Blender 3D Grease Pencil Tutorial - Cake

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Hey everyone, it’s Kevin and this is a tutorial  to create this layered cake in Blender 3.0 with   Grease Pencil. If you don’t know what grease  pencil is, it’s an element inside Blender that   allows you to draw in 2D but in 3D space.  It’s great for creating hybrid 2D and 3D   animations, illustrations, and motion graphics and  I really enjoy incorporating it into my workflow.   If you’d like to learn more about  it, you can check out this tutorial   to create this bakery with grease  pencil I posted a few weeks back. However, different from that tutorial  is that we’ll be making this cake using   a combination of both meshes  and grease pencil elements.   The focus here being on a 2D and 3D workflow  to achieve a stylized, textured look. How this will go is we’ll start with modeling  the base meshes. Then, we’ll move onto shading   and then finish it off with some textured grease  pencil elements. A tablet is optional for this   as you can get by with your mouse. However,  I’m going to be using a combination of both. With Blender open, the first thing we’ll  want to do is adjust a few render options.   Let’s click on the Render Properties  Tab and under Color Management,   change this from “Filmic” to “Standard”.  This will give us more accurate colors.   Let’s also set the Look to “Medium High Contrast”. Now, we’ll move on to modeling our cake  and we’ll start with the bottom tier.   Go to the 3D Viewport, delete the cube with X,   and let’s bring in a cylinder by hitting Shift  + A > Mesh > and then selecting Cylinder. Rename this to “Cake” in our outliner and in our  viewport, bring up this side menu with “N” and in   the Item Tab, under Dimensions, let’s set the X  and Y values to 5.3 m and the Z value to 1.7 m.   With it still selected, apply this transformation  by hitting Crtl + A > Apply All Transforms. Then,   tab into edit mode and hit 2 for stroke  select. We’re going to slightly bevel this top   edge here. While holding Alt, click on  this top edge to loop select it. Then,   hit Crtl + B to bevel it slightly and use your  mouse wheel to increase the number of segments.   If you don’t have a mouse wheel, you can bevel  it slightly and then adjust the segments in   the options window that appear in the bottom  left. About 4 segments should work for this. Now, we want to create an icing layer that will  sit on top of this tier. Go into front view   with Numpad 1. If you don’t have a Numpad,  you can go to Edit > Preferences > Input   and Select Emulate Numpad or you can press the  Tilde key and select it from the radial menu. In Font View, toggle X-Ray with alt + z. You can  check if it’s on by looking at the button up here.   In Edit Mode with Point Select, box  select this top portion of our mesh.   Hit Shift + D to duplicate it and hit Esc to leave  it at its original position. Then, hit “P” to   separate this duplicate by “Selection”. Rename  this duplicate “Icing” and toggle off X-Ray. In object mode, with the Icing mesh selected,  let’s add some thickness to it by going to the   modifiers tab and selecting a Solidify modifier.  Decrease the Thickness to about -0.1 m. Then,   hit S > then Shift + Z to scale it in  while locking the Z axis. Let’s also   add a Subdivision Surface modifier to smooth  it out by hitting Crtl + 2 in the viewport or   selecting it from the list and specifying 2 in  levels. Then, let’s apply those modifiers by   hovering over them and hitting Crtl  + A for both. Shift it up in the Z. So, with the bottom tier modeled, we’re going  to duplicate this to make the upper 2 tiers.   In front view, select both meshes and  duplicate them by hitting Shift + D   then Z to move it up. Then, S  > and Shift + Z to scale it in,   locking the Z axis. Then, duplicate it  one more time and repeat for the top tier. Great, so with all 3 tiers completed,   select all of them and move them up in the  Z, until they sit right above the 3D cursor. Now, we’ll move onto our cake stand. Go into  Top View with Numpad 7, let’s bring in a Circle   by hitting Shift + A > Mesh > Circle. Size it  out with S until it’s a little larger than the   bottom tier, about 7.5 m in the X, Y. Then, Tab  into Edit Mode and with all the points selected,   hit F to Fill the mesh. In the next  few steps, we’ll be doing a lot of   extruding and scaling because we’re going to  create a stand that’s decorative. Go into Front   View with Numpad 1 and extrude those points by  hitting E and downward in the Z, click. Then,   let’s make the stem of the stand by hitting  e again, click, and S to scale those points   in to about here. Then E, click and scale them  in again, click. Then e, click, and s to scale   outward a bit, click. Then, E, click, and scale  in, click. Then, E, click, and scale outward,   click. And then E one more time, click. So now we  have our stand and we can make some adjustments.   If you want to shift any of these edges, go into  stroke select with 2 and loop select them by Alt   clicking and then hit G, then G again to slide  it along your mesh to your desired location. So, I want to Bevel these 2 edges on the  stem here. Loop select the first edge by alt   clicking and then hold shift to select the second  edge. Then, hit Crtl + B to bevel and use your   mouse wheel to increase the number of cuts or,  again use the options in the bottom left. Now,   I want to make the base and the underside of the  plate here curve outward. To do that let’s add a   loop cut by hitting Crtl + R, clicking on the  base to add it, and clicking again to confirm.   With that edge selected, scale or shift it as  needed, then bevel it with Crtl + B. Let’s do   the same thing with the underside of this plate,  adjust as needed, then Crtl + B to bevel it. The last thing we’ll want to do is add a  subdivision surface modifier onto this mesh.   In Object Mode with it selected, hit Crtl + 2.  Notice when we do that, some of the definition   like this plate goes away. To bring that  back, we’ll need to add 2 loop cuts. So,   TAB into Edit Mode and with Crtl + R, create a  cut near the top of the plate and create another   near the bottom. Let’s also create another loop  cut where the stem meets the base and another at   the very bottom of it. And now, we have our  completed cake stand. With our meshes done,   let’s select them all in Object Mode and  Right Click > Shade Smooth. Let’s also   move them up in the Z, right above the  3D cursor. Now, we’ll move onto shading. Let’s head into the Shading workspace by  selecting it at the top. Enter Render Preview   Mode clicking the button up here or hitting Z  and selecting it from the radial menu. Then,   head into Top View with Numpad 7. Grab this  light and position it down here so it’s in   front of our cake. This light will be important  as it’ll affect the outcome of our shader.   Let’s also merge these 2 windows by right clicking  on the divider here and hovering over to the left. Select the bottom tier of the cake, create  a new material, and rename it to cake. We’re   going to create a stylized toon shader. Bring  in a shader to RGB node by hitting shift + A,   going to converter, and selecting “Shader  to RGB”. Drop it on this noodle here. This   node helps us achieve a non photorealistic look by  altering the output from the BSDF node next to it.   To see what’s happening, let’s bring  in a color ramp by hitting shift + A,   clicking on search, which is another way  to bring in nodes and typing “Color Ramp”.   Drop it right after the Shader to RGB node. If we  change the option here from Linear to constant,   we’ll now we have a basic toon shader. You can  change these colors or add new ones and you’ll   see how the light source affects it. For this  tutorial, however, we want this shader to looked   textured. Let’s change constant to B-Spline.  I want the color of the cakes to be a sort of   golden/yellow color. Let’s adjust those colors  accordingly, making this value a dark brown, the   middle a yellowish gold, and this a bright yellow.  Feel free to choose whatever colors you’d like. Let’s bring in a Voronoi texture with Shift  + A and connecting the Position output to   the Normal input of the BSDF. Set scale  to 3.7. Then, bring in a noise texture   and a geometry node. Let’s mix them with  a Mix RGB node and connect the Normal   output of the Geometry node into the Color 1  input and the Color Output of the Noise Texture   to the Color 2 input. Let’s change this from  Mix to Linear Light and the Factor value to .54.   Connect the color output of Mix Node to  the vector input of the Voronoi Texture.   Moving to our Noise texture, change this  from 3D to 4D, width to 2.4, Scale to 9.5,   detail to 3.8, and roughness to .55. Feel free  to experiment with these values to your liking. At this point, we’ll want to set our background  color since that will affect our shader as well.   Let’s go into our world properties  tab and select a pale yellow color   or whatever you’d like. You’ll notice that our  color disappears. To bring it back, go to the   Pricinipled BSDF shader and lower the Value of  the base color. Now, make any adjustments needed. Let’s apply the material to the other  2 tiers. Shift Select the middle, top,   and bottom tier in that order. Then hit  Crtl + L and select “link materials”. If   the texture looks off on those meshes, make sure  to apply scale transforms on them with Crtl + A. Depending on where your light was situated,   you might notice a shadow on the cake. Click on  our light object and under Object Data Properties,   uncheck Shadow. Also, adjust  the position of it as needed. Moving onto the cake stand, let’s link the Cake  material by shift selecting the stand and then   the cake. Hit Crtl + L and link the materials.  Click on the Cake stand and in the Shader Editor,   click on the “new material” icon here.  Rename this to Cake Stand and adjust   the colors to be a pale silvery blue.  Again, apply scale if it looks off. Now for the icing. I want to  create a Neapolitan look so,   the top would be brown, the middle pink, and  the bottom white. Let’s link the materials   from the Cake mesh like we did before  starting with the bottom icing mesh and   create a new material from it. Name it white  and adjust the colors accordingly. Then,   select the middle icing and repeat that same  process of linking and creating a new material.   Name it pink and adjust it. And for the  top tier, let’s make it a chocolate brown. In object mode, select all  the meshes and hit M to send   them to a new collection. Rename this to Cake. With the shading completed, I want to  create an outline around these meshes   and there’s a couple of ways we can go about  this. To briefly go over some of the ways:  The first is the Freestyle Method which  is a render engine inside Blender that   applies outlines during the rendering process  according to your geometry. You can turn it on   in your render settings and then go into  the View Layer tab to adjust the options  The second is the newest one which  is using the grease pencil line art   modifier. This method uses a grease pencil  object to apply outlines onto an object,   collection, or an entire scene. And the third is the inverted hull   method which uses a solidify modifier and a  material with backface culling to produce an   outline that you can view in realtime. This  is the method that’d we’ll be using here. Select the bottom cake tier. Go into the material  properties tab and let’s create a new material   and name it outline. Make this an emission  shader and set the color to a dark/medium   brown or whatever you’d like. Under settings,  check “backface culling”. Then, let’s add a   solidify modifier. Under normals, check flip and  in materials, set the offset to 1. Let’s decrease   the thickness to about -.04 and you should  see an outline. Shift select the middle tier,   top tier, and bottom tier in that order. Then,  hit Crtl + L to link materials and do it again   to copy modifiers. Then, shift select the bottom,  middle, top icing layers and the bottom cake tier.   Copy the modifiers from this. In each icing layer,  create a new material slot and make sure it’s   the one right after the main color. Select the  “outline” material we created earlier. For these   meshes, the outline might not appear correctly  and we can fix that by applying scale transforms   with Crtl + A. Now, shift the cake layers in the  Z as needed to get the outlines to be visible. Lastly, I want to add the outlines to  this stand. With the object selected,   go into the modifier properties and apply  the subdivision surface modifier by hitting   “crtl + A”. Then, shift select the stand  and the bottom tier and copy modifiers   with crtl + L. Let’s also create a new  material slot right under the main color   and add the outline material. So, it  doesn’t seem to be working. To fix that,   let’s head into edit mode. Select all with A  and hit alt + N to select flip normals and it   should visually look correct. If it still looks  off, apply scale transforms in object mode. At this point, I want to set the camera view.   This will make working with grease  pencil in the next steps a bit easier. Set the 3D cursor to the world origin if it’s not  already with Shift + S. Then, let’s bring in an   empty with Shift + A and selecting Empty. Select  the camera object in your scene and hit Alt + R   and Alt + G to reset the rotation and location to  the world origin. Let’s head into the animation   workspace by clicking it up here and set the  left viewport to the camera view with Numpad 0.   In the right viewport, let’s move this camera  object back in the Y and rotate it in the X by   90 to face the cake. Bring this object up a bit  and adjust the view to your liking. I’m pulling it   back by hitting g then z twice to move it by it’s  local value. So now, I want to animate this camera   and have it rotate slightly around the cake. Let’s  parent the camera to the empty with Crtl + P.   Go into top view and set the playhead to 0. Let’s  rotate that empty to the left slightly in the Z,   then keyframe the rotation with I. If it helps, go  into render preview mode. Go to frame 125, rotate   it to the right, then keyframe. Then duplicate the  frames at 0 with Shift + D and place them at 250.   And now we have our camera view. If you want to  animate the camera position, feel free to do so. Now, let’s move onto creating  our grease pencil elements. We’ll start with our decorative icing elements.  Head into the 2D animation workspace by clicking   on this Plus up here, going to 2D animation,  and selecting it from the list. Go into render   preview mode by clicking on the button up here or  hitting z and selecting it from the radial menu.   Set the playhead to 0 if it’s not already  and let’s create a new grease pencil object   by hitting Shift + A> Grease Pencil > then  selecting Blank. In the material properties tab,   create a new material, and name it white outline.  Check stroke and set the color to white. Then,   go into the object data properties tab,  and let’s rename the layer here to “Icing”   and uncheck use lights. Go into draw mode by  selecting it from the drop down menu at the top   left or hitting crtl + tab and  selecting it from the radial menu. Let’s adjust some visibility options that  will make drawing with grease pencil easier.   Make sure overlays is on and in the  dropdown, select Grid, 3D Cursor, and Canvas. If this is your first time using grease pencil,  the 2 options here, stroke placement and drawing   plane, are extremely important to understand  when using this tool. If you want a more of   an overview on these options, I suggest checking  out the bakery tutorial I posted a few weeks back. Set the stroke placement to Surface and  offset to .012. Set the radius to around   75 px and because I’m using a tablet for  this portion, I’ll keep “Use Pressure” on.   Bump up strength to 1 and uncheck use pressure.  Select the draw tool by selecting it from the   menu on the left or by hitting shift +  spacebar and selecting it from the list.   Enter your camera view with Numpad 0. I’m  going to draw diagonal lines on the top tier,   horizontal lines on the middle tier, and  ornate flourishes on the bottom tier. I’ll start with drawing the diagonal lines  on the top tier. A fun thing you can do is   actually hit play and you can draw while the  camera is animating. This is really helpful if   you’re trying to add certain details at different  angles to your scene. The reason why this works is   because since we have our keyframe at 0 and don’t  have auto-keying enabled, any strokes we make,   regardless of where our playhead is, will be  applied to that keyframe. With the top tier done,   I’ll move onto our middle tier. I’m shifting the  view a bit because since we have this light here   and our Stroke Placement is set to surface, we  might accidentally draw over it. Moving onto the   bottom tier, let’s turn off use pressure  for this, and decrease the radius a bit.   draw these curved lines on the cake stemming  from one another. Then, go into sculpt mode,   and with the thickness tool selected, go over  the ends of those lines to make a decorative end.   The last thing is creating this icing ring  around the base. In draw mode with the circle   tool selected, go into top view with numpad  7 and make a circle around that base layer.   Remember that because our stroke placement is  set to surface, you’ll need to draw on top of   this cake stand so it looks visually correct.  Then, in edit mode, position it with stroke   select as needed. Go into sculpt mode and use the  thickness tool to give it some size variation. Great, so now with those tiers done, I want to  create an outline around them. Let’s duplicate   this layer by clicking on this dropdown here and  selecting “duplicate”. Let’s also check the option   “Autolock inactive layers”. Move the duplicate  layer to the bottom of the layers list,   rename it Icing Outline, and under adjustments,  increase the stroke thickness to 65 px. In   edit mode, hit a to select all the strokes,  then head into the material properties tab,   create a new material and name it outline.  It’s important to note that the materials   made in the shader editor are different  from the ones made in grease pencil. Also,   if you enter a name that already exists in your  file, it’ll add .001 at the end of it. Make it   the same stroke color as our outline material.  You can copy and paste it from the emissive   outline material we created for our meshes or  use the eyedropper tool. Leave fill unchecked and   click assign. And now we have our decorative  icing elements done. If some of the elements   look rough or jagged, you can go into sculpt  mode and use the smooth tool to smooth it out. Let’s move on to creating our cookie &  meringue elements. We’re going to create 4   new materials. The first one will be a mint  green color and I’ll name it accordingly.   I’m copying the stroke color from the  outline material and pasting it here.   Then, I’ll check fill and select a mint green  color. The second will be a pink color. Copy   the same stroke color and set the fill to a  pink. The third will be a pale yellow color   with the same stroke color. And the 4th will  be a creme color with the same stroke color.   Make sure your playhead is at frame 0 and  create a new layer above the icing layer.   The reason we move our playhead to frame zero  first is because when you create a new layer,   a keyframe will be created at wherever your  playhead is situated. If you weren’t on frame 0,   you can just shift the keyframe back to it. Name  this “Middle Elements” and uncheck use lights. Go into top view with numpad 7 and in draw mode,  set the stroke placement to 3d cursor and the   drawing plane to front. Let’s shift + right click  somewhere in the bottom middle half of our cake to   set the 3D cursor. Go into front view with Numpad  1 and select the circle tool. Set the radius to   35 and uncheck use pressure. For these elements,  we’re going to keep it simple by drawing round   and organic shapes and then adding details to  them later but you can make whatever you’d like.   I’ll pick the green material to start off,  but we’ll be cycling through all of them.   I’m placing them on the sides of our  cake and switching to the pink material,   then the cream. And now, with my draw tool,  I’m going to make these meringue shapes. If   you want to have strokes appear behind the  ones you previously drew on that same layer,   you can select this option up here Draw Strokes on  Back. Once you’re done, uncheck the option “Draw   Strokes on Back” and select the outline material.  I’m also turning on use pressure for radius.   Add some detail lines to the those shapes. I’m  imagining the circles to be cookies or wafers.   And for the meringues, I’m just following the  curve. Feel free to add more details as needed. Now, I want to draw some elements in the back to  give it some depth. Go into top view with numpad   7 and Shift + Right click near the middle of our  cake to set the 3d cursor. Make sure your playhead   is at 0 and create a new layer under the icing  outline layer. Name it Back elements and uncheck   use lights. In camera view and with my circle tool  selected, I’m going to make more circular shapes.   Again, changing the color as needed. Then,  those meringue shapes with the draw tool.   Use your camera view to help and feel free to edit  the position or rotation of those elements in edit   mode and lock the necessary axis. I’m checking to  see if the composition is balanced on each side.   And I’m just laying more colors and shapes. If you  want to change the color of any of these strokes,   you just need to have the stroke selected > right  click > go to assign > and select the color. At the top of our cake, I want to create these  pirouette wafers and chocolate bars sticking out.   Set the material to cream and we’re going to  switch to vertex color by clicking on this   option up here. Pick a tan color and set the  mode to fill. Let’s draw 2 rectangular cookies   on the left to be our pirouettes. Then, change  the color to a brown, and let’s draw a sort of   rectangular bar on the right to be our chocolate.  Tab into edit mode and use stroke select if you   need to make any adjustments. Once you’re done,  switch back to material paint mode, select the   outline material and add detail lines like we did  before. Hide any necessary layers if you need to. Lastly, we’ll create some elements in the  front for even more depth. Go into top view   with numpad 7 and Shift + Right click near  the front of our cake to set the 3D cursor.   Make sure your playhead is at 0 and create a  new layer at the top called “Front Elements”   and uncheck use lights. In camera  view, let’s add more of those   circular and meringue elements. Then,  add detail lines like we did before. Now, we’ll move on to texturing. 
 For texturing grease pencil elements,   there are a few ways you can do this, depending  on the style that you’re going for. Previously,   I experimented with texture brushes and varying  the color to get a textured gradient look. And for   this, I’m going to use a similar technique, but  overlaying the texture with blending modes which   is the most natural way for me coming from other  design programs. To get those texture brushes,   let’s install a free add-on by going  to edit > preferences > add ons > and   searching grease pencil tools.  Check this box and exit out of it. With your playhead at 0, create a new layer  above front elements, name it front texture,   and uncheck use lights. Change the blending mode  of Front Texture to hard light and take down the   opacity to around .45. Add the Front Elements  layer as a mask to the Front Texture layer by   checking this box and selecting it from the  dropdown. Hide the middle and back elements   layer by clicking on the eye icon. In draw mode,  with the draw tool selected, go to the “active   tool and workspace settings” tab and click this  dropdown to “download and import texture brush   pack”. Select the leaves 2 brush from the top  left and set the stroke placement to stroke. So, I’m going to go over these elements twice,  one for a lighter texture and then again for   a darker texture. If you have your own  way of working with blending modes,   feel free to experiment or you can follow  along. Right click, pick a pale yellow color,   and make sure you’re on the front texture layer.  I’m applying that yellow towards the top of those   front elements and you’ll see that the blending  mode creates a sort of highlight. If you want to   adjust the radius and opacity during this  portion, you can just hit F to adjust the   radius and Shift + F for opacity. And then, I’m  selecting a blue color and applying it near the   bottom. It’s important to note that depending on  the material you’re texturing, varying the color   yields different results. But for the sake  of this tutorial, I’m only using these two. Now with the front elements done, I’m going  to do the same thing with the middle elements.   Hide the front element layers and unhide middle  elements and create a new layer above it. Name   it middle texture and uncheck use lights. Set the  blending mode to hard light and opacity to .45.   Check masks and add the middle elements layer from  the drop down. Like we did before, I’m selecting   a pale yellow and applying it to the top of  those elements. Feel free to experiment with   these colors to your liking. Then, I’m selecting  a blue color and applying it near the bottom. With the middle elements done, let’s repeat  this for the bottom elements. So again,   hide the middle layers and create a new layer  above back elements. Name it back texture,   uncheck use lights, set the blending mode,  adjust opacity and add the back elements mask.   Then, go over these elements like we did before. Great, now we have our texturing down. Feel  free to experiment with these blending modes   and different colors. I really like using add or  divide, depending on the look I’m going for. Also, So, now with our base elements done, we’re  going to move onto adding more details.   With your playhead at 0, create a new layer above  icing elements and name it “Icing Element Details”   and uncheck use lights. In draw mode, select  the pencil brush and the outline material.   Set the stroke placement to surface and  the offset to .012 if it’s not already.   Then, draw these detail lines  on the cake and the icing. So, back to blending modes, the cool thing about  using them with grease pencil is that they work   on meshes as well. I use this a lot for adding  atmospheric overlays or light effects to my scene.   With your playhead at 0, Create a new layer  above this one and name it “Icing Blending Mode”   and uncheck use lights. Set the blending  mode to divide and lower the opacity to .3.   Right click and select the white  material. I’m going over the cake just   to give it some color and texture variation. And now we have our completed cake! For this part, I invite you to  add any other details you’d like   using what we learned about stroke placement,  drawing planes, and blending modes. To start,   I’m going to create a new layer at the bottom  so I can add details to the cake stand. I’ll   create another layer set to a divide blending  mode for some shading and texture variation.   Then, I’ll add more elements to the cake to add  more to the composition adjusting the stroke   placement and drawing planes as needed, creating  new layers, and switching between materials.   Just a quick note, if you have stroke placement  set to surface and you find you cannot get   consistent offset, especially when zooming  in or out, try drawing in orthographic mode   by clicking on this button here or using Numpad 5.  You might need to adjust the offset values a bit.   I won’t go over animating here. But if you wanted  to, just make sure you have auto keying enabled.   Then, you can create new keyframes with drawing,  editing, or sculpting. The great thing is that,   since we’ve separated our elements into layers,  we’ve also prepared it to be animated. Then, when   it’s all finished, I’m applying a noise modifier  to give it a subtle shake and adding a grease   pencil rim effect. You can even try to experiment  with other modifiers like length or build.   Lastly, if you render this out and find the grease  pencil elements ignoring the meshes and Z space,   go into the view layer properties tab,  and under data, make sure Z is checked. So that’s it for the Cake tutorial, thank you  guys so much for watching, I really appreciate it.   I hope this was helpful in understanding how to  draw with Grease Pencil in relation to meshes   in our scene. I am planning on putting out more  tutorials and longer form resources so let me know   what else you’d like to see. For other videos, you  can check out the grease pencil bakery tutorial   I posted a few weeks ago. If you’ve seen that  one, then thank you so much for your support,   it means a lot! I really enjoyed seeing  everyones project that tagged on social media   and they all came out great. I do have other  tutorials to create this 2D/3D flower vase   scene with grease pencil and this animated  star scene with geometry nodes and they’re   both beginner friendly. However if you do check  them out, please make sure to read the pinned   comments at the top since many options have  changed in Blender 3.0 for grease pencil and   especially geometry nodes. I am planning  on updating these for the future as well. If you guys have any questions, feel  free to comment below or reach out   to me on instagram @Kevandram. If  you do end up doing this project,   feel free to tag me. Thanks  again and see you guys next time.
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Channel: Kevandram
Views: 243,070
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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: XKM43KkyWeY
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Length: 28min 31sec (1711 seconds)
Published: Sat Feb 12 2022
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