In 1980, Stanley Kubrick released The Shining in theaters, a horror film based on Stephen King's novel of the same name. Today, you'll learn how to recreate the iconic elevator scene using Blender, the free and open-source 3D program. With Blender, you'll learn how to model and texture the scene, including adding a fluid system and a dynamic paint system to make the scene come alive. In the end, we'll use Blender's Video Sequence Editor to color correct the render, add slow motion and render to a final video.
In this video, I introduce you to myself and the course. You'll learn what we're going to do throughout the videos and what you can expect.
In this video, I show how I set up Blender to make things easier for myself. We'll dive into the User Preferences and change just a few things. If you like how Blender is set up by default, or if you have your own preferences that you already use, then you won't even have to watch this. However, I do enable the Pie Menu add-on, so if you don't know what that is, go ahead and watch! :)
We're going to start the project by modeling the scene. Be sure to download the resources.zip file so that you can have everything you need to get started.
Let's learn how to set up a camera and match it to our image. Doing this will help us get the right camera angle for the shot.
In this video, we use loop cuts to make our elevator area, including extruding and separating polygons and turning them into new meshes of their own.
Learn how to use Blender's extrude along path feature to create moulding for the walls. It's really simple and doesn't take much time at all!
Learn how to create picture frames and a pot in Blender by doing some simple extruding.
In this video, we use a combination of shapes to create an elevator floor sign and use the Text tool to create the floor numbers!
First, we model the elevator buttons using a cube and a cylinder. After that, we use a subdivided cube to create a rug and add a tad bit of sculpting to give it some shape.
By doing some simple polygon extrusions, we create the table in less than 5 minutes. We'll duplicate it easily to save time and have three in the scene.
Learn how to use the mirror modifier and some extrusions to create a radiator.
Using simple cube shapes, we create the chair from the elevator scene. We'll sculpt some detail into the chair and separate a few edges to create seams.
Going back and doing some scene cleanup and making a few adjustments will make our scene more polished before we move on to the texturing section.
In this video, we discover Textures.com, a place to download the textures we'll use for this course. It's free to sign up and download the textures. I can't supply the textures as I don't own them. Make sure to find the links to the exact texture pages in the Resources.zip file in the first Modeling section.
Let's take a look at a few render settings to make sure that we have decent settings when previewing our textures in the viewport using the Cycles render engine.
Learn how to add an HDRI map in Blender while also adding a few point lights to illuminate our scene.
In this video, we add the floor texture, including using the same texture as a bump map.
We use the wood texture from the link in the Resources folder to texture our moulding, and then we darken it using nodes in the Node Editor.
Learn how to add a simple anisotropic metal shader to the elevator floor sign!
Easily learn how to add a wood texture to the table and also how to rotate the UVs to make the wood pattern face any direction.
Let's texture the rug using the same methods we've learned so far.
We'll create a shader for the door that creates both color and reflection. We'll also use a noise map to make the doors have some dents.
In this video, we add a texture to the pot.
Learn how to fake glass for the pictures and how to add images while creating a gold-like material for the frames.
We'll use a similar texture for the radiator as we used for the pot to give it a used look.
In this video, we learn how to unwrap the UVs on the chair and add a texture.
We continue to texture parts of the chair and then separate edges to create seams by converting them to curves and giving them some depth.
In this video, we finish texturing the chair. We'll also use the sculpting tools to make it look used. We then use the Node Editor to change the color of the original texture.
In this video, we prep the back wall for texturing.
Using a single vertex, we draw the shapes that we'll use to create the pattern on the back wall.
We finish drawing the overall shapes, then add a boolean modifier to cut the shape into the back wall.
We finalize the back wall by adding the same texture that we used on the moulding.
Let's take this time to make adjustments to our textures, tweak values and get everything exactly how we want it.
In this video, we learn how to use the fluid system in Blender and how it works.
We'll learn how to set up a domain and an inflow object to get our fluid started.
To keep the fluid from flowing outside of the room, we'll need to convert the walls into obstacles.
Let's continue selecting objects and converting them to objects. Doing this will help the fluid interact with everything in our scene.
Learn how to tweak the fluid settings to get better results, such as including particles and improving the fluid's appearance.
Some 3D packages have what's known as a Playblast. In Blender, I show you how to create a simple preview animation using the Opengl options in the viewport.
Sometimes you need more than one inflow object to achieve better results. Let's add an extra one in this scene!
In the movie, the chair and tables on the right move when the fluid starts to fill the room. Let's learn how to animate objects in Blender.
In this video, I show the results of the fluid settings that I used to create the final animation.
Using the Node Editor, we learn how to make a blood material. We also add a material to the back of the elevator to make sure that no white shows through the crack in the door.
Learn the very basics of Dynamic Paint using Blender in this quick introduction. We'll learn how objects require a brush and a canvas and how they interact with each other.
We'll turn the floor into a canvas and make the fluid a brush in order to create the floor paint. We will also learn how to bake and save the images of the final paint.
Using the images from the bake, we'll bring them into the Node Editor and combine them with our floor material to create the look that blood has streaked across the floor as the fluid touches it.
Let's bake the dynamic paint to images and bring them into the Node Editor. We'll combine the dynamic paint with the pot material to make it look as though the fluid has left behind blood on the surface.
We learn a lesson in unwrapping and laying out our UVs properly for animation in this video.
Let's add a Dynamic Paint system to the chair and make it look as though blood has splashed on it.
Learn how to use the Cycles render engine and the settings needed to produce a very nice still image of our final scene.
Learn how to use the Compositor to add vector blur to the fluid. We'll also see the difference between vector blur and motion blur.
With our settings the way we want them, we'll learn how to set up our scene for an animation, including where to store the images.
Learn how to use Blender's Video Sequence Editor to render our animated images to a video file. We'll also learn how to color correct our scene and add other nice effects.
Let's take a final look at what we managed to create together in this conclusion video!
My name is Kris Lee, and I've been in the 3D industry since 2005 when I began teaching myself online. I followed up self-learning by enrolling in Animation Mentor in 2006, which I graduated in 2008. I've worked as a freelancer since 2005, working for various architectural firms in N.Y.C. and L.A, including working as a character animator and video editor for an indie film in 2009. I've also worked on various local commercials and miscellaneous projects for clients across the country.
I want to help others who have a passion for 3D like me and give them a jump-start in the industry. I love horror most of all and enjoy taking what I see in horror films and recreating them in Blender.
Together, we can create some awesome, and horrific, stuff to share with the world!