Blender - Easy Sci-fi Hallway Design in Eevee (Blender 2.8)

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This is great content and I shouldn't complain when it's free, but I am always reluctant to make a tutorial for an end result which doesn't correspond the thumbnail.

👍︎︎ 2 👤︎︎ u/Bayul1984 📅︎︎ Apr 09 2019 🗫︎ replies
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okay so in today's tutorial working with making a easy sci-fi tunnel render let me show you what it looks like and then we'll get into it alright so this is the render we're gonna be making right here it's it looks complicated but it's quite simple I'm gonna break it down for you on a side note this is my Instagram right here if you want to send this render to me if you make it that'd be awesome I love seeing you guys it's work so let's get into it alright so the first thing we're gonna do is hit shift a and we're gonna getting a cube all right now right over here let's go to our transform settings and right here on the Y we're just gonna stretch it out just a little bit right about there that's gonna be pretty good now let's hit tab for edit mode and right up here we're gonna choose face select select this face hold down shift select that face then hit X and we're gonna click faces and that will remove those faces for us alright now we need to bevel this right here so we're gonna be using the bevel modifier so let's go over to our modifiers add and then bevel and then right here on the width you can just change it just like that so I'm gonna want to do right about there that looks pretty good and we're going to apply it all right now what we're gonna want to do is take this hit shift D duplicate it go back to our transform settings and let's take the Y and just scale it down to write about this thickness because we're going to be making these sort of side panels that you see right down here and right here so we're gonna take that and we're gonna bring it all the way to the end all right now we're gonna add a solidify modifier so right here and we're just going to bring it in to write about that thickness and we're going to apply that now let's take this here select the bottom right click and let's subdivide it and we're going to subdivide it three times now make sure this is still selected we're going to go over here to inset faces so right up here we're going to click individual and we're just going to inset them right about there and then we're gonna hit E for extrude and we're just going to extrude it down just like that and now we have and nice I'm gonna put a matte cap on here real quick so we can see what's going on a little bit better maybe put a metal matte cap on it all right so now you can see what's going on and let's add an array modifier to this actually let's add a little bit more design here let's hit tab again select these panels holding down shift and what we'll do is we'll inset these two as well bringing it down and hit s and then just drag it out just like that now we have these sort of window type things now let's add our array modifier so let's add the array it's bringing it that way we don't want that so I believe it would be yes this middle one right here so give it about the width you want I'd give it right about that I think that'll be kind of what I'm going for here yeah and on the count just up your count until it passes up your tube just like that nothing uh nothing too crazy now let's add a plane shift a at our plane and then bring it down and then in our transform settings right over here we're gonna take the Y and scale it all the way and this will be the floor because right now if we don't have that we just have these big dents and imagining this as a hallway you can't walk there so we're gonna add a floor select it and let's just bring it up kind of like that giving us a nice floor and now we have that now what we're gonna do is we're gonna take the original cube here duplicate it again i'ma hit tab hit a to make sure that's all selected right click subdivide and we're gonna subdivide it quite a bit I think giving it 15 maybe 20 subdivisions that looks really good and we're gonna throw a wireframe modifier on that so go back to your mind go back to modifiers add modifier and wireframe and now you can kind of see what's going on here we got pretty good design already all right now we're going to add these tubes right here so we're gonna go shift a curve and add a path take this path and we need to rotate it so go to our transform settings right here on rotation and rotate it by 90 degrees on the z axis and we're just going to scale it up till it passes up our object here and let's go over to the NURBS path settings here one geometry we're gonna give the depth quite a bit not that much that will give it put the depth at 1 and will scale it down here bring it to the edge here just like that I'm gonna scale it just like that so it just barely on the edge and bring it up perfect all right now we have this one let's just shift D duplicate it bring it up bring it here and take the middle one here again shift D bring it down bring it here to the side so just doing it just like that and that looks pretty good for our tubes all right so let's make sure we're in the e V render engine so hit the camera cycles we're gonna change it to e v hit Z and go to look dev so we can kind of see what we're dealing with and let's start shading this mainly with metallic shaders so let's take these brackets here add a new shader make it metallic and now let's select the wireframe make that metallic we're gonna make it pretty dark right around here we'll take this outside one here make that one metallic just like that keep it around the same the default white base color and then these three we're gonna add a metallic shader to that one as well and add the same one to those tubes and the floor of course new and we'll put the same shader that the tubes have which is material for one that actually material 3 and now we have the base of pretty much what we got going on looks pretty good we need to add some lights so shift a and we add 8 light when we get an area light now you can't see it obviously because we are in look devmode so let's sit Zee and hit two rendered and now it's way too bright I'm gonna turn off bloom right now if you're wondering about the Eevee settings for this you're gonna want volumetric screen space reflections bloom and ambient occlusion on I'm gonna turn it off for now because it's overpowering the scene will give it a power of two and then turn blue them back on alright now we have some fun stuff to play with so I want this light to sort of light up the whole thing right now it's just here in the middle very simple fix we're just gonna go in and stretch it out here on the Y just like that and now we have the light spanning the whole scene now we have a light coming down but we have nothing visually telling us what is emitting that light so we need to create a light so a little simple trick here we're gonna go over to mesh add a new plane bring it up here just like that I'm a scale it down and so let's take it and let's subdivide it so hit tab right click subdivide and so you can sort of imagine it each of those squares is gonna be a light so I'm gonna put it right about there now go to edit operator search and type in edge split and split perfect so visually didn't do anything but what it did was it cut all these edges and if you go to the modifiers and you add a smoothing modifier now it cuts all those and let's add a solidify to that and now we have our lights now we just need to add an emission texture emission shader to it new principle changed to emission and give it a strength of three now we have our lights pretty cool pretty dandy now let's just now let's just bring it here to the edge and we're gonna eyeball where it needs to go so right above the the wireframe just like that now what I was designing this I was trying to just use an array modifier to bring it all the way like that but didn't quite work so just duplicate it a couple times just like that and then put it in these areas and just like that the the wireframe just didn't place them in a very even way it just was it didn't work mathematically with my with what I did but if you just do that now you have your lights and it makes sense to where the light is actually coming from all right last thing we want to do is go over to the lights at a point light make it red we're just gonna put this red point light just to add some visual interest into the scene just like that and we're gonna take our area light here give it a slightly blue tint just like that and now let's go and make these metallic shaders a bit darker because the bloom is just overtaking it and when you have that problem it usually means your shaders need to be a bit darker so you see once we make it darker it looks much much better all right now we need to add some stuff going on with these textures because right now they're just perfectly smooth and want to change that so I'm glitter 2.8 we have these presets let's click the shading preset and let's go and add some fun stuff so go to rendered Z and let's add a bump node plug the normal into the normal and let's add a noise texture just like that plug the color into the height and bring up the detail and bring down the strength of this and now we have some bumpiness going on I'm just gonna take this noise texture duplicate it and plug it into the vector just to give it a little bit more detail in in this noise texture and let's bring up the distortion so now we have some cool stuff right here on our floor plane let's add a new texture let's add a bump right here on the normal and a brick texture plug that into the height and now we have this little brick stuff going on for the floor makes sense for the visual aspect of this so works really well and it also adds that texture to the tubes here and it looks really cool I'm a huge fan of how that sort of happened randomly and you know a little happy accident there all right now let's go in and add a camera but first click on this world icon and bring down all the way to black on our world settings and let's set up our scene the way we want it to look so right about here looks pretty good shift a pen a camera control alt 0 snaps the camera to view make sure your camera selected we're gonna go to the camera settings on focal length change it to 35 that kind of changes it to a 35 millimeter lens and makes it more wide-angle alright we have one problem and that there's nothing here we want this tube to go much farther so all we have to do I'm going to hide the camera so I'm not selecting it and I'm gonna hit b4 box select selecting it all click em new collection and just name it something random doesn't matter and now we have this scene collection now we're gonna do the thing called instancing so shift a collection instance click it and I'm gonna hold down shift so it just kind of snaps and there we go collection instance and we'll duplicate that instance all the way down the line for however far you want it so you could just add array modifiers on all those objects but this is a much easier and less strenuous on your computer way to do it and now you have the super long tube going all the way down and it works really well now for your render settings I'm just gonna render it in 1920 by 1080 you can do whatever size you want and then right up here render render image and there you go this is the render that I got once I hit render so as you can see I did some other post-processing in Photoshop but everything all the models and the lighting is done in blender again if you make this send it to me on Instagram I'd love to see it and thanks for watching
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Channel: Ducky 3D
Views: 195,447
Rating: undefined out of 5
Keywords: Blender, Beginner, Blender tutorial, Blender Animation, Blender Loop, Blender Animation Loop, Blender 2.8, Blender eevee, Eevee Animation, Abstract, Blender Abstract tutorial, Blender Modeling, Blender Enviornment, Blender Easy, Blender easy tutorial, Blender cycles, Blender 3D, b3d, Blender Guru, Remington Graphics, Intro to Blender, CG Geek, Olav3D, CG Cookie, Midge Sinnaeve, Gleb Alexandrov
Id: pwFGNNbNMvg
Channel Id: undefined
Length: 13min 1sec (781 seconds)
Published: Tue Apr 09 2019
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