EASY Abstract Art In BLENDER

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hey so this week I've been kind of sick and overwhelmed with work and with all that stuff going on in my head I just wanted to make something fun I just wanted to fall back into my own style a little bit do something that I enjoy and I think it turned out really really cool and I'm really happy with it so we're gonna break it down so we're gonna start off in a new project file get all of this crap out of here miss click twice but we'll get there eventually and we're gonna spawn in an icosphere we're gonna open up this tab down here we're gonna drop this down to one I'm gonna scale it up a little bit to something like this yeah that's probably fine we're gonna come over here to our modifiers Tab and we're gonna throw on a wireframe modifier and a solidify modifier what we're doing here is we're just adding a little bit of thickness and you could do this with just the the wireframe right um but I like that when we add our next part it adds a little bit more detail if we can control this with the solidify modifier and that next up is a super simple one we are going to throw a subdivision surface on this we're going to turn this up to four and you can see we already have our outer shell going on here we're gonna shade it smooth and yeah it looks good as it is very cool way to create a kind of abstract shapes and you can do this with many many like simple shapes and get cool outcomes like this now for the next part this is uh something we've been doing a lot here on the channel lately is playing around with cloth I just really love playing with cloth um what we're going to do is spawn in that rounded Cube which you just saw me do if you don't know how to do that come up here do edit and then preferences and then under add-ons you're just going to type in extra and you're going to enable extra objects on both of these and that'll give you the option to turn on the rounded Cube from there you set your radius to 1 and your Arc to 10. from there we are just going to scale our rounded sphere rounded Cube up just a little bit there so that it's a little bit closer to our sides here after we have scaled our sphere up and got it to a positioning that we like make sure it's not touching anywhere you know uh we're gonna come over and we're gonna put a cloth on it and like I said we've been playing with cloth a lot but we're gonna keep with some basic settings that we've had going we're gonna set our quality steps to 10 we're gonna set our vertex mask to one we're gonna set our Shear to 0.1 under stiffness and our bending to 0.2 and then under dampening we're gonna do the same we're gonna scroll down and we're going to turn on our pressure and we're going to set this to something between 5 and 10 let's start with 5 and see how our interaction is you're also going to want to remember that at our outside like abstract shape we want to make sure there's a collision on there so our cloth interacts properly with our cloth object selected again we're going to scroll down to collisions and we are going to turn this up to 10 and set our distance to zero now you're going to find that this simulation is quite slow but I can see right off the bat even with as slow as this is five is not going to be enough we're going to want to set that something more like 10. so again we're going to come back over to our pressure turn this up to 10 run it again see how we do and 10 looks about where we want to be where there's some kind of overlap where it's poking through these openings here but it isn't uh it isn't like egregious amount but with that setup I'm going to set this to bake out for maybe like 50 frames we really don't need that many uh I just want to have an option to choose between some frames that I like since we're just going for a still here now that we've done our bake we're going to scroll through and find a frame that we like where there isn't much jittering going on you can see that like this is starting to eat itself the further we go in and that's fine for what we're doing now obviously if you want to animate this you're going to play with your settings more with your your Collision and you know maybe re-meshing this object would be a good idea because it's got terrible terrible topology but for what we're doing right now this is totally fine we're just going to find a frame that we like and I think I'm gonna go with one of these like four or five is probably the frame that I will choose to go with like we're gonna stick with five for the moment we are going to apply our cloth Sim and we can go ahead and get rid of our collision and we are going to select our inner cloth object and we are going to put a subdivision surface on it crank it up to two or three however how you really want to go for however much detail you want I think three is good for what we need here and now you can see that there are some gaps going on where some some of these little bubbles did not quite come up as far as the other ones and I'm actually going to show you what I did for this and again there may be like better ways to deal with this um but this is how I did it first thing first I'm actually going to apply this subdivision surface so that there's a little bit more mesh to work with here we're going to select something in the the center area here if you press C and pull up the circle tool you can select like this and then you can press o to turn on proportional editing up here and this will allow you to kind of drag as a group and it will sort of like with a like a radius fall off it will select the areas around it and allow you to move it around like that so we're going to do that for all of the sides that are going to be facing our camera since that's all we really need to do that for just go through and make like a center selection in each of these or at least in each of them that you want to adjust so now with all of the selected I actually went through and grabbed every side just because I don't know what side I'm going to be rendering on yet and I'm going to just scale up until we see that there's just a little bit of overlap and you'll find that with things are inflating there will be a little bit of overlap in real life so don't worry about that it's going to look very natural and very fine but you can see that we've got a lot more control over how much this is popping and it still looks very smooth and clean so now we are going to set up just a very basic lighting setup and for these I tend to go with the standard kind of modern product design look where we have a side light and then a not so strong overhead light it creates good shadows and if you play with your light values you're not going to blow anything out and I just think that it's a super good place to start from most setups I think that it just generally looks good out of the box and you don't have to put a ton of effort into it to get a good look you can see here our values are looking good I really like how this lighting turned out again very simple very basic if you want to know the exact values of everything in the lighting setup you can download the project file for free in my description also the project files for everything that was on Twitter will be available on my patreon if you are interested in those so now we're going to do is we're going to select our cloth object we're going to press a to select everything we're gonna press U to unwrap and we are going to do smart UV project we can leave all these settings default and that's just going to give us a rough UV for this we are going to do the same for this except for this one we are going to do sphere projection I found that this worked a little bit better with this weird star shape in the center without actually going through and uving at all myself I found that this works pretty well so let's go ahead and start on our cloth material and for that first things first that we are going to need is a color ramp we're gonna plug this into our base color we're gonna drop in a noise texture then we're going to connect this to our texture coordinate and map node and now what we're going to do is we are going to drop in another option here on our color ramp just like a third color and we are going to start picking out colors that we like and we're going to have our color set up something like this where we're going from our lightest shade which is going to be also kind of altering the color like one uh like step over on our color wheel so if you're going with a blue go to green if you're going green go to yellow and then make sure that it's the lightest color available from there our Center color is going to be our darkest color which will be in the same color spectrum as the color on the right so these two will be in the same so green green blue you know what I'm saying and this one is also going to be our darkest value and then this here is actually going to be the color of the object so in the noise texture we're going to set this top scale value to something like 16 and when we switch over into rendered view you can see that it's adding this kind of uh like dirty value to everything it's maybe a little bit too much at the moment but we'll play with that a little bit more in a second something we're gonna do right now is we're going to turn our subsurf up to something like 1.5 and we are going to play with our subsurface radius values again these are your RGB values I've talked about this in a couple of videos but adjusting these will adjust what light gets reflected back so if we change this top value for instance you can see we're making everything much more red however we're making a green object we don't really want much red in there this middle object is going to be our our green our bottom is our blue so if we're going to turn our blue up maybe to something like 0.4.5 and then crank our green up a little bit more not quite that heavy we're looking a little uh a little slimy almost and I don't want that something we can do to kind of help avoid that is by turning our roughness up and now that we've got those values in let's go back and play with our noise a little bit more until we find something that's maybe not quite as harsh as that we might even go as low as like half of what we were at something like this I think looks pretty nice put through and adjusted my colors just a little bit uh made this n value a little bit lighter and this one a little bit darker and I think that's also kind of helping with the harshness of the grunge now one last thing that I'm going to do is I'm going to draw drag in this material here that I got from bridge for free by the way you should definitely be taking advantage of bridge if you're not and this is going to be our normal map that we're going to plug into a bump and then we're going to plug into our normal here we can also plug this into our mapping node or maybe we can just duplicate them make an entirely new one and we can adjust our scale value to something that we like but I want to make sure that this texture coordinate is set to UV and it's a little bit big so maybe we set it to like 1.5 and 1.5 now I am recording this at a later time I forgot to put this in the tutorial so for the rest of the video you won't see the bump on this but I did do this for the thumbnail let's get started on this outer layer and this outer layer is a little bit more complicated we're actually going to be using two materials here and what we're going to do right off the bat is you see these inner lips here in my render I selected all of these vertices and made them black so what we're going to do is switch over into face select mode and if we just alt select all of these you can see that we could select Rings all the way around and we're just going to go through in each one of those Rings that's available to the camera or like viewable by the camera and we'll select them and then we'll with this material selected will hit select and assign so there we are I've selected all of our faces here and this took maybe about three minutes and once we have them all selected we're going to make sure we have our second material here selected we can even rename this to black rings and with that selected we're going to hit select and assign and now if we switch over into material view we can change our base color here and we can see that we've got those black rings going on and the material for those is actually super simple we are going to select our sub serif and set it to .009 and we are going to turn down our roughness just a little bit so that it's got kind of a rubbery feel to it now let's move on to the main material of our abstract outer uh sphere here I'm going to drag in a surface imperfection texture this is from a pack that I bought about a year ago however you can find them for free all over the Internet what you're looking for is something like this just black and white value that is smudges scratches something like this pretty much anything will work so we're going to do is we are going to drop in another color ramp same as last time we're going to plug our texture into that and again we're going to drop in our texture coordinate and our mapping node there and we are going to plug this color ramp directly into our base color you can see as soon as we plug in the color ramp our texture shows up here and it looks pretty good there's a little bit of stretching going on but how we're going to be using it that won't really matter so much however if you are frustrated with the stretching you can play with your scaling values down here and sometimes you can get that stretching to appear more minimal but for the time being we do not want our surface to be black we want it to be lighter so we're going to come to our black value and we are going to change this to like an off-white almost like a yellowish just slightly in the yellow and just slightly not white and then for our end handle here we're going to set this to kind of a brown color just so that we can further sell this idea of like grunge and Scruffy you know maybe it's been outside been rolled around a little bit we're going to take our our Brown handle we're going to slide this up just a little bit and you can see that we're starting to get the uh the kind of like dirty effect fading in down there all right so these are the settings that I have for my mapping texture I've got some more that I like the look of where it's just got some little scuffs and scrapes in it I think that looks pretty nice all right so those are our basic materials for this object but something that I think completely sells this is the particle systems on our cloth you can see it in this image really well that we've got these little fuzzy hairs all over it and I think that this really sells that this object is like real and that has had some like distress going on to it and again these are super easy to do we're gonna make two particle systems we're gonna set them both to hair and we are going to set our our Base number here something like 500 and our length segments to something really small but you might be noticing that you've got some hair sticking through the plastic here so we're gonna do something really quick to fix that we're gonna go into edit mode on our cloth object and with our Circle tool we are going to select all of the stuff that's peeking through here we're just going to make like a real rough vertex map of everything now with the selected like this we can come down here to our vertex group tab we can select new select assign we've got our new group we can rename this something like hair uh we're gonna spell it wrong and we're gonna leave cause we're cool and then we're going to come down here to vertex groups under our particle system settings under density we'll Select Hair now that we've got that out of the way we're going to come down to children and we're going to select interpolated with that checked we're going to go into rendered mode and take a quick look we can see that we've got something going on with our texture here also our hair shape is awful but let's deal with one thing at a time we're going to create a new material up here and we're going to call this one hair I think this one will Spell correctly so we'll come back over to our particle system settings we're going to drop down rendered View and we're going to select hair we just want this material to be white it's going to sell the fuzziness of this object a lot easier with having less hair now back into our particle system settings we're gonna go over to hair shape and we are going to select the diameter root and change it to 0.1 and you can see that that makes our hairs look a lot more like hair however they're standing straight up so we're going to drop down our roughness Tab and we're going to increase our random value not a ton just a little bit so we can change our display amount to something like 100 if we want to um let's see if we scroll back like this yeah no I think that that looks totally fine again we're already getting much more of the the fuzziness look to it and it's kind of cheaty because it looks like there's a lot going on there and there really isn't it's a very cool effect that's super easy to get but now that we've done that we're gonna basically do the same thing again with our hair system except this one we're gonna leave a little bit longer and we are going to do significantly less hairs so again make sure you come down to your vertex group you select hair that way they're all in the right place and we're gonna set this maybe something like 500 again interpolated but we're gonna set this to one I think so with those selected again we are going to change our diameter route to something maybe like 0.2 this time maybe a little bit thicker we're gonna be creating our little like fuzzy curly hairs so what we're going to do is we're going to increase our random quite a bit more this time maybe turn our size down a little bit and we're going to drop down our Kink Tab and select curl and we are going to lower our amplitude until we're at something like maybe I don't know .02 is probably good now these are a little bit long for what I want to be doing here so we're gonna kind of dial that in a little bit and we might increase the amplitude on our Kink value just a little bit more something like this maybe and maybe even lowering the amount of hairs to something like 300 could be good then under both render and viewport we are going to crank up our steps to five this will make it so that our hairs are a little bit more smooth and less Jagged they kind of have a faux geometry to them and yeah now we've got this kind of like Curly fuzzy hair going on on our object so now we're going to work on the outer shell of our little Cube here and how we're going to do that is by dropping in another rounded Cube and we're going to scale it up till it is covering this this is also how I made the little spheres that float around um in the render that is the thumbnail what you're going to do is you're going to select this like rounded Square within the rounded Cube and we're going to delete those faces let's give those faces deleted you can exit edit mode click shade smooth and then come over to our modifiers and we are going to put a solidify modifier on here and we are going to set this to have an inward thickness probably something around .04 will work and then we're going to put a subdiv on it and crank this up to maybe two or three and this is the basic idea of how we got the outer shell I played around with shapes um I know this isn't exactly what's in the thumbnail but it is like very similar you just go through and delete faces until you find a shape that you like for the outside and for the little spheres I would duplicate them scale them up and kind of like rotate them and offset them so you get like a weird like parallaxy kind of effect going on Yeah just something like this so yeah that is the basic effect and what we did here um you could play with your values maybe increase the amount of hairs on this is the thumbnail render that I did and I think the hair value is a little bit higher here it's actually quite a bit higher um I left our second hair system here to 1000 and then crank the display amount up to 500 um and then for our curlier hairs on this one I set it to 1000 instead of like 300 on the last one um I really wanted to go for something very like fuzzy and hairy this one is a lot more distressed than the ones that were on Twitter and the more I played is it the more distressed that I made it and I started straining further and further from the original project but I like this one a lot this is something that I'm super proud of and even though it's very very simple and definitely anybody can do this this is one of the things that I love to create in blender just stuff where I like I sit down I let my mind wander none of this is technically correct that the topology is horrible the modeling is wrong you know none of it's technically right but it looks good and I had fun making it and as long as I'm not forming a bad habit doing it it's totally fine but yeah thank you guys so much for watching do remember that the thumbnail project file will be available in my Discord the Twitter project files will be available on my patreon if you want to take a look at those and yeah thanks so much for watching and I will see you again real soon
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Channel: atti
Views: 39,721
Rating: undefined out of 5
Keywords: Editing, animation, #3d, #blender, #render, #b3d, #abstract, #scifiart, #surreal, #3dart, #design, #mdcommunity, #renderzone, #illustration, #adobe, #graphicdesign, #artdirection, #octanerender, #behance, #styleframe, #motiondesign, #motiongraphics, #houdini, #satifying
Id: -uVithxCS4s
Channel Id: undefined
Length: 16min 41sec (1001 seconds)
Published: Wed Mar 01 2023
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