Blender Making Road Intersections

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
okay guys today we are going to make it roads why we are going to make it rules because intersection is always a problem how can you blend the roads to the lanes all of that for art fish that's very important and sometimes we have that on our scene and we don't know how to make it i will show you here that it's very easy before that if you are interested in eevee real time how to get realistic vibe and realistic lighting feeling combining even in cycles so you have real time and you have ray trays all together making everything more consistent and more realistic just check out this course that i just released on hotmart and it's so fast it has three hours of lessons and you go from scratch to the very end for the very realistic lighting in eevee using uh just whatever it depends on your video card but still delivering in one click something around 40 seconds per frame that's the average 40 seconds 36 and 30 seconds and that depends on the video card but for animation it's amazing because sometimes ambient occlusion in ev flicks screen space reflection flicks all together with ambient occlusion and lighting as well so to avoid flickering just go for that approach and show you there in three hours you can learn everything okay just check that out let's go back to create a row i will create a plane and i would just extrude this guys here e here this guy i will just create basic road okay now select everything or better just a vertice here ctrl shift b so i basically be all that select everything and limited stove you can match this clean clean up leave it at soap basically the engine you see i destroyed my entire uvw but doesn't really matter for me now i i don't care about that okay now what i will do is just i will just select these ads here here here okay here this guy's here okay bring it up extrude it down separate that's gonna be my curve and from here i bring it up again select everything and that's gonna be my sidewall for my sidewalk i'll press alt e and extrude along the normals that's gonna be my sidewalk okay i will just move into the faces delete this delete this face bottom face like that out and flip just to have the manual almost correct okay and here i'm gonna get my curve that's gonna be my curve okay i will select the alt e along normals as well something like this is good enough so i will delete the bottom yes i try to avoid as much as i can uh big geometry okay [Applause] i will bring this guy down maybe something like this okay that's good enough for what we want let's just delete these faces here as well why i delete that because i want to chamfer just this guy i want to be able this just i'm using shepherd because shopper is the language you use for this kind of thing in 3d max so i've been a 3d max user for a long time and i just got used to okay okay so we have this shades move we go here i'll just move okay that's fine for that we will put it down the sidewalk we will put it down okay something like this for the sidewalk we will apply something different we will do a mix of modifiers first and split and i'm just gonna show you the angle solidify solidify is the same as max as uh as uh oh my goodness i forgot the name now you just create the thickness in your face so and then you go to beaver now we have it's building all the lines but that's not what we want okay in this case let's grab the sidewalk let's grab the the curve all of them because we want to follow the same pattern of division okay and in this case we will select both go to edit mode out z we can see through okay i don't like the way it's we see true in x-ray here i just want i don't want to see everything okay i'm blending okay and then i select the edge here here here and here and i subdivide it with the right mouse button subdivided and we choose how many subdivisions we want that's a good amount of subdivisions okay that seems pretty cool that seems pretty good okay in this case we go back here we just select those ads for us okay same thing here here here here okay and this guy's here as well why i don't select everything because we don't want to have all of them all together uh having a groot we're just having some we just want some actually we are telling blender which we are telling blender which one which one we want okay in this case now here which the right mouse button we mark as a sharp so now we have them as a sharp so why is that because this level instead of using the edge split for the chamfer you're going to use that split for the just for the sharp okay and now we fix the the b fill okay right here if we try to apply the same modifiers we have here for here let's see how it goes it's gonna be crazy because the solidifier is gonna blow up the whole thing i think so okay but let's try it out and see okay we have we select the curves first the sidewalk then ctrl l and we copy the modifiers okay you see i told you because of the solidifier is getting crazy so we don't want that much solidifier okay just a little bit okay just what makes sense to be maybe something like that okay no issues okay no issues at all no visible issues okay that's so cool okay now we're gonna grab a rope select that inset insert inset again okay we inset again and now we have this thing here which is our lane and we're gonna select that copy put it up separate from the other mesh select those faces here just delete them okay let's trade those let's trade those points just to make it cool okay the same thing here same thing here okay now we're going to grab this guy and pull it down select everything shift and again just to invert the paste the normals okay now if we go to render we'll see that's what we have right now here okay if we take the curve if we take just the lane as we have it here apply a material let's put it lame white okay the point of this asphalt let's make as far but now i'll just show you the basic for preparation for the material for this material we are going to use ambient occlusion let me end that vision here and we will use the ambient occlusion for the alpha but with inside local that's what we want okay we want from the edge so it doesn't seem so rash it doesn't seems that it doesn't seem that rash you know combining the it the idea is to make it look like painted so we will go for we will crush we will clamp a bit more something like that that's what we want that's what we want okay but for now we have shadows being casted so we don't want to have shadows being casted and we don't want to have any diffuse being casted so now you can see that we have a nice blending material okay but we have these edges going on here okay we don't want to see those edges and the reason we are seeing that is because right now this material is being applied for the for the everything for everything okay so in this case we will cast a transparent we will get a transparent shader combine that combine it okay and i'm gonna get the information from my geometry and the back face will be will make sure that it will delete everything that goes behind so we don't see that anymore okay so that is the base that's the base okay let's set up the base for the sidewalk as well okay sidewalk sidewalk i'm gonna get my geometry okay color mix multiply and i will use random island here as a factor and now we have we can see that we have this distinction right because this multiple this is is using that for multiplying and how i'm gonna control that using a color ramp here and it's moving out but we still have some difference right that's it and now we are gonna go for texturing the asphalt okay let's grab our asphalt and select everything you project from the view so now we have our spot projected here we will we will use this uv just for painting right so it doesn't need to be that fancy or that accurate okay now we're gonna grab a texture from the asphalt okay and i will grab this texture over here i think this one is pretty good okay but i will use that as a blend i will use that as a object blend like this okay not i'm not using the uv i'm using this mode this mode for texturing which i'm gonna explain why i'm using this okay i'm gonna bring a value here for the scale so i will scale something like this something like this maybe yeah all right and i will take this for this horizontal these horizontal okay and for that i will at least five yeah okay let's see if it's working here bring it something like this okay something like that okay that works well okay but now we have just one direction going on and that's the secret of painting in blender i will grab this guy just copy and make this 90 degrees instead okay use the same value for the scale now we have the mix okay the mix is basically changing the direction we wrote okay and that's going to be changed by the texture painting so let's create a texture image texture new one alpha paint whoa whatever name you want to call it okay doesn't really matter you select this guy here all right and now let's paint that select your your road and go you go to texture paint texture paint let's grab this guy put it here and bring the color the gamma gamma so we can see that darker okay darker okay now let's paint it we went to paint it we make sure that we have it that into alpha paint and then now we start to make the other direction shows up here instead of this direction okay and see x you keep changing from black to white okay i think now i have a nice blending if you go to redder we will see you see now i have the blending going on okay so yeah for here for the lane we have this this texture so what we need to do is add a noise texture here noise texture oops texture noise either noise texture another gradient ramp texture to the gradient graduate brand and combine them let's combine them into a multiplier what's happen what just what that just happened it just happened that we have one thing and now we have a noise going on and let's for that noise we will use object as well and we scale up you see what's going on you can see let's let's clip the noise something like this okay something like that okay now we have a lane going on here you can go and go to details so you can have more details in the texturing you can clip it more okay something like that scale that even more right make the imperfections the imperfections make everything perfect okay and then you use the same approach for creating the rest of the lanes let's say you have a lane here yellow one you know uh the lanes for pedestrian across the street or wherever okay let's let's go for the sidewalk for the curb we will create another material called curb good but we have the sidewalk approach this we will ctrl c and ctrl v busy just like that and now we have some difference in between curves okay but we still can use something even faster which is another ambient occlusion oh my goodness why this guy's using so much ambient occlusion because it's awesome okay something like that and you say oh my goodness that's terrible you move it to inside instead and local instead okay and then you bring the distance down just like that see just like that something like that okay bring it here just like that and then you we go to clamp color ramp color ramp our best friend we invert that okay we invert that so we have some dirtiness going on on the sidewalk all over the sidewalk and we also can use the vivo to tell blender oh oh pay attention on the beaver now it's paying attention on the beaver and we can go here to the noise just let's let's use what we have right we don't need to we need to stress so much control c and then we go here ctrl v oops bring it up then we mix them oh my goodness in multiply mode and see what is going on oh my goodness i'm creating noisy and imperfections lots of imperfections going on here okay that's more or less what we want that's more or less what we want okay clamping those imperfections something like that and here we can use whatever color we want for that we can even use a more kind of browny color or something on the sidewalk and in this guy here that's when we are gonna apply our texture oh not here sorry not here not here at all here here um there you go and then let's go for i don't know what's out no i'm going to concrete to be honest concrete seamless seamless it's a good one okay let's do this let's do this folks and then we go blend box let's not take let's not waste our time with okay that sounds good you know what i'm gonna do i'm just gonna grab my curve and copy the text copy the text copy the materials to be honest okay that doesn't work it works just terrible oh my goodness it works it's terrible but that's fine let's make this another material curve and the problem is is here is probably our our ambient occlusion yes problem is and i know why is that it's because it's taking it because the solidify is creating a mesh which is extremely close to the curve okay that's pretty much it so in this case let's leave it like that making a nice nice curve and let's let's make it just a bit brighter a bit brighter let's use it as a screen okay just a bit brighter from the sidewalk something like that okay and i can even use this screen over here okay because i would preserve the rest right and we can maybe take this multiply and make it a bit more different right so we will have a bit more different differentiation per island okay how can we manage this difference differentiation per island just here see brightness but it was less brightness see something like that something like that right right okay folks that's pretty much it and now here you can go and do your bumpness no i like to apply the same material to the specular you know so we have kind of more stronger roads and to the bumpness as well so we have bumping going on everywhere okay have some bumping see something like that and to be even more realistic you could apply your roots texture behind the lanes it's not necessary i think that's good enough for now let's apply the light and see how it goes okay that's it that's pretty much it very solid very solid i hope you guys like it see you soon
Info
Channel: Washington Filho
Views: 12,464
Rating: undefined out of 5
Keywords: blender, road, paint, texture, render, modelling, cycles, 3d, architecture
Id: gQ3RNIckkzY
Channel Id: undefined
Length: 29min 34sec (1774 seconds)
Published: Tue Mar 29 2022
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.