Blender | Bullet Tutorial | Beginners EASY

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welcome to another blender tutorial and today i'm going to be showing you how to very easily model a bullet in blender 2.92 also how to add some procedural materials including this nice spherical gradient in the background to kind of make it pop out so i'm going to keep this super simple and basic i hope you guys enjoy so let's get started so the new scene open up in blender we're going to go into our front orthographic view i've gone ahead and deleted all of the default objects and we're just going to be working with one primitive object here so we're going to go shift a when we go over to our mesh options we're going to simply add in a cylinder now we're going to leave the cylinder settings just as they are 32 should be fine and we're going to just select the cylinder and then we're going to tab into edit mode if you don't know how to tab if you don't have a tab key you can just go over here and go into edit mode now when we're in edit mode with all of this geometry selected so to make sure it's selected just hit a everything should be selected and then we're going to go s z and we're going to scale it up on the z axis like this about this long to start off with should be fine you don't have to be too perfect with it because we can always adjust just select verts and adjust them later on so it doesn't really matter too much so what we're going to do is we're going to make sure everything is deselected right so we don't want any geometry selected which one it all deselected and then we're going to hit z and we're going to wireframe mode we're just going to click somewhere on our screen and we're just going to drag and just select the bottom vertices to start with now what we're going to do is we're going to go control b so control b will create a bevel so control b or command b and you can see here when we move the mouse this is the bevel so what we're going to do is going to move it until we get a bevel like that we don't want too big we don't want it too small just right about there once you've done that deselect everything select just the bottom row of verts they're going to go e and we'll extrude it down if it's not kind of going down on the z automatically just hit z and we'll restrain it to the z axis we're going to go down about this much and then we're going to hit e to extrude s to scale and which can extrude it out like this and then we're going to go e and just extrude it down once again if it's not automatically going down onto z just hit z to restrain it to the z axis so just like that now we have the bottom part of the bullet we're now simply going to deselect everything and then just select the top row of verts here and we're going to do something super sim and very similar so we're going to go ctrl b just create a bevel and we're going to create the bevel a little bit more this time so we're going to go about something like that and then we're just going to select these verts here in the middle we'll go g z and just bring them down just a little bit further like so then we'll select the top row verts and we're going to go e and extrude them up once again if it's not restricted to the z axis just hit z after you extrude and it should restrict it to the z axis we're going to go up and then what we're going to do is while we still have that face here selected we're going to hit e to extrude s to scale to go in a little bit like this and then we're going to go e and just extrude it down then we can go x and delete that face so now we have the start of the the casing of our bullet so what we're going to do is we're going to tab out of edit mode we're going to go to object mode and enable shades move now what we need to do as well is we're going to go to our modifiers tab we're going to go to add modifier and we're going to add in a bevel modifier now one of the things we want to look at here we want to make sure that the limit method is set to angle and we want to come over here and just come to the amount and just bring that down just to create a slight bevel if you can't see the bevel effect very easily just go into wireframe mode and you can see here we have the bevel so we don't want it to be too sharp in the edges so just something like that point zero and zero point zero one should be fine and increase the segment count to something like free now we can see we have a nice bevel applied so it doesn't look too sharp also on top of that we can add a subdivision surface modifier just for an extra level of smoothness you're getting this funny shading happening here you can just tab into edit mode hover over one of these edges and go ctrl r double click to add in an edge cut and double g just to slide it up and that should fix that issue if you're getting it but it's not too bad in this case so now that we have the casing established the rest is also really simple we can add in another cylinder but to save some time we're going to go into edit mode make sure everything is deselected then if you go shift alt hold those two in and you click on an edge here it'll loop select these verts go shift and d to duplicate and then right click to let go then we're gonna go g z and bring it down a bit and then we're gonna go e z to extrude and we're gonna extrude it up on the z to about here go into your front orthographic view by hitting one and now we've extruded it up to this point we're gonna go e again and z extrude it to here and then s to scale it a little bit e to extrude and then z a little bit more and scale it and then e to extrude and z up a little bit and then scale it and we're just making it something like a fine point then we're going to zoom in here and we're going to go one more time e to extrude s to scale and then i'm going to hit f to fill it g z and just bring those verts up just a little bit now we're going to go with that still selected we're going to go ctrl l that's going to look select this piece of geometry because it's loose and it's not connected to the other piece we duplicated it from then we're going to hit p and we'll go separate by selection tab out of edit mode and now with this new object selected we can just get rid of that bevel modifier as it's not needed we're now going to go object shade smooth and that's looking really nice so there we have our modeling completed now like i said earlier if the bullet isn't quite what you want you can just go into edit mode with the casing select these bottom verts and just move them up and down to adjust the height of the bullet so super simple like that and you can do the exact same thing with the top part here you can always select the actual bullet part itself that's sitting in the casing and adjust that as well now this is super simple so let's get into setting up a camera so while we're still in a front of a graphic view we're just going to go shift a we're going to go down to our camera options adding in a camera and in this case i'm going to select the cat with the camera active we're going to go g y and just move it back in scene hit 0 with the camera selected to go into camera view then i'm going to go to my camera settings and i like a focal length of 95 so i'm going to go 95 and then i'm going to go over to my output settings i'm going to make the resolution on the x900 and that's going to give us this ratio here so it's going to be 900 by 1080. you can make that whatever you want that's just what i prefer for this tutorial then i'm going to go g y and just zoom out with the camera selected and then i'm going to go g z and just move it up till the cap the whole bullet is in the frame here so just moving the camera back like that now we're going to go over in to the right orthographic view just select both all the objects and including the camera and go g z and just move it up till the bullet is sitting kind of just above the ground there that's a bit better then we go shift a we're just going to add in a plane and if that plane selected we're going to go r x line zero we're gonna hit enter and i'm gonna go s to scale it up like so then we're gonna go g y and move it back in the scene about that much should be fine then go to your camera view by hitting zero and with that plane there still active we're going to go g z move it up to here and then s to scale it and then s z to scale it up on the z so all we want to do is make that fill the background there like that and that's going to be a nice backdrop we're going to create now that we have those elements created let's go over to our render settings make sure the render engine is set to ev enable ambient occlusion and screen space reflections if you're going to be working with refractive materials like glass or transparent objects you might want to enable refraction i'm not going to do it in this case as we're not going to be doing that we're now going to go shift a we're going to go over to our light options i'm going to add in an area light and with this area light here active we'll go g y and move it forward in our scene like that and then we're going to go to our light settings i'm going to increase the power to something like 4 500 sorry that's 5 500 and then i'm going to come over to the size and just drag that up till it's about 11 meters and we're not working with real life measurements here by the way so we're just making a piece of art here then in our front or graphic view we're going to rotate it roughly 90 degrees by hitting r and then we'll go g to move it over to the side 7 to go to the top orthographic view and then r to rotate it in towards the bullet so now if we go into camera view by hitting zero and we hit z and we go rendered we should be able to see what this looks like so we can see at the moment it's a bit underpowered so with the light selected because this is a larger scale of scene we might have to bump it up so depending on the scale of your actual scene this could vary so i'm going to make it 1200 and that's looking a lot better and with this light active i'm going to shift d bring it over to the side and then hard to rotate it in towards the bullet here and in this case with this duplicated light i'm going to make the power 700 so i'm using a free point lighting system i've got a strong light here on the side a weaker light here and then i'm going to go to add some rim lighting to make it stand out i'm going to go shift a i'm going to go to my light options and add in a point light just point light selected down here i'm going to go g and move it up then i go to the radius here in the light settings bring it up and then increase the power to about 112 and then i'm just going to move it behind the bullet here just inside and i'm moving it increasing this radius and increasing the power until i see this nice kind of room lighting appearing and once that's looking cool i'm going to go shift d to duplicate it and just bring it down and also move to the side here i'm just going shift d and moving it creating this nice rim lighting effect on the outside of the bullet to make it kind of stand out so now we have our lighting setup let's get into the fun part which is our materials so i'm just going to go ahead and just quickly save this to make sure we don't lose our work so i'm just going to save it now let's go over to our shading workspace make sure once again to hit zero to go into camera view then hit z and go into rendered view so now we can see the render here so the first thing i'm going to do is select the actual bullet casing itself and then we're going to go new to create a new material let's call it casing and we're going to come over here to the principal shader and we're going to make the color kind of like a yellowish brass kind of color like this and then we'll come drag the metallic slider all the way up to one and then bring the roughness down a little bit like that what we're then going to do to add some texture to it so it doesn't look this boring is we're going to go shift a search we're going to type in noise just like the noise texture place it over here and then we're going to take the factor and plug it into the base color of our principal shader we're then going to select a noise texture and because we have node wrangler enabled which i'll show you in a second we can go ctrl t or command t and it'll automatically add in a mapping node and a texture coordinate if you want to enable node wrangler go to edit preferences and under your add-ons you can come up here in the search bar and you can type in node and you can enable your node wrangler that way if you select the texture coordinate and hit control t it'll create these two nodes so we want to take the object and plug it into the vector of the mapping and now we're going to see it's creating this effect here but we also want to come over here to the scale on the x and we just want to drag that up to about 14 like that now we can see we have this kind of metallic grain here but what we want to do with that is we're going to use it as a bump so we're going to come down here in our nodes and we can go shift a search we're going to type bump get a bump node place it over here we're going to take the factor and plug it into the height of the bump and i'm going to take the normal output of the bump and plug it into the normal input of our principal bsdf we're then going to take the base color here and plug it out and now you can see here we have this kind of texture going on here with the bump but that's way too intense we're going to come here to the bump node and we're going to make the strength point 0 6 so 0.06 and that's looking a lot better if you want to you could add in a color ramp note so we can go shift a search and just get a color ramp note so type in color get the color ramp place it in here and now what we can do is we can come over here and drag this black value up a little bit and drag this white value down so this gives us some more control over the the contrast and the strength of this um this texture here we could also come here to the scale and just increase that drag it up a little bit more you can also mess around with the scale over here on noise texture if you want to increase or decrease the scale there and that's completely up to you and you can now come over here to the base color and you can adjust that so i might bring the value down just a little bit on that and that kind of looks a little bit better than just a flat boring thing we had earlier so now i'm just going to simply select these nodes here so all of these ones here excluding the this one and this one then i'm going to right click and i'm going to go copy then i'm going to select the bullet part i'm going to go new and i'm going to call it bullet and then i'm going to come over here to the principal shader i'm going to make this base color here kind of like a coppery red color like this make the value a little bit darker then i'm going to go increase the metallic value all the way to 1. and i'm gonna bring the roughness down but at the moment it doesn't look good without the texture so we're gonna come over here right click and we're gonna go paste we're now just gonna take this node setup move it over to the side and i'm gonna take the normal output from the bump and plug it into the normal of this principal shader and now we can see we have that same texture going on on the bullet here so now you can just come here and adjust this accordingly so just try and get that kind of copper look you can look at some different references to get some different things going so that's how i make that now we're going to do something cool we're going to select the backdrop here just as plain as the last thing we're going to texture it's optional you can go new with that plane selected then you're going to go shift a search and you're going to type in gradient so just type in grad g rad and then click on gradient texture plug the factor into the base color here and then we're going to come here to the linear option and make that spherical we're then going to with this gradient texture selected when you're going to give it some mapping coordinates so with the gradient texture i'm going to go ctrl t and it's going to add in once again the mapping and texture coordinate with the node wrangler take the object and plug it into the vector here now we can see we have this nice gradient so we go into camera view again that's what we see at the moment it's a bit too harsh so we're gonna go shift a search type in color get a color ramp node and place it between the gradient texture and the base color and we're gonna come to the linear and make that b spline to soften that up a bit so now we can just drag this black value up like that and this is what we get you can also scale the plane or you can also scale it on the z so s z and just scale it up into z to kind of create a little bit longer instead of messing around with these coordinates here you can do it either or so that is how you get that nice effect in the background so let's go over to our layout and let's go into solid view and let's make sure to save let's go render and render image and see what this looks like and there we have our final render that's rendered super quick so i hope you guys enjoyed this tutorial and i hope you guys are able to make something cool out of it i'll see you guys next time for another tutorial and stay safe
Info
Channel: PIXXO 3D
Views: 5,956
Rating: 4.9716311 out of 5
Keywords: Blender, Blender 2.83, Blender 2.9
Id: Utz3Y6PXQ1A
Channel Id: undefined
Length: 15min 49sec (949 seconds)
Published: Sun Mar 21 2021
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