybe a bit more no that was the same number oh yeah that looks good so my also like a bit of some high contrast meme high contrast cool there's my camera camera camera and then you just look around for for nice shots tonight you just search for uh a nice composition and explore your scene what you rewrote and uh yeah I think that's I think that's what I'm doing for my for my artworks I don't know here can I take those and that one just now I think it's only like very flat and doesn't have depth to it I can now get go back to the I've like nine minutes oh actually down to 51 minutes I'm bad I should go uh stop rendering what I can now quickly do is go back to my blocks I created and just slap in some some shapes so this is my source block so if I need some dimensional noise in there like antennas or something sticking out of the block I could create an agreeable bit and just scatter around here and get just some dimensional noise in there good like that and because it's all not yet in the in the collection good it should appear in the scene as well so I get like more uh depth into it and get overlap and more lens fluorescent rays so yeah uh that's how to copy and paste and blender