Beginner's Guide to Creating Concept Art in Blender 2.9

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this tutorial is sponsored by the 3d coloring book a project specifically designed to help empower artists who are struggling with texturing a substance painter and to help show you that anyone can create beautiful pieces of art with just a little bit of practice and guidance to instantly gain access to hundreds of pre-made professional level models and hours of high quality tutorials click the link in the description and begin your journey today [Music] hey guys my name is leo lee concept artist from china currently working at the ubisoft toronto for over five years i'll be using blender for concepting modeling texturing and rendering for most design purpose and my production work also it is great too for fast 3d sketching to assist creation of cinematic illustration in this video i want to show you how did i create this stylized playstation game shop within blender from scratch to finish due to time limitation i wasn't able to show you every single step of the whole creation process but i will gather all key phrases as much as possible also some tips i feel helpful for making design in 3d perspective so to start off i want to show you my mood board for this concept i did two iterations sketches as you see the top one compared to the second one there's a little different in the front view there's a area i called play test part you can put a player down there feels like you can play test your game so it's more like a l-shape it's better to put in a corner or down the edge of the game so the second one just a simple cube you can put any spot in anywhere of the game so there's no much difference also you can see the whole side is combined by so many devices like atm machine like advertisement board and in the front desk it's more like a futuristic front desk feels it's like on the street the booth styling newspaper that kind of feeling on the back you can see it's antina down tina is a big fan more like a computer tower to uh cooling the hate so it feels more electronic that kind of feeling and you check other different references i found it's basically lined up the same design language kind of dirty post-apocalyptic that kind of feeling no claim shapes i found a bunch of cool sketches from the amazing concept artist shin lam for the project start citizen this is really cool so i inspired a lot from this and as well as this screenshot from borderlands 3 it's really great game i really love it and uh this kind of post-apocalyptic style you can see it's really functional like the speaker so once you go into this area it really feels like the voice came out from the speaker so it's pure functional design i really like it and some graffiti on top it's kind of really grab people's eyes that much and some spiky shapes push this down to more mad max that kind of fading so this is basically my direction for this game shot and uh you can see some devices i found from [Music] the star citizen it's really simple and dirty sketches for like newspaper booths uh air conditioned stuff it's a little bit more like a cyberpunk that kind of feeling antenna with multiple plates receive signal better and also you can see by dropping some crazy electron board or plates to show off the dirty place that kind of design so also i brings in the uh eb games shop to see what kind of uh elements they put to for the real retailer in the real world so i can transfer different contents in my design as well to make it more grounded design so yeah so let's start it so for the very beginning of the modeling process i call this face as the 3d blockout so 3d protocol basically means you don't go to details until you guide the ideas down all right so details if you add too early it's gonna really push you into focus on very small portion of this scene so it's really easy to get lots of the big concept so i never go to detail until all the proportion is correct so this face i really pay attention on the proportion of each part of this scene as you see here i since this tutorial is for beginners so i never use some fancy modeling scales like using different add-ons to speed up my creating process for here i just using very traditional modeling process like play with vertex lines and faces like down here you see i can select a face in the animal and press e to push it in also i can add line on the faces on different phases like play with the location of the line and the location of vertex so i can really quickly pull out the different shapes as i want so in here it's just like starting from the basic uh shop and uh we call this the roof on the top so pay attention on the thickness of the roof and the thickness of the wall of the shot i do stay at this stage for a little bit longer until everything plays me really good so as you see here i made a mistake on the roof area you feel it feels like it's like the two face is not parallel uh it looks weird tails a little bit so i gonna fix that later really quickly as you hear you see from the top view i recognize it's not line up parallel to faces so i select two faces i can use like say two cards to line up to or your card to flatten two faces so you can make multiple faces to align on the same location along x y z so once i got the basic shape for the shot so i can keep adding or introduce new shape basically just like tubes the cubes rectangle shapes to make say like here the front desk and go into animal so you can go a little bit different shapes compared to the rectangle shapes like pull down the top face to make a little tail angle more dynamic feeling rather than just the cue looks really straightforward way so adding another tube shapes uh for this i really want to make it's like a veining machine so you can say play some games and then try to grab your customer here so you want to send in some you know beverage or drink snacks right stuff like this so down here i adding uh like kind of a bar here it's basically stand for the measurement of the humor of the human body or so you can see in the game like a player right so this is really important when you do environment concept design you really want to know how big your objective is compared to the real person i mean the real player in the game so i usually put a human proportion besides my any design in the scene okay so yeah for this first two hours you're gonna see i'm playing with all the very simple shapes and i'm gonna do a quick time slap down here i'll jump to the final scene you will see something like this here we go so i basically repeated the same modeling technique no fancy technique just like very simple one as i showed before and uh yeah achieved something like this i basically know what kind of devices or what kind of props i want to combine in this game shot so everything basically down there and keep it separated so i can model each part separately and down here you can say i pay a lot of attention on the right side i call it this viral language so i can use different line or by different shapes by the negative shapes so i can guide to viewers the viral path to go around by this design so it's not very boring for the viral past so down here i try to use like say positive shape and negative shape especially on the right side to creating that kind of viral path to make the viewer keep their eyes on my design for a while and then they can find something interesting or they can um stay their focal point down somewhere right so this is really important especially you do some design or you even you draw some painting so the viral path is also created by different line work or by different shapes basically the shapes if you only see the silhouette it's just like a line work right so different line work combined together is creating [Music] the different line overlap so that it costs different focal points on different areas so that your eyes gonna be really very easily too attracted by those lines so this is why i use this theory to keep viewers eyes on different areas i want me to look at so right now i'm modeling some kind of detail part for [Music] digital screen also no fancy modeling scales just usually insert different faces by pressing i and you can see many faces overlay together so you can creating some tiny scab tiny gap in between faces so the cream very nice the gaps also you see the stripes and uh i by introduce like some new shapes on the side to make a little bit of balance to make the shape a little bit more interesting rather than just like you know a symmetrical uh square shape looks like a kind of boring so down here i finish just one screen so that i can duplicate or play around with different angle size i here pay attention to you know the size of a screen to match the real human scale and this is why i put the screen usually a little bit higher it's basically to show enough different news something when you buy stuff so you can look up check some news and duplicate into different screens so that it's not just a single huge one on the top if you see on the top one it's not screened by just like advertisement board to compare to that huge one i make some similar shape i mean rectangle shape by duplicating two very small shapes so it's creating really nice contrast compared to the big one on the top and yeah i just play with the contrast down here so for the screen i don't want to make all the very slim style so i try to make the very old traditional uh huge sickness screen as we use like 10 years or 20 years ago so that to keep that kind of traditional sci-fi style instead of too much futuristic elements yeah so this basically what i'm aiming before i go into crazy detail modeling so at this phase as you can see still no much crazy details otherwise it gonna be very easy to to make me my eyes focus on only details rather than lost a big proportion so yeah so i call this the first stage like 3d blockout i really recommend anybody do modeling stay a little bit longer at this stage until you find the best proportion and uh you can move on the next stage to go details of each props as we say the second stage after this one so once we're down the 3d block how stage so we're going to move through the second one we call adding details so in here i'm using a really cool tool called a grease pencil so grease pencil in blender is really simple for people that you can literally draw freehand drawing lines in 3d space also you can set up like say you select one prop and then you can directly draw onto the surface of the model so i really enjoy this so in here you can say once i'm go into the draw mode so i can select a pen and switch to the surface mode so i can draw literally on the surface of the model and then i can use the eraser to erase anything i don't really want by adding materials so it gives a line uh black color right so it's basically the process you can draw in photoshop but here you can draw in the real 3d space also the reason i using grease pencil in add details because grease pencil is basically called a 3d drawing tool means you can add in a thing called modifiers modifier give you the harness like here you can draw literally mirror strokes on the thing so you can save a lot of time on on doing the uh double side join so you can only work on the one side and then you know automatically duplicate to the mirror size also as you see a while before you can go into the animal like here down here you can play with a stroke we call the different vertex it's not literally it's a vertex because uh grease pencil is not mesh it's just like uh we call it something like stroke or you say uh similar to the curve that kind of data but you can play with the stroke to change the shape of the shulk uh something like you can you can use the control t in photoshop to change but here is more um detail that you can really go into detail uh and play with the shape or you can say it's modeling the shape right so um at this perspective it's pretty much like the 3d way to draw and to 3d way to edit your your stroke so this is why i feel like this is really handy and it's really easy for me to distribute it some lung joint on top of my mesh so it gave me uh i called the guidance before i go into 3d so i feels like if you directly model it on top of 3d i do believe some really senior 3d concept artists don't really need the stage they can literally modeling on 3d and pretty fancy shapes but for me i feel like it's really easy to have the one extra layer on top my model to give me gun guidance it just feels like when you drive you have the gps so it's really easy to follow gps do the future modeling there's no any mistake you can make even though you made a mistake down here it's just really easy to fix it or to correct it rather than you go the 3d model part if you found you may make mistake down there it's gonna be super hard to to fix it right so this is why i recommend beginners if you go 3d modeling or you go 3d design have one extra layer down here also you can definitely in the view part of the blender just take a screenshot and copy that into photoshop do some over top painting or doodling give you a guidance that works too but for blender this is just like actual bonus you got grease pencil it's a really easy handy way for you to do the same thing in photoshop so i really recommend people can do something like this as you see here i've worked on basically uh each prop by each adding the guidance how i can distribute different details and uh creating interesting viral guiness line right around the border especially and how many details i can create for each part but you can see down here i can only adding strokes along the 3d plot color i can't change the shape also i don't really want to change the shape at the stage but if you say i want to modify the shape at the stage i don't really recommend you go that far even though you want to excuse me even one even though you want to add any details by modify the shape you can have there like say in your mind don't just like execute it in 3d at this stage just simple linework give you the really straightforward way or really clear way that you can follow for the future modeling and for quiz pencil you can freehand join some interesting freehand drawing that kind of very flexible line shape also you can choose straight line work so that gonna help you to creating perfect perfect line work or straight lines instead of you have to you know control your hands to draw a straight line they're going to be very difficult so on the side i kind of adding that kind of arrow to pointing your eyes to from the side to the front view and on the top view you're gonna say i'm play with different patterns right how to modify uh how to create a different place on same surface so giving me the different depths that kind of fitting all right so i'm gonna keep doodling and uh keep adding this interesting shapes as you see down on the top i don't really want to turn the mirror modifier all the way down to the finish so for some part i need my mirror modifier but for some part i don't really need the mirror modifier so i create another layers turn off the mirror modifier to create the off symmetrical patterns so yeah when i on the next an hour two so i keep adding some details until i got this kind of complicity i feels like i'm pretty confident to move on to adding 3d on top of this very rough dirty linework sketches and gave me a rough idea which way i can go and how do i achieve to the final 3d concepting in this based on this 3d block out stage so yeah so this is my second stage doing on top of your 3d blockout by using [Music] grease pencil tool so after we've done all the sketching out the details for the modeling i take a screenshot to put on the other screen so i can um following the skylights to do remodeling on my 3d model so as you can see here i won't use too complex modeling technique it's very similar to previous 3d plug out stage but i'm just using a little bit higher technique like say here you select edge and the ctrl b bevel it's like a face insert and push it in and stuff so there's no much fancy in here i want to introduce one add-on to make some messy tubes so in here you're going to enable the add-on called a pipe nightmare so once you enable this and you can select it from shift a so as you can see here you can automatically generating different layers of the pipes by play with the parameters on the left the drop down menu so you can have a different kind of failing style pipes overlay together so i use this as the um a really fast tool it's very interesting to creating like say for uh this particular advertisement board i want to have like a neon lights over these pipes so underneath the neon lights maybe some different wires underneath so it feels like it can be uh powered up so i and here is i think it's really interesting technique i use uh for the modern part otherwise other than this it's just like a traditional uh same modeling process as you see here it's just like repeated uh insert different phases and creating slides in between different phases generating adapts looks more perspective failing so this is a kind of technique on design so once you're generating depth your eye is going to be very easy to we grabbed attention to look at on somewhere uh with even deeper dabs and always light overlap together so i would rather say this as a design theory instead of modeling technique so down here i'm modeling the part on the side and here i'm using a boolean tool so you can use one tube to cut off the other model by just select two both by sequential press ctrl and minus on the small keyboard so they can cut off the shape and then you can use bevel to make the edge more nicer looking yeah you can change the the bevel parameters by using hard ops add-on so you can yeah creating such nice details just like um by pulling off and bevel on the edge so by creating this you can make a mirror so from the left to the right so once you work on only one side um the detail so right now i'm using the function called uh semi tries um you can go into the edit mode of each object and then based on the origin dots where it is make is a middle so semi tries can make your model do a mirror um symmetry that kind of uh execution based on where the original dot is so original dot usually at the reference dot to do the symmetrical copy so i really enjoy this much also i use a bunch of like say a very basic two like the one on the left you can select it and make the faces shifting but also keep the parallel so i use this also with simple modifier like a array so you can array one object based on like say currently based on that like this also you can add another array on like a based on say access this so you got like a two array to modify or to duplicate just simple tiny details and use this as a boolean tool to cut off the big advertisement board so you're creating a nice cutting tiny detail structure down there but the shape is can be anything i just want to have some noise on the corner so you can kind of like it feels like you're grouping the noise on one area of the particular uh model so it's gonna be much interesting to create a contrast like you have this say as a positive shape so you leave the negative shapes on the side so it's just like more uh easy to grab people's eyes look at what every fall of details i want people to look at so same thing down here i'm using uh create another model and then use the the two to cut off the other two by uh fully modified so yeah so this is basically [Music] the modeling process or using nice tricks by uh building tool the building is very easy way to generating quick shapes by merging two shapes together in different ways like say you can miners means you can cut off you can do plus means union together right so they've got many different ways to merge two shapes together this is only used for for concepting if you use a bowling as a professional 3d artist it's going to be really hard to clean up the shape later so because generating some random edges on your mesh gonna mess up your top lines so you have to really be careful if you use a much building tool as a 3d concept 3d artist rather than concept artist so if you be a concept artist you only care about the shape instead of some line work so it's going to be much easier and it's very efficient to do this so at this moment i'm using say another detail i go animal and selecting a closed loop edge and then make this edge to apply on the other modifier called skin modifier and then plus on top with the subdivision so i can make the wire more smooth so i can use this as something wire around this feels like it's more steampunk that kind of feeling also i want to make this edge instead of like very straightforward so i subdivide this edge by adding a bunch of vertex so i can uh by pressing all always like you can um proportional changing the uh the mesh like say uh by rolling up by mouse so you can change changing affecting heavier so i want to make this uh wire a little bit uh tweaked a little bit instead of very clean so we're gonna fit in the stylized much better also for [Music] the board edge i customize a little bit as well so instead of like a very paralyzed that kind of clean sci-fi shapes right so i think here is more uh feels like it's uh like uh they call it a handcraft that kind of feeling so in blender you can also like say typing some texts by just using text tool so down here i type in like say game game shop of work like playstation so i transfer after you type in the texas i can transfer this taxes into mesh so that i can go into the mesh animal to customize the shape for each ladder and also this tool is a very interesting like say down here you can very fast to push your letter i mean the shape into more stylized or cartoonish version so that is really a interesting way to customize this also you can change the the leading angle of it so also i don't want to make all the letters looks like um all installed really well i want to make like say some letters maybe almost to almost about falling off and so i just like manually change the location uh make some ladders dropped off a little bit more right now you're seeing i'm saying i want to give the dapps for this ladder so i'm using a modifier called solidify by generating some um crazy problem because when i change the shape by the tool it makes some lines or you say it's a letters uh the vertex overlap a little bit more so we're gonna generating the the wrong shape so i have to go in to really clean up the shape by by hand so give more depth so i copied out the boundary loop of the of each ladder so i can based on the boundary loop give c [Music] another possibility to give a wires around this also here i'm using the other function called uh merge by distance so you can change the distance by uh adjusting the number so all the letters uh all the uh the vertex is gonna be automatically merge together based on like say smaller than the distance i set it so this way it's going to be manually cleaned out the the vertex i gonna remove some like say repeated vertex or some vertex are very very close instead of two so i rather have one so i did some cleanup and then after everything is down so i'm using say i tried different modifiers like one is called skin modifier another one called a wire modifier but it seems not working that much good so i try to um once again to clean up the vertex i think all the verdicts are not really lined up or are really correctly be the mesh so i rather manually to give a extrude by myself and then give a solidified bit on this and then at the stage i try to after solidify because edge is really harsh so i try to rather give it a bevel modifier or give it the subdivision modifier but after all it feels like it's not really nice looking so i use the other way to transfer or the vertex into the curve data so the curved data is different from the mesh as i mentioned before right so the curve data was a curve generated so i can use go into the they call the curve tab and uh under the bevel i can change the dapps to give the thickness for the curve also i can right click to change like say smalls of the curve so i think this is really another really interesting tips i can share so sometimes when you have the mesh which looks like a really hard to model are very hard to clean up so you can definitely change the mesh data into curved data especially on this particular situation you want to do that kind of wire uh because i tested some mass 2 class modifier it doesn't work really well so finally i transferred the mesh into curve and uh made a really nice curved wires on top of each ladder so this is really interesting so after i down the ladders the other two i really use a lot it's the knife tool by pressing k so once you're selecting each faces you can very easily to cut off one shape and then say uh you better verdicts by pressing ctrl shift b and then you can generate different areas and you can push things or pulled out to generate adapts and you can say somewhere with like overlap too much so once you push it in some very tiny face is gonna have the problem so you have to manually fix it right so this is like sometimes when you do um modeling you're gonna meet some very tiny problems if you leave it there you're gonna affecting the the lateral modeling process so every step you have to really pay attention all this but you don't have to really um clean up every each step because as i mentioned before we are not 3d artists we are concept artists so what you're generating is the ideal shape is that you have like a so messy line uh try your best to keep your mesh clean so that you can move on move along very easily by generating a different or cut off different shapes down here so by cutting shapes i have say down here we call it a some design theory like follow the big medium small so that you can give a really nice cut uh it looks like a graphic design that kind of cut off so there's no much like say really functional um parts you have to follow to to push or something but down here it's just like a random um phase distribution and by adding some like small shapes medium shapes i think this is really what concept art is going to be aware of so yeah after then you can try see a different bevel method to give this more nice edge right so this is basically uh it's a modeling process i've probably been able to show um every part i mean every objection in the scene i use this the board as an example to show you [Music] how i make this modeling easier and what kind of way i can make this model easier instead of go crazy detailed uh professional 3d modeling in here as i said many times like a be seeing yourself as a concept artist only focus on design and shape try to make interesting shapes keep in mind the style you make is stylized so don't make everything like a very clear very straightforward try to manipulate the shape by your hands so make it more interesting to look at so for the other props design process i basically use the same modeling method so there's no much crazy modeling method or different different add-on uses so yeah hope you enjoy this so here is another interesting technique i want to share with you guys when i created the rack on the rooftop so at first i creating the big shape as euro so i insert the lines curve the edge to make the basic shapes out and then um i just using the knife tool as before so creating some internal cuts so this is why um before i using like this fancy modifier called a wire modifier so they can creating the wires based on how many edges you have on the one object if i have the only one big object so there's no internal edges right so in the once i apply the the modifier the internal edges inside the structure was really empty because there's no edges down there so this is why i go into and separate each part so that each parts have their own edges so this is why you check down here i adding all the lines below this once i initial the modifier you can see there's edges inside so this is where i intend to have also i can like changing the thickness of each modifier that each wires so i can say go into the side view and really change the each the place of the vertex to make it really perfectly sit on the top of the rooftop um yeah i think this is a really really cool modifier i use a lot to creating such um the rack that kind of structure or you call the spot structure uh on each uh advertisement board such structure uh you can also go really crazy as i just like showed but down here it's just like a really simple normal way to do this also i make this like um cable is two parts one is say on on the end and the other one is in the middle so i just based on the the big board model so i can mirror the edge part from left to right and then by selecting the the middle individual part and give say another modifier called array modifier to change to y-axis so i can like quickly duplicate another two three four different racks that i want also play them really well also when you're creating such tiny structures the most important thing is like you have to be really care for the thickness because uh compared to the human scale so you have to make sure that it's not really oversized or much smaller so down here i try to make some the shapes something interesting instead of just like duplicated the same structure all the way down uh god looks more boring so in here um i make something in the middle to stand out a little bit more so yeah so this is a little technique i really want to share with you so down here i want to share another little tips by how to make your thing rich instead of you only have the bake filtery steak mac shapes or props being modeled or been well designed you really need some like a very tiny details like what i'm doing here like since it's a game shop or like a newspaper boost that kind of a scene you really need a um something like a newspaper or like a promotion board something uh to give a little bit noise or another live sense to the scene so i quickly generating a square shape and duplicate into let's say many more and then rescale this like someone was used for like the big board a small one just like a um make a lighter on the ground so when i generated this i came down here like two is like a floating so i have to make them too all underground so it's more easier for me to say make some texture of course this can be done by using texture or just like a photobash in photoshop but down here um this is like a full 3d concepting process so i really want to push kind of like details something like this so here i'm using a tool called randomize transform by searching this function in press f3 so in randomized transform so you can automatically adjusting the location and the rotation and the scale based on xyz accesses and you can make like your objects or the previous object that's pretty much the same one or the same size same orientation and the same location so using randomized transform you can really make us in a different way being distributed automatically also you can change the run seed random seeds so like i gave different approaches by randomize those um parameters based on those parameters you changed before so once you're creating a collection by putting all this we call maybe the newspaper or something uh progana stuff uh into collection you can definitely duplicate collection into another one and then relaunch the randomized transform two to you know give different sides of based on the group side the wise so they can generate that kind of noise texture on the ground give a more uh very light feeling compared to all the big shapes uh uh they're creating that kind of big medium small so here it's like kind of the small so once you're bringing it's definitely compared to the human scale things it's more grounded design i mean overall the whole thing okay so this is another one i really want to share with you so on that side um i'm trying to creating a stage because right now the uh the ground just a short flat ground it feels like kind of but you know boring so i really wanna um creating a kind of like a a stage or some part of this shot to make it more stand out easier so that your customer or your player to step on the stage feels like already in this range of the shop it's more sense of it being involved okay so i'm gradually modeling uh the floor area so nothing fancy just like make a rectangle shape and uh bevel the edge to make a lining shape cut off yeah so this is basically a station area of this shot so once i put all uh the small papers on newspaper stuff uh back on this stage gonna be looks something like uh this so i already put this um around the edge that the front uh the front desk or the atm machine or bringing machine stuff uh connecting to the ground so if there's nothing to cover uh the connection every year kind of looks like a very boring or just like a 90 degree touch so it's kind of looks like a very stiff so this is why i'm adding some dirty stuff around this edge area so to make it more uh you can feel like it's more transaction place so i try to um grab some papers on top of the desktop so opening enable the automatically line up too so so as you can see here so the paper can be automatically rotated to follow the orientation of the surface i'm selecting too so they can very easy to put it perfectly on top okay so for them um what do you need to do is just like find an interesting way to distribute this magazine or newspaper whatever you call in an interesting way so now here we pretty much finish about 70 details around the whole scene so here i want to introduce another modeling technique or we call the add-on i use a lot in my modeling processor concept artist they called a box cutter add-on this is really popular for concept artists to model it's really easy to just like a drag shape on top different other objects they're going to automatically detect the rotation of the face you're going to cut off so this is really handy you don't have to manually creating a shape and align the orientation and then do the building so here just like one draw and a drag is kind of creating the fancy process for you automatically so this is really really handy but as i as my experience um box cutter only works pretty well on a flat surface if you work on like say the curved or kind of like a messy faces it won't work that well right so be careful if you're using box cutter this is why i only use this for very small details modeling instead of like a generating [Music] big shapes by using box color of course you can do that way but it depends on like a different artist have a different process for me this is just like a very handy for tiny details like modeling process it's really uh easy and it's basically just like a handy way boolean methods like down here so i can try different cut off the nectar shape to generating a nice steps on this uh i called plate test area machine so it's creating that kind of like a sci-fi fading for me since all the shapes you're generating by box cutter you just like use boolean so definitely you can go in to the box cutter shape and i mean the animal to duplicate animals and uh you know rotate it and rescale this use another uh tube to cut off the shape on the same well on the same time so also you can press like say t or other different modes they have like several other modes like a red means cut off like say a purple means like generating a very nice uh edge cutting so like they have like a like say grain is like you do like a unified thing so also by pressing um the cutoff shapes also you can automatically curve the edge into a very small smoke feels like you do a bevel on top of the of the cutting shape so this is really handy too okay so as you see down here i keep using um it's a box cutter on the simple jacks and sometimes they have the weird leaning angle face so it's going to be hard for box cutter to detect so it's it's hard to to use on some other faces so you have to be really be careful the first um stroke you starting to draw the shape have to be on the really flat shape or really flat surface so that you can execute the building so yeah so this is basically the way um i use box cutter um there's no much really fancy uh technique same so it's just like uh boolean tool by using a easier way to execute on top so this is another technique i hope you really can use this to assist your modeling process so once you've done the modeling creation part of this model so we can definitely go into the final stage called uh uh texturing and uh rendering so to be seeing the material we have to switch the the viewport into material modes by just swinging from the top right corner the little icon so once in the material model uh the mode or is called a shading mode um we can like simply go into the material tab on the right uh as you see my way to give the material is just like a very simple to keep all objects in one color like white because the initial idea for me the color palette is like to keep like a black gray white and then another second uh accent color on top so once i gave everything white so the next step is like right now i'm trying to have the second secondary color it's called gray color so right now i'm deciding where i need to be all gray so i'm selecting all the grade area uh need to be all that really needs to be gray grayed out so right now i'm doing this so this is kind of really um the habits depends on the different artists for me uh this is the most easy way instead of we go crazy color patty from the very beginning so i try to control the color party at the beginning just keep it simple like a very beauty color and then we introduce the accent color i call this maybe the dominant color so at very beginning i thought the dominant color can be like say orange as uh the top loop of the rooftop so now i preview this so i feel like it's pretty cool have the white gray and yellow um so i gradually introduced the all the gray color until something like this so right now you're gonna pretty much see the whole thing was constant by three colors only just like white uh four colors sorry just like a black white gray and yellow so now i'm gladly introduce the second color or you call the accent color um it can be anything so for me it's easier just like to be the warm the warm color family right so i tried a red and the orange and the yellow so it feels like it's the um same complementary color so on that side i introduced like little accent color like a blue but i didn't go super fresh blue that kind of fading so i go like a dim down low saturated blue just to give more contrast on the color wipes make it just like more interesting so there's no much crazy technique and also for color party whites what i'm thinking it's the dominant color of course the yellow it's only the one to draw both sides so have to be on the really functional area like the shell of something right so the shell of the front desk the shell of the monitor the shell of the ad board right so the other area like more um industrial area it can be called like say a non-functional area so i put all that rear into gray and black and some border area so to create increase the um the contrast so i use white but i barely use white because if you put like a white everywhere you're gonna draw people's eyes too much so i really use the black and white really carefully to control the contrast in between the tone so even though right now you see it's colored but basically it's about the um the value the value control how to control the value and i gradually change like say somewhere uh half transparent or fully transparent into like glasses shaders just give like a different materials feeling also how to make your scene looks better it's the uh to combine by different material like say same blue or the same yellow it can be on the heel wise it's all the yellow or all the blue but on different reflection right so it can be more metallic yellow can be more a matted yellow right so with different reflection you got a lot of variety on the different materials also for sure down here so i try to make the vending machine to be stand out more because if you change that into more same yellow with the front desk like two men big prop in the front view it's gonna be pops out too much right so i changed this guy into white and with some like funky color on top so it feels it's more uh entertainment that kind of prop to play also with like sci-fi that kind of fading so on top of the rooftop i change some color the original is it's like very uh light yellow into the brownish color um otherwise it's gonna be uh pops out too much at the same time so for this tiny details um you can try the best to make all the colors or all the details into sliding variations um saturation wise and the hue wise the more you make the more variety you're gonna have in the focal point area so it's gonna easier to draw people's eyes to luca somewhere you really wanna pops out right but some area like say on the side view invisible they got they also have the crazy structure down there but i didn't put too much color versions besides the front view so the front view is definitely the most crazy area i want people to look at and i want uh to draw people's attention so i'd rather leave that like say 8 out of 10 detail wise and the side and the back also the top maybe the 4 out 10 right so they have the crazy uh it's not crazy but it's like just like a tiny contrast so people definitely gonna look at something with more details and like more noise so after we down the local colors right now i play with the uh the neon lights so in blender we can change another shader called the animation shader so once you choose animation shader in the material way material view so you won't be able to say it's gloaming but you can see a little bit like the lighting reflection on for example the advertisement board you see some reflection light from it so once you change the lighting mode or the render preview mode and enable the glowing the blooming tab you can definitely see the lighting effect from the ambition shooter and also apply with some lighting so you can hide say the side view with the shadow so it's going to be control those details under shadow so won't make it pops too much only on the front view and the lighting area are going to be the most interesting we are going to pops people going to draw people's eyes so i keep adding some lighting from the internal i want people feels like this um game shop it's it's opening it's not just like closed down so i just adding some lights inside and some side lighting make it more like sci-fi fading on the top but control the the watts don't make it like too crazy also give some like a rim light or you call it the um complementary lights and the top lighting skylights and change everything to make it more uh like a well lighted scene also you can play around with the color of the lighting it's gonna be more interesting so yeah it's uh pretty much down so i hope you enjoy this tutorial and i'll see you see you soon somewhere here is a final output of playstation game shop i created i really hope you guys enjoyed it i learned something useful by using blender to do concept design and digital art if you like it please subscribe to style light station for not missing other great tutorials also if you want to see more artwork from me feel free to follow me on our station and my youtube channel by searching leo lee art for more of my concept art blender tutorials peace you
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Channel: Stylized Station
Views: 97,564
Rating: undefined out of 5
Keywords: blender, tutorial, blender tutorial, blender (software), blender 3d, blender tutorials, blender grass tutorial, blender fluid tutorial, blender animation tutorial, blender 3d animation tutorial, blender fluid physics tutorial, tutorials, tutorial (media genre), blender3d, blender render, beginner tutorial, blender water material, blender guru, modeling tutorial, blender online, blender curves, vfx tutorial, 3d modeling tutorial
Id: Z6XxDqo0De0
Channel Id: undefined
Length: 72min 50sec (4370 seconds)
Published: Mon Sep 14 2020
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