10 Minute Tutorial - Abstract Sci-Fi Animation in Blender 3D

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all right we're back with another installment of the 10 minute tutorial Series where I show you you can make really cool things in blender in under 10 minutes maybe a little bit over maybe a little honor we'll see but today we're going to be creating this render right here it can also be animated which I'll show you how to do that here um it's really cool and we're really focusing on color and style rather than just tools and how to model and how to do it so it's a very all-encompassing tutorial where I show you some really just some kind of tips and tricks to make your your render pop even though we're having white background white model how do we make those look cool together not blend together so we're going to get into that right after this quick shout out welcome to real-time materials a collection of customizable procedural materials compatible with Eevee and Cycles with over six years of experience I have created an add-on currently containing 240 materials across 14 surface categories this add-on will speed up your workflow allowing you to stay creative while maximizing your artistic output you might be thinking what about image textures image textures are easy to set up but don't give you any control real-time materials are loaded with custom properties giving you the freedom to change roughness color in all kinds of patterns you can change the shape of wood the direction of cloth weave and the size of scratches among many other parameters even if you already know how to make procedural materials imagine the time you will save if you could apply those materials in one easy click alright so make sure you're in the latest version of blender just to make sure that all the nodes that I have you have so first thing we're going to do is hit the tilde key and go to the front and that's going to keep everything as stable and same as possible if that makes any sense so what we're going to use is metabol so what I'm going to do is I'm hit shift a and go over here to metabol and then click ball and then right over here I'm going to bring my viewport resolution all the way to the left and that's going to make it perfectly fully subdivided now I would I would suggest mapping out your composition but I'm just going to go ahead and copy the one that I made originally so we had one big one here and then I'm gonna hit shift d make a smaller one that connects and then Shifty again and then go down a little bit and then go up like that and then we're going to go down and make a really big one right here and then we're going to go here and make a smaller one make sure it does connect and then I'm going to go ahead and select this circle here I will make them a little smaller and then bring him down by hitting shift d I can't remember if I said that I'm hitting shift d every time I make a new one make bring that there let me hit shift d bring him here and have him connect with these two so we have a little hole right there and then one more right here so we have a bigger hole right there and that is our metabol placements what I'm gonna do is I'm just going to highlight all of them hit M new collection and call it m ball then what we're going to do is I'm gonna go over here and click on x-ray mode so now we're going to go ahead and place our icosphere so go to shift a mesh icosphere right over here I'm just going to bring the subdivision and shade smooth and I'm going to hit s and bring it up now what's cool about using the tilde key here is everything's going to be perfectly uh placed so I'm gonna go back to the tilde keyed I'm going to hit alt D to make a new one then I'm going to scale it and then hit G to just kind of move it around but notice it's stable it stays within that and that's why we did the tilde key to keep everything centralized so we don't have to do a bunch of micro positions and make sure it fits and all that now I'm going to hit alt D again and ALT D instead of shift d because we're making instances so when I apply one material to this guy it's going to apply to all of my instances at the same time so I don't have to go ahead and apply it to a bunch and do some uh like some speed hacks or whatever so go ahead and place all of these where you want them to be hitting G and ALT D all right now all of my spheres are placed so I'm going to click out of ghost mode I'm going to click on this right click convert to mesh oops I know a lot of people hate that but we have to convert it so that we can cut into it in Geometry nodes so let's go ahead and do that now so let's go over here to Geometry nodes and then I'm going to kill this window here oops I made a new one there we go and then what I'm actually going to do is I'm going to highlight everything hit the tilde key again and then just hit G and move it to the center we like things to be centralized all right now let's click back on this in the geometry nodes editor click new we're going to get a separate geometry node we're going to switch it over here to face we're going to get in a color ramp by hitting shift a search color ramp and we're going to go ahead and get in a noise texture bring your roughness down and your detail down and bring your scale to like one and then put that factor right there now nothing's going to happen until you bring this in and that is going to start deleting your faces now let's go ahead and take this a step further we need to make sure that we are in the modifier section go ahead and get in a solidify and obviously that's going to do as it says and solidify our mesh take it as thick as you want and then we're going to go ahead and get a smooth modifier and this is going to almost create the illusion of subdivision without actually having subdivision so there we go now it's really nice and smooth we can go back and click on the Geo nodes modifier and then bring this back in a little bit if you go here from 3D to 4D this is going to be your ticket to animation this is how you're going to animate it I'm going to bring my thickness up a little bit here but this is the modeling we did it we made it so now let's go ahead and create the materials for this actually let's light first let's do the lighting first so first off shift a get a plain and hit r x nine zero and then I'm going to bring this back a little bit and then I'm going to scale it really big and bring it back farther cool now we have that I'm going to go ahead and set up my camera so I'm going to place my viewport right about here shift a get your camera control alt zero snap that to view and then in my camera settings go over here to click on the little green camera icon I'm going to do an 85 millimeter lens I really love the way that flattens things out and almost makes it look microscopic but not really who knows it's really up to your perception but now let's go ahead and light I'm going to be using cycles for this I found Cycles to look the best um being that I'm not going to be animating this I don't really care about the render time so I'm going to go ahead and click on the render button so we can view this in real time I'm going to go to light area light and now we're going to go back I'm gonna hit G and bring it right about here and then I'm going to go ahead and in the light settings go from a square to a disk give my power up 10 000 and then I'm going to hit r twice pointed at my scene I'm gonna go back to my camera view and hit s to scale that light up pretty significantly now if we view it look at that all right so the big problem that we are facing now I'm going to rotate a little bit here now the big problem we're facing now is if the Shadows are way too dark and if you watch my channel for a while you know what I'm about to do we're going to go to polyhaven.com I'll link it in the description I'm going to click on hdris and we're going to go to indoor I'm going to click on the indoor here and I'm going to find the one that's called abandoned Factory 01 I'm going to click on that one and I'm going to go ahead and download the 4K exr so now here in the render view I'm going to go ahead and go from uh here in the world setting so from color to environment texture open and I'm going to go and travel to my abandoned Factory hdri and then bring my strength to 0.3 and that is going to really help our shadows not be so pure black and just not great looking now all we have left to do is shading so the first one here very simple material just going to click on that go to the material click new and then you bring your roughness right about here on this one we're going to click new give it a nice blue color either bring the roughness really far down and also make it a little metallic and that's really going to give it a unique look now we're going to get into color and composition here see how this is just kind of blending into the background it's not really popping out if you can see my original design it really pops out how are we going to do that well let's go ahead and fake I'm going to call it like faking Shadows but we're just creating color and very subtle color to fix that problem so we're going to put a color ramp here on the base color and we're going to get a layer weight set to fresnel and then what I'm going to do is I'm going to set linear to constant so we can actually see what's going on here I'm going to go ahead and flip the color ramp so I really want to see exactly when the shadow is going to come in or I'm going to call it the shadow it's technically not a shadow we're going to switch over to ease and then now we just bring that back like this and then I'm going to go ahead I'm going to click on this blue one and I'm going to go and steal the hex code from the blue material paste it in the black portion here and then just bring it right about here so that the dark color is still complementing the colors that we have already now with these guys here I'm going to go ahead and get a color ramp plug that into the emission let's go ahead and get a layer weight plug that into the fresnel in the white portion paste in that blue color that we got and then bring your emission strength to say 10. bring that blend back so we just have a nice little highlight right there and then the last thing we're going to do I'm gonna click on my light here and just give it the slightest green tint like literally the slightest green tint now let's render it I'm going to render mine at 300 samples and let's see how that final result looks and here we have it this is our final render you can denoise it if you want I'm not going to I Really Love subtle noise like this but with that being said this is the piece I love it it's super cool I hope you learned some stuff from it I love just working on style and lighting and one point lighting setup with the HD rise whatever I'll start rambling but thank you for watching I hope you learned some stuff feel free to check out realtime materials as a description that really helps support the channel but with that being said I will see you in the next tutorial
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Channel: Ducky 3D
Views: 79,015
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Id: 1s3gqJ-gj1A
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Length: 10min 25sec (625 seconds)
Published: Mon Mar 20 2023
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