Blender 2.8 Beginner Tutorial PART 15: Creating First Low Poly Scene (Eevee)

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Hello everybody and welcome to Part 15 of the one and only Blender 2.80 Absolute Beginners Course in this part of the course which I'm very excited about because we're gonna create this cool little scene you can see here utilizing everything we already learned in the past 14 videos so I hope you're really gonna love it I'm really excited about showing you step by step process of creating something simple as that but at the same time very nice looking I think and you're not gonna be a Blender beginner anymore after finishing this video so let's just jump into it because I don't want this to be too long but at the same time I really want to show you a step-by-step process of creating everything Let's get started traditionally by deleting the unnecessary objects and moving to our humble beloved cube I will jump into the Edit Mode and Extrude the upper face just once something like that and now I'm gonna scale it within the X-axis Let's now utilize a tool we learned in the previous part which is the Merge Tool so I'm gonna switch to the Ortographic View and press ALT + M and merge at Center I'm gonna repeat it here as well and boom this way we have the basic shape for our house Let's model it just a bit more so it looks similar to the picture we have maybe let's scale it a bit like this and add some length to it I would say that's pretty good starting point maybe we can move these edges up a little bit and now I'm gonna show you how to create a roof Creating a roof is easier than it it might look like so I'm just so late selecting those top faces duplicating them and pressing escape key and now I press P to separate them from the current object so now what I'm in object mode you can see we can select those two things pieces of geometry separately I will now enter the edit mode for the roof parts and from the side view I'm gonna extrude it upwards by pressing the e key a little bit now I select everything by pressing a and scale within the y-axis just like that so yeah now we can see there is already something happening maybe the roof is a little bit too thick so I will just move it down a bit and yeah we just need to expand it a little bit to the side so I will just select those two faces here and scale them with knee x axis and move them a bit it down and maybe maybe that's enough let's see yeah I think I will leave it like that maybe I will just move it a bit up and yeah so you can see modeling 3d modeling the name is actually what it means we are kind of forming the shapes of our objects and it looks it always reminds me of sculpting with clay or with some other stuff you can play around with and model it to get a shape that you required that you want so yeah this is this is the very very base let's now move to creating the doors and we're gonna start by 4 by centering our 3d cursor around this edge so let's a cursor to select it you're gonna have it here now I'm gonna add a cube which is gonna be created at the 3d cursor location I'm scaling it down a lot shrinking maybe let's add more thickness let's do something like this so with this basic shape like that I'm gonna enter the edit mode select the top face or maybe I will just duplicate it first yeah let's do it along with that now I'm gonna select those two faces and move them upwards now I'm gonna press e key so we have something like this I'm gonna switch on the x-ray mode to have an easier selection of the faces and I'm gonna repeat the steps from I think to past videos so I'm gonna press F right now after selecting those edges we can feel the spaces and by pressing maybe that was too fast and by having this one edge selected I just press F key so blender fills those areas automatically for me right now we have a door frame I would say so let's now create the door itself I'm gonna add another cube within the 3d cursor and I'm just planning to scale it like that move it up a little bit scaling within the z axis and now scaling with the X cool so I guess we have a door already let's now move to adding the windows so the process gonna be very similar to what we just did I'm gonna copy the door frame with shift D shift Z shortcut if you remember the older videos shift D is duplicating and shift Z allows me to move the object within the just the Y and X dimensions so it doesn't go up and I don't lose it somewhere within my scene yeah so I'm gonna enter the edit mode right now select the vertices switch to the x-ray mode and move those faces I'm gonna extrude them right now and I'm gonna repeat the process from the doorframe so selecting these two faces deleting them selecting the edges now clicking selecting them again pressing F selecting this edge here and pressing f3 times again so we have a we have a window frame right now let just maybe model it a little bit more I'm gonna go to the x-ray again select everything here and just drop you know what I mean so with this window frame here the problem is my pivot point is somewhere down here I'm gonna reset it by going to set origin and origin to geometry now I'm gonna focus my 3d cursor here in this area at the pivot point of the window frame and I'm gonna add one more cube so basically that's the same step-by-step process as we did with the doors I'm just gonna scale it up shrink it within the x-axis a little bit and move it like that this is gonna be our glass so we have a one window how we can duplicate it and as the perfect students you already know how to do this we just select it press shift D and then press the Y key so the window moves along the y-axis now we're gonna select those two windows we entered the wireframe mode just to see if this is the only selection we have just to double-check now I press shift D and X so we move the windows to the next to this opposite side of the house I'm gonna go to the solid view press R now I press Z and now I type one eight zero on my keyboard and I confirm by enter so we just did 180-degree rotation of the windows I'm gonna move them here and boom this is our house this is a base model and yeah what is it missing I think it misses the chimney so that's gonna be our next target again we're gonna start just by the humble cube by the way there's a probably new shortcut right now I'm gonna use so it's a shift see which moves the 3d cursor to the scene center but it also the shortcut zooms the camera to the entire scene content we have this is pretty useful sometimes when you get lost within the 3d viewport you can use it so it's a shift see so as you can see I just created a new cube I'm scaling it down moving it somewhere towards this area and scale it like this I'm pretty okay maybe maybe and now we're gonna enter the edit mode select this face up here and I'm gonna extrude it but I'm gonna cancel the operation so after I pressed a key I'm gonna now press escape and what what what is happening right now the the the face is now still the newly created extruded face is still visible it's still present within the model so when I press G key you can see I'm actually moving it around when I press s we can have this glitch and that's because the newly extruded face and the original face are useful for the operation they both share the same height right now so that's why this glitching appears and to fix that we just need to move it very very slightly to slightly above the original face so yeah that fixed the problem and now I'm gonna extrude it again so we have a chimney already now I'm gonna extrude it again and can so again so after doing this again if I just grab the object it moves around but when I press s and move inward to the surface we're gonna create this nice boundary and I'm gonna extrude downwards and this way we just created a chimney to our house yeah that's that's pretty pretty good I would say to have this cartoonish like we would now need to deform a little our little creation so let's let's start doing this now a good starting point would be the roof my opinion so let's select those two vertices here and move them down like this and maybe a little bit forward even and we can even rotate them but not too much so just a little bit rotation something like this and let's move this part of the roof like that also rotate it a little bit we can move those corner a bit like this so there is a little bit of and so we just keep the line here a bit more straight between all the points maybe this one needs more fixing and same here I'm gonna select those two points move them a little bit like this line this month so the problem the obvious problem you can see right now is the part of the wall leaking through the roof and to fix that we're just gonna enter the edit mode for our main house object and move this point it just a bit down so something like that let's maybe move the roof of it yeah maybe that's a bit too low maybe just a bit cool so now we still need to fix the roof just like those two points and move them upwards from the side view you can see that we are not doing this super precisely but because this is a cartoonish type of rendering we will just stick to it and do it very very spontaneously so I'm moving those points a little bit so they match the roof shape I'm gonna also move the points here just a little bit like that I'm gonna use the Box connection to move those because when we are in the wireframe mode when you just click once remember that you're only selecting one of the points so to be sure you you actually selected everything have a box selection here to available and then left click sorry it's like the left click and select you can also use the B key which is a box I think B stands for box that was a very common shortcut in the previous blender version so B key also allows us enables the box selection tool without clicking it here okay one more thing I will just manipulate the corners of the house a little bit and then we will adjust the doors so I select this point here move it a little bit like that not too much so it's not like super deformed and those few points here ok so the base base is now looking much much better in terms of cartoonish look let's move to fine-tuning the doors with the doors I'm gonna basically repeat the same steps as with the main geometry of the house so I will just start off by rotating the frame itself and moving it to the wall so it matches better same with the door the actual doors so I press R and then X and just lets push them a little bit inside now I'm gonna enter the edit mode select some points of the doors let's start here at the bottom look like that now I'm gonna select those points like that I will again the the shape matches the actual curvature or I don't know if it's curvature but you know what I mean I want to have those Pines more aligned so then in the outside the edit mode I don't have this uninteresting corner here so this is something I also need to fix I will just select those two points and move them freely like that so these points here just a little bit like that so I'm doing this very slow transformation by one by holding the shift key so I select press G for grabbing and then shift for slowing down and making it more precise okay let's find you in the door itself and again same process using the B shortcut I'm doing the box selection then G for grabbing and moving the selection around and that's basically it ladies and gentlemen yeah I'm pretty happy with the doors we could still move them a bit forward maybe perhaps we need to scale them within the y axis a bit more and now it's done in my opinion so it's gonna be exactly the same with the windows but we won't be getting into the edit mode so let's just select them quickly rotate a little bit yeah first we need to align them to the wobble curvature so we can go to the wireframe press B to select and if we select the house by mistake we can just press B and then by holding middle mouse button we deselect so with two windows selected I just rotate both of them and move them to the side I repeat exactly the same thing with these two windows so again I selected the house my mistake be holding middle mouse button creating a box and then releasing it to deselect yes okay okay so oh you had the chimney yeah so let's just align our camera to this view press R we can now move a camera here press or again move it a little bit like that and the chimney is already rotated maybe a bit too much we don't move we don't want to overdo the cartoonish look so let's yeah I'll just keep it keep it like this okay so the base for our scene the main actor the house is already finished let's now move to creating the platform the poles and the boat so platform and the pole posts is very straightforward work we just create a cube scale it within the z axis and then I press s and shift Z so it scales only within those two red and green directions I think it's okay we can make it a bit thinner by press by scattering within the z-axis and just matching it with the house a little bit yeah cool now I'm gonna create another cube press G shift Z move it to the corner scale it down and now press s to scale it upwards semakin so you can see basically what we are doing all the time literally all the time is scaling rotating and moving things around and pressing shift D to duplicate to save save the work we already did so that's why we spend so much time repeating those and revising those very simple commands in the previous videos I'm just gonna rotate the poles a little bit like this so it's not super straight you can also move some of them around we have the platform I'm gonna switch the side view right now press a to select everything and move it a little bit up and I'm gonna shift a and create a plane so I'm gonna press right now with the plane selected and I'm gonna type 10 and press Enter so the size increased 10 times I'm gonna do it again but maybe 5 times and we have this huge huge surface of water I'm gonna move it a bit upwards like this and I'm gonna still copy and paste a couple of poles so shoot the D and X shoot the NX let's rotate them move them around and before we create a boat I think it would be interesting to already apply some colors some lights to the scene and see how it looks because right now it's still just a gray and not that interesting to add colors you already you might already remember it from the video ten I think we need to switch to the rendered view and we can also do that by pressing Z and instead of choosing wireframe or solid we select a render view here so the default look is very uninteresting and gray I'm gonna press shift a keys and select a light and the Sun and you can see there is a new object created it's a Sun lamp and I'm gonna rotate it a little bit so we have this nice-looking shadows now I'm gonna press R and Z so we change the direction of the shadow and as you can see this is a good example where we could use the normal pivot point or transformation orientation sorry that's a correct name because then it allows us to change the angle of the Sun otherwise it's gonna be if we just use the global transformation orientation that that makes things more unintuitive in my opinion so we would have to move the Sun within the strict x-direction strict y-direction and so on and I think selecting the normal makes it more intuitive so yeah let's let's add some very basic light and now we're gonna do a little bit more advanced stuff this icon here third from the bottom when you click it you have some prayer some settings for the light similar as we have for the materials but yeah more limited so by clicking this part here we can change the Sun color so I left click and hold my mouse and move around this color wheel here let's select something like this and those three buttons here also allow us to pick the colors in a bit different ways I prefer using the HSV slider HSV tool because it allows me to change the hues you can see the point changing here and my favorite hue for the Sun is point 12 now if I play with the saturation bar you can see the point moving towards the center of the wheel and I would say the saturation for the Sun would be maybe 0.3 and the void volume moves the point here on the right so let's keep the maximum value for the Sun and yeah I think we have very nice illumination an advanced tip but let's just do it for the sake of this nice picture we plan to create here under the light settings you also have a shadow option so when you click it you should an able to contact shadows that will make the image a little bit more interesting so you can see those shadows that should be normally visible in those areas they are only enabled after selecting this this option here so let's just give it selected and move on to adding the materials I would suggest starting with the water because that's the biggest object in our scene so I selected and check if the selection is active in the wireframe view now I move to rendered and as you remember I hope the material option is here in the fourth from the bottom we just create click new here we don't bother about about all those sliders we see we only focus on this one here so let's let's select a water color and I would guess something like this works fine for now at least now I would move to colorizing the house itself so let's start with the roof and again we have a some basic material I can see created for that let's just delete it or maybe let's just leave it right let's just change the color straightaway so I will move here and you can see the house changes together with the roof now that's a tricky situation I didn't plan it for this tutorial but yeah let's keep on going I'm gonna get to do it in a second so to add a color to our platform we could create a new material or we can click the one already add it to the scene let's let's pick up the material the house is also bearing and I want the house itself to be white so I'm I'm just gonna delete it I'm just gonna need the material by clicking this X button here and what you can see here is the material slot being empty but I think we're gonna get to those I'm gonna get into details of materials later during the next part so let's just skip it for now and yeah let's colorize the door for him so I'm gonna add a new material and pick up the color like this for example I'm also gonna assign this material to the door itself not just the frame and let's also do it with the window frames like this and I would say it looks also cool on the poles fortunately you just can't select multiple objects and assign a material to them again the reason for that it's a little bit more complex I will get into into that when talking about the materials themselves let's just focus about on on applying those very simple steps in this tutorials so I would guess maybe adding some color to the windows and that would be that would be enough for the house in my opinion let's just add this very similar yellowy color and that's basically it I think it looks really nice let's now maybe add a camera and try to create a nice picture before we finalize everything with a boat camera is just another type of objects you can choose from while being in the object mode from the list from the add list which is activated by pressing shift a and yeah let's just select a camera so you can see let's switch to the solid view and x-ray view the camera is created at the 3d cursor so let's just move it around and again this is a similar case as with the Sun if I have a normal transformation orientation you can see I can move the camera towards the way towards the direction it's it's pointing at when I just like when you have a default global transformation orientation we can just move it left right and up so it's a little bit more limiting I'm not saying it's wrong because it also has an advantage at some situations but I would guess using the normal transformation here is better so let's click this button here and we can already see the camera what the camera is seeing so as I mentioned in the previous video I think video 10 when we are in the object mode let's switch the wireframe you can see the camera has this yellow outline but when I press G right now nothing happens so I need to click here around the edge of the camera to have it selected and I know that it's selected when I have the camera settings here so if I have a Sun selected there the third icon from the bottom is Sun settings and when I have a camera then the third icon is this little one you see camera indicator so now when I have it selected I can also see it in the object mode now when I have it selected I can move it around and try to aim at the building and in my opinion what's really handy when working with the camera is having an additional 3d viewport visible so let's let's open it here instead of the layer editor let's switch to the wireframe and normal orthographic view here so if I have my camera selected and I just press G key within these people you can see I'm moving it as any other object but if I do it in here since I have it selected here the transformation after pressing the G key is a little bit different so I would suggest playing around with it yourself and seeing the difference I will just move the camera a bit closer or yeah maybe yeah it the location is good but now I would like to rotate it so the way we can do this when I just pray press the R key you can see the pivot point is the camera origin here what if we rotate around the 3d cursor so let's just click here and pivot point let's select 3d cursor so now when I press R you can see we get this nice turntable kind of look and if we press our here you can see it works a bit differently if I press our second time we have this free rotation around the 3d cursor but if I press R and Z we basically get the same as in the viewport on the right so let's move our camera like this and let's have it selected here but in this view and just press T key and switch to the rotation so now I'm gonna rotate the camera like that I'm just trying to avoid I'm just trying not to have any of this great background in my camera view so let's let's rotate it again so we have this so we have this nice perspective press G again and I press R here yeah I would I would say this looks pretty pretty nice I'm moving the camera a little bit to the right so we have everything framed nicely so the house here the shadows here I would say I would avoid having a camera camera perspective like this where the shadows go out the camera frame so let's just make it nice like this and we still have room for the boat so let's now finish this great image by creating a boat I'm gonna start by going back to the solid view and switching to the side view here yeah maybe let's go to wireframe and I'm gonna create a plane object so the plane is created here I can say it on top I will just move it a bit to the side and change the pivot point to an active element and I'm gonna rotate it by 90 degrees so back to the side view I will enter the edit mode select the edge here and I'm gonna delete just the edge if I select yeah yeah it works I was planning to use this option but the edge itself also works so I'm gonna select those two vertices here and I'm gonna switch to the global transformation orientation because you can see now when we selected the gizmo rotates kind of randomly and then that's a bit distracting so I will just select the global and instead of active element I was like median point yeah so I will now move those two points down and scale them within the z-axis and maybe you can see it already we have a section of the boat so with those points selected I will I will press a key now and limit it to the y-direction now I will with having those points like that old I will just press F key so we already have a back of the boat let's just move those points a little bit like this and shape it now I'm gonna select those points here move them a bit forward and extrude again within the y-axis now I'm gonna scale them within the x-axis like this and I'm gonna press F again so just by selecting those two points down here and moving them like that we already have a base shape for the boat it still needs some thickness so I will add it by selecting the points on top be and select and I'm gonna press F key so we have this nice face on top of everything now I'm gonna press extrude key but instead of going up I'm gonna cancel by pressing escape and I'm gonna scale it to them to the inside of the bolt from the top view you can see the thickness of those walls is not uniform because here it's a bit thicker when we scale but I'm gonna adjust it manually so let's let's say we want to have this thickness now I'm gonna select those two points and move it move this edge a little bit down and same with the points here I will move it up maybe scale with the X so now when I select everything I already have this nice boundary on top I will select this face and extrude it downwards so you see if I do it too much I'm getting through the external walls of the boat which is not good thing but we can again adjust it manually so now I'm gonna press s and scale it within the x-direction now I can press s and Y so I will maybe select these two points again and move them back and the front of the boat I think it looks okay we don't need to move those points any anywhere around yeah and you can see we have a boat let's move it down here sorry for that scale it a bit down and add the final details to it and the final detail will be just a bench so the fisherman or whoever uses this boat will have place to sit and we will just focus the on the boat right now so the newly added cube will be here and I'm just gonna scale it shape it like this scale it within the axe like that just checking if it doesn't go outside the walls of the boat and yeah I will now duplicate it by pressing shift D and Y so we have two benches and in the wireframe mode I will just hold shift key and select everything and why my gizmo point is here if the boat is here and the reason for that is I click the back and the water plane by mistake so you and that's why I'm using the wireframe mode for checking my selection that often often just be sure you have everything selected correctly I'm gonna press B and now with the middle mouse button I'm gonna deselect the water plane and with the bolt only selected now I'm gonna press ctrl G to join everything into a single mesh single object yep so the boat is here let's just move it closer to our house let's switch to the camera view and press R and Z to rotate it maybe let's scale it up a little bit now press G and should Z have a nice frame like that let's switch to the rendered view and perhaps we can also add a new material to the boat so I will just click new and select a new color maybe maybe something a bit darker so I will use the value of slider here to adjust it and yes ladies and gentlemen we have our picture our amazing picture almost done at this point I would say it's really interesting to play around with the colors once you have the camera set up once you have the the whole frame already adjusted it's very nice to spend some time playing with different tones and seeing how the image looks after those minor tweaks because let's see how it works with the water the color we have right now is pretty cool but what happens if we change the hue a little bit change the saturation like this change the value like that you can see the image gets a completely new character to it and that's really amazing about blender that once you understand the basics then that's the time when your creativity kicks in and you have those very amazing results within just a few will within the under an hour of work because we didn't spend that much time on this video so I really hope you enjoyed it I really hope you're gonna practice yourself and try recreating a scene like that or maybe doing something new completely from scratch yourself would be great to see your results posted on the truck for that calm website where the link is under in its in the description you can also read a little bit more tips and tricks about the edit mode there once you move to the side so it was really great to show you those things show you those techniques I really hope you enjoyed the video I really hope you learned a lot and we're gonna move on with the edit mode in the next movies in the next videos so see you there and have a great time and thanks for watching bye bye
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Channel: chocofur
Views: 46,866
Rating: undefined out of 5
Keywords: blender, blender 2.8, blender 2.80, blender tutorial, blender 2.8 tutorial, blender 2.80 tutorial, blender beginner tutorial, blender 2.8 beginner tutorial, blender 2.80 beginner tutorial, blender simple scene, blender simple 3d scene, blender cartoon scene, blender simple modeling, blender project tutorial, tutorial, beginner, 3d, how to, eevee, b3d, blender eevee, blender easy tutorial, blender 3d, low poly, low poly blender, blender guru, cycles, modeling, 3d modeling, easy, learn
Id: QtfXeQ6YKOs
Channel Id: undefined
Length: 43min 1sec (2581 seconds)
Published: Thu Jan 10 2019
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