Blender Tutorial Modelling a Custom Plant

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hello guys what's up I'm here again today we are gonna do something different it's not exactly max to blender but it's something okay sorry it's something that you can learn and it I think it's very useful I'm gonna play around with some blender tools and I'm gonna show you basically how to model this plant here in blender using some things that we already know we already have been seen on the previous videos and now I'm gonna focus on how to create this using those tools and plus some other tools like when they're practicals things that we didn't see yet but it's gonna be helpful I think it's gonna be very interesting actually this is for a project that I'm doing right now so I have to do anyway and I decided to do this tutorial just to show you how to do that okay firstly I think it for this proposed modelling it's going to be useful if we have the screen split up in two parts particularly that it's very useful for these kind of things weather has these layouts so you can switch it between them but for me I don't think that it's worth it I don't like that much maybe it's because I'm not that used to but I like to create my own layout so that's what I'm gonna do now so if you go here to the very end of the right side you'll see you will see this this cross you see as soon as you hit here you see the cross you click here and then you drag so you open and you feel and then you click here drag it down let's create let's create the the second view right okay right now we have these two wheels so basic all of them are the 3d space we go here and we change it to UV editor so now we have the UV editor right and here we have the shader editor which is basically when we are gonna create our materials and all of that right and here it's gonna be the model okay first things first what I have to do what I like to do normally it's like I drag all the textures inside blender like I dragged this guy so I have T's here as a reference I can see I can zoom in while I'm modeling it's very useful right and this is the reference and then I'm gonna track the other image this is mostly for the material that I'm gonna use this to this is the opacity I'm gonna work with this later but for now I'm going to start to model on top of these because these like I grab it on the internet so we have a kind of straight leaves here that's going to be easier to model instead of trying to do something with this which will be pretty much useless right so the way you drag some images into blender viewport is just drag and drop right so now we have here in bladder as an image there we just need to start to mock to model I could I'm creating a plan right right let's put let's put this plan a little bit above the image so it will be always a cup of the image I like to model in a autographic will not perspective you see this prepared perspective we can have these distorted it can be confused if you change the angle I just rather to have orthogonal and to do that I just press five and five five five and I can switch between them okay I press out Z so I can see true right now I have this so I can start to model with a plane but I don't like it I'm gonna put this plane out away I'm gonna go to edit mode take a virtus do you remember that that's one one thing that I was talking about it it can be very useful now we have this guy here because actually it because we have extrude this is not gonna be in yours because I put this because it's a new tool from blender 2.9 which is amazing but I don't I'm not going to this right now so I just don't want to see it here we take this virtus we copy these shifty right we copy the vertices the vertices is here now so and then from here we can start a model we can start to extrude the virtus right let's do a couple extrude I just want to create this pattern here so that's why I'm extruding a kind of more time than would be necessary for a game engine for example because game engines require another level of optimization but from for me for now it's fine right I just want to cover the entire thing right and then I go back following the same amount of divisions that I have here I don't know if you guys can see it but yeah I can I can do this I can go to the image right and here and the image I can go to the transparency and let it more transparent so I can see more modalities and then I can go here and remove my grid so now it's gonna be a bit easier to see the vertex right so and then I start to extrude it again always following the number of vertices I have the other side right because and then it's gonna be easier we're gonna use F remember the F the two I show you it's gonna be easier for us to to get the point we really wanted alright and then I take these guys press F combined it and then to remember I just keep pressing F and then it's gonna filling up the entire thing right and then I go here press ctrl R so I create a loop exactly in the middle right so now we have this guy here let's let's delete this it's not necessary so that's our polygon now so I'm just gonna bring control point I'm just gonna bring the people here I'm gonna bring the people here right and because the particle system in blender takes the Y's axis as the main axis so which the particle is gonna point it out I'm gonna just adjust it a bit like here or maybe like here right and that's all control point again that's okay now our people this year so we have now we have our live right we are gonna do the same for the other leaves let's do that that's that right now right I wanna picked up this guy I'm gonna copy here right for this one I'm gonna do kind of I'm gonna cheat it because I I don't want to have this the end the end of the leaf it's gonna be like too thick I would just schools here and then I start to follow here here here right so far so good amazing how some keep going keep going right then I press e again ii ii ii ii ii i think i think i have the right amount of virtus I'm not sure let's see ffff oh yeah okay that's fine oh good control are awesome great we can take this guy put it here we can look into some adjustments right I just don't want these base to be thick I want this base to be something like that better you know okay now we are okay we are good the only one that that I still I have the opposite also is this guy so we are gonna do the same right this part is a bit tedious but I mean you are modern a plant not it's not that easy it's not everyone that does that so I could just chew a plane but this will be to optimizing its it wouldn't be as good as this and I'm not trying to reach as good as these otherwise I would have to model these more high poly right which we can do yeah you know let's do that let's subdivide everything after that and then try to play around with they maybe the stupid or something let's see okay yes yes here yeah here look at that almost there almost there yeah easy half F and then F F F F complete bum all right awesome good I'm gonna make this base a little bit smaller you know what I'm gonna turn it on the proportional absorbs the proportional you just roll up your middle battle moose but middle bottom Mouse most to like enhance and decrease the range of your I mean let's say max D will be the soft soft edges right okay perfect now we have here but we don't have they don't have the UVW and we don't have the material we are gonna create image here we go here and then we create new material let's put plant that just generic so you go here first of all you have in your preference preference go here file preference or edit preference I'm not sure edit okay edit preference right and then you go here in your add on you put your node node wrangle piece is crucial okay I cannot work without this anymore because this helps a lot on the material side and it comes with blender so just to knead on okay what does that means does that mean that you can go to your principal node based press ctrl T and you have your material your uvw everything ready it set it up already you just go here and pick up your texture right what I what I'm gonna do now I don't know if I brought the texture oh yeah the texture is here ready so the texture is as leaf so it's here already I just need to go here pick up a sleeve right so why we're not seeing this here because we don't have this on texture right now we are seeing here the image right so I'm just gonna hide this guy for now and it seems it's not UV it's not map it I'm gonna here on my UV pick in my UV layout because I want to see the image here so I killed in as a laughs so now I'm seeing here in my UV layout so basically if I go into edit mode select everything press U and then we have all the modes of UV we can use it I'm gonna use project from view because it's gonna project exact from the view that I had modeled so this view so project from view right so oh my goodness what happened everything is wrong yeah exactly you see here that's how our UVW map it's working so we select everything we scale up and then we see more or less what's going on here you just press G and we keep moving here right and then we can take this guy the same thing that works here for selecting the island like press L with the music model button the middle button on top of it it works here also right so if you if you select everything here you go here on your uvw let's extend this a little bit to be easier to see and then you press L so now you have your island selected here right and then you can see all it's proportional and can then you can scale down a bit and feet right scale up a bit okay this works I do the same here this guy scale down scale down a bit more bring it here right till we cover everything and mainly the borders right you see that's how it look like now the only one that left is this one here this guy so which is here we select here scale down bring it here probably scale up scale up yes scale up we bring it here we bring in here right so right now we have it our guy here maybe scale down a little bit scale down a bit yeah sure and then we bring it here let's see all right all right I think we are fine I think we are good enough good enough right so right now I don't want all the leaves in the same mesh so I just select this guy press P I separate these selectees press P I select a piece which is the detach and Max right so but all of them has the same people right now so I go here and then I press control point and then I go here and then I move move people something like this it's good enough I think so the same thing here this guy I bring here right okay follow them a good now control point again okay what we have to do right now what we have to do basically I'm gonna select all of them because I want to edit all of them all together I don't wanna waste my time so I'm gonna press C so I have the circle selection so I start to select the edges in between can be this can be this middle middle buta Mouse roll up roll down you see how blender is consistent this is the same for proportion is the same you middle boota boota Mouse for the same for the strokes you roll up and you roll down and you define the size of it right something like this something like these oh no shift you deselect right pump and pump that's selecting these this this all right and then we'll keep twenties for these guys also here right we keep going it's important to kind of do these steps from the beginning because it's I think it's a nice way of having and then to move away from the see you just click with the right button Mouse and that's it so right now I'm gonna take these guys I'm gonna put it up right put it on now I can I don't need this anymore I can't get rid of my I can get back to my previous image my reference right so that's my reference okay guys so right now we are like T's good press the right button smooth flat smooth out this shader right and right now what we have to do we have to take these guys and simplify them what we what we can do we can press control and one two three this and this is gonna define the number of subdivisions it's gonna apply the mod file it's a shortcut so control let's see - okay control - it's good enough I just don't like how it look like see here so we press these get back to get back to the code we can do this kind of here just to have better looking right and right now what we have here we have here basically the shape goes you see here we can select those forties the reason that you are seeing like this now because it's showing it's showing the modified after app to be applied so you just dis elect here I would take these guys I will put this let's see let's see maybe one or two intercepted I just want to have a little bit of more dramatic more than dramatic vibe for this right and what else we can do what else we can do oh we can maybe go here on the proportional where is my proportional my proportional we select kind of the middle we go up scale down a little bit do something like these no just to be just to be more organic the shape right go here we do the same right something like this something like this the same here the same this guy take something here in the middle here right but right now because we put all at the top we just we just kind of go up a bit a little bit with the people probably okay we're fine totally fine now maybe we do something like this just adjusting a bit the people so because it goes like more as we expect right okay now we have a live let's get back here control point so what we can do is we can take these guys let's see the grid now I don't know I'm gonna just show the grid so we have a reference we can take this guy we are going to create a collection for the for it it's not necessary but it's gonna be less work right so to create a collection you can create here but I like to create here you press em and then you create new collection and then you name it like leaves the leaves right and then press ok enter all of them are inside leaf so you can turn on and off that's all awesome perfect we don't need our 80 object anymore so let's just delete it right we have here so right now we put our cursor here we are going to create a cilia on a sphere right which would be as the source of our our plant and on the front mode we press out Z so we can see true because if you don't press out Z and you start to select it it's not alike the background right you press out Z and then when you select the select everything and then you delete the face right then now we have our object here and from this object we are going to go here right we're gonna create I just want to keep the reference and now okay let's keep both that's fine alright we are gonna go here in the particle system we are going to create a new particle system let's call leaves just to be organized right which wishes hair style so the style is the hair right and then we go advanced it we go render instead of path we can choose the knob an object so we can pick up the object like this for example right but we are gonna choose the collection so you're gonna pick these objects randomly in our collection so instead of object I'm gonna choose collection and then I'm gonna choose leaves so now we have our three objects randomly pick on here and choose it right so the next step will be rotation we are going to go to rotation instead of velocity here we are going to put normal and then we have our rotations based on the normal right and then we are gonna take this guy we're going to reduce a lot a lot the number of particles because it's not that much it's not that much definitely and we're gonna make them bigger right something like these right and then we have gonna pick up our object minnow the main object and we are gonna scale it down right we're gonna scale it down and we have something like these now right you have something like these but right now you see the plants like goes smaller and less in less quantity in the middle in order to control that we can go here press control tab and we choose weight paint let's not see the particles on viewport because it's it's very difficult to do that so right now we have this object in blue to paint it to paint it it serve basically the vertex paint on Macs and we are gonna do this here we pressed the I don't know this guy I forgotten a brass the Rye which is a kind of like Photoshop no up and down the reason we cannot do this here because the blood in the middle Bluto Mouse it's in blender its zoom in and zoom out and in this case because it has to be interactive so we just use the bracelet so we painted everything red means that is it's gonna covered everything right and then we reduce a bit the size of this guy we go here and then we have different types right now we are in the draw we are going to go for subtract right and then we are going to start to remove from the very end no like not kind of smooth way we can go here and press not here but here press tab and then we go blue we can blow a bit the entire thing right we can go back to the drown and then instead of subtract we put a drow and we maybe reduce the strange just want to have some fun more something more like these you know control better let's see let's see how it goes let's see how it goes this way right and I just want to have a very very I just want this complete completely subtracted this middle part completely subtracted because we can see here is we don't have that much thing going on here right so press control tab go back to object mode right go back to the particles let's see the particles nothing change of course because we have to go here to vertex group and these these wait paints that we did it basically controls the density the length controls everything on the particle system right now we are gonna use this to control the lens you see hi goes he basically reduce the length or the leaves according to the weight paint right so right now this material is here in cycles like that no that's how it is in cycles we have these ads here going on what we are gonna do we are going to select the objects selected the object the leaves we're gonna select the leaves right we are going to go to the material and we are gonna just take this guy and oh better better we can go here and because we need the opacity right we just drag and drop just to follow the same uvw coordinates we put it these guys here and we put these on alpha you see now we have we have the leaves properly cut it out like this guy right over here I think this is good enough I just want to show you something of course to be more like a plant you have to apply translucency you have to apply bump normal you have to apply you have to play around with the with the roughness maybe a roughness and map and the roughness I'm not gonna show you that much maybe I can show you how to apply the translucency so you can create another shade translucence translucence and then with ctrl shift you click with the right button here right button here and it creates the connection between both already right and then here we can you can just play around with your translucency make these more maybe like that you know and then reduce the intensity of the translucency right go this back arm a little bit and then to be faster because ran out blender is calculating all the the opacity for the shadows and maybe you don't need that to just be a little bit faster you can go here on your métier and then you go to settings you remove transparent shadows you see how fast it is now to render he because it's not calculating the opacity anymore and it really doesn't matter because this model is well model right so it really doesn't matter that much right so yeah it's pretty much these guys I hope you liked it see you soon
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Channel: Washington Filho
Views: 2,933
Rating: undefined out of 5
Keywords: blender, plant, model, 3d model, poly, modelling, tutorial, teach, render, eevee, cycles
Id: TOY7O-9D5A4
Channel Id: undefined
Length: 31min 24sec (1884 seconds)
Published: Wed Jun 03 2020
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