Boat In A Bulb | Blender Tutorial | Beginners

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
hello guys and welcome to another blender tutorial today i'm going to be showing you how to make a ship in a bulb now this is actually based on things that i've seen in gift shops where you get like these little bulbs and they put a little toy in it with some resin and you know it's pretty cool so we're deliberately going to try and make it look plasticky so we're going to make the water look like resin and a boat look like fake plastic wood and it's just a cool little thing and i'm excited to see what you guys can do with it so by all means improve upon what i'm showing you how to do here and if you also want you can join the discord server in the description below and i am making these blend files available on patreon if you're interested as well so without wasting any more time let's get into this little blender tutorial so with a new scene open up in a blender go ahead hit shift a and let's go to our mesh options let's add in a circle now if this circle here active we're going to tab into edit mode and in edit mode if you go to your front or graphic view by hitting one just select the vertex to your very left so just one vertex to your very left you can see it's on this red access line then hit control i or command i that's just going to inverse the selection for us hit x and then delete those vertices now we have one vertex here in our um edit mode here and we have our origin point here in the center which is important because that's going to kind of be like our reference point to make this kind of pivot with the screw modifier so let's go over to our modifiers now and let's go down over here under the generates and let's get a screw modifier just click on screen modifier and what we need to do now is extrude this vertex up on the z so if this vertex active we're going to hit e to extrude and we're going to hit z to lock that extrusion on the z axis bring it up about that much and then we're just going to select both of these vertices right click and subdivide it so now we have an extra vertex here in the middle just select that vertex and in your front or graphic view just go g x and move it over to the side like this and now to make it look like a screw all we have to do is come here to the screw settings and just bring it up so i'm holding in shift while i do this so it gives me a bit finer control i'm dragging the screw value up here till the bottom is touching it the top edge here so you can see we want those to kind of touch so we're going to just bring it up till it kind of merges a little bit like that and then you come here to the iterations now iterations this is simply the amount of times it's going to iterate so i'm going to go with something like 7 7 should be more than enough and you can come over here and enable merge and mess around with this slider here and for some reason in blender 2.92 it's not working even if you drag this merge value all the way up to 1 meter so what i'm going to do is i'm going to add in a weld modifier so come over down here to your modifiers add in the weld and then drag that distance up till it all kind of merges together like that so now it's one mesh so now i'm going to tap out of edit mode i'm going to come here to my modifiers oops not delete it i'm going to come here to the modifiers come to the drop down and apply the screw and then just come here and apply the weld so now if we go to edit mode this is all one object here which is fantastic and what you can do is you can go shift alt and just click on an edge here on the edge and it's going to loop select like a big kind of screw selection all the way up here those faces like that and what you can do is you can go control b just to bevel them so control b or command b and just bevel them out like that and you can roll your middle mouse button to control the segment so i'm just going to roll it once like that so we have a nice bevel that's just going to make it look a lot nicer and then what we can do in edit mode is just hold and shift and select these vertices up here so select these four up here and then hit f3 and type in merge so if you just type in merge go down to merge at center just like that and do the same thing at the bottom just select these guys over here so these four vertices down here so five of them actually one two three four five f3 type and merge and then merge at center and now those all merge together so now if you come to the top here and you go shift alt and you click on an edge here it's going to loop select these vertices and then we're going to go s z and kind of flatten it a little bit like that and i'm going to go e to extrude and we're going to go z and extrude up a bit of that edge selected we're going to go s z minus to flatten it on the z axis hit enter and then s to scale it in like this and then g to move it up g z to move it up like this go to your front of graphic view if it helps so we're just trying to create this kind of bulby bit the screw bit at the top so i'm going to just scale it a little bit move it till it's about here and then i'm going to go e to extrude s to scale just a little bit and then f to fill in those faces now if we go to our modifiers we can go over here and subdivision surface add a subdivision surface and this is go shift alt click on this bottom edge here and it's going to loop select these vertices here in your front view go e to extrude z to bring it down and then s z 0 to flatten it and now we have this disc here which is going to go s to scale it this circular selection about this much in an e to extrude down on the z scale a bit more and we're going to leave it at that for now so that's the kind of screw part and that's a bit more of the difficult part to model but the rest is super easy so let's go out of edit mode and let's add in a sphere so this is going to be the actual bold part so let's go shift a let's go to mesh options add in a uvs here and scale it up about this much just hitting s to scale it so you want it about that size you can look at an actual light bulb for reference here but you get so many different ones this is kind of just like your standard size so i'm just gonna go something like that g z just bring it down to about here then go to edit mode select a vertex on the top control plus to go to selection twice and come up here enable proportional editing and now those selected if you go g and you hit z you can move it up but if you roll your middle mouse button back you can control the fall off so we're going to go with something like this okay bring that up and then s to scale it a bit shrink to fall off just trying to make a bulb kind of shape then we're gonna hit x and just delete those faces up there so now all we do have is this here now you can select um verts loops and verts here and just scale them so once again i'm going to shift alt clicking on an edge and that just edge loop selects them like this and just try and kind of make like a bulb looking shape so i'm going to go just with something like that and maybe just select this top loop here and just scale it in a little bit more grab this one here and just scale that in so just make a bulb looking kind of shape like that and then extrude this top edge up into the top part here just like that so you can't see it then we're going to tab out of edit mode select the bulb again tab into edit mode and if that edge down there is still active we're going to go e to extrude and z to go down and then s to scale it in like this and make sure to turn off proportional editing so just like that so it's all tucked in there like that and maybe g z just bring it up a little bit okay so you can mess around with this as much as you want but i'm going to go with that now i'm going to tab out of edit mode there select the bulb again and i'm just going to move it up in there just a little bit so just play around with it till it feels right so you can see we have the beginnings of our bulb and i'm going to select the ball part also and just give that a subdivision surface modifier go to object mode and enable shade smooth as well so now we have the bulb done so now we can actually model our little ship so i hope this wasn't too hard this part i know if you're really new to blender you might have found all the things i did a little bit tricky but i hope you were able to follow along so you can get into making the little ship now so what we're going to do first of all we're going to get started by making the resin kind of watery part in the bottom of the bulb so to do that is quite simple in this case we're just going to select the bulb itself in fact if you hit z and you just go into wireframe mode it might make this process a bit more simple so go into wireframe and this is going to edit mode here and we're just going to click here and select the bottom verts here like this okay you can see here we've selected the bottom ones you could go control plus to grow the selection or control minus to string to selection but in this case we don't want to go too much so i'm going to go with about something like this then we're going to go shift d to duplicate it right click to let go and while you still have that active if you go alt and you go s alt s you can scale that in along the normals just a little bit like that so it's just inside of there and then you can hit p and you can go separate by selection tab out of edit mode and now in your object mode you can see here we have the bulb and if you click here you can see down here we have this new item here so let's select that by itself tab into edit mode and then if you go shift alt and you click on one of these edges up here it'll loop select the verts here another way if you don't find it easy is just to go into your front or graphic view click here and just drag select those top verts then you're going to go e to extrude s to scale a little bit and then e to extrude s to scale a little bit more let's go in about this much and if you want to see a little bit easier just to make it easier for some of you who are beginners if you can't see what you're doing let's go back into object mode select this bulb here and just hit h to hide it then select this guy again tab into edit mode and make sure in solid mode so just to make it easier for beginners you might get a little bit lost if you can't see what's happening so we're going to come in here now over one of these edges and we're going to go ctrl r you can see a yellow line up here and you're going to roll your middle mouse button a few times to add in some segments about this many should be okay the reason we want to heavily subdivide this at the top is because we want to be adding a modifier to this to kind of create like a wave texture so let's just shift alt click on the edge here in the middle just to loop select these verts scale them in a bit and then hit in fact if you go ctrl f if you hit ctrl f or command f you can go here to the grid fill option and it'll just fill that up for you like that so now we have verts here and we can start doing something so let's add and i'm going to show you a really cool trick let's go over here and just add a displacement modifier and let's just go over here to our textures and we have the display selected so let's go new and let's just try change the type here to clouds let's go back to our modifier now you're not going to see anything you have to actually tab out of edit mode to see the effects and it's way too strong so let's just come here to the strength and bring it down about this much but one of the issues we're going to have here is it's being applied to everything so if i hit alt h quickly so hit alt h to unhide the bulb you can see what the problem is it's just extruding out of the bulb that's a problem so we only want this displacement modifier to be affecting the top vert so let's a simple way to do that is to go into edit mode with this bottom part selected just go to your object out properties go to your vertex groups here and in your edit mode just select these top verts all of them like this and then you can go over here to the vertex group click on plus and then go assign so now these verts here are assigned to that group you can tab out of edit mode go to your modifiers and over here in your displays you can just go to vertex group and select that group now you can see here we only have the top being affected and if that still isn't what you want you can bring the strength down of it a little bit mess around of it in fact i can see it's going to be an issue in those outer roots so what i'm going to do is just tab into edit mode again and i'm just going to go shift alt click on the outer edge here of these verts and i'm just going to go over to my ultra down properties and i'm just going to have that group selected i'm going to go remove so it's not affecting the outer loop so now we don't have it penetrating out like this but we have this nice kind of wavy effect to our water or resin if you will in here and to be able to see what we're doing past this point we're going to select the actual bulb and we're going to go to our object properties here go down to your visibility or so your viewport display and just come here to display as and make it wire now don't worry this will still render when you eventually do your render what you don't want to do is turn it off over here because then it won't render so just leave that as it is so now we can actually see the ball but we can see inside of it as well so that gets us to the next part and that's actually making the ship so let's go shift a and we'll go to our mesh options simple way to make a little plastic boat just add in a cube and i'm just going to move it over to the side here it's super simple s and then go x to scale it along the x like this and then we're going to just go into edit mode and we're going to come over here control r hovering over it double click to add on that edge select these two front verts and then you're going to go g x and move them forward like that okay go to your front orthographic view and just select these first over here at the bottom and just move them back a little bit like that and grab these two verts at the back here and go g x and move them back a bit you're gonna come in here ctrl r to add in a loop in the middle and then you're gonna go s x or s y and scale it down to y select this middle vertex and then hit x and delete that vertex so now i have a basic boat here and you can just come in edit mode and adjust it however you want it doesn't have to be perfect in fact i might just go shift alt click on this top edge to loop select it and just scale it a bit then i'm going to do my modifiers and give this a subdivision surface modifier tab out of edit mode and now i can just come over here and bump the levels up go to object mode and enable shades move and still doesn't look quite like a boat but what's going to help if you go over here and just go at a solidify modifier and let's add some thickness to this like that and you can go into edit mode when you need to and you can still add in some loop so you can come here ctrl r double click double g bring down the loop and maybe just scale it out a bit like that and move it so create a basic boat shape it doesn't have to be anything um fancy just something like this should be fine and there you have it so that's kind of how i might made my boat originally but yeah spend as much time as you want on that so i'm gonna go too much more than that and then what we're to do is we're going to add a really basic little mask so we're going to go shift a add in a cylinder bring it over here in the middle of the boat scale it down bring it down like this go into edit mode and just select these top verts g z and move them up s to scale them a little bit like that and just bring it down go to object mode and enable shades move let's just give this an edge split here like this now remember we're not trying to make this look like a realistic bow we want to make this look like a little molded little plastic toy and that's what we're going for deliberately so let's um grab with this mask selected we're going to shift d to duplicate it bring it up r to rotate it once again it doesn't have to be perfect just like this bring it up here somewhere tap into edit mode and just scale that edge up a bit and then in object mode you can scale it down s x scale along the x does not have to be perfect at all so just something like that maybe move it forward a bit here then you can go shift d z bring it down to about here and then this one you can go into edit mode hit a to select everything in the s x and scale a little bit further on the x like that so this is completely up to you how you want to go about doing this i might make this one a little bit narrower so yeah you can see what i'm doing here it's not complicated and then once i'm happy with that i'm going to grab both of these by holding in shift and then i'm going to well i've still got shift in i'm going to select the main mass and i'm going to go um control p sorry control j and that's going to join them so now they're both joined to this one over here and because we've joined it to this mask here we can see that the bottom origin point is there so we hit r and we hit z we can rotate it around there like that so now let's just quickly go into edit mode and a quick and dirty way to make the actual sail go to your edge select select an edge on the top of this guy here shift d to duplicate e to extrude and z and just extrude it up to here and then go s to scale it in a bit and then you can go ctrl r add in a loop cut g y move it forward like this and then go ctrl b just to bevel it and then roll your middle mouse button to add in some extra edges and then you can come in here ctrl r roll your middle mouse button add in some edges like this go to your vertex select enable proportional editing select the vertex here g y and just move it forward a bit you can kind of just create a little bit of random variation to your sale doesn't have to be perfect tab out of edit mode now we have the sale part here so we're gonna go to object mode and enable shades move and now we're gonna go r z and just rotate it off to the side a little bit doesn't have to be exactly straight just something off to the side like that should be fine and while we have it selected we're going to hold in shift and select the boat and we'll go ctrl p object and keep transform so now if we select a boat we can scale the boat and we can rotate the boat and that sail will go along so let's place it so in this case i'm going to move it into my bulb here i'm going to go s to scale it down quite a bit like this and then i'm going to go r z and rotate it onto z so it's pointing in towards me and then go g z bring it down and i'm just going to place it on here in fact you can go to your top orthographic view and you can move it around till you get something that you like so there we have it now we have our little boat in the bulb here and um this is pretty much it so let's just quickly set up a camera before we get into our lighting and stuff so let's just go shift a in our front view add in the camera i'm gonna go g and y move it back go to your output settings over here now let's just make the resolution at the top 1080 so you can see both y and x are 1080 so it gives us a square aspect ratio i'm going to go to our camera settings here let's make the focal length something like 85 then hit zero to go into camera view and with your camera selected you can go g middle mouse button just to zoom out and then g z to bring it down so this is up to you to um place your camera um you know you can do it any way you want i'm just going to go with a kind of like a front on view like this and you can just kind of select everything and just move it up as well a little bit if you want like that so you can see here nothing complicated about what i did there with the camera and then if you want this optional you can go shift a just add in a plane r x nine zero hit enter s to scale it up nice and big and then g z move it up and then g y move it back like this and then scale it up so you just want this plane in the background we can add a texture or something to that just to create a nice kind of backdrop to our bulb here but that's pretty much all of the modeling that's involved with this so the next part we're going to get into the lighting and some materials and we're going to just throw in a hdr iron here to make it look really cool so the first thing you're going to want to do is just go over to something like hdri haven so i'm just to go to the internet type in hcrihaven.com go to the htris and you can download whichever one you want so just tons of them to pick from just pick one download it i just put mine that i downloaded on my desktop here the hdr file and all i'm simply going to do in my blend file i'm going to go over here to the world settings click next this little color tab on this orange dot click on environment texture click open go to your desktop and then just select whichever one you want in this case i'm getting that one and now it's loaded in here so now we have hdri lighting in our scene if you go z and you go rendered you should be able to see it so i'm just going to wait for that and there you can see now that is obviously way too bright so i'm just going to go over here and just make the string something like point two for now or maybe even point four so just experiment around a bit but we are gonna add in actual lights so i'm gonna go back to the solid view here and now i'm going to go shift a i'm going to go down to the lights add in an area light i'm going to go g and move it over to the side and i'm going to just go to my light settings i'm going to scale this one up to about six meters and then in my front view i'm going to rotate it in towards the lamp here move it over to the side and i'm going to come here to the strength and i'm going to make the string 350 for now and once again if you go z and you go render it you can kind of see what it's going to look like and then i'm going to go to my top view i'm going to go shift d to duplicate it move it over here and then r to rotate it in towards the bulb here now i'm getting kind of disoriented by seeing the hr in the background so what i'm going to do is i'm going to go to my render settings here i'm just going to go down to film and then if you go over here you can click on transparent so what that's going to do in render view you're not going to see the htri but you can see the lighting effects so in this case it's not going to hurt anything because we're not seeing the hri in the scene anyway so now we're in rendered view here and you can see we are able to move things around here like this we'll get into moving the lights around a little bit later to kind of get the reflections we want but for now we can get started with the material so let's select our first item which is going to be this screw at the top let's go over to our shading workspace just for convenience hit zero to go into camera view and then z go into rendered view and with this guy at the top selected the screw we're going to go new and let's just call this screw and this one's simple we're just going to come to the metallic slider and drag it up and then bring that roughness value down a bit and that's pretty much it you could add a texture to that to add some scratches or imperfections if you want to be really good about it and make it realistic but i'm just going to keep it simple for now i'm going to select the bulb here and the bulb i'm just going to go over back to the object properties and then we're going to go over here to the viewport display and let's just set that display as back to solid okay so now with this guy we can while we have it active let's just click click new to create a material for that let's just call it glass and if this one we're just going to get rid of this printable shader and we're going to go shift a search tighten glass and let's just plug that into the surface here and let's also go over because we're working in ev i should just mention we're working in ev so come up here enable ambient occlusion and screen space reflections if you want this to work because it's refractive we need to come over here under screen space reflections and enable refraction like that then we're going to go over to our materials tab and this is a glass selected we're going to go down here under the settings and enable screen space refresh reflections or refraction and then we're going to come here to blend mode and make it alpha hashed and make this one here alpha hashed as well but now at the moment it's like not quite what we want so we're going to go shift a search we're going to get a mix shader so type in mix and get a mix shader place it on top of here so we actually want the glass to be in the bottom input and i'm going to go shift a search i'm going to type in and transparent so type in transparent select the transparent shader put it on top here and plug it into the top input and we're going to leave the mix the factor at 0.5 that should be fine and over here we're going to come and just make the ior something like 0.9 for now so 0.95 should be fine we'll mess around with that a little bit later but for now we'll just leave it as it is and now we're going to get started with the materials on the inside so you can just look you can kind of see in the inside there it's not showing up very well because we have a white background as well so let's just select the background quickly click new so it's just this plane at the back and just come here and make that a darker material something like that now we can kind of see that a lot better so let's select um the bulb here quickly and let's just hit h to hide it and this is select the boat itself so i'm going to select about and we're just going to make something that looks like a like a fake kind of plasticky wood material so let's click a new this is called plastic and let's come over here and go shift a search and let's get a noise texture so shift a search type in noise and i'm going to take the color plug it into the base color here of the principle if you have node wrangler enabled so just go to edit preferences go to add-ons and just type in node and enable node wrangler so if you have node wrangler enabled you can select noise texture and hit control t it'll automatically add in these two extra nodes so we're going to actually take the object here and plug it into the mapping and we're going to leave these as they are for now but you can see this is what we're getting here so all we need to do is come over here to the scales over here these vectors let's just grab the bottom one and let's make it a little bit longer so i'm going to go something like 45 and now we can see this noise is stretched out it kind of makes it look like a grain but the color is a problem here so let's just go shift a search this is type in color get a color ramp and place it over here between the noise and the principled and now we can just grab these sliders here just click on them and change the color so i'm going to make this one kind of like a woody color bring this one up a bit and make it kind of like a um anything that looks woody or earthy like that so now we have kind of like this fake grain going on here and i'm also going to just come here to the scale and maybe make it something like two so mess around with that as much as you want and bring that roughness down just a bit to make it more reflective i'm going to leave it at that and then i'm going to select the mask here i'm going to come down here and just give it a plastic material and um with this one um you can see it's not quite the way we want but i'm not going to worry too much about it but what we do need to do is we need to come up here click on plus under the materials come up here click plus hit new and this is called the sale and tab into edit mode and then select the vertex on here hit control l that will select all of this loose geometry in here click on the sale and then go assign and tab out of edit mode now we have that has its own material and with this one what we can do to make it look a bit more see-through is over here just come to the subdivision surface and make it point one and then bring the roughness down a bit maybe even make bring it up a little bit more so something like that so now that kind of is our sail here just kind of looks like a little bit of plastic that somebody put in there or something so now we can just simply do the water so let's select the water and the water we're going to go new and let's just make this look like a plastic resin so once again let's just call it um i'll just call it water even though it's not going to be water and let's go over here down in the materials enable under settings screen space reflections and then just make these two things here alpha hash the blend mode and the shadow mode and let's come down here under our transmission and just bring that up like that and they're going to bring the roughness down a little bit not all the way but just like that come to the base color here and just give it a water color or something that you feel feel looks like ocean water so it can be anything it can be kind of green or aqua or blue i'm just going to go with this and then i'm going to go alt h to unhide the glass and there we have that so now what you really want to do is select the actual glass itself and you want to come over here and mess around with this i o r value here until you get something that works for you so i'm going to go something like in this case 0.98 but you can mess around with it till you get something you like and also you can mess around with this mixed value here as much as you want as well so up to you to kind of try and get something that works for you if you were on cycles we could make this a lot more realistic but um just an eevee this should work fine so now you can grab the lights here and you can duplicate them and rotate them and move them around to kind of get the reflections on the glass that you're looking for in this case you can see i want some nice side reflections here to kind of make the bulbs stand out against the darker background that's why i have these two lights um these two lights here i can duplicate them add another one in the back just to kind of create a nice um rim lighting out there like that so this is really something where you can spend as much time as you want to make this look really cool so yeah just try different things out completely up to you but another thing you can do to get your lighting to look really cool is to actually go over here down here and then go to world and you can see this is where our hdri is so because we have node wrangler enabled just select this texture here and go ctrl t it's added in this mapping node for us and now all we have to do is come to the rotation here for the hui and we can use the z value here and we can rotate our h huri till we feel like the lighting works better for the scene so i'm going to go with something like this now this is obviously going to vary depending on your hdri that you chose but and also the actual value here for the strength is going to be different depending on what htri you went for so in my case maybe something like 0.5 or 0.4 is appropriate really just depends on what you have but mess around with it as much as you want and experiment with the lighting but yeah this is pretty much how i made this kind of light bulb thing just grab the water here go back to the object here and just you know mess around with the kind of color of the water this is something you can um yeah make experiment try different things put different things in here see what you guys can do with this little scene here here so i'm just going to go and give this a quick test render and um yeah i think we're pretty much going to wrap this up here so yeah this could definitely look a lot more realistic if you did some texturing and you maybe use something like cycles but the overall idea here has been explained i think relatively well as far as the modeling goes and stuff so see what you guys can do and i will be making this blend file available on my patreon and i do appreciate you guys watching and um yeah feel free to also join the discord server if you want to share some of your work and stuff so that's all in the description below and i'll see you guys next time for another blender tutorial
Info
Channel: PIXXO 3D
Views: 5,046
Rating: undefined out of 5
Keywords: Blender, Blender 2.83, Blender 2.9, blender screw modifier, easy Blender tutorials fro beginenrs, blender tutorial, Easy 3D animation tutorials, make a lightbulb in Blender
Id: oWZZ7oCG2Hg
Channel Id: undefined
Length: 30min 52sec (1852 seconds)
Published: Thu Feb 04 2021
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.