Create Architecture Assets in blender(Modeling and Texturing Tutorial)

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okay um I'm gonna have a cube with shift a mesh Cube and always try to use a reference for proportions the best option is to use a character here in item dimensions I'm going to scale the character to 1.82 or 83 meters I always use my height so I can better understand know the size but the proportions Now define the size of the structure you can scale with s and also scale in a particular axis by pressing s then X Y or c every time you scale in object mode don't forget to apply the scale by pressing Ctrl a scale this way you won't have problems with stretch textures or modifiers by pressing tab you can go into edit mode and press tab again to go back to object mode weight control r add some Loop cuts and Ctrl B to Bevel the edges and use your character to define the size of the entrance I'm going to select these vertices press s then X you can delete Faces by pressing X then faces now press e and extrude inwards to make the entrance again add some Loop cuts and we can select a face Loop by pressing alt click now press alt e in shoes extrude faces along normals and make sure to enable offset even with alt click select the edge loops and Ctrl B to Bevel we can also choose a custom profile I'm going to use coronis molding and just increase the segments I'm going to delete these faces by pressing F we can fill a hole and now press I to insert then e text root to create the columns I created a cube and since this is a symmetrical model we can have a mirror modifier in this case I'm going to use the X and Y axis select these faces and press I to insert but this time enable individual and now extrude faces along normals here I'm gonna create a loop cut scale it up then Ctrl B to Bevel and again choose Cornelius molding and the columns are ready we can duplicate the column with shift d and I'm going to scale it down you can see through the mesh by activating wireframe shading with this button and also move these vertices [Music] now to flatten the vertices here I'm gonna press s then X and press 0 on the number to select loose objects select a face or vertex then press l you can hide objects with h and to join the vertices select them by pressing shift click then press J now I'm gonna delete the half enough mirror modifier to unhide the objects press alt h and we can take existing geometry and duplicate it with shift d then press p and separate now I'm gonna have a solidify modifier activate even thickness and now scale along the normals with alt s okay to other textures open the Shader editor and create the material before I add the textures I'm going to apply the modifiers then select the objects with shift click and Ctrl J to join them to create the ubis in edit mode press a to select all the faces then press U and for quick texturing we can use Cube projection now to add the PBR textures we can use the node Wrangler add-on if you haven't activated yet go to preferences add-ons and look for not Wrangler and check the box next to it now click the principle Shader and press Ctrl shift t Now look for your textures and you can find these Textures in the resources folder select the color displacement normal and roughness and we can repeat the texture with the mapping node just increase scale I'm going to use cycles for rendering and for lining in one properties click color and add environment texture Now preview the render by clicking this button and find your HDR image you can download free HDR images on polyhaven.com the link is in the description now in render properties under film I'm going to set to transparent background and because we are using Cycles the displacement texture gives us some extra details you can control it with scale in the displacement notes now to add some dirt press shift a image texture also a mix color and connect the texture we created to mix color now I'm going to select this crunch texture that I made set to multiply with Factor we can control the visibility but we can also add a color ramp to the ground texture to change the contrast in possibility if you want to move the garage texture and select it and press Ctrl t you can modify it here some people ask me how I made the PVR textures for my models especially for these statuine buildings this sun wall material so if you are interested I uploaded a tutorial for patrons where I explain how to create these textures with substance painter to round the edges you can use a bevel modifier for this I'm using Game mesh tools this is a free add-on just download the zip file and now in blender in add-ons install the zip file okay so now open the image tools here and click bevel I'm gonna use only one segment and now right click in Auto smooth in the modifier properties we can modify the amount also in intersections I'm going to use cutoff to smooth the edges go here in object data properties under normals change to 60 degrees and if you want to break the objects you can use booleans I'm gonna add a cube right click and subdivide increase number of cuts and also smoothness and also increase fractal just a little bit in the image tools use the eyedropper to select the object that will be cut and now hit difference okay so to create the next assets is the same process I include this part as a time lapse but I already explained the tools that I used
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Channel: ChuckCG
Views: 17,792
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Keywords: blender modeling and texturing beginner tutorial, how to model and texture assets in blender, blender tutorial for beginners, blender tutorial, blender textures, modeling and texturing assets in blender, creating assets in blender, make 3d assets, blender texturing tutorial, Create ruins in blender, modeling temple ruins in blender, how to create assets in blender modeling and texturing, create architectural assets in blender, create architecture assets in blender
Id: 70q0LzWYADU
Channel Id: undefined
Length: 19min 2sec (1142 seconds)
Published: Fri Jun 23 2023
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