Let's Make an O'NEILL CYLINDER in 10 MINUTES in Blender 2.81 - ep. 7

Let's Make an O'NEILL CYLINDER in 10 MINUTES in Blender 2.81 - ep. 7

SUBTITLE'S INFO:

Language: English

Type: Robot

Number of phrases: 373

Number of words: 2759

Number of symbols: 11617

DOWNLOAD SUBTITLES:

DOWNLOAD AUDIO AND VIDEO:

SUBTITLES:

Subtitles generated by robot
00:00
welcome back to yet another Thursday it's ten minute blend build and I'm gonna make it a low polygon object in ten minutes yet again I give myself about ten minutes or exactly ten minutes to model something and it's a different theme or a different topic every week this time around I'm gonna do something called an O'Neill cylinder I never knew what that was until recently I had a comment from someone named let's see sorry if I say your name wrong mirakian am i nervous yeah Marsha Marsha and mirrors I've got no
00:31
idea Mary say have one two three anyway suggested that I should make an O'Neill cylinder in ten minutes with the city walls and everything like that so that's gonna be a real challenge first of all as I said I didn't even know what it was so I had to google it and it looks like an awesome thing it's one of those tourney cylinders that you have in space and it'll keep gravity by rotating around its own axis so everything basically is it's gonna be towards the floor just like last week I've already just imported a texture and
01:06
created a basic material and just watch any of the previous episodes of this series or especially the early ones and you can see me do that if you want to see how it's done I use just a really simple bitmap with some colors to drag and drop the UV Islands so I colorized the meshes rather than UV unwrapping it let's make an O'Neill cylinder Ready Steady Go alright shift I make a circle mesh let's bump up the definition 228 segments are
01:36
to rotate x axis 90 degrees s to scale it's 10 tab into edit mode select the edge e to extrude y axis and 100 control R to loop cuts and then 200 loop cuts for some detail right click to exit that I wanna make a duplicate out of this tube so I'll just shift either on and now let's make some mountains on this one so I'll go into the modifier or add a displacement modifier and add a
02:08
material let's do a cloud material and change the size to 1 so there's our basically I just do a color run pair as well to get some water water water so let's do this to get some shallows there I should do it and then let's get some shallow let's control and click here as well and drag this to get some black rounds and we'll just have some mountain peaks sticking up so there we go some
02:39
mountains ok that's done go back to the modifier and let's apply this one tab into edit mode ctrl T to triangle ctrl T to try and then let's go to tab out of edit mode and let's to decimate to get a little bit more low Poly's back and some not so uniformed maybe like that should do let's apply that one so we've got our mountains there and now let's text you this one them so tab edit
03:10
mode lets go into shading grab this texture material UV editing let's reset these you v's we set a to select everything scale zero to make it green as the grass and then let's enable this one again now tab scale this one and shift y to not scale it on the axis and let's get the water back here maybe like that and we need to color this one as
03:41
well so shading material UV editing reset these movies [Music] we set a scale 0 grab it let's get some water there we go and then now let's do some mountains so 1 on the keypad sees transparency here select this object and then see-through if I didn't have that yep double-click a and then one foot well
04:16
that vertex ones hold the ctrl key and right-click and select all these mountaintops here ctrl + twice a to grab these G and C to make them great and then ctrl - on the keypad a few times to get the tips G and let's get them to white so there's our snow-capped mountains ok now we need to put some buildings in how's the time 6 minutes 44 I've got the basics done
04:46
already so I'll do this one press here tab to get into edit mode 3 on the keypad no 1 on the keypad Leon there top there to get interface selected and then I'm gonna switch this one to select circle I'm gonna put some buildings here so let's just hold the shift key and drag some segments where I'm gonna put some city blocks here so this is the neat thing about the o'neill cylinder it'll have some stuff upside down as well because it'll spin so the gravity will take care of that hopefully
05:18
not falling down so maybe like this should do okay so I'll press shift D to duplicate that escape and then P to separate it by selection so that created a new object here now I need to create a template for the building so I'll do let's see shift a let's create a mesh cube tab scale zebb axis scale x axis and then shape space and g to move it a little bit and then let's get this ship space again and
05:50
move it out of sight let's do scale it on the z-axis again like a city block I won't have time to go into much more detail than that so that's our template there let's go to this one again so this is gonna add a new modifier here and it's gonna be a particle system and let's go to this tab here and I change it to the hair modifier and then on render here it will select this instead of a path we'll do an object and I'll pick this cube here
06:23
and let's scale them up so that's gonna be doubling us our city box and I see that there we need to offset this one so that's a primitive city blocks here let's colorize this one extra so tab 8th to select everything shading let's pick the same material as the other stuff you'll be editing a scale 0 grab it let's make
06:56
them a bit darker just token okay so four and a half minutes to go let's add some clouds here as well as a tab new objects shift shift a add mesh and a UV or ecosphere I'll do we need to grab the material for that one as well so that's it you'll be editing a to select everything a here on the left scale down to 0 G to move this one into white I start making some let's see and transparent mode here so they're
07:27
seven on the keypad to see the tops let's just do some scaling serious so I press shift D to duplicate this one a few times scale it if you watch the last one as well I used some proportional editing so I'll do the same here I'll switch on the proportional editing and then one to get into vertex mode G to move and then use the scroll wheel Hale to move this a little bit then we can get some irregular shapes here I can
07:59
also use here to rotate these in a bit okay so I've got three minutes to go okay so I'll just have to duplicate this cloud a little bit this time l2 link select a few of these as well l2 link select that one rotates okay so let's double click a to get everything shift the let's make it different look I got proportional editing on last way I have to deselect all let's just make a few different
08:35
clouds here we enable proportional or up to two minutes 50 to go we can make some variations on the clouds here at least [Music] it's not this one okay those two clouds will have to double for everything yes so while going to see through up here as well to move these in to the tunnel and duplicate them I'll see you select that load top there
09:26
actually you know I'll hide these for now make it a bit easier to edit okay I'll be just rendering this from one side so we should be alright if it looks a bit similar so I've got one 45 to go okay I think they should do some clouds in there okay all page to unhide everything tab let's see this again we've got our
10:05
buildings and everything that's all let's put some lights in here shift a light so the modeling is pretty much done now so I'm not gonna I'll consider myself done actually for now so I'll just control that shift a it's about a light in it point lights let's do that
10:35
maybe 5,000 watts some shadows custom distance let's ramp that up to max so I've got 45 seconds to go but I think I'm pretty much done anyway so shift D let's duplicate this one to a few slides here able to see him so 23 seconds to go shift ad let's add a camera here as well control bulbs nom part then we can go into the shading taboo or rendering the
11:25
inclusion rent that's it ten minutes up dismiss okay so that's it I'm finished with this let's see if I can let's bring this up again a texture let's do some cavity I think Shh shadows not gonna be so good in here because it's covered by the tube itself so let's disable the shadow for this one we'll keep the
11:57
cavity to both here it's wrong so that was quite fun to make actually I really enjoyed that so thanks for suggesting to make an o'neill cylinder how many times have I said that no I'll say it one more time only all cylinder that was a lot of fun like I said some of the things I haven't really done in in my previous video so a bit new this time maybe it's the displacement modifier and also the decimate modifier those are really good I like the displacement because you can do like in this one a cloud texture and just like basically warp it and with a
12:29
color ramp it makes it especially powerful because you can have it to have different elevations and things like that and so the other thing as well as the decimate modifier which is really good because when you have a really uniformed triangulated mesh it's quite nice to do the decimate modifier and bring that down and get that low poly look back and then also with the particle system that's what I used to to basically use a hair render and just create some city blocks so it would have been nice maybe to create some actual house looking models instead but at the
12:59
time wouldn't really allow for that so maybe I could have done one or two but if I did two different variations I think it still looked like I tried to just I think maybe just a primitive model would be is better for this one just to simulate but there are buildings there and I'm with some mountains and clouds and things like that I'm really happy with the way this one turned out so again thanks a lot for suggesting it and just to finish this video off I think I'll what I'll do is I slept a few point lights in here so I thought for the first time in my videos here I haven't really done much rendering in
13:29
blender at all I've only used it for modelling when I do unity games and things but for this one and feel free to comment in the comments below if you have any suggestions on how to to configure the eve render for example to get these type of objects to look nice please separate in the comments and I'll happily be able to investigate that a little bit further because I'm totally a noob when it comes to rendering in blender but what I'll do now is like I said I put a few light sources in here so let's go into the rendering tab and finish this video off here because maybe
14:01
if I am enabled the ambient inclusion and the bloom and then let's see what else should we in I want to go into this tub down here somewhere and change the background to black who's wearing space after all so and then if we do f12 to do a render here okay so it's a bits may be too bright still and things like that when I should move the camera back maybe I think I'll change the camera let's see
14:30
if I grab the camera here here's the camera I'll probably want to do the 50 mil I'll bring it down to a bit wider just right on f12 that's better and then I can load it bit closer so I'll change this one from global to local I can just move it it's it in its step boxes axis f12 to render let's move it even further closer here after 12 again so although that clothes
15:01
are still f12 there we go and then the lights are too bright so let's bring those down I'll go into I'll select the lights here actually point lights they're like the light bulbs bring them down to maybe a thousand only have 12 that's a bit better as well actually I'd you know I think I'll bring it past this mountain in the camera so let's grab that camera here again shift space and G move it into there maybe
15:36
maybe that's better and then see what else should I do maybe move it a bit to the side bar to rotate this one the y-axis f12 and let's move these lights in it so they're not in the exact same location grab a few points here so that one's bring it up there this one here maybe how do you do it with a son in an O'Neill cylinder by the
16:15
way how would you achieve a decent-looking light in you mmm I love to look up on that because I've got no idea I want to visit one of these though I think I might struggle with that timewise but I think if they're still too bright so we have to bring them down even further so let's select these lights again hey I go to the light bulb here and bring them notes 500 maybe f12 oh well like you see my my skills when
16:50
it comes to Eve rendering is no good even looks better I think and in here I prefer this view a hundred times so please do suggest some tips on the how to teach me how to render these things so it could look decent expand the description and all you find out download - I'll put this file there in the blend file so feel free to use this one and do some rendering tricks and show me what you can do to make it render properly and blender and go please mention a few of the steps give me some hints on how to do it properly so I can I can render things as well what what would blender be without being
17:21
able to render I have to teach myself that no I don't have to teach myself top you'll have to teach me how to render in blender thanks alright so that's it for this week everyone I hope you enjoyed it give it a thumbs up if you did and don't forget to subscribe and next week all that do another ten minute blend I know there are already a few more suggestions in the comments so I'll have a look at those I will make the gun and I will make the police station those are already been mentioned and I think there's a few other ones there as well so a tank I think and well I'll make sure to check all the comments again so have a great week everyone take care and
17:51
I'll speak to you soon again bye for now [Music]

DOWNLOAD SUBTITLES: