20 Tips for Blender 2.8 Low Poly Modeling

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hello guys and welcome to this video where I'm gonna be showing you 20 quick tips in blender 2.8 how to make some low polygon objects so this was originally gonna be a short video maybe 10 minutes it didn't turn out that way it's nearly 40 minutes but I think it's worth the extra time so if you want to have a look go through the tips maybe fast forward rewind I'll put all the extra links in the description below to all the different shortcuts so you can jump to the section that you're most interested in so without further ado let's get right into blender 2.8 many of the objects that you create in low-polygon are probably gonna be symmetrical so let's make something symmetrical like a car for example and we only want one a model half the car instead of having to replicate all the work on both sides so tip number one is to use a loop cut to cut this one and I click on the box I press tab to go into object mode and then you can press ctrl R or click on this loop cut icon to create a loop cut and this one is possible to do in all sorts of ways like in any axis and you can also use the mouse wheel to add multiple cuts but for this one we only want to have one single cut down along the y axis so I click on the mouse button and then I can slide this back and forth but we want it in the center and to force the to the center I can press escape on the keyboard now we can select the vertex here and I hold the shift key to select multiple vertices and if you don't have these vertices available you have to make sure that vertex is selected over here then you can press Delete on the keyboard and delete these vertices tip number two is to enable the mirror modifier you do this by going to this spanner tab called modifiers and you add the mirror modifier now when you edit the object let's move this vertex by selecting it and pressing G on the keyboard you can see that any movement is replicated on both sides of the object let's press escape to cancel that movement and another thing you want to enable here is clipping because if I select this vertex and I press G again to move it you can see that it opens up a gap in your object and often you don't want to allow that to happen so if I press ctrl said and then let's enable clipping and now when I try to move this vertex that's in the middle it's not possible to move it to create this gap let's move to tip number three and that's to use types of selection methods you can press these different selections appear like vertex select edge select or face select and it's the same by pressing 1 2 & 3 at the top of your keyboard to switch between these I always recommend using the keyboard shortcuts and that you'll learn those instead of moving the mouse all the time because you will be doing this all the time over and over again so you can also hold the shift key and press 1 & 2 you can see that it's enabled all three modes now I can select on either vertices or I can select an edge or I can select a face you can also hold a shift key to deselect elements other useful keyboard shortcuts when working with selection is to press a on your keyboard to select all you can double tap on the a key to deselect everything another useful keyboard shortcut is to use B for box select but let's switch into vertex mode so we only select vertices by pressing 1 on the keyboard let's press B for box select and now we can draw a box all the vertices within this particular box are now selected important to know here is that there's a hidden vertex behind here so if I press B for box select again now let's select there which would include the hidden vertex over here you can see that that vertex has not been selected and that's because it doesn't select through hidden geometry you can change this by clicking on this icon which is showing the scene transparent now you can see the vertex that's hiding over there and if I press beef to box select again this time it will include that vertex let's double click a to deselect and another selection methods that's really useful when you do low poly modeling is to hold the ctrl key and hold down the right mouse button and drag to create a lasso and if I hold ctrl alt and then I click on an edge you can see that it creates a ring selection around this cube you can also do something called a loop select let's double click on a to get rid of everything and let's this time hold shift and alt and click on an edge you can see that it does a loop select let's double click on a to deselect and let's disable the see-through for now tip number four is to use a lot of move rotate and scale operations and we're going to create a car press three on the keyboard to go to face select and let's select this bottom face press G which means move and then I press Z to lock the movement to the z-axis you can press any of the XYZ axis or XYZ axis to force movement along that particular axis if I press X instead you can see that it forces the movement along the x axis and if I press Y it forces the movement along the y axis I can also press shift-z to force it not to be moving along the z axis that will allow the movement in the X and y axis but let's press Z again because we wanted to move it up and here I can also hold the control key to snap it to the grid so if I wanted to shrink this object to only be at the very center of the scene there I could hold the ctrl key and move it also when you use move operations let's press 1 on the keyboard to switch to vertex select and let's select the vertex if I press G I can move it freely in the viewport directions and as I said I could press X Z and Y to force it movement along those axes but I can also press escape and press G again if I press G one more time when I'm in the selection mode I can force movement along a specific edge and that's also very useful let's switch to face select you can click on a face and you can also instead of moving let's press R for rotation and now you can rotate and the same thing applies here you can force rotations for example around the x axis the z axis or the y axis let's press escape and you can also press s for scaling again you can press X for example to force that on the x axis but since we are already on the x axis you're not going to see anything if I press that instead it'll for scaling around the z axis and if I press Y it'll force it around the y axis let's press escape and now using these first four tips let's shape this into a car so let's select the bottom face press G to move Zed to move it up but so we have it a little bit off the ground let's press the ctrl R to create a loop cut and that's a number of loops let's press escape this enter those press 3 and the keyboard to select this face let's press G to move it and Y to move it along the y axis to create the front of the car and now let's raise the roof by selecting this face and let's press G to move it and Z to move it up the car is too wide let's click on this first face here hold the shift key and select multiple press G to move it and X to force the movement on the x-axis now we want to move it so it becomes a little bit longer maybe so we can use the other techniques that we had by pressing 1 on the keyboard to switch to vertex select let's enable see-through so we can see vertices that are behind let's press double a press B for box select mark press G to move Y to move it along the y axis that will click on a B to box select G to move and white move it force the movement or on the y axis now we're starting to have a very primitive car shape and it's very much too high still so let's double tap a click B to box select let's select these vertices press G to move it and the Z to force it on the z axis and now we have a very primitive looking car shape so let's go out of c3 mode here tip number 5 is to alternate the viewports or not you can press 1 on your keypad to get a front view and that's a front orthographic view orthographic view removes the perspective so it's easy to see if the vertices are aligned on any given axis number 3 is the right orthographic view and number 7 on the keypad is the top orthographic view you can also hold the control key and press these numbers so if I press control 1 it's the back orthographic view instead of the front one and similarly control 3 on the keypad is the left view and control 7 is the bottom orthographic view you can always hold the mouse wheel button down and rotate the viewport you can switch between perspective mode an orthographic mode by pressing a five on the keypad as well and that removes the perspective if you want to make isometric type of games like the traditional pixel art 3d then you want to use orthographic mode and then you press five again on the keypad to switch it back into traditional perspective mode tip number six is to use something called the manipulator if we select a vertex and instead of pressing G to move it sometimes it's useful I press escape so I press shift space and G now instead or a selected move here now I get this something called a manipulator you can also click on this one instead the manipulator is really useful if you want a force movement around an axis or along an axis as well okay then let's move to tip number seven and that is to use the knife cut if i press K I get this knife icon and then I can click for example on this vertex and then I can slide all the way or move all the way to this vertex and click I also finish by pressing enter when I'm done now you can see that it's added new vertices and also new edges you don't necessarily have to use them between vertices or edges if I press K again for the knife cut I can also go from for example an edge and I can go to somewhere in within a face and somewhere to finish on an edge for example again and then I press ENTER and now I've created additional geometry here that I could use to raise the center of the bonnet up for example or hood if you're American to raise this up let's move to tip number eight extrude an inset let's start with extrude I press three on the keyboard and then I clicked on this newly created face and I press e to extrude to raise this part up just like when you did before you can force movement by pressing X for the x axis Y for the y axis but we want to have it on the z axis at this time let's leave it like this by clicking on the Left mouse button and then I press s to scale it and I can scale it down and since we've got mirror modifier and clipping it won't create a gap here in the center which it would have otherwise and also useful apart from extrude is something called inset could be used to create windows for example for this car that's press control are to add loop cut and I cut it here and then I press 3 on the keyboard to go into face select and let's select this window here now when I press I I can create an inset and here I could use e again to extrude for example to create the look of a window and sometimes you want to do it at the same time in two different phases if we press controls at a few times and go back here and let's hold the shift key now to select the two phases if I press I for inset now you can see that it creates one long window and we probably don't want to do that at this case so you can press I one more time and that will actually create the inset for individual faces and that will make them the same size so let's click and then press e to extrude and now we've created two windows instead same right here we can click on this face press I for inset and now you see that we have a problem here because the inset also does it in the center of the window and unless it's a really really old car you probably don't want to have two front windows and there's a way to fix this and we can do this by using tip number nine which is to delete faces so I select this face and I press Delete and then I delete this face now it creates a gap in here which we don't want this is easy to fix we can press one on the keyboard to go to vertex select click on the vertex and hold the shift key to select the second vertex as well and since I had the manipulator still visible which is very useful and if you don't have this visible remember you could enable it with shift space and G to have this manipulator now I can simply press on this red axis the x-axis and slide this until it shuts and you can slide as far as possible because it will shut automatically since clipping is enabled here and now instead it's a single window here that spans across the whole front of the car but you can also use something called dissolve and let's press 2 on the keyboard to switch to edge select and then let's select this particular edge because we don't really want it there if I were to delete this it will destroy as you can see if I delete the edge it will create a gap here we don't want to do that I'll press ctrl-z so instead of deleting I'll still press the Delete key but now I press dissolve edge and that just removes the edge but it keeps everything else intact and that's also very useful you can use dissolve to remove things that you don't want but you don't want to destroy the mesh so for the sake of this car let's select this face press e for extrude create a little indentation there let's do the same for the back window select the face but still repeat that process I to inset I select this face I delete it and this time I actually delete the face we can't really dissolve that one press 1 on the keyboard to switch the vertex select hold is shift to select both of these and then I slide it around along the x-axis to close the gap press 3 to go to face select select this face and press e to extrude and it will extrude it along this normal axis by default if we want to move this we can still alter the shape of the back here if we think that this one tilts too much like the front window let's press 1 on the keyboard to go into vertex select let's enable the transparency lets press 3 on the keyboard to get the side view double-click on a to deselect everything click on b4 box select drag and then we still have this manipulator showing so we can drag this along the y-axis double-click on a and let's do the same for this back of the car to shrink it down a little bit let's move to tip number 10 and that's to use snapping for example let's press on one to select purchases and let's slide this one down let's say you wanted to move this vertex so it's at the exact same height as this vertex and that's very common maybe also for example to demonstrate we can move it like this let's say we've done a mistake and we want this vertex to be exactly they have same height as this and this one to be exactly the height is this one one easy way to do this is to go up to this snapping drop-down and select a vertex instead now if you hold the control key and move it along for example the z-axis here and and then I click on this vertex that I wanted to be the same height as it creates a little circle there to indicate that it's kind of slap to this vertex and it doesn't stop to that vertex since we forced it on this particular axis same thing we can do select it click to drag it hold the control key and move to this vertex and that will snap it to there that's very useful if you want to align vertices along a particular edge or to each other let's use K to do a knife cut here and let's say we have done something by mistake and we can't undo it so we have this geometry here that we want to remove one thing that you could do for example is by clicking this vertex click on G to move it hold the control key then and snap it to this vertex and let's do the same with this one select it press G hold the ctrl key and snap it to here now everything looks right but there is a problem because there are double vertices here so because if I select this one and press G you can see that there are double vertices there and you never want that that will be problematic in the object itself when you export it and also when you try to text your method let's move to tip number 11 and that's to remove doubles in your object if I click on a to select everything and then right-click you can select remove double vertices and if I select this here you can see that it says removed two vertices now if I select this vertex and I press G to move it you can see that there is no problem there anymore let's move to tip number 12 and that is the ability to create faces if I select this face click number 3 on the keyboard select this face and I press delete and I delete this face let's say I've deleted it accidentally so I've got this gap in my object you don't want that and to fix this we can create a face here and we do this by switching to number two on the keyboard to edge select select the edges where you want to create the face and hold the shift key to select multiple faces I select these three edges and I press f4 Freddy on the keyboard and that adds this face that we created okay now let's move to tip number 13 and that's a simple one to just move this we haven't spoken anything about this little cursor here so let's press three on the keyboard and select this face here and now if I press shift s and press number two or select this one here at the bottom I can do cursor to selected now it moved the cursor from wherever it was to the center of this face it's useful to be able to move this cursor to create geometry or create additional meshes so the this quick tip number 13 is just to be the ability to move the cursor to a particular part of an object by using shift s let's move to tip number 14 and that's to actually create another mesh within this same object and to do this now when we have the cursor here I can press shift a to create for example a new cube as you can see it became very big and we don't really want it like that and if I were to press s to scale it you can see that it says we have clipping enable it doesn't scale it down the way we probably wanted that this case so let's press escape and let's temporarily disable clicking and press s to scale it so we can scale it down all the way to here and then rest re-enable clipping again so we don't forget that if I want to create the door handle here for example now I've got this additional mesh within this object so it's still the same object but it's a new mesh and usually it's easier to add meshes into the same object instead of working with multiple objects let's move this into place by sliding it along the manipulator axis is here great where we want the door handle press s to scale it and then let's for scaling around the z-axis press s again and force the scaling around success and now we've created a door handle and the reason why we do it like this instead of creating loads of loop cuts and adding a lot of knife cuts and things like that is that sometimes it's easier to just have a separate mesh within the same object that will save on a lot of geometry you could delete the interfaces here to really clean it up and since it's not miserable but I won't do that now let's say we wanted to create the rearview mirror somewhere here so let's use the same technique let's press one in this case and select this vertex press shift s and do cursor to selected and let's press shift a to add a cube again it's way too big so let's disable clipping press s to scale it down let's zoom in a bit with the mouse wheel let's enable clipping so we don't forget to press three to select the face and now we can use the other techniques that we've learned e for extrude s to scale we can move it along the axis a bit press E again and scale it down and if we want these remember also what we've learnt is that we can select this vertex hold the ctrl key slide it and snap it to that vertex press this one click to move hold the ctrl key and snap turtle vertex that means that these are on the same Y distance there so let's move on to tip number 15 and that's T is to use linked vertices linked vertices it means that even though it's the same object if I go out of let's press tab to get out of the object mode you can see that this is just a single object still I can't select the rearview mirror or the door handle let's go back into edit mode but it's still possible to select that geometry and you can hover let's double click a to deselect everything and if I hover the mouse over this door handle now and then I press L on the keyboard for linked it selects the door handle only if I also hover hover over this rear view mirror that we created it seems we added it as a separate mesh I can press L again and that adds to the selection this rear view mirror similarly you can also hold the shift key and press L over in mesh to deselect that mesh and this way it makes it easy to work in the same object it'll save a lot of time rather than creating separate objects for these items so keep it in the same object and use this linked method to selected the different things another useful thing here is if I deselect everything I press the L key for the linked so if I press shift II you can see that I've now created a duplicate of this door handle let's say we wanted to move it over here and the easiest way to do that is to press escape when you duplicated it that will snap it back to the original location you can still see that it's a duplicate there if I start to slide it and now we've duplicated the handle to the back door and it's the same on this side here as well we can use this same technique now let's to save some time you don't have to create a separate box you can just reuse this door handle now and press shift D press escape use this slider let's move it to the front here slide it down use s to scale and then we don't want to scale it along the y axis so let's shrink it click press s to scale again let's move it into place with this manipulator and now we've created some headlights and then we can press shift D again escape move it back and now we've got some taillights you could do the same for the bumper let's do shift D again escape move it down and this time press s to scale X for the x axis we move it all the way because we've got clipping enabled so it'll glue it nicely here press 3 and select this face so 3 is the face select move this one down and now we've got a rear bumper press L to select this rear bumper shift D again press escape move it up scale and let's only scale it on the x axis this time move it in and now we've got a number plates we still have this one selected let's press shift D to duplicate this one escape and move it all the way to the frontier somewhere and now we've got a front number plates select this one L shift D escape the center it back to where it was and let's move the front bumper and finally what's missing I guess on this car are wheels so let's press 2 in the keyboard to select this edge and then we want to press shift s like we learned to move cursor to selected let's press shift a and instead of adding a cube this time we want to add a cylinder click on this little expansion here it looks way too high polygons for our low polygon look so let's reduce the number of vertices to 8 instead together that low poly look and also you can see that they're intersecting each other and things like that so let's disable clipping press s to scale it as R to rotate and we want to force the rotation around the y-axis at this time you can hold the ctrl key to force the rotation into snapping so it's perfectly vertical here let's press 1 on the keypad to get the front view press s for scale and let's force the scaling around the x-axis to make some narrower wheels and let's don't forget to enable clipping let's rotate a little bit and let's scale this time we don't want to scale around the x-axis but we want to scale on there all the other two axes Z&Y so let's press shift X to scale the size of the wheels maybe to something like that let's press 3 on the keypad press R to rotate the wheel so the flat part is on the ground and then let's move them up a little bit so some very primitive wheels here that are sticking out of the body but that's saying good for this purpose I guess and we have the two front wheels since we've got the mirror modifier it's or less press shift D press escape to snap the duplicated object into the same place or a duplicate the mesh and slide it back to the rear wheel so we've got our low poly car using the first 15 tips of this tutorial tip number 16 that I want to move to now is to use a technique called UV cult well I call it UV coloring and a simple way to colorize this and which would make it quite effective to use in game engines is to use a very low resolution texture map so what I'll do for this is that I'm gonna start Photoshop and here in Photoshop I'm gonna create a new file and I'm gonna make it extremely small I'm gonna make it four by four pixels that's how small we're gonna make this one so we have to zoom in a lot a lot a lot and even more let's use the marker tool here and create the first pixel in this image here let's click on the image here and let's say we want to have the windows of the car let's make them a blue color i right click here to fill a foreground color so that's going to be the color of the window you okay that should be enough we still have some unused space here but let's save this one as a PNG it's very important to save this as a PNG file and not a JPEG because that will create artifacts in this image and it's so low in resolution that it's hardly gonna take up any space at all and let's switch back to blender and now let's go to the shading tab let's press shift a and add texture image texture click here let's open this texture that we created created it on the desktop in the texture folder let's connect color to base color you can see it looks really strange now and this is a super low resolution image and we can actually double check the size of this one let's see the file size for this texture is 1.37 kilobytes so it hardly takes up any space at all it doesn't look correct yet and that's because we need to fix the UV mapping now so let's go back into modeling and we want to see the texture in here as well so let's go to this drop-down and select color change this one to texture and it still looks really strange and that's because we haven't UV mapped it yet and the UV mapping here is really simple you press 3 on the keyboard to select the faces and now you start to select let's do the whole car first actually let's click a to select everything and go to UV and then click reset now let's go to UV editing and we have to zoom in a lot because it's so small and then now click a to select all the faces in the UV map here on the left side is very important press s to scale it and scale it way way way way way down you can even type 0.1 or 0.01 even make it super small press G to move this and slide it into here and now it's actually disabled it again so we have to resize this a little bit use this drop down and select color it should be textured now you can see that but the car is red and that's because we've selected all the faces here and move them all the way down to the center this radical here that has effectively colored the whole car red now we want to change the car wheel colors and here's we use the tip as well the number 15 tip and that's to use the L key to select the linked faces we can also do this for the back wheel press L and go back here to this side let's resize this a little bit press G now to move and then move it on to the black color and now we've certainly got the black wheels for the windows we can do the same thing let's click on this window hold the shift key and select all the windows go over to this side press G to move these faces and move them to the blue to get the blue windows let's press L on the headlights and we can do the same actually for the number plates both of those press G on this side and slide them to the white and then let's do the bumpers gray so we select this one press L key press L on this one move over here press G move it to great and the taillights we can actually use the dark red color here so press the L key press o go we're here with the mouse on the left side the UV side press key and move them to the red and let's do the underneath of the car here we can't use the L key because that would select the whole car so let's hold the shift key go over here press G and move them to gray maybe another tip here to do when you do especially this type of coloring is that if you select this face and here's a bonus tip press ctrl + + on the keypad that expands the selection by near laying faces so if we're actually were if we were to select let's all the shift key and select all the windows press ctrl + then it's actually expanded the selection by 1 and now you can hold the shift key to deselect the windows and if we wanted to make these inner sides here dark red I can just move over here press the G key and slide it down to the dark red and now we have those inner sides have got a little bit of contrast to them finally let's go to let's press L on these door handles and let's make them maybe black and let's make the rear-view mirror then we just want to change this face here so we select this face press G and let's make that one blue well let's select this face and this face let's press I for inset and now we can just select these two faces here these are already sorted I selected on the other side you can't see it now but press G and on the left side here and move the textures to here here's another useful tip as well if I want to scale these now the same amount if I press s to scale you can see that they scale towards the center of the selection so we don't want to do that press escape and then press period on your key and switch from medium point to individual origins and now when you press s for scale it scales it along the faces or individual origin instead which is what we want at this time let's switch back into the modeling mode and that concludes the tip number 16 about the UV coloring technique but we still have a couple of tips to go before we finish this one it's gonna be a long but thorough low poly modeling tip session so another thing that I like to do a lot is to work with multiple objects in the same scene so let's rename this one car and let's hide it by clicking on this eye icon here because for the next few tips I'm actually going to create something different so for the final few tips let's press shift C to get the cursor back to the center of the scene let's press shift a now to create a new cube well I'm using blender 2.8 beta and it just crashed on me whoa so I won't be able to save that car that I created but I guess it's up to you to create a new one anyway so no problem with that I don't think no worries at all so and I was actually going to create a separate object anyway as I explained so let's go back to where we were roughly let's take away this camera and let's take away this light so we have a cube here and for the final three tips I'm gonna actually switch into a new object here so we've learned a lot of things already let's press we this one is not going to be symmetrical so I'll select the object I press tab to go into edit mode here and then we can start editing this object let's press s to scale it down I'll press 3 if I select this face and then let's move this one so I press shift space to enable the manipulator see press 1 on the keypad it's a snap here hold the control key so we get to the very base here there's a zero and this time I'm gonna create a tree so I press 3 and select this face at the top here and move it up a bit and now I can use this technique that we learned before a little bit so i press e to extrude G to move it a little bit maybe I rotate the viewport and R to rotate it s to scale it down a bit e to extrude again let's press G to move it or to rotate in some different angles e to extrude it again or to rotate e to extrude again and this time let's leave it like this and now I'll select a side face and I'll do a to extrude s to scale G to move or to rotate select another face e to extrude s to scale or to rotate key to move it again let's extrude again with E art rotates s to scale G to move or to rotate it a little bit more and let's make one more branch here let's select this face and do e to extrude s to scale this we can even move it along the manipulator axis there are two rotates e to extrude again or G to move s to scale let's rotate a little bit again so now we've got the base of a tree here if I wanted to add some foilage to this tree is that what it's called boilage not sure leaves anyway balls of leaves in this place here let's use the technique that we learned before which was shift s to move the cursor to selected and now press shift a and add another cube you could go for a square tree maybe you want that look but let's do it a little bit different this time and now we're gonna use something called subdivision and decimate modifier this box here now is a mesh that's within this object and if I were to add the subdivision modifier here then it would apply to the whole object and not just this particular mesh so this ball of leaves that we want let's press P to detach by selection and now we've actually broken this one out into a new object as you can see if I press tab to get out of object mode these are two separate objects now and that's what we wanted at this time now let's go to the modifier tab and add the subdivision surface modifier and that will basically take the cube and squash it down into a sphere instead let's apply this one and let's press tab to go into edit mode press a to select everything and ask to scale it up and now we can actually press shift D to duplicate this one and let's move it let's use the rotation view here plus R to rotate a little bit to get a different look Oregon so we get not identical up to this ball here s to scale it a little bit let's press shift D again now to duplicate this one rotate the viewport a little bit slide it into place R to rotate a little bit so it's not totally symmetrical s to scale it down maybe a little bit G to move okay and now we have three balls here with that represents the leaves you could leave it like this for example but here we can actually revisit this modifier that we just used so if I press tab to get out of edit mode let's add that modifier again subdivision surface as you can see it adds even more detail now to this object we can press apply to apply it and suddenly if I go back into edit mode you can see that there is more geometry here now this is a useful modifier you can use it for rocks as well for example if you create rocks and things like that let's actually switch to the next step let's do that first and that's proportional editing this looks very symmetrical now but let's switch into one on the keyboard to select vertices and let's select these top vertices here I hold the shift key and I select the top of these ones now let's enable something here called proportional editing so I need enable that actually let's just select one vertex here for now if I press G to move this one and then Zed for the z axis which is up and down as you can see now it not only moves that particular vertex that I selected but it actually slightly affects the around it - and that's the proportional editing and this sphere or the circle that you've got around is how much the fall-off should be or how how much it should affect and I can use the mouse wheel now to scale this one or change the size and now you can as you can see if I select these vertices and I slide them up along the different accesses I can use this proportional editing to make some interesting shapes to the tree if you don't want it to if I press controls that a few times here if you don't want it to affect the other one there is also an alternative here to go connected even if I make this really big it doesn't affect the other ball and that's because or the other leaf balls and that's because they're not connected we use the L for linked vertices before and these are not linked to each other so that's why you can actually have it only affect one part of the mesh let's say you want to change this size of the effector if you use the scroll wheel here you can see it's just zooming in and out and that's because you either need to you need to press G to move it before this appears so if it's missing that's probably why and then I can proceed again to make this that access force let's do G said let's use this proportional editing a little bit and then another thing that could be useful for this proportional editing is let's hold the shift key and select multiple vertices here let's change this one away from connected again let's leave it enabled and then now let's press R for rotation and then said to force rotation around the z-axis and now you can also make some interesting shapes to the tree maybe you want a slight twist to it like this or to rotate again let's change the size of this modifier even more so you can start to bend the tree a little bit into some interesting shapes you can also do the same at the bottom you select a number of faces press G said and then or you could scale it proportionally as well even though we've twisted it and stuff it still looks quite symmetrical here or quite the I should say ordered so that adds as well to this there's another modifier that goes well with this subdivision as you add the details you can also remove details with the modifier so if I go to modify you here and let's do decimate and now I can pull this slider here call the ratio and if I slide it down you can see that it creates the traditional maybe low poly looks at least this tree again so it removes that symmetrical look or they that structured look so we can slide it to whatever value even want super low poly or somewhere in between here and now suddenly we have we can apply this one press tab to go into edit mode and now you see that it's removed those type of bat symmetrical look again and finally maybe we want to connect this tree together again and we can do this by by selecting this this is an object let's call this leaves for now to make it clear and then let's call this one tree and we can connect these into one mesh again because in the game it's quite nice to have it into a single mesh so if I click on these leaves I shift and click the tree here and then I press ctrl J to join and now it's joined us into a single object again called tree okay we've got two final tips to go and one of those is to understand the difference between shading models I tend to look like this really sharp look or flat look of the faces when I do low poly objects and this is by default enabled when you create something from a box if you always start from from the cube sorry then it'll have this square look if we go to object and the shade flat this is what's already enabled but if we go to object here and do shade smooth you can see that even though it's the same number of faces here it actually creates its alters the way the normals are on the map and it'll have a smooth look instead sometimes maybe that's what you want I think it removes a little bit maybe the low poly look so in a game it'll look a bit shaded so choose whatever you want I prefer this shade flat look but you could combine or use one or the other or both whichever way you want I won't be doing you the mapping for I'll probably do a separate tutorial for that for that we did some UV coloring techniques but it'll take you a little bit too to do some UV unwrapping in here in this video so I'll do a separate one for that but so I'll leave you with a final tip and that would be to utilize hide geometry quite frequently or hide parts of the meshes sometimes you want to access something that's hidden like the face in the century for example however over a part of the mesh here and press L to select the linked vertices in this then you can press H to hide that it's still here but you can't see it you can actually bring it back by using alt H for unhide but if you wanted to access that face it's very easy to just select maybe multiple ones here as well press H to hide them then you can operate on this object here as you if you want move it we still have proportional editing here for example but let's disable that it's quite often that you forget that so if we wanted to make some tweaks and changes here and then you can bring back the links so that was the final tip all xx I think there's a whole bunch of bonus tips there probably took way longer than I thought but you can fast forward I'll put different techniques in the description below so you can actually fast forward or jump back and forth the different techniques and combine these and use them a lot and you'll be expert after doing low-poly in blender 2.8 in no time alright guys welcome back and I hope you pulled through this video it was a long one but hopefully should have given you a lot of hints and tips and tricks and shortcuts and how to do some blender 2.8 low poly modeling so I hope you enjoyed it and I'm looking forward to seeing you in the next video don't forget to subscribe and hit the like button if you liked it so take care see you soon bye
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Channel: Imphenzia
Views: 193,926
Rating: undefined out of 5
Keywords: Blender 2.8, blender low poly, blender 2.8 tips, blender tutorial, blender 2.8 tutorial, modeling a low poly car in blender 2.8, box modeling, gamedev, low poly workflow, low poly blender, how to crea
Id: _HLMmaQM8Pg
Channel Id: undefined
Length: 43min 28sec (2608 seconds)
Published: Wed May 22 2019
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