Spring [Commentary] - Blender 2.8 Low Poly 3D Modeling and Rendering Tutorial

Spring [Commentary] - Blender 2.8 Low Poly 3D Modeling and Rendering Tutorial

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00:00
[Music] hey guys I was really glad that some of you liked my commentary video the last one I did so I decided to do another one and this time I want to do a full modeling session but this is not in any way too scripted or or thought through for that matter so it will be kind of a free creative process and I was browsing Pinterest to get some inspiration and I
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really liked these springy positive emotional themes with the rocks around the pond and some three maybe put some some flowers in there or something like that and again this is not prescriptive so I really don't know what the result will be first of all I really want to get rid of the default scene delete the object and let's lay out the scene a bit
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I like to start with the with the plane which is 8 by 8 in size hold the ctrl to snap it and again let me activate the shortcuts so you can see what I'm doing right maybe we can view this as a wireframe so it doesn't get in way while modeling
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the other other assets so what's to do right now we put display display as wire and I want to disable it in the outline so it doesn't get in the way but I have a rough estimate of how the scene how large the scene actually will be now I want to do rocks which go round and there are multiple ways how to do rocks in blender and I did some in my in my
02:06
time-lapse videos but most of the time I was just sculpting and then decimating to the nice triangular shapes but I want to try something different here more manual control of how the how the rocks actually look like so let's create a cube and scale it a bit maybe like this and let's like the face ah
02:42
first of all let's move the cube to the edge of the scene select one face and we'll just make some some round shape I'm holding ctrl and clicking with the right mouse button okay this will do nice for some basic layout and I can I can reach these to reach edge loops and I'll let's let's
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shape it a little bit so if I look from the side and enable the wireframe you and I can move it up a bit and first of all maybe I want I want to have really take large rocks on the other side and here I wanted to go a little bit lower
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and to have it a really subtle so first of all let's modify let's modify this um depending on how how long this will take I may be fast forward so you don't don't have to watch the whole process but basically I'm just selecting vertices and moving them moving them along and
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also I want to enable the proportional editing here so then with the mouse wheel you can control how much how much of the polygons you you affect around the selected polygon and there is a one method I like when making a rocks and if you go into the vertex mode and select some of the vertices and then control V - to bevel and press B to enable the vertex bevel
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you can now battle only around at one vertex and if you go around go around your your model and do this here and there you can create some really nice random chamfer chain for shapes I think it can give the rocks some
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really nice stylized look without actually doing the discounting or or decimate you can then select the loop around the whole model and drag it down a bit and maybe make a loop cut cannot look cut because we actually broke the topology
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by doing the bottles but there's an easy way to fix that you just select this loop and you extrude it down scale on z20 and with proportionality active you can drag it up a bit so you get the nice loop cut there and why did this it's because I want to select this outer edge and scale it a
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little bit outwards and maybe this edge of scale it the other way and try try to bring a little bit of randomness to the whole to the whole object and do some more battles here and there [Music] okay I think this will be enough and I
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want to make another like wall from rocks here in the middle so there will be actually two pounds and one will be lower and one will be higher up but this time I want to do more separate shapes than this one so let's just add another cube and block it out a little bit real quick [Music] [Music]
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[Music] [Music] okay I think this will be enough and let's add the D water levels so we can see the whole scene so what's at the plane look from the top row to the edit and this okay and let's do another one
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I've been either plane drag it around okay [Music] I think I want the water level to be higher here let's actually see how it will look on the isometric view let's add the isometric camera and I'm using a plugin called ISO Ken I found this plug-in some time before on the blender wiki but it wasn't updated for a long
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time and it didn't work on the blender 2.8 so I have written the update for blender 2.8 in Python and I can give you a link in the description below some people asked for this already in my previous videos so I will provide this plug-in for you so you can use it in a blender 2.8 and it's a really easy plug-in you just you just have this little control and you can create multiple versions of isometric camera
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and depending on the actual format of the isometric view and you have the true ISO cam which is like mathematical isometry and then you have the game isometric cam which is the ratio of two to one maybe you know know this view from games like Age of Empires or something like that and there is a game I saw four to three can which fills the 4:3 ratio in the final projection so
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let's add the game ISO came I really like that view or maybe let's try it through okay for this actual scene I will use the true ISO can because it's more top-down view and I really won't want to I only want the water levels to be visible so let's use this and not modify the resolution on the camera so it's four to three and
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let's move it up a bit maybe okay so this could be our final layout for the scene and I really want to make more of the water visible okay and on this side I will I will need to go much higher up
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maybe all the way here but then there are some issues with that so let's fix them first of all we need to we need to fill the fill the gap here I don't know what the most effective way will be right now but maybe we can just add another rock here and it will look more natural to have actually some some rock just sitting there so let's create a cube
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slide button and go into the I saw it I saw it mode so let's modify this maybe we will be good thing to subdivide this time okay so let's subdivide but the whole object and actually let's try to sculpt this we will just drag around without Interpol
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I just want to modify the yellow poly structure and I want to disable the symmetry okay it's just okay um I like
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this we can try this let's move it in place try some some nice location for this new rock I think this will be good but for it actually to work we need to
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modify modify the plane so let's move that what speed okay I think this looks nice and I think here would be a good place to make some some kind of waterfall or something like that and maybe this side is too huge actually let's enable the plane which
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will make it ground let's put it in the extra mount and what's a divide because we'll need that later maybe four times will be enough extrude dial downwards like this okay and now I can see the whole Iraq and the
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water structure is too large so let's just so like all all these objects scale them down a bit move around the place but still I think this part is still large so let's do something with it sometimes you can get really really wrong topology from building the word
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vertices so you can be careful around that I don't mind right now really because this will be low policing I just want to get it done so that's that okay um let's do some more rocks to fill the scene a little bit so let's at the cube and to isolation out scale it down we can subdivide the doodle-loop cut and
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then maybe extrude just this part maybe just this let's go to the sculpting I think when it comes to rocks there are multiple ways to approach it but in the end it's actually about going and looking at the rocks so go there look for some pictures google some nature images and look for different kind of
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kind of rocks in the nature so you can get a good grip on how the shapes of rocks can actually look like okay this will be enough and let's add another one [Music] okay we now have another two rocks and this will be enough for the whole scene because every time you place a rug you
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can rotate it any way you want and really make make some unique placement and I found out that you justify this first I found that the best way to do that I found out the best way to do that is pressing the R twice so you will enter this trackball rotate mode when you can rotate from side to side and then
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control the axis rotation with the vertical mouse movement so you can really make some quick rotations this way and you don't need to specify the the axis of the rotation all the time so let's move the scene down a bit when you press the R twice you can really find some nice placement
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let's go to the camera mode we want you to be relevant to our final scene [Music] and this is not the so detailed so it can be used for some smaller smaller rocks laying around or for some pebbles or something like that just like this and when you want to duplicate them I always use all three to make a link to
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duplicate that way when I apply materials later [Music] [Music] and this way you can create some interesting crevices and stuff so go out play play around see what you can get out of it I must say I really don't like this this
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big rock that I created I want to modify it a bit it was really doesn't look that good anywhere in the scene well sometimes you just can't get it right on the first time and this perfectly okay as I said this is not prescriptive I
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haven't done this scene before and every time I create a rock it's different but I didn't just want to use some pre-made assets that are using some things because I want to give you to you the whole process I think the smoke brother and I think we can actually actually use that one here as well
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[Music] you okay I think it's time to make these objects a little bit smaller again because it still feels the scene too much for my taste so I'll scale it down being around here maybe not not that much scale but maybe move it a bit too right now I want to modify the terrain
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and there's really simple bite to make the diorama so that the bottom side really has the same geometric shape and I don't modify anything with the proportional I think you just hide the vertices and you modify the top ones but make sure that you don't go into X or Y Direction on this one on the side or
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maybe you can it can look good to make them go inwards a bit but then you'll need some loot cut there I will show you in a minute so let's just make some basic terrain sheep you can just select any vertex you want enable proportional editing GZ and make it really large area of effect or fall
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off you will and play with it it doesn't have to be much just a little bit of a little bit of terrain and let's fix some rocks some of them got hidden and the one last thing on the terrain I like to do translate so if you go into
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the face select and triangulate the faces you'll get some really nice effect when you then and try to move them but not with the smooth fall off but pick the random then just a little bit just a little touch and you can you will see that this vertices move really
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interesting and natural natural ways and the triangles give it a nice little touch too so play around with that right after you go into the Edit or rather right after you exit the edit mode you'll see there is some nice nice terrain around and this is starting to look really nice
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okay and maybe this rock will be pointless there okay I like this so let's let's make a tree and right now I want to create and empty empty vortex if you go
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into the preferences and activate the I don't know where exactly it is now let me show you preferences add-ons and I think it's yeah extra objects so if you activate the extra objects you can now do a single word which is very useful because if you if you just want to begin your mesh with one single vertex now you don't have to create plane and merging vertices or deleting the other vertices
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you just create a single word keep going through isolation mode and you can start extruding so that's very useful go to the side view and that's by holding the ctrl and clicking the right mouse button extrude some tree shape I really want to be a branch there
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looming over then I want a tree to go a little bit this direction too but not that much maybe I want this a little bit bigger okay and now the another interesting trick I really like the skin modifier for making the trees if we got the modifiers and add the skin first of all you will get scared then press a to select all press
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ctrl-a to scale vertex scale all the way down now great it's more like it and we can scale all the way to the width of the trunk in the bottom but I want to add another vertex I want to extrude on the z-axis so it starts flat and right now if you
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go to the wireframe mode you can select all the all the ending vertices and scale them separately I don't know why this effects are it's random sorry okay let's switch back to the smooth ah there you are the follow was really really large so let's make it smaller now control a and
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modify your branches right and let's go about this you can just go and start extruding another branch is here so it's a really fast and cool way to do branches and there is another another cool trick you can create an amateur we
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just modify the thickness of the new branches first now let's create the armature but we don't see because we are in the isolation mode so let's exit that you can see now we have exact exact amateur copying r3 and we just now which is now
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positioned the three however we like that's kind of Awesome so let's move the amateur with three to this position object as well move it somewhere here let's scale it a lot let's go to the camera view I wanted something something like this
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but I want the pose of the tree to be different so let's I'd the amateur go into the post mouth and you can now move it along so we can this whole branch [Music] and the best thing is you still get to modify the thickness of the of the branches if you just go to the world and click some vertex you can use control a
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to modify the thickness of branches so you have a really nice low poly organic shape of the tree with full control which is amazing in my opinion and one more thing we can do to make the tree look better we can add another modifier we can decimate but first before decimation we want to subdivide so let's
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press ctrl 1 now it really starts to look like a tree but we are in the really low poly style right now so we don't want the tree to be this round so that's why we can apply the dismay'd really get it down some wall trying to apologize if you disable the otherwise we over now
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really nice or poly-tree and we have a full control over the thickness and the position of the branches at any time and later you can maybe combine this with with particle particle system to create leaves and flowers and something like that so you can have a really really organic functioning tree what I really want to do right now if you look to the camera I
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want you know right I want the tree to really be much thicker at the bottom what we need right now is to add some grass to the scene some leaves to the tree some flowers and play with the water and give it some materials and stuff so I will do that about the grass we will use a particle system for the grass so let's add another cube enter
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isolation mode and scale it all the way down now bring this up you can move it all the way up here so the pivot point is on the bottom and let's just make some simple simple looking tree sorry simple looking grass so let's let's
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March these four vertices and I think this will be enough for the basic grass let's name this grass and one other thing sorry for my mess in the outline view it is a very good practice to name the objects but sometimes I'm just too lazy to do it okay so we have a grass
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and if you go back you can select the ground go to the edit mode select all the top polygons or vertices and make make contract the selection first so ctrl - let's save this as a vertex group let's call it a glass click assign and forget that go to the particle and
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create an ammeter with the frame style 0 friend 8 and 0 and the source of the emission would be faces but we'll use in the vertex groups grass for the density so we have a grass all over the place and actually we will be modified the vertex group later but let's do it this
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way first now in the render options we want to render it this object and we want to use the grass objects and instance okay and I did a mistake so let me get back to the grass it's much better to do it lying on the ground and around the
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y-axis there is a way how to modify that but every time I mess with the particle systems I find the best way to do it is just do it along the y-axis okay now it's facing completely opposite direction and that may be for a number
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of reasons the one could be that I have flip normals here so let's just unhide select all and shift and to make Norma's consistent oh yeah that was it so the normals were messed up and the grass was growing in the wrong direction so right now we can modify this and I don't want the grass to grow this
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organically anyway this is a low poly scene so I just want a very simple grass first I want to modify it so it's much thicker on the bottom maybe just like this so that's the first step to make it look better and the second thing is I want the rotation to along object y axis
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or other object Z okay that's much better and I want a face random face so the rotation is different every time and you can play with the rotation to later if you don't like the uniformity of the grass but right now I want to do it like this but I want the scale to be different so in the render section let's
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just randomize the scale maybe all the way up okay and what I want to do next is really make it accounts for the grass so it's much more grass in the scene and right now the one last thing to do is to
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paint or paint the grass and I will modify the vertex group I create it so if we go here first of all we can hide this again and second of all we can remove these vertices from the section so you can see there is no grass here and if you go into the white paint and
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you have the grass selected you can now paint the grass all over the place that's so satisfying [Music] right now let's do some branches for the tree and we'll do this completely manually no particles or our stuff so go to the single word add single word let's go to the isolation mode from the top
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just extrude something that would be that could be called a branch [Music] [Music] move it all the way up so the origin point is here you can leave scale it down origin and again with the all the T
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we just want to place them manually because last time when I was trying to do this with the particle system you can always get the perfect rotation control you would want and then again this is a low poly design so you wouldn't benefit in any way from the particle effects because that's only useful when you need to do like 10,000 weaves on a tree or
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something like that and we just need to do some of them so I think the better version right now is just to move them along let's do that manually [Music] one last thing we can do we can make a collection from this so let's press em
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wait I need to go out from work leave you press end new collection of any branch okay we now have a branch collection and I can hide it from the view and the render view anytime I want that I can just make a new branch collection instance we can now scale this and again
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we'll be positioning this manually around three but I don't know why the collection actually has the origin in the middle when the branch had the origin at the end ah okay I maybe know like this collection oh yeah because it's in the middle of the scene
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so if you drag this out here okay now the origin is correct and what's do it that way we can select the vertex shift snap shift as cursor to select it then when you select the branch you can snap selection cursor and now if you press Double R you can
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position it however you want so that's all 2d now it's time to create some last details some flowers or something like that let's add another plain but make sure you're in the main collection because if you had the branch collection active you will be at it there so be careful about that we can begin with the plain going to the isolation mode I call it the isolation mode but I think in blender it's called
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local view or something like that but never mind let's modify the plane I'm thinking of what would be the most effective way to create a flower or something like that but we can maybe move this scale it at some good cuts [Music] okay and since we have a cursor in the middle we can just select all and slide the
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spin tool we can just drag this around make the flower like that don't forget to click duplicate checkbox because it would be all messed up if you didn't do 360 and five or four I don't know I think I want to make five and right now we can
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just give it some some shape this so I did want to placate we can delete that I think this will be enough for a flower or some nice low poly flower let's exit local view I want to place them again without the particle system so let's use some snapping I create a snap and maybe
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select the vertex let's see how that works I think that will be okay let's just do the link duplicate again with the snap enabled so they're actually positioned somewhere on the tree we can rotate them I want some of them on the on the water so duplicate it again and this time snap
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to the face and you see it snapping but the rotation is all wrong but if you check the rotation and projecting elements here in the snap options and you start to drag it around you'll see when it snaps it actually rotates to the orientation of the of the face so that's very useful and I want to do some size
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variation also and let's do some more on the water surface I want to rotate them and if you sometimes look on the leaves or flowers on the water there are kind of
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clustering in the crevices so I want to do that here first of all let's set up some rendering and lighting I want to add plane that will work as a backdrop for the whole scene snapping the diorama to be placed
01:00:48
on that and one more thing as I said let's look from the side view I want the water to have some volume okay now about the lighting I really like to work with area lights it's not realistic but then again this illustration are not
01:01:38
realistic render so I think that area lights would be a better choice from from an artistic perspective here so let's add some of those I like to start with one for another white drag it out and rotate let's switch the pivot point
01:02:08
to 3d cursor and rotate along x-axis so let's increase the size out a bit and let's look at the scene we can enable edy for this it's very useful for setting up I think and we can do just some sound settings we'll need to add some light probes for
01:02:45
so affectionate cubemap radiance when I did the video on this topic before with the flying car animation so if you didn't watch it and you want to know more about the EB setup go check it out now let's change the shading missing lights and see world if you can say otherwise you can see what's what the
01:03:40
lighting looks like basically so that's like this real light and rotated to beat I think this would look nice when the shadow of three is actually going over the water I think it will make really cool effect so let's start with that and we can maybe at another life which
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will we can just duplicate this one this would be for making reflection on the water so we we can go into the much more steeper angle but would need to be more subtle so to decrease the strength of the
01:04:53
lighting again this is nothing to do with the realism outside you just have one source of lighting and if you want realism obvious choice would be to use HDR's like here so you can enable some nice HDR's to preview what that would look like
01:05:23
actually on these low poly sings I like to have full control full creative control over the over the shadows over the colors of the light and stuff and I really don't mind going all over the place with the lighting so sometimes I use maybe more than two or three lights depends on the scene and what I'm trying
01:05:57
to achieve so stet and I also like to play with the color of the lighting so if we make our primary right a little bit yellow so as the some and maybe the other one a little bit more it can be very good storytelling tool so for example if I
01:06:29
maybe wanted to show in the scene that the I don't know cups coming from the side we could just do something like this you know there is a red and blue light from one side and if you don't mix them up too much it can tell some story
01:07:33
well I think I want to add some some structure to the water so we would need to subdivide this but first we manually slice these two smaller chunks than the subdivision doesn't look so good let's write its some more here as well I
01:08:07
made a little mistake here because I did subdivide before x2 did so so we have a very complex topology here yep I'll just fix that okay sign okay let's exit the local view and we want to ripple the surface and it's best done with the with the displace modifier don't get scared
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I will need a new texture it's called surface and go to the texture settings and select may be clouds yay and right now we just need to modify how much how much of the displacement is going on so go back to the modifier and change the strength and back in the
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texture you can modify the size just just to make some some slight little ripples you know nothing too dramatic because we want this water to be calm and refreshing okay let's look at it here okay this is starting to look nice we select the one two three let's give
01:10:42
it some material two three let's now switch to these cycles GPU okay and I want to see the render preview and let's play with the lighting we want much much stronger light and if you go from evey two cycles these two lights these lights are compatible in both of
01:12:01
these engines but if you create a light in the evey first there's a strength of the lighting in what's actually so when you switch back to the cycles you need to check the use notes and change the strength to something more of your needs one last thing you can always play with the world riding and that's good way how
01:13:05
how you can achieve some some effects if you are in the render preview and you start to play with the color of the background the most important thing is the ambience ambient light in the scene the one which feels the shadows and the crevices and stuff changes with the color and if you have a bright lighting in the scene it doesn't change the whole
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scene much but that little ambience the little ambience in the shadows and in the crevices can really make the difference so you can play with these settings too and the brightness if you go all the way up on the environment you will see the lights flatten and they don't stand out so the more darker and the world is mmm the more the more
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plastic the lighting becomes on the objects from the area lights [Music] [Music] [Music] so let's see right now you can just run up the samples and I with noise Inc and say render that's it guys so I hope you like
01:15:54
this modeling video if you new to the channel don't forget to check out my content and if you like it hit that subscribe button and I hope I'll see you on my next videos [Music]

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