Create a stylized looping animation in blender - beginner friendly - Part 1

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welcome guys and yeah well thank you for actually clicking on the video this is gonna be a long one it's gonna be a two-parter um but you will learn a lot especially beginners will learn a lot and i also want to thank you a lot about supporting me in even if you just subscribe or you know my patreon members and members on my own website i really really really am happy with that i like i'm so grateful and i even upgraded my um my equipment a little bit i gotta be honest youtube and patreon didn't really cover this money for this stuff but i'm happy to invest that's okay and i hope you guys can hear it because it's a really really good microphone and i'm really happy with it um but yeah thanks for everything and let's just go on and create something cool see ya so as you guys can see the inspiration for this animation comes from mikhail einenberg and i will leave the links down below so you can see him on instagram and all that good stuff but let's thank him for his cool animation and i really wanted to delve in and teach you guys how to create something like this in blender so let's jump in so let's create the moon the first thing that we are going to do is we are going to delete the default cube and add a uv sphere then this uv sphere is a bit blocky we are going to click on w and do shade smooth so now we have a nice smooth shading on here and we can create a modifier which is called the subdivision surface so now we have some extra geometry to work with this moon looks quite detailed but it is actually very simple to make we don't need to model anything we are just going to use our textures so go to shading and inside shading we can click on new now this is going to be of course our moon texture so moon and we want to use a displacement we are going to use this displacement node here but let's look what it does if i just use displacement if i use a displacement and let's put a voronoi texture in here so for annoy bam the distance goes into the height let me move this a bit around you can see that we have a very cool um yeah bump map and even if i click on viewport shading rendered yeah we still have the bump map but this is not a displacement okay there is a difference and the way that i'm gonna do that i'm gonna change our render engine from ev to cycles and when i change to cycles i will also like to render with my gpu and when you use your gpu you need to make your tiles in performance a bit bigger so 256 by 256 then i like to go here into my material properties and look for settings and underneath surface we have displacement now it is set at bump only if i go to my rendered viewport shading and change my pump only to displacement only you can see that now we have a real displacement happening you can also do displacement and bump if you want to displacement m bump is here so let's go back to our material preview and we can see that yeah they of course don't match up but that huge bump is very easily changed if you just put the scale down we're gonna do that later because actually when we just look at our bump map we kinda can see what we can do with our displacement right so we're going to change this and the first thing that i like to do is create some craters so i do like the vod texture but i like to change it a little bit and what i like to change is i like to put a color ramp in between the voronoi texture and the displacement texture and play around with these sliders so if we move this white stop to the left you can see that we are changing our geometry here and what we can see is that we are kind of creating these craters that is what we want right so i like my craters to be yeah i think they're cool around here the size seems to be fitting me then what i like to do is when you have an impact on the moon or any other maybe even on the earth it doesn't matter when you have an impact from a meteorite you can see that we have of course this hole but the outside is also higher so if we go back now into blender you can see that if we grab another stop here and this top is gonna be a little bit darker and put it in front of this one you can see that now we have a little bump here right so um yeah you just need to make it a bit darker if you make it the same color let's say oh same color you can see that there's no difference and the more i put it towards black you'll be able to see that this gets deeper we don't want it to be too much so just a little bit will be fine but around here is fine the problem now is we do have our craters which is very cool but they just don't really look interesting and they're way too yeah sharp i guess right so let's put this f1 to smooth f1 and now you can see that it's way smoother but it's still a bit too sharp here so let's also change in the color ramp the linear to ease and now it kind of eases in and you can still play a little bit around with these if you would like to but you can see that now because it eases in it creates more of a yeah crater type which is more pleasing to us then when we have our craters done you can still change the scale you can create more of them less and you can also play around with this randomness maybe you want them to be a bit less random or more that is all up to you but let's say that let me move the bit around here let's say that this is what i want now i don't really want this other part just this part next to it to be a very smooth sphere it doesn't make any sense right so what we're gonna do is i'm just gonna move this a bit down and disconnect this for a second now add a must grave texture and put the height into the height of the displacement so we can create some noise on top of this sphere so here we have our mask grave texture i like to go here to multifractal and play around with the scale a little bit so maybe we want a bit bigger i like a lot of detail because you can see that creates a lot of this more very small and defined details and i like to also play a little bit around with the dimension just put it a bit lower you can see that that even creates more details in here so yeah just play around with these options don't try to do exactly what i'm doing you can also play around with maybe the fbm still looks quite the same right but the other ones like the rigid one is totally different as you can see here but yeah just play around with them then you can see that this is a bit too strong right we want it to be a bit bumpy but not super extreme so i am going to add a rgb mix node in here so mix rgb and you can mix the must-grave texture with this color and because it is a flat color if you move it over there so give that a bit more strength you can see that now it kind of flattens out right and that is what we want we don't want too much of this bumpiness happening a little bit is okay but just not too much very very cool then i want to join these two together because i want it to look like this but i of course want my craters back so if we just duplicate this one here or create a new mix rgb node put it in between the displacement and this mix shader of the mass grave texture then connect the color ramp of the varanoi texture in color 2 now we can mix these two but let's not mix them let's use a multiply and here you can see that now we get some really good results and this is really starting to look like what we want so let's go back to this displacement here because now if we click on render you can see that it is just a bit too much first of all we might want a little bit more of the subdivisions in here so you can move this viewport and of course the render also up which creates yeah more geometry for our displacement map to work with which is great but it is just a bit too much right it's too strong so if you put the scale to maybe point two um yeah it doesn't matter you may have to play a little bit around but if you put the skill to a different value so if you put it lower you can see that it is less strong so now we are really starting to get what our little planet looks like so here we have a little moon yeah just keep playing with this and you can also still go back here make it sharper less sharp and yeah just play around with these options and you can of course still go back to any of the options that you had you want maybe more of this muskrat texture in here maybe you want your um yeah your craters to be a bit bigger so you can move this up or down um you can still keep playing around with this but you can also change the color if you would like to so the base color i am going to make a little bit bluish white blue well i want a little bit of a um yeah a colder color in here because i know later on we're gonna use some fire from the engine and colder and warm colors kind of accentuate each other right they work great together in renders then you can also play around with the roughness do you want it very shiny or do you want it a little bit more dull that is totally fine this is all up to you and this is kind of how we create our little planet so i encourage you to just keep playing with these options a little bit so you get kind of what you are looking for everything is possible then make sure you call this moon and save this file so we can go on and create a little rocket so we have our little moon but now it's time to create a rocket so right click in the collections and create a new collection named rocket for the rocket we need multiple objects so that's why we put it inside a collection let's hide the moon for right now and we're gonna add a uv sphere and this is going to be a rocket i will go back to my solid view and do skill z so now i only scale around the z axis we can choose yeah some kind of a shape which is elongated then delete the bottom part and we can focus on this shape so extrude this bottom edge loop downwards and here you can see that we're kind of having a nice shape right but it is not filled in the bottom so we want to fill this up we can do this in multiple ways the best way is to just click on extrude so e then i click right click so it snaps back but the extrusion is still there and extrusion is selected so now if i click on m i can merge this extrusion at center right so yeah that is one little technique that i use a lot because if you extrude something and then right click it just snaps back but you can see if i now click on g it is still there right so keep that in mind it's still there so awesome it's filled up and now we can start to think about making this look a little bit more interesting because if we just use a subdivision surface and maybe a shade smooth you can see that it doesn't really look that interesting plus if we just use a subdivision surface this in the bottom here gets very smooth we don't want that so i am going to add a bevel in the bottom ctrl b creates a bevel the problem is you might see it if we create a bevel one part of it is very elongated that is because we changed the size of this with scale z in the beginning and now the skill is not really how it used to be anymore so click on ctrl a and apply the scale and now the bevel and other modifiers should work the way that they always do so ctrl b you can see now the battle at least works good scroll up or down to create more or less edge loops and this seems to be great what we have here yeah that's good now i like to create a bevel also here so ctrl b create a bevel but i only want one of these extra edge loops in the middle so make it a bit smaller and with this edge loop we are going to select this attribute in the middle with alt select then scale the bit down just scale the bit down that's it we're gonna do the same let's do it around here ctrl b here and then select the middle one and scale it a bit down why do we do this well if we now add a modifier called bevel modifier and put this bevel modifier above the subdivision surface now you can see that we create some bevels but we don't want these bevels to work at every single one of these edges we only want them to work on these side ones and a simple way to do this is to just put this at angle because these like edges here are at a higher degree than 30 then they get beveled and the other parts which are not at the angle of 30 or more they will get nice and smooth as you can see here so only these edge loops are now beveled so this is kind of the base of our rocket so we can rename this to base and you can even rescale this if you maybe want it a bit longer and that's all up to you what you want is make sure you apply the skill after it but um yeah that is really the base of our rocket now what we want to create is a nice nozzle in the bottom or like an engine something where the flames come out of we are going to add a cylinder move the bit down and then scale down as well choose around the size which is quite big because it's quite cartoony then scale this bottom part up and move it a little bit up as well something like this will work great in my opinion maybe we want to make it even a bit more smaller but this should be good then for this part this nozzle we want to delete this bottom face and this face as well and i want to extrude this so we make it yeah solid the way that i like to do it is click on e to extrude then scale shift set so if you do shift set then it does not scale around the z-axis because if we just scale it you can see that it gets bigger and smaller also in the z-axis and we don't want that so skills shift set and it only goes around the x and the y axis then again for this one use a bevel modifier set to angle we can put the segments a bit higher and the amount lower than a subdivision surface so yeah if you put more segments you can see that this bevel gets more edge loops around it and for the amount you can make it sharper or yeah less sharp these bevels right so that is why we do this then click on alt h and here we have our little nozzle and we have our yeah rocket base so nozzles ready let's rename this nozzle okay so here we have our base we have our nozzle and now we need to create our wings so let's create a plane so just a plane rotate it and then put it down here i need to put this back at medium then what we want to do is we want to create a very basic um kind of wing shape so literally the only thing that i'm going to do is i'm going to move these a bit inwards here extrude it rotate it a bit even scaled a bit down again maybe like two or three times and you will see that this is very very basic right so at this point it looks very bad i do know that but we are going to add some modifiers and it will instantly look better so the first thing that we need is we need a solidify modifier because now it's just a piece of paper so here let's get a solidify modifier in here bam then the thickness higher the problem is if you just put the thickness higher in the solidify modifier is that it goes to one side but then it's not in the middle anymore so i'm gonna put the offset at zero and now you will see that it just starts to expand from the middle so that is good then the next thing that i want is a bevel so above modifier and why a bevel modifier because i want these edges here on the outside to be crisp but i want these edges here to be nice and smooth and we can do that with the bevel modifier so um yeah amount this seems to be good then we can add a subdivision surface so now we have more geometry which is great but we still have these corners in here and we want it nice and smooth so inside the bevel modifier i'm going to put the limit method at angle and now you see that some parts of it are nice and smooth because there is no bevel being applied to those edges anymore but this edge here for instance still has a very sharp edge so if we put this angle up inside our bevel modifier you can see that at one point so above the 60 degrees in this case it starts to be nice and smooth and this is what we want so you want it um just put it a bit higher maybe 70 or 80 degrees that should be totally fine and now we can still go inside of our model so still inside of a middle model and we can change everything around so one thing that you can see is that this part here is still yeah very sharp and even if i put my angle all the way up that just creates more yeah problems to be honest so what i'm going to do is i'm going to add another edge loop here in the middle and just move this a bit down because i move this down the angle of this part here will be changed and now there is no bevel formed anymore um cool so kind of starting starting to look good so i'm going to put one more segment in here just to make it a bit sharper and for now you should just play a little bit with the shapes that we have here and then you should be totally fine so i'm just going to move it a bit more inwards this part as well yeah we're starting together let's say this is done you guys can play with it as long as you want of course you know that uh but this is kind of a yeah a wing shape so we can rename this as well as wing or whatever you want to name it make sure you give it a shade smooth now we want to duplicate this two more times right we want three of these wings on the sides so you can do this in two ways you can first of all make sure that your 3d curse is in the middle then change the pivot point here to 3d cursor duplicate the wing and rotate it around the z-axis for 120 degrees bam then again duplicate that one rotate set 120. so that is what you can do the problem is if you now change this one like you see like oh i kind of want the shape to be a bit different if you then change the thickness or whatever it only moves like it only changes on one of the wings because they are duplicates and they are not the same model so if you want another way which i use a lot then you just add a modifier instead of duplicating it so let me hide these modifiers right now and we're gonna add an array modifier so an error modifier as you can see arrays a model and you can do the count up or down in this case we want three right we want three of these models because one two three and the next thing that you want to do is you want to make the vector at zero they are still there but they are just inside of each other as you can see here right they just go inside of each other then we are going to add a empty so empty let's scale this empty bit up so we can see it and also make sure you apply the scale so ctrl a scale then select your wing and we are going to do object offset so we are going to select this empty you can see that our wing is doing all kinds of weird stuff and that is because our origin here is not in the middle from where this empty is so we just need to apply the scale with ctrl a apply the rotation and apply the location so now again it seems like yeah they're gone no they're all inside of this model and that is what we want because now if we rotate this empty you can see that they just move with it so now we rotate the md around the z-axis for 120 degrees and here we have our ah yeah wings this seems like a big step but it's really handy because now if i just want to change one thing let's say in this bevel whatever it changes on all of them and as you can imagine we can put the count higher inside the error modifier we can use a boolean so we can boolean multiple things at the same time so this is a really really powerful technique that i use a lot now we need to create our window so i'm clicking on one and i'm going to add a circle let's rotate this around the x-axis and let me actually look here choose this size fine i need to put spec at median and then here so very cool you want to rotate this a little bit so i'm going to rotate it somewhere around here something around this should be good and then we are going to fill this up so extrude scale down to around here then extrude again then we're gonna right click so it snaps back and then click on m and merge it at center now i can create some extra edge loops on here and then we can add a modifier and we can do the shrink wrap modifier so we are essentially gonna do as target this base and you will see that now our circle our window that we created snaps or wraps around this model the thing is we're kind of losing this nice circular form so if you put this wrap method at project if in your case it doesn't really snap on the surface you might choose one of these x's so click on z or whatever okay that sometimes is a problem then we can see that it kind of intersects with our base we don't want that so i'm going to put the offset a little bit up don't do it too high okay just a little bit now we have our window so we can rename the circle to window and we can also do a nice shade smooth so w shade smooth now we want to duplicate this window shift d and then this duplicate is going to be our window frame so window frame then click on top and from this window frame we're gonna delete these vertices so we just have this part left okay you can also click on shift h to hide everything else and now we want to add some extra modifiers so first a solidifier modifier bam we want to make it a bit more thick here then i like to add a bevel modifier so i'm going to put the segments up a little bit and put this amount way lower because it lost a lot of its shape and then also limit method should be at angle right and add a subdivision surface it's just like what we did with all these other parts then alt h to unhide everything else and we can see what we have here so i think it's a bit too thick so just go back to your solidifying modifier and make it a little bit less thick but this is our window frame so we have our base our window frame our window and our wings and of course the nozzle down there so these are essentially the parts that we need and let's create also some of the materials and for these materials we just want to select let's select the wings first click on new and we want to do rocket wings then we can start to think about what we want i want a very simple and easy material i just wanted a bit more gray hair a bit grayish and let's do the roughness at 0.6 so this is literally enough for what i want i want them to look like this then we can duplicate this material okay so i can just go here do rocket wings and actually i would like this as well to be this color but if you want you can make it a bit darker so you just click on this duplicate then you can change this name to nozzle and you can make this for instance a little bit darker right it's that easy so here we have also where is our window here a window go here go back to the nozzle click on two and then just change this name to window and i want this window to be a little bit more blue right so here we have a nice blue color then we have the window frame i actually want to be the same color as the nozzle so i'm just going to do nozzle there then we have this base so here click on the nozzle again click on the duplicate bam and this can be the rocket days let's do base red because i want a base red and a base of white so this is going to be rocket based red and we're gonna just do a nice red color um let me choose around here maybe a little bit less and then i want two colors on this actually so let's look the first thing i want is the rocket base red but i want this middle part to be white so if we go into our material properties then we can click on a plus here you can see that now we can use two different materials for one model we can click on new or we can open one of the other ones that we have nozzle but i'm gonna duplicate it again because i don't want to change the nozzle at all so here i'm gonna change this to rocket base white then i'm just gonna change this to a more of a white color and you can see that nothing changed that is because we need to assign the material to our geometry so just go into edit mode we're going to select this middle one click on control plus to expand your selection till they're around here and then click on assign so here you can see that we have this red material on these parts and the white material in the middle very cool so if you click on alt edge you can see that we have textured this cute little rocket
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Channel: 3Dschool
Views: 10,463
Rating: undefined out of 5
Keywords: blender, c4d, 3d, modeling, animation, cgi, vfx, 3dsmax, maya, tutorial
Id: SH6fhETqRKc
Channel Id: undefined
Length: 28min 12sec (1692 seconds)
Published: Sat Jan 30 2021
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