Blender 3.0 Grease Pencil Tutorial - Bakery Shop

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Hey everyone! It’s Kevin and this is  a tutorial to create this bakery shop   in Blender 3.0 with Grease Pencil. If  you don’t know what grease pencil is,   it’s an element that allows you  to draw in 2D but in 3D space.   It’s a pretty powerful tool that’s great to draw  with and adds another dimension to your artwork. If this is your first time to my channel,  welcome! Grease pencil is one of the tools   I like using in my workflow. It’s really fun  especially when combining it with 3D elements.   However, in this tutorial, we’ll be creating  this bakery entirely with just grease pencil. I’ll briefly go over some grease pencil basics  and then head into the project. For the most part,   you won’t need a tablet. I’ll be sticking with  the shape tools. But, towards the end, it might   be helpful to have one for adding details,  although you can still get by with a mouse. To start, let’s head into the 2D Animation  Workspace by clicking on the Plus icon up here,   going to 2D Animation, and selecting it  from the list. Let’s delete this cube with   X. Bring in a grease pencil object with  Shift + A > Grease Pencil > Blank. Now,   let’s go into Draw Mode by selecting from  the dropdown up here or hitting CRTL + Tab   and then selecting it from the radial  menu. The first thing we’ll want to do   is to adjust some visibility options that will  make drawing with grease pencil easier. Let’s   go to the Overlays Dropdown here and check  Grid, 3D Cursor, and Canvas. If this is your   first time using grease pencil, the 2 options  up here, Stroke Placement and Drawing Planes,   are extremely important for using this tool  successfully. Depending on what options you   have selected in those drop downs will  inform how you’ll draw in 3D space. So, starting with the Drawing Planes, if it’s set  to View, you can draw according the view you have   in your viewport. If it’s set to Front, the canvas  will be situated to front view, along the x.   Notice how the canvas doesn’t rotate compared to  the previous one. If it’s set to Side, it will be   situated along the side view, to the y, and if set  to Top, situated to the top view or perpendicular   to the z. Cursor allows you to get really precise  angles by adjusting the rotation of the cursor   here, which is not possible with the other planes.  Let’s set the drawing plane to front for now. Moving on to Stroke Placement, we have Origin,   which is what we were using to demonstrate  the drawing planes. This option places your   drawing according to the origin point of the  object. For example, I drew some strokes here,   but if I were to move this object further  back in object mode and then draw a stroke,   the placement would move accordingly. 3D Cursor  is the one I use the most and will allow you to   draw anywhere you place the cursor. Now the next  2 kind of ignore the drawing plane, depending on   how they’re used. Surface allows you to draw on  top of meshes. This is helpful if you’re adding   details or trying to get the strokes to fit  a certain shape. And the last one is Stroke,   where you can draw starting from another  strokes. Let’s set this to 3D cursor for now. So let’s start by creating the walls  of our building. In object mode,   I’m setting the 3D cursor back to the  world origin using Shift + S then right   clicking and setting the grease pencil origin  to the 3d cursor. Before we draw, let’s first   go into our render properties and under Color  Management, change this from Filmic to Standard.   This is for more accurate colors. Set the  Look to Medium High Contrast. Then go into   World Properties and let’s set the background  to a pale yellow color or whatever you want. Let’s create a New Layer inside our grease pencil  object and rename it to walls and uncheck Use   Light. Then, go to the Materials Tab, create a new  material and name it Walls. I’m making the stroke   a brown color, checking the fill and selecting a  light beige color. Enter front view with Numpad   1 (If you don’t have a Numpad, you can go to Edit  > Preferences > Input > Check Emulate Numpad) and   go into Draw Mode. Select the Box Tool by  either selecting it from the menu on the left   or hitting Shift + Spacebar  and selecting it from the list.   For Radius, which affects the width of  your stroke, I’m going to set it to 35px   and uncheck Use Pressure. Then bump up  Strength to 1 and uncheck use pressure. Last thing is the timeline down here,  make sure it’s at the beginning. I like to set everything to 0. And because  this was a new layer we created, a Keyframe   is automatically generated. But, if you wanted  to create another keyframe on another frame,   you’ll need to have this Auto Keying Button  enabled. For now, we can keep it off. So,   I’m going to create a box that’s about 8 squares  tall and 6 squares wide. Then, Tab into Edit Mode,   hit 1 for point select, and select a point on the  right edge of the square. Hit Shift + S and move   the ‘cursor to selected’. Let’s go back into Draw  Mode and set the Drawing Plane to side this time   and hit Numpad 3 to enter side view. Then draw  another 6 x 8 box again that touches the original.   Go into Edit Mode and hit 2 for stroke  select if you need to make some adjustments.   Go back into Draw Mode and change the  Drawing Plane to top. Hit Numpad 7 for   top view and draw a box that acts as the top  of the walls. Great, now we have our walls! At this point, I want to set the Camera  View. This makes drawing with grease pencil   a lot easier when set up early on. So, I’m  going to focus in on our walls and then hit   Alt + Crtl + Numpad 0 to set the camera to view.  Then, I’ll go into the Animation Workspace,   set the left screen to my camera  view, and adjust it with the right. If you want to leave the view like this, but  I want to animate this a bit. To do so, set   the cursor to world origin and bring in an empty.  Parent the camera to the empty with Crtl + P. Then   go to 0 in your timeline and select the Empty.  Rotate it in the Z (Hit R > Z) just a bit and then   keyframe the rotation with shortcut I. Then, go  to frame 125 and rotate it slightly in the z again   (R > Z) and keyframe. Then duplicate the keyframes  at 0 with Shift + D and put them at 250. I want to   adjust the location and rotation of the camera as  well. Let’s do the same thing by keyframing at 0,   then going to 125, adjusting then keyframing,  and then duplicating the keyframes at 0 to 250.   So now, we can reference what our drawing looks  like in our camera view by hitting numpad 0. You   can play this back, but make sure your playhead is  always at 0 when drawing or creating a new layer. Go back into the 2D Animation Workspace.  We’re going to create the roof and the base.   Let’s duplicate this Walls layer by clicking the  Layers Drop Down and selecting “Duplicate”. Also,   let’s enable the option “Auto Lock Inactive  Layers”. Rename the duplicate to “Roof”. In   edit mode, select all with shortcut A,  then scale it down in the z and s to   scale it out (Hit S > Z). Then, duplicate it  again, shift it up in the z and s to scale it   out (Hit G > Z). Let’s create a new material for  the roof by selecting it all with shortcut A,   creating a New Material in the Materials Tab, and  clicking Assign. Rename this to roof and copy the   stroke color of the Walls material by hovering  over it, copying with Ctrl + C and pasting it with   Crtl + V in the new material. Then, check Fill in  the roof material and let’s pick a dark brownish   color. Moving onto the base, let’s Duplicate the  Walls layer again. And move it to the bottom. Just a quick note, the layers here are ordered  by visibility. So, what ever is on top will   take visual priority. So, for example,  if I moved this Walls layer to the top,   it would appear over the roof. Now, there  are options for stroke depth order in the   object data properties tab, but for this  piece, we’re going to stick with 2D layers. Let’s move the walls layer back down. Rename  the Walls duplicate to “Base” and in Edit Mode,   scale it down in the z and then scale it out (Hit  S > Z). Let’s also create a new material for this,   name it base, and Assign  it just like we did before.   Copy the stroke color and make the fill a  light grey color. Make any adjustments needed. If you find the stroke of your layers are too big,   you can either adjust them in the  layers panel, under Stroke Thickness.   Or, you can select any point or stroke  individually and scale it with Alt + S. So now, we have this structure, and we can add  more to it. Create a New Layer above the Walls   layer and rename it to “Wall Details Outline”  and uncheck Use Lights. In the Materials Tab,   create a new material, rename it to “Outline”  and set the stroke color to the one we’ve   been using with no fill. We’re going to start  drawing the doors and windows on the building.   Click back on the walls layer and in Edit Mode  with Point Select (Shortcut 1), select a point   on this wall here so that we could move the  cursor to it with Shift + S. In draw mode with   the box tool selected, go to Front View with  1. Make sure the Stroke Placement is set to   3D cursor and the drawing plane set to front.  Right click or hit y to make sure your active   layer is the “Wall Details Outline” layer. Let’s  draw a rectangle for the door on the right here.   Then, let’s draw another rectangle  next to it for a large window.   And adjust as needed. Then, select the Circle Tool  and create a circle roughly the size of the door. We’re going to make these arched windows.  So let’s move it up (Hit G > Z) in Edit   Mode with Stroke Select (Shortcut 2).  Then, go into point select mode with one,   select the bottom half of the points, and delete  them with X. Then, select the 2 endpoints on   either size and hit E > Z to extrude downward  and hit F to fill. Then go into stroke select   and make adjustments as needed. Let’s create the  shutters for it by selecting the Box Tool again   and creating a rectangle roughly half the size  of the window. Then duplicate and move it along   in the X. It might be easier to move these to the  center of the window frame and scale them out to   get a precise width. Then move them onto either  side of the window. Select the window strokes,   duplicate them with Shift + D, and move them along  the X so we have another window to the right. Now, let’s create the bakery sign. With the  box tool selected, lets create a rectangle   in this empty space here. In Edit Mode, with  Point Select (Shortcut 1) and holding Shift,   I want to select these 3 points at the top and  bottom, then right click and select “Subdivide”.   Then while holding Shift, select these 2 points on  the left and on the right, then hit S > X to scale   along the x so that they’re closer to the ends.  Then, delete the points in the corners and the   center top point. We’re trying to create these  curved-in stylized edges. In draw mode, select   the Arc Tool and let’s draw an arc between these  2 points from right to left. If you draw from left   to right, the arc appears on top, but you can  switch it with this Blue Dot. So, I’m drawing   the arc and adjusting it with the blue dot. Then  in edit mode with Stroke Select (Shortcut 2), I’m   going to duplicate it and rotate it along the  x 180 degrees (R > X > 180) and position it.   Then, I’ll select both those arcs,  duplicate (Shift + D) it along the x   and then flip it for the other side. The last  thing is adding a half circle here, so I’m going   to use the circle tool. I’ll roughly draw the  circle line to line and bring it down. Then,   I’ll go into edit mode with point select (Shortcut  1) and delete the bottom half of the circle. And now, we have our sign. So let’s start filling these in.  I want to create 3 New Materials: 1) The first one I’ll make a pale  blue color for the windows and name   it accordingly. We can leave stroke unchecked. 2) The second is a dark beige color for the sign. 3) The 3rd is a light brown  color for the shutters and door. Let’s create a New Layer, name it Wall Details  Fill, and uncheck Use Lights. Go into front view   and in Draw Mode, select the Fill Tool. Right  Click or hit U to set the active material to   pale blue and start filling in the windows. Then,  right click and pick the light brown color. Fill   in the shutters and door. Then, right click  again, and select the beige color for the sign.   If it doesn’t fill correctly, you might  need to join the endpoints with Crtl + J. Just a quick note on this, if you  draw a stroke and want to continue it,   you can select this option up here “Auto  Merge” (At the top left of your viewport) and   it will automatically join  these strokes by distance. Now, I want to duplicate a few elements to the  other side. Let’s Unlock the outline layer and in   Edit Mode with stroke select (Shortcut 2), select  the window elements and duplicate with Shift + D   and then x to move it over. Then rotate 90 degrees  by hitting R > Z > 90 and place it accordingly.   Go into side view if needed. Then, do the same  with the large bakery window. I want to scale   this a bit wider to fit the length of the wall, so  s then y to scale it out and position accordingly. Let’s make a glare for the window. Create a New  Material, name it white. Leave stroke unchecked,   but fill to white. Create a new layer above  Wall Details Fill and name it “Window Glare”   and uncheck use lights. In draw mode, let’s use  the Box Tool to create a rectangle that’s a little   larger than the height of the window. Rotate  it and go into your camera view to check it.   Then, move it back in the Y, and adjust it so  the top and bottom aren’t seen. You can play   this back in the timeline, just make sure you  position the Playhead at 0 when you’re done. Another quick note, if you find that you  accidentally drew on a frame other than 0,   you can just move it back to 0 in the timeline. Then we’re going to mask this by checking Masks  under the layers and adding the fill layer.   So now, the glare appears to move.  Duplicate it for the other window. Next, we’ll create an awning. I want to create a  striped awning on top of the window and door here   and on this side as well. Create a New  Layer above the wall details outline layer.   Name it “awning” and uncheck Use  Lights. Then, create 2 new materials. 1) The first will be a red and use  the same stroke we’ve been using. 2) The second will be another White  but with the stroke color enabled.   I’m going to name it White-S to  differentiate it from the other one. Let’s unlock the wall details outline  layer and in edit mode, use point select   to select this point at the bottom of  the sign here and set cursor to selected. Then, going into Draw Mode, change the drawing  plane to cursor. Hit shortcut N in the Viewport   to bring up this side menu, go into the View Tab  and let’s adjust the Cursor Rotation to get kind   of a slant coming out from the building. I  reset everything to zero first and now I’m   adjusting the x rotation to about 30 Degrees. Go  into Top View with Numpad 7, select the Box Tool,   and Right Click to make sure you’re on the  awning layer and have the red material selected.   So I’m going to make a rectangle to about  here and hide the roof layer if you need to.   When you check it, you’ll notice it is slanted  according to the rotation of the cursor. Go back into top view and go into Edit Mode  with Stroke Select, duplicate that rectangle   you just made and Assign it the White-S material.  Then, select both those rectangles and duplicate   (Shift + D) along the X like this. Then, to repeat  the sequence all the way down, you can hit Shift +   R. I’ll get rid of this last white one here. Then,  make Scale and Position adjustments as needed. Now, I want to give the awnings these circular  ends hanging down. In Front View (Numpad 1) and   in Edit Mode, select one of these points in Front  and set cursor to selected. And in Draw Mode,   we’re going to set the Drawing Plane to front.  So, using the Circular Tool with the active   material set to red, I’m going to make a circle  roughly the width of these rectangles. Then,   I’ll delete the top half of the circle (by  Selecting and hitting Shortcut X) and move   it up with Stroke Select (Shortcut 2). Duplicate  it like we did before, assign the color to White-S   and then repeat for the length of the awning.  You might need to make some positioning and   sizing adjustments. Now, I want to fill in the  side here. So, in Edit Mode, select one of the   points on the end, then hit cursor to selected and  in draw mode, set the drawing plane to side. Then,   entering Side View with 3, select the line tool  and set the active material to red. Draw a line   from the top of the awning to roughly where it  starts to bend. Then with Point Select (1) in Edit   Mode, select the bottom point of that line and  hit E > Y to extrude to make a complete awning.   Adjust as needed. Then, I want to duplicate  this awning for the other side. In Edit Mode,   hit A to select all, Shift + D to duplicate and  then shift it over like we did with the windows.   Then, rotate it with R > Z > 90. Because awning  wasn’t drawn in that orientation, we need to   flip it by going to Grease Pencil (option at  the top of the viewport) > Mirror > Y Global.   Then, it should visually look correct  and you can position it accordingly. Using the same Stroke Placement  and technique as the awnings,   I want to create these planters for the windows.  Create a New Layer on top of the awnings layer,   name it planters and uncheck Use Lights. Unlock  “wall details outline” and in Edit Mode, select a   point at the bottom of this window to move cursor  to that point with Shift + S. Then, in Draw Mode,   set drawing plane to cursor. I want the cursor  to be angled upward instead of the other way,   about 105 in the X. In front view with the box  tool selected, set the active material to roof   and draw a rectangle the width of the  window. Then, move it out in the y and   adjust as needed. Select a corner point and move  the cursor to the selected point with Shift + S.   In draw mode, set the Drawing Plane to Side and in  Side View (Numpad 3), select the Poly Line Tool.   Draw a line from the top left of the planter by  click dragging, to where it touches the building   and click. You can hold down Shift to constrain  angle of it. Then, down the building click,   and then to the bottom left of the planter  and click. Then press Enter to confirm and   adjust as needed. Let’s duplicate this side  to the other side to complete the planter box.   So, select it with Stroke Select (2) in Edit  Mode and duplicate (Shift + D) it along the X. Notice that when we do that, it doesn’t  visually appear correct and that’s   because there’s actually a Stroke Order  within each of the grease pencil layers.   So, not only do you have a layer order here, the  individual strokes within each layer also have a   hierarchy as well. So, in order to push this  shape behind the first 2 we drew, select it,   Right Click > Arrange > Send to Back. If you’ve  used Adobe Illustrator, it acts the same way. Another quick note, if you would like the have  the strokes populate from the back instead of the   front, you can select this option in the top  left of the viewport, “Draw Strokes on Back”   and all new strokes will be automatically  positioned behind your other strokes. So, with our planter finished, I want to duplicate  this for the other 3 windows. Make sure all the   other layers are Locked and in Edit Mode, hit  A to select all, then duplicate along the X for   the right window. Then, select both, duplicate  along the X, and then rotate with R > Z > 90.   Then Right Click > Mirror > Y Global and  position them accordingly. I want a long   planter situated on top of this awning on this  side so, I’m going to duplicate this planter here,   shift it down in the z (G > Z), then S > Y to  scale it along the y. And adjust as needed. Corner Pillars (18:20) Now I want to create these pillars   on the corners of the building to add  more detail. Let’s Duplicate the walls   layer (Going to the layers drop down) and move  it on top of the awnings layer and rename it to   Pillar. In Edit Mode, select all with A and scale  it with S > Shift + Z to constrain the height   of it. Then go into top view and position  the pillar at the corner of the building.   Again, hide the roof if needed.  Then, duplicate the Pillar layer,   rename it to Pillar Rear and move the layer  down on top of the walls layer. Then move   the element in this layer to the rear left of  the building. Duplicate it for the rear right. Alright almost done. I want to create a bakery  sign that hangs from the left side of the   building. So, select the point on this pillar and  move the cursor to selected with Shift + S. Then,   create a New Layer on top of that duplicate  pillars layer, rename it to hanging sign and   uncheck Use Lights. Create a new material, set  it to the usual stroke color and for fill, pick   a gold color. Enter side view (Numpad 3) and in  Draw Mode, make sure the Drawing Plane is set to   Side. Select the Box Tool, set the active material  to the gold color, and let’s create a beam that   stems outward from the building. Then, take the  Circle Tool and add a circular endpoint here.   Take the box tool again, set the active material  to outline, and create a square that will act as   the sign. Select all the points in that shape and  Right Click > Subdivide. Delete the corner points,   one at a time (Point Select then X to Delete).  Then take your Arc Tool and draw the necessary   inset arcs like we did with the other sign.  Then, in Draw Mode with the fill tool selected,   set the active material to ‘sign’ and fill it.  Then, go to Edit Mode, select that color block   and Right Click > Arrange > Send to Back like  we did before so it appears behind the strokes.   Select the fill and strokes of the sign,  duplicate it and size it in. Assign the   walls material to the smaller color block. Then,  in Draw Mode with the active material set to gold,   let’s create the hinges with the box tool.  Lastly, with the outline material and arc tool,   I’m creating an arc to act as a  support beam. Adjust as needed. So with the crux of our building done, we going  to move onto the plants and trees. For this, we’re   going to install 2 Free Add Ons. So go up to Edit  > Preferences> and search Grease Pencil Tools,   check it, and Sapling Tree Gen, and check it.  Then X out of it. So we’ll start with the plants.   Create a New Layer on top of the planters layer  and name it plants. Uncheck use lights. Then,   in draw mode with the Draw Tool selected, go  into Active Tool and Workspace Settings. Click   this drop down here and select “Download and  Import Texture Brush Pack”. If we go up here,   we have more brushes we can work with. Select the  text leafs_2 brush. Notice that the color doesn’t   use any of the materials we created and that’s  because it’s using Vertex Color, which is the   other way of coloring within grease pencil. You  can access this by switching the mode up here. Material Paint Mode vs. Vertex Color To quickly go over this, difference  is that with Material Paint Mode,   because we’ve stored the color in a material slot,  it makes it easier to change all of the elements   that share that material. And with Vertex Color,  it’s much better if you’re freely illustrating   because you can easily change colors on the  fly and not have to create a new material slot   each time and you also can store  in them a color palette here.   However, changing color isn’t  as easy as material paint mode. So, back to the plants, the cool thing about this  leaves brush is that there’s some randomization in   it and you can adjust it by going to the Advanced  Options at the top of the viewport here. But,   I’m going to leave everything as is. So, set  the stroke placement to Stroke and pick a pale   green color and then just draw on top of these  planters, like so. If you wanted to adjust the   color of these, you could use the Tint Tool here  and whatever color you select here, you can go   over the strokes you made and change the color.  Or, you can go to Vertex Paint Mode and use the   Replace Tool. It’s important to note that vertex  color works along points, so depending on how many   points you have, you could achieve a color change  that’s gradual or sharp. But, you don’t really   need to worry too much about that here. So now, I  want to put some greenery at the base just to have   something around the building. I’m on the same  layer and just going over these elements. Now I   think these brushes are more optimal with a tablet  but because we’re still using a mouse, to get some   size variation, we can go to Sculpt Mode, select  the Thickness Tool and go over those strokes. Now for the trees. Let’s bring in a Sapling  Tree Object by hitting Shift + A > > Sapling   Tree Gen. I think anytime you bring in this  tree, it’s situated at the world origin,   so if you can’t see it, the preset I’m selecting  is a Japanese Maple and in Custom Shape,   all the values will be .01. So once you click  out, the options will confirm and we have our   Tree Curve. Now I know I said we were going  to make this completely out of grease pencil,   but this part works better with a mesh.  Let’s convert this to a mesh by Right   Clicking > “Convert to Mesh”. Let’s go into  Material Properties, select new, and make this an   Emission Shader. Select color that’s light/medium  brown. Position the tree behind the rear left of   the building and Shift + Right Click on the  Surface to move the 3D cursor on top of it. Bring in a new grease pencil blank (Shift + A >  Grease Pencil > Blank). And uncheck Use Lights   for the layer that’s created. Select the leafs 1  brush and set the Stroke Placement to Surface and   Offset to 0. Let’s pick a reddish brown color  and start drawing on the branches. It’ll look   a little sparse, but we’ll fix that in a bit.  If you’ve seen my grease pencil tree tutorial,   I’m use the same technique. Once you’re done, go  into Sculpt Mode and go over the leaves with the   Thickness Tool until it resembles a dense tree.  Now, I want to duplicate this tree and position   it at the rear right of the building. If you  want to adjust the color of the trees, you can   again use the Tint Tool or you can apply a Hue and  Saturation Modifier on the grease pencil objects. Now we’re going to start adding more specific  details and this is the point where I do recommend   having a tablet. Again, it’s not completely  necessary, it’ll just make things easier.   To start, create a New Layer on top of  the planters layer and name it “Details”.   Uncheck Use Lights and Hide the Plants Layer  (Hit the Eye Icon in the Layers Panel). Set   Stroke Placement to Stroke, select the  Pencil Brush (at the top left), set the   active material set to outline, and have Use  Pressure checked for radius - if you are using   a tablet. Let’s draw some lines of details  on the shutters and then on the planters.   For the windows, I’m also adding some framing  elements. And once that’s done, move onto the   walls and add lines of detail there and maybe the  awnings. Then, the door and then the corner beams. Just a quick note if you want to  adjust the width of your stroke easily,   you can hit “F” and if you want to  adjust strength, hit “Shift + F” Now, for the main bakery sign, we’re going  to change to Vertex Color by clicking the   button up here. Change the color to  white, and draw these inner lines.   Then, we’ll write the word  bakery or whatever you want.   Then, switch back to Material Paint Mode. Go to  the hanging sign and let’s add some details to   the sides here. With the Draw Tool selected, set  the active material to “walls” and we’re actually   going to use Vertex Paint. I want to make a  sort of muffin icon. For this part, uncheck   Use Pressure for Radius. So let’s select a golden  brown color and while holding Shift, draw the top. Anote quick note, holding shift while drawing  enables “pulled string mode” in grease pencil,   which allows you to get very smooth lines. Then, select a pastel blue or  pink color and draw the base.   Then in Edit Mode with Stroke Select (2), select  the top of the muffin and Arrange it to the Front.   Then, enabled Use Pressure again. Go back  to material paint mode and set the active   material to outline and add details. The last  thing we’ll do is add flowers onto the plants.   Create a New Layer above plants, name it flowers  and uncheck Use Lights. Set the Stroke Placement   to Stroke and select the Draw Tool. Set the active  material to roof and go into vertex color. Pick   a red color, and draw some floral shapes. It  might look a little wonky, but you can always   undo it. Generally, I would draw these in front  view and then individually place them, but this   work for now. Then, pick a yellow color for some  variation. And now we have our bakery building!   I invite you to add more details with the  techniques we discussed such as a lamppost or   roofing, but I leave that up to you. Because this  is a grease pencil object, we can make it subtlety   shake with a grease pencil noise modifier. So,  if you click this Wrench (Modifiers Tab) > Noise   and play it, it moves. You can lessen  the Position Factor if it’s too much. So that’s it for the tutorial, thank you guys  so much for watching, I really appreciate it.   If I were to approach this project outside of this  tutorial, I would probably model some 3D elements   and use grease pencil to supplement the details.  The reason being that it’s a little quicker and   better for more complicated camera movements.  But I hope this was a helpful resource for   understanding how to draw with the tool in  terms of stroke placement and the drawing   planes. If you guys have any questions,  feel free to comment below or reach out   to me on Instagram @ Kevandram. I am planning  on putting out more tutorials in the future,   so let me know what else you’d like to see.  In the meantime, you can check out some of   the other resources I have these below.  Thanks again and see you guys next time!
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Channel: Kevandram
Views: 1,055,133
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Keywords: blender 2d animation grease pencil, blender tutorial 2d animation, blender 3d 2d animation tutorial, blender 2d 3d animation, blender grease pencil drawing, grease pencil animation, grease pencil 3.0, grease pencil blender, grease pencil tutorial, learn grease pencil, blender 3.0 tutorial, learn grease pencil in blender, blender 3.0 tutorial for beginners, blender 3.0 grease pencil tutorial, blender 3.0 grease pencil animation, blender 3.0 grease pencil, blender grease pencil
Id: nZyB30-xZFs
Channel Id: undefined
Length: 27min 56sec (1676 seconds)
Published: Fri Jan 14 2022
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