Gradient Texturing for Beginners [EP 4] #Beginner #Tutorial #Blender #lowpoly

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
brought to you by sickles here in this video we're going to talk about how you can achieve a flat shader look to your models like the one I made here we're also going to be learning a few new concepts in 3d and expand a little bit on some previous concepts as well what are the first thing I want to take a look at is how we can find a color palette for our model we don't have a brief introduction on how to work with UVs we're going to be setting up the viewport so it looks flat and like it does here on mine then I want to do a little bit of modeling to practice and expand our bubbling workflow in the last view our talked about the very basics of how to edit models in blender so if you're not already familiar with how to edit models in blender I would suggest taking that video alright let's get into it before we get started I just want to show a few screenshots of game using this style so I can give you a bit of an idea of what you can achieve and how to put this style to use as you can see here it's a very easy style for the eye and it's really showcasing how less is more now the great thing about this style is that it's probably one of the most easiest way to color your models and make them look good very easily therefore this style is what I want to introduce you to first and it works very well for games as it does not take up a lot of performance use like something that's very hyper realistic would overall it's just a very simple easy and cute style the first thing we need to do in order to do this style if have ourselves a color palette and find these online or make one by yourself the one you see on the left here is one that I made myself and the one you see on the right side is a premade palette that I downloaded I won't be showing you how to create your own gradient map like mine on the left here as that would be a whole video on itself but worry not pre-made palettes can give you the exact same result as the one that I made myself even if you don't see these gradients on the pre-made palette well I'll talk a little bit more about that when we start implementing a palette let's move on and I'll show you my favorite place to find a palette and how we implement them into blender I used this website here called la speak to find all my palettes I'll have a link to this down in a pinned comment now let's check out the palette list here if you're not sure what you're looking for let me give you a few things that you can keep in mind as you're looking for a palette we use a palette to keep a kind of consistency in our model and scene you can think of it as a way of setting a mood almost we want bright and happy colors or dark and moody colors well if I make you something cute and happy look I'll probably want to go for some bright colors but on the other hand if I'm making something more dark and gritty I should probably look for something more dark and dim and then there's really no rules to this you should really just pick whatever you want but it can be a good idea to think a little bit about what color palettes can enhance in your model now for what I want to do today is something more cute and colorful so let's find a bright palette I've found this palette that I've used before called wines flexible line ramps and it's something that I really like now when we click in the palette we can download it if we scroll down a little bit and the one that we want to download here is the PNG x1 now all you want to do is save this very tiny image here and we are ready to import it into blender in order to add the palette that we just downloaded into blender we need to make a material and apply it to the model and that may be a completely new concept to you if this series if your introduction to blender and find the material tab over here to the right in the properties tab that we talked a little bit about in a previous video so what is some material I won't go into extreme details about materials in this video as this style doesn't really use materials to its fullest function and yet another reason that I think it's a good starting point if you are a beginner but I just want to give you a basic idea what a material is and you can think about it this way what material is your product made of is it made of something like plastic some kind of metal or maybe even glass that is the stuff that we determine with a material if we were to do something more advanced those are some of the settings that we would like to tweak but because this style is flat shaded and we don't really need any specifications for the material which is going to make one universal material that we'll be using for everything this keeps it minimalistic simple and extremely beginner friendly alright enough talking let's apply the palette to our model so you can see her after clicking under material tab we have a lot of information here the top part here is all the current materials we have attached to our model this next bit we have here is our material settings and by default blender comes with this very advanced material on it there is a lot of information going on here and we don't need for this simple style so first of all let's change it to something a bit more simple at the very top of this surface tab here you can see we have a button called surface when I click on this button here you can see a list of different types of that I can attach to this material and you can see that is quite a lot of options here the one that makes it's the easiest for us right now is this mission surface shader and after clicking on it you can see our surface shader now only have two options rather than a ton of options the main option we are going to focus on is this color option this color option here it can be found in pretty much most of these surface shaders that we have here as they simply just determine the color of our model but we don't want to use just a single color but rather a palette to select our colors and now we're actually going to add the palette that we just downloaded earlier into blender if you look to the right of this color option here you can see a little button with a circle on it clicking on it will open up a few options for us and how we want to manage the color option the option we want to use for this is the image textures because we want an image to determine the color of our model now after clicking on it you can see our color option here expanded and we now have some new options the main thing we want to think about is two of these three buttons here the button here all the way to the left with a little image icon on it is a drop down menu where you can find all the images that you have added into blender as we don't have any images added yet this is obviously empty the button new will create a blank image into blender but that's no good for us right now as we want to load an existing image into blender and you can do that with the open button when we click on the open button a file browser window will open up and here we simply navigate to the folder where you save the image texture that we downloaded earlier when you find on it simply double-click on it and the image will load into our color option here alright so here we are we added our appellate to the model but it's still all gray and you may have thought now that we would actually be able to see some kind of colors on our model but I can assure you if your model still looks like this and you have the color palette on you've still done it completely right there's a reason for this because in blender we have different ways that we can preview our 3d environment here up here to the right you can see them we have four buttons with a little sphere on it you can kind of think of these as different graphics settings for like a video game although these are only taken into account while we are working on a model and not when we are exporting out a image or a video so it's purely for visual ref as we're editing our 3d environment but this too makes sense let me try and open up a more detailed model that I've made there's no need for our computer to do more work than it needs to because the more advanced 3d becomes the more it needs to load and work there's the reason why we have a graphic heart and we're trying to load more advanced details faster I know we're getting a little sidetrack here but I really want you to understand this because it may give you a really good reason why I decided to teach you this flat shaded style first so let's talk about the different for viewport shadings up here real quick the first one we have here is the wireframe option here we are lowering our settings as much as possible in the viewport and we're just seeing the bare bones of our 3d environment fun fact this is how you used to model 3d back in the early days of 3d can you imagine that the next viewport we have here is the solid shading this is the most general way of editing your model as which is focusing on how the 3d looks and not under texture and materials the next mode we have here is material preview earlier I talked a little bit about different materials that our model could be made out of and here's a little bit of an idea of that you can see I have a metallic material on it as well as a plastic material on it and here I can preview how those materials look on the model or if I need to change them a little bit in the last viewport shading we have here is the rendered view with this last option here I'm trying to rent out all my lights all my reflections and everything and you can see as I move my camera around it needs to load the image again but unlike the material preview you can see here I have reflections on my surfaces that are giving me an accurate reflection of what's actually in the environment where if I go to the material preview here you can see I'm still seeing my materials but it looks kind of flat right so this is kind of like the ultimate graphic settings of your video game and we're trying to load everything at once here and this is how our final image would actually look if I were to shoot this out as an image but before we move on I just want to give a quick thanks to this video sponsor skills here skills here is an amazing learning platform with over 30,000 courses with anything ranging from illustration drawing videography game development and even business as lotmore there's a great place I'm getting started to learn some new skills and improving some existing ones in this video I highly recommend a caused by a content creator who goes by Thomas Frank I've been following Thomas for quite some while now and he has a great course on how to build good habits and increase your productivity honestly you can never learn and improve enough and the great thing is you can do all this today without spending a single coin using my link in description the first 1000 of you guys will get two months completely for free with unlimited access to all the skills here causes so that should give you plenty of time to really soak in everything that skills you have to offer all right so now if we go back to our modeler and then go into the render view it should now load the image texture that we applied to the model next up I want to show you how we can actually control this image texture on our 3d model so next up here I want to take my mouse down and hold it between the timeline and the viewport here and you can see if I click here I can direct my window up and down so I just want to get the timeline a little more space and the reason I want to do that it's not because I'm going to use the timeline when in fact I want to change this timeline to something else if you look here at the corner of each of these windows here you can see it has a little icon on it this I can here represent a different editor type so if I click on the timeline icon here I can change that into something else and the one that I want to use in this case is the UV editor now you can see we have these three buttons here that we also had when we're going to load in the texture to our color and that's because we can open up an image here create a new image or load an existing image because we've already loaded the texture into blender I don't need to find it on my desktop again I can simply find it from this drop-down menu and select it and you can now see I have my color pallet here at the bottom of the screen it's still quite small though so if I take my mouse here and I can simply just scroll in with my mouse wheel to make it bigger and if you want to you can adjust it a little bit so it doesn't take up as much space now with that done let's head into edit mode by pressing the tap on our keyboard and I'm going to go into face select by pressing the number 3 and you can see I can now select the faces here on my 3d model again you can see as I'm selecting different faces down on the UV editor it's showing a little square representing a placement on my color palette just like my 3d model my short keys work down here in the UV ed as well so let me try and press a to select everything and if I press scale here you can see when I scale it up and down the texture project onto that square so essentially what we want to do is control this square down here to represent a certain color on my color palette that I want to and if I want a gradient I just make sure that it's not completely scaled down and you can see if I go out of edit mode it has a little bit of my gradient on it or if I just want a completely flat color I can select this scale it and then press 0 and if I go back out and you can see it now has a completely flat color on it so this is essentially how we control the different colors in the UV editor and you can use s for scaling here D for grabbing and R for rotating now let me try and show you how I would use this on the sort that we made in the previous video first of all we need to go down to the material tab wanna change the surface shader to a emission shader we want to change our color tab here to an image texture import the color palette to blender change our viewport to render mode drag up the timeline here to get a bit of space change the timeline into the UV editor load the texture here zoom in so we can see it proper select the model and go into edit mode now the way I would go about this is that I would select certain faces here to color it so if I go into face select here hold down shift and alt while right-clicking here at the center you can see I select the loop all around the sort here and I just do that all the way up here right click on these top bits all right I have the entire plate selected now of the sort then I'm going to click on the View button here click on new port and see it from the front and you can see this shortly here is one on the numpad so you could also click that if you wanted to then I'm seeing the sort from a flat view in the front and the reason we want to do that is because when I go up here next and click on the UV map and then project from you you can see the squares down here changed and if i zoom in you can now see that has the shape of this old so what I would simply do now is select these faces here scale it up and I want to rotate it 90 degrees somewhere press R and then type in 90 on my keyboard and you can now see here when I move the blade on the color palette it changes in the 3d view now because when you select something it has this kind of orange overlay on something it can be a little bit hard to see so one thing you can do is that there is this button up here you can click this essentially remove all gizmos and overlays that the viewport shows while you're editing something so you get a clean view of it you just want to remember to click on this again if you want to edit something on your model so you can see if I grab it down here again and keeps moving it it now changed the color and I simply just find a color that I really like and place it in there and if I want the gradient to be smaller I simply scale it down and if I want the gradient to be bigger I can simply scale it up again in this case I probably want a very small gradient I'll just place it around here I think click on my overlay button again alright next I'm simply going to do this on the entire model so I'm going to select a handle part here and just shift alt and right click on these while I'm in facing it press 1 on my numpad to get it from the front view go up to the UV predict from view going to preview option select my Ubese here at the bottom scale them up rotate them by pressing R and type 90 on my numpad and place it on one of the colors that I would want it to be I think in this case I want to make it pink and then I click the preview overlays select a button part here press 1 on my numpad to get to the front view UV predict it from you scale it up rotate it I'd overview and place it where I want it to be then I'm going to go pink for this one as well now it can't be annoying going in and out of the preview window here so one thing you could do is scrap the corner here of our viewport click and drag and you're making a duplicate of our viewport then you can click the render view here as well button here to hide the overlays if this is a bit too complicated for you don't worry about it but it's just a quick little way to avoid keep clicking this button all the time and the changes happen on post screen at the same time I do quickly want to mention when you start dragging windows out like this you can quickly accidentally get yourself into a pickle like this and if that happens to you you simply just have to right-click between two windows join areas and you can drag them in like this together again it there it's a little bit of a beginner pitfall alright let's continue here I'm resume in wrap the handle here go up to the UV deck from you place it on my UV era the way that I want to nothing I'm gonna make this part properly like a very light brown perhaps scale it down a little bit to decrease the gradient so now that's all cool and it looks a bit prettier than it did before but it's still kind of flat so here's a few things that I personally like to do now for example I can select every second part here on the handle and just move them a little bit to make the gradient more interesting here and here on this part we could probably select something like the top handle here and just move that part a little bit on its own that way it gets a little bit of a shiny reflection on the top and the same part we can do on the bottom here so we'll select the bottom part and maybe just make it a little darker that way you can see it has a little bit of a shadow on it and I simply just press G down here when I want to move the UVs and that's the most basic workflow of how we control these gradients on a 3d model alright so now that we have used this technique on the model that we already made how about I just expand a little bit on the editing part of blender and I'll show you a few new tips and tricks when we edit so if you remember when you are in object mode we are sort of decorating our scene and placing objects around and when we are in edit mode we are editing that specific model so what if I wanted another model well I wanted to go out to object mode and then there is this add button here and we can add a basic shape to begin with that would be a mesh and in here we can select a few different shapes to work with for the most part just works with a queue but in some cases you might pick one of these if the generic shape is more suited for the model that you want to make now that we already had a sword why don't we make a cute little shield as well so I'm going to take a cube here and you can see my cube here is in the center what I would simply do is click one of my numpad you get it from the front view select the sword grab it and put it over to the side so now I can select the cube here and focus on it now if your cube wasn't created in the center like mine it may be because that you can see I have this little cursor I can move around as I left click in my viewport that's my 3d cursor a lot of action is based on where the 3d cursor is so if my 3d cursor is out here to the side and I create a new cube you can see it creates it where the 3d cursor is in order to move the 3d cursor back to the sender you can hold down shift and s to open up your snap menu and then you simply want to set the cursor to the world origin and now you would go back in and create a new cube and I would now spawn at the center now you can see my cube is all gray here and that's because when we create a new object it have no material on it because we already have the gradient material that we made here for the sword you can simply click on this little button here and select a material that we made and it's now applied to the cube so let's edit this cube here and make a cute little shield along with a salt so I'm going to go into edit mode here and you know what just because it can be distracting to have all these colors now that I'm editing it I might as well go into solid view so I'm just focusing on the shape alone now when I model something I like to try and make it as close to the shape that I want it to be with as little editing as possible so I'm going to press s for scaling and then sit for only making it go up and down and that seems to be a good height for a shield then I'm going to press s for scaling again but this time I press X instead just to scale it in this side direction only so now I have a long flat cube here if you remember in the last video we could make a loop around the cube you can do that with the short key ctrl R and I think it is case maybe three loops like this might be good I'm recede from the front view and then I'll just scale it up again on the said axis press T to grab it and I want to slide it down only so press it again to slide it only up and down something like this maybe I'm going to grab the bottom part here take the front view again press G to grab it and set to only move it up and down here I have a little bit of a shape maybe we'll do something similar here with the top grab it and set only all right so that's a pretty good shape here but I want it to be a little more interesting on the side so maybe if I take this edge here and shift right click to select that one and we scale it but I want to scale it on the sides only so I press scale and then X to scale it only on this side wheel then I think I want to make a loop here in the middle like this so ctrl R to make a loop and then as for scaling and X to only do it in the side you I want this to have a little more dynamic shape on the front so I'm going in to face select here and selecting all the faces here in the front by holding down shift and right clicking then I'm going to press I for insert faces that's also something we talked about in the previous video then I have a good shape here now if i press e to extrude it I can extrude it inward a little bit and then maybe just scale it slightly to get a little bit of a nice edge here of a to remove all my selections all right so here we got a pretty simple shield to go along with our sword here so now I want to color this so let's go into the render view again alright so like before we just go into edit mode and then we select the faces that we want to be a certain color see it from the front view instead of going up here to UV you can see this shortcut is you so you could in theory just press you here and then project from you and then we'll place this somewhere and why don't we take one of these cubes here and just make them perhaps a darker version of the color all right that looks pretty cool so I'm going to shift right click to select the loops all around here front view press you to get the UV menu Jake from you and then we'll simply rotate it and place it on a color maybe if we do some kind of light blue that might go along well something like this perhaps maybe a smaller gradient this time and I want to select the inner bit here and maybe just make it a little dagger maybe pick the top bit here make it a bit lighter that looks pretty cool to me now I kind of want to select this line here all the way around and if you remember in the last video we had the beveling tool here you can also do that by just pressing ctrl B I'll just make a little bevel here on this corner maybe we'll select this entire loop here and just maybe make this a little lighter that looks pretty cool to me and then we can take the back part here I kind of want to make a little inset face kind of like we did on the front like this so shift right click here now if you press 1 on the numpad you get the front view there's no button that gives you the back view on the numpad so what you have to do is hold down control and then one under numpad then you get the opposite view of what the button represent so one on the numpad represent the front and control one represent the opposite of the front which is the back then again project from you and we'll just simply place it along here so it fits the other part maybe rotate a little bit something like that looks pretty good and select this bit here and then project from view rotate get it up a bit and maybe give it some kind of wooden color here maybe make this a little bit lighter I'm trying to keep the models very simple I don't want to do something overly complex today I just want to give you a basic idea of how the wave flow is and how you do this material stuff now with that said let's try and make just one more model to expand a little bit on our editing workflow so I'm going into my front view and one of the reasons I keep going into my front view on my side view because it's the same as getting their moving gizmo here and move my object along one of these two axes here when I'm in the front view I don't have to specify that and when I press G to grab my object it automatically moves along those two axis only it's just a way that I really like to work and I find it faster to flip between the side view in front of you sometimes and having to press G and then shift Y or shift X or shift set depending on which axis that I need to move anyway let's create a new object and if we want to make a magic wand I think we probably want to make a cylinder this time because I want it to be quite long and round let me shift over to some of you real quick so we can get a bit of view of this and I can see here on my cylinder it has a lot of faces on it because I want to keep this fairly low poly like the other models I can change these settings here right after creating a new object there's a little menu down here in the left corner I can open up to specify some settings right after creating a new mesh now the top one here is the amount of vertices or faces that we have here on our cylinder I think for this one eight might be fine you can also go in and change the depth of the cylinder or the radius of it if you want to make it a little more thin or if you want to make it bigger let's just make it quite long here because it is a magic one after all and maybe a little bit thinner just to match the handle of this sword and you can move it up and down here if you want to I'm just gonna move it up a little bit but it doesn't really matter we could also do that just by pressing G of course anyway so I think this basic shape is pretty good for they want that I want to make so let's just hide this menu again and go into edit mode and let's start shaping out a magic wand so it's going to front view here and I think that I am just going to make a few loops on it here so I press shift R to get my loop tool and then I scroll on my mouse wheel just to get a few loops here and I can persist in them but I don't really want to so I'm just gonna right click after and place them there in the center then of thing I'm going to go into the it's select here and just start to kind of play around with these a little bit make some kind of fun and interesting shape here so shift and alt to select move it up and down and I'm just selecting the loops here and scaling it a little bit and moving them up and down make some kind of cute and interesting shape often I don't really have an idea when I go into something like this and I just kind of experiment and try and changed it around until I get something that I feel like look interesting to me it's very much something you have to toy around with and get a feel for of course we can always make loop's if we want to so if you've seen me go out here to object mode and create a new a cig shape but we can also go into edit mode and we still have that app menu and we can create a basic shape in here now if I create something like a cube here for an example you can see that I can edit this cube while I can also edit this and I kind of have two models within one have sometimes been asked if this is OK and it's completely fine to do something like this in fact it's something you might want to do if you want to have different basic shapes attached to one model it's not something you always have to do but it's something you can do if you feel like these two shapes should always be together anyway let me control set this cube away the thing it could be cute if we make like a star up here on the top but if I create a new object now it creates it down here and I want my object to be Center at this point here so what I can do is I can go up here select my face option select this top face here and like we snap the cursor to the world origin with the shift and s menu here we can snap our cursor to our selection so if I click that now you can see my 3d cursor now is exactly in the center of the selection here and if I create a new object it spawns exactly in the center of that now I don't want to use a cube because I want to make a style up here to be honest I don't quite know how to explain to make a star but the way I think about it is that a star is basically a cylinder with ten faces and it's rotated toward me 90 degrees now this is a little too deep for me so let me try and shrink it in a little bit this will make sense in just a bit if I scale it up here the reason I make a cylinder here is because I know a star have ten points some of them are going inwards and some of them are going outwards see here if I select every second line here take the front view and scale them in here and this axis here turn it into a star honestly I'm not quite sure how to explain this process here of thinking but I guess one way I can say it is that I always try and narrow down each shape to the most basic form I can and figure out how I can create that shape with one of these basic shapes that blender allows me to use it requires a little bit of my creative thinking that you'll get used to over time anyway I want to take every pointy bit here I think and maybe just scale it in the y-axis to make it a little smaller here and that gives me a cute little star shaped top on my wand now let's try and add a few more basic shapes to our one just for practice reason I'm going to the edge tool here and just grab a random loop shift & S to get my snapping tool and set my cursor to my selection at a new mesh and maybe just a cube this time and let's try and do something interesting with this cube maybe rotated 45 degrees on these set axes and I think that's fine for this let's minimize dad Epps making it a little thinner by pressing s for scaling and set for scaling it up and down and control R to maybe make a loop here in the center and just right click maybe just scale that out a little bit right now I'm really just trying to add random shapes to my cube and if I don't like it I would just remove it and if I like it I'll keep it feel like this one is a little too big so for me to select this entire cube here you would think I could go into face allayed and grab a loop around here and selecting them but there's a faster way to select an entire shape if you have multiple shapes within one model too because this shape is not connected to this shape or this shape here I can hold my mouse cursor over it and press L now this is called selected link and basically you can use this to select an entire mesh that is part of one object within a model and you can of course press a to remove your selection and L to select a different one anyway I just want to select this cube down here and then I want to make a duplicate of it you can go up here to mesh and select duplicate or you can press the short key shift D and right after pressing shift D you can see it automatically grabs your new duplicate you can then press something like except to move it up and down or X to move it sideways or Y to move it forward and backwards now I want to move mine up a little bit here so I'm just gonna press set maybe place it here and it's for scaling it down a little bit and we're just doing a little bit of random placement here so honestly I kind of want the top one to be above this smaller one so I'm going to remove my entire selection and select the bottom one first you to grab it sit to move it up and maybe do something like this since then and scale it down just a little bit alright how about we just start taking our basic wand here and move some of these edges around some more select this edge loop here go to front view press T for grabbing and extra moving it down and maybe just kind of like make some loops around here with ctrl R and scale it up and down in various way Rabbid set to move it up and we just kind of like grabbing different parts here and scaling them up and down until we get some kind of interesting shape that we really like I think this looks pretty cute if you make the star just a little bit bigger have softened the inner bits of the star a little bit to make it a bit more cute one tip I can give you here is that something is small and a bit choppy it often comes off very cute so instead of having the star really sharp like this you can soften it out a little bit to make it a bit more cute all right I think that's gonna be the basic shape for this star here hopefully you learned a few more editing techniques here so let's color this right so let's go out of edit mode and into object mode go into our render view attach our material to that want and start coloring it let's head back into edit mode and I'm simply just going to press a to select everything here make sure that I'm in the front view by pressing numpad 1 you to get my UV map menu and project from you and you can see down here now I have my entire wand here and I usually like to just give it a random color to start with and then I can you know separate parts later so how about we do something like this you blue color here or maybe pink now what I want to go blue with this wand we can press L to select the star here and you can see I don't need to unwrap it now because I've already done that to the entire wand this star I obviously want to make that orange maybe these little rings here that we make we can select those with L and just make them a little bit dagger go into face select here hold on alt right click on one of the edges here to select a loop around the handle maybe make that a little bit darker one thing we could do here is maybe hold down alt and shift and select a loop this way this time and do that all the way around here while only selecting every second loop maybe just grab all these and move it down a little bit you can see here how it's getting this funky look here and then maybe take every surface that's facing upwards here and selecting those just making them a little bit lighter to give it kind of like a little bit of a lighting effect we'll do that here as well and if I regret the coloring here I can always just select everything go down here and say I know all my blue colors I want those to be a different color I could just try and move them around and see if I wanted it to be a different color but I want to keep it blue in this case maybe just make some details under handling here I'm going to hold down control R to make a loop swirled on my mouse just make a few more loops here select every second loop scale it up a little bit hold down shift and set to only scale it in the X and y direction select the top surfaces here make them a little lighter maybe take this ring here around the blue and make that quite darker in this up a little bit maybe if we just scale this bit down a little bit again kind of want to make a little ring here so I'm going to select this loop here with my edge tool control B tool we have all this selection here and I can simply just select this and move it around as well I think I'm gonna take the top part here of this star and just make them a little bit lighter and do the same with all the phases pointing a bit downward here but instead of making them lighter making them a little dagger it just separates the stars look a little bit and make it easier to see it's quite thick right now so maybe just make it a little bit thinner by scaling it on the y-axis here all right so I'm really happy with these three simple items that we made here a little advance for a beginner but hopefully you learned quite a lot in this video so next up I just want to change the background color I want to host these three items set up a camera export out an image that we can then upload online so in order to change the background color what we have to do is go over here to our property window and click on this little group here and that's our world properties and here you can see we have a color tab as well and we can use this to change the background color of the environment we can sample a color from this color wheel here or we can use this eyedropper tool to sample a color from our palette and I think I'm racing about this very dark muted green untrust quite well with my items I feel it's next up let's post them real quick so in this case I'm gonna go into a front view and is post them real quick here maybe do something like this she'll they're going to the side view maybe turn the one back a little bit like this move it up control and three on the numpad to see it from the opposite side and turn the sword a little bit front view maybe rotate the shield a bit beside you with three numpad something like this front view and I think we have an interesting simple little pose here so all we need to do now is add a camera and take a image of our 3d models so just like when we add a model we go up here to the add menu but rather than adding a mesh this time we simply just want to go down here and add a camera and you can see it creates a little camera here at my 3d cursor so next up I want to be able to see what the camera actually sees to my other viewport over here I'm going to go up to the View menu and then down here we have an option called cameras active camera you can see I can also press the num pad zero now I see what the camera see over here now I can see my camera is looking out to the dark abyss of the 3d world that I've creative here so we can use our grab tool here to just post it back here in the front view and I just used this window over here as reference now if you find that a little complicated another thing you can do is actually just use the camera we can do that by again go up to the view option here cameras active camera and while I'm seeing from the point of view of the camera we can then take control of it like it's a third-person game we go down by going up here to view navigation and walk navigation and now I'm controlling the camera like I'm playing a first-person game you control the camera by using WASD Q to fly down and E to fly up now you can simply just post the camera here that looks fine to me and left-click to accept and all we have to do now is press f12 on our keyboard and we render out an image and in order to save this image on our desktop you go up here to the image menu and you save as now you just place it somewhere where you want to save it item renders and save s now we can do more with the camera and the rendering option but I think this is fine for now anyway thank you so much for watching this video guys it's very important for me to keep these videos completely free for everyone so if you want to support me a little bit financially I've left a few links down below where you can give a small contribution now that was a little bit of a mouthful of a video hopefully you learned something from this there is a lot of information in this videos so this might be one of those videos that you want to watch twice just to make sure that you really got the hang of everything [Music] to be continued
Info
Channel: MortMort
Views: 24,057
Rating: undefined out of 5
Keywords: mort, mortmort, mnrart, gamedev, gamejam, pixel, pixelart, art, painting, bob ross, draw, drawing, artwoek, zch, jazza, waffle, retro, 8bit, 8-bit, 16bit, 16, beginner, tutorial, first time, newbie
Id: uOyiZaioX1U
Channel Id: undefined
Length: 41min 0sec (2460 seconds)
Published: Thu May 28 2020
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.