In this lesson video, we are going to add materials to the monkey head model as we discussed in the previous challenge video. After that, we will create a camera and then render it using Eevee rendering engine. Let's start by fixing the surface smoothing of the model because currently the model looks face it due to the flat shading mode. So select the object and then right click and then choose shade smooth here. Now the model is over smoother. For example, these ages should be sharp, and this ages also let's fix this using the auto smooth method.
We can see the model looks a bit better now as we have these ages and these ages sharp, but these areas in the head have too many sharp edges. Let's try increasing the auto smooth threshold value. I think 45 degrees should do it. You can spend more time refining the smoothing group you The H sharpness method. But for now, I consider this good enough for the purpose of our project. Next, let's add some materials, go to the material properties panel and make sure we are in the loop depth mode.
So we can preview the material in the viewport. Notice when an object doesn't have any material yet, vendor will actually use this white material. Let's click the new material button. And first we want to create the material for the main head surface because this material covers the majority of the surface in the model. Now before we renamed the material, notice the UI area is too narrow. So let's resize it a bit so we have more room to work.
Okay, rename this material to monkey head. Change the base color to dark brown color. You can see that currently, the material is too glossy. Well, at least for a monkey head to fix. This just increased by roughness value until all the way to one. This will remove all of the specular from the surface.
Next, let's focus on the ice. For this, let's create a new material slot and then create a new material. Rename the material to ice the white. For the color, I think the current color is already correct. For the roughness, we want the eyes to be glossy. So let's turn down this roughness value to around 0.2.
Now if you need to preview the material, but you don't have the material in the scene or in the viewport yet, we can use the material preview section up here. We can see the specular here, but I think we need more of it. Let's revise the roughness value to about 0.1. And okay, I think it looks better now. We can close the preview section for now because it takes a lot of space in the UI. Now to sign the material to the eyepieces press tab to go to the edit mode and press three to go to the face mode.
Next to select these eyes, we can hover over one of the faces in the eye area, and then press L and press elegant on the left side. Now we have this eyes selected. As you can see, we need to work on the eyes. But these eyeglasses are blocking the view, we can hide all unselected faces by pressing Shift H. In case you forget, you can access this command from the mesh menu up here, then look for the show hide sub menu item. You can see the hide unselected command here, okay. Now because we already have the ice faces selected, we can click the Assign button here.
Now we have the ice with the correct material. Next for the black ice, we need to select the center faces here. You can select the faces manually, or you can do this faster by going to the vertex mode. Select the center vertex, hold shift and then select this vertex. Then you can hold control press the plus symbol in a numbered several times, this will grow the selection. If you want to shrink the selection, you can hold CTRL and then press the minus symbol in the numpad.
After we have the correct faces selected through the use of vertex selection and grow method, we can continue creating the material, create a new slot and a new material. Rename the material to a dot black. Change the base color to black and reduce the roughness to 0.1. Just like the setting we have for the white material, then hit the Assign button here. Okay, next we want to unhide all of the polygons. To do that we can press ALT H. Again, if you forget the shortcut, you can go to the mesh menu, then show hide and then click on this reveal hidden command.
Okay, let's focus on the mouth area. Press three to go to the face mode. Just select all of these faces inside the mouth, make sure none of them left behind. And just the same routine here, create an empty slot, then a new material, rename the material to monkey dot mouth. Change the color to dark red and then set the roughness value to around 0.8. Let's have a look at the material preview.
Yeah, I think this looks okay. Let's click the Assign button. Now we have all of the materials for domain monkey head model. Next, let's add the material for the help create an empty slot. Then new material. Let's name this one metal dot green.
Because this is a metal, we need to max out the metallic value here to one. Change the base color to green. For the roughness I think I want to go with 0.3 this time Let's see this in the preview, it looks very dark. But let's just assign this first to the head faces, we can fix it later. If we need to hover over this area, press L, then hit assign here. I think this material turned out to be nice.
Next, let's add a red metal material for the nose. Now this time, I want to show you a different method of creating material. Instead of clicking the new material button, we can just duplicate this green metal material and then turn it into a red metal material. First, let me make some more room for our material index here, create a new slot, then instead of clicking this new button, let's take the existing method of green material first, then we can duplicate this material by clicking on this button here. Now Currently, we have two different green metal materials. This one and this one.
The new material is independent from this original material. And vice versa. We want to have a red color for this new one. So let's rename this to metal dot red. And then of course, we need to change the base color to red. I think slightly towards pink or purple would be better.
Okay, I think this looks nice. Select the nose faces and then hit the Assign button. Okay. The last material that we want to create is the eyeglasses create a new slot and a new material. Rename it to eyeglasses for the base color, just leave it as is. We don't want to have any roughness.
So make this all the way to zero. And finally, we need to set the transmission value all the way to one. let's preview the material first. I think it looks good. Next, select the faces And then assigned a new material. Okay, now currently the eyeglasses material only reflecting the environment texture, but not the surrounding surfaces.
Just as we discussed before, we need to turn on the screen space reflection and refraction. So open the render a Properties panel, we can see we have a V active here, then turn on the screen space reflections here, and also the reflection option here. Next, go back to the material panel. Make sure we do have the eyeglasses material selected up here. Scroll down until we see the settings section, and then turn on the screen space refraction checkbox here, as you can see, the eyeglasses now reflecting the objects behind it. After we have the materials Next, we need to create a camera and then render the scene to an image.
To create a camera object, simply right click and then choose camera here. new cameras just created the 3d cursor location. Next, let's find a good view angle. So we can align the camera object to the viewport. And to align the camera press Control Alt n zero on the numpad. The camera view is now active, but you can see the parts of the object are out of frame.
To fix this, we can use the low camera to view method so press n then in the view section, turn on this low camera to view mode. With this mode on, we can pan the camera around using the shift middle mouse button or zoom in or out using the scroll wheel. Try to make the object fully in frame Just take your time to find the best angle. After finished we need to deactivate the lock camera to view mode just to be safe, then press n to hide the sidebar. Okay, finally we can move on to the rendering process. For the output size.
We are going to use the default Full HD resolution So we actually don't need to change anything here. The only thing that we need to do now is to prepare the light source. If we go to the rendered view mode, we can see the scene is quite dark. This is because as we discussed earlier, we need actual light sources. When rendering, we can use the X or file that lender used in the loop dev mode for the light source. So go to the world panel, override the color parameter here with an environment texture.
Click the Open button here, open the folder where you installed vendor, open the data fast folder, studio lights, and then world. Okay, now if you want to see the thumbnails of these xR files, you can do so by clicking here and then choose thumbnails. This way we can preview the files visually, just as before, I will use this forest dot exe file, but feel free to use any file that you like. Okay, now our sin is late but Still think this is too dark. We can fix this by adjusting the strength value here. If we increase this value, the scene will be brighter, just find a value that you like.
Next, we want to make the background becomes transparent. Go to the render panel. Let's close this for now. Down here, you can find the film section and inside it, you can turn on this transparent option. Then to render the scene, this press F 12. The image editor will show up with the rendering result.
To save the result, click on the Image menu here, then save as give the image name, monkey underscore render underscore 001. And then make sure we use PNG format with alpha transparency. Basically it is already the default so we don't need to change anything. Click the Save button and we are done.