How to Create Rare Trading Cards in Blender (Simple Method!)

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[Music] [Music] [Music] do [Music] how's it going everyone tammy here with another blender tutorial this one i'm really excited to share with you because in this tutorial i'll be showing you how to make these cool trading cards this tutorial is super easy and simple to follow through but you can also have a lot of fun with it as the amount of customization is endless you can copy exactly what i'm doing or you can follow along doing your own thing regardless all of the project files are in the description below including the blend file that i use in this tutorial if you do follow this tutorial all the way through i'll love it if you shared it with me on instagram at oluwa.timey and i'll repost it anyway before we get on with the tutorial i'll just quickly show you the crucial setups for anyone who wants to do their own thing the two main things you'll need when creating your trading card will be the actual image this can be a png or it can be a normal image it doesn't really matter and also you'll need a text file what's really important about this is that it's a png image that means there'll be no background so if you are creating your own file make sure to disable background other than that i think we can get on with the tutorial right so i can start off by deleting the default cube and the lamp in the scene and then we can start off by pressing shift a and then the plane and this will be used for the main body of the card so let me rotate it 90 degrees on the x-axis and i can scale it up to give the uh normal card proportions which is that the card is taller than the is wide so i'll just make it into uh this shape here i'll press shift a to add in another plane and then do rx90 once more and then i'll bring it forward on the y-axis just a bit so that it's not overlapping and i can scale this up then i will go into face select select this face here and then bring it back on the y-axis just a bit to add some thickness to it alright so now we can start adding in materials the modeling process really wasn't that difficult but we will be adding some further details later on in the tutorial anyway i'll split this window here change it from viewport to shader editor and then i'll split it once more to get the uv editor because we'll be needing that in a minute okay so i'll add in the new material name it main and then i'll select this material here make a new one and name it um image because this is where the image is going to go on and make sure to click assign all right so if we go into material preview you can see that there's a nothing we can't really see anything so i'll just add in a placeholder color like so so that we can see the difference between the two colors we'll add in our image by pressing shift a search for image texture and if you have node wrangler enabled you can press ctrl t and that will bring up your texture coordinates and mapping nodes if you don't have node wrangler enabled go into edit preferences and then search for node wrangler right here okay so then i will open and navigate to the image that i saved once again you can use your own image it doesn't necessarily have to be a png but um if you want to use the the one that i use you can download it in the description below make sure to plug the color into the color and whoops and the alpha into the alpha like so but as you can see the transparency isn't showing up that's because by default ev doesn't show this but we can press n in this side panel here and then go to options and we'll change the blend mode from opaque to alpha blend and there we go we've got our transparency on our image now i will press u to unwrap and then i will position our blender like so and as you can see it's showing up rotated so i can press r 90 and i will sort out that problem so now we can add in our text by doing a similar method pressing shift a add in the plane bring up here x and 90 rotating 90 degrees on the x-axis i'll scale it down a little bit and bring it forward once more to prevent overlap and we can just scale it like so all right so add in another material and i'll call it text and once again i'll add in the image texture press ctrl t for the texture coordinate and mapping modes once more plug the color into the color and the alpha into the alpha i'll open it and i'll go into my text file right here make sure to click assign to your material but once again you can see um there's no transparency so i'll just enable alpha blend mode like so okay so i want the title to be cosmic blender so i'll press u to unwrap and then bring up here rotate 90 degrees and i'll scale down this uv island until we get something that we like so i'll scale this down a little bit bring up on the z-axis and that's looking good all right so now i'm going to add in the logo which is this infinity symbol here i have no idea why i did infinity i just wanted to add something that looked kind of cool so press shift d move this over make it into more of a square and so i'll press u to unwrap and make sure to scale down your uv island and ensure that nothing is overlapping like you don't want this text to be shown up here so just be aware of that all right i'll do that for the subtitle and then the description as well so tap into edit mode scale it down you to unwrap and repeating the process once more hopefully you're getting the hang of it it's not too complicated and i feel like um you can always slow down the video or uh or rewind if you're kind of having trouble with it hopefully you do understand uh the process by now one tip is that if you're having trouble selecting faces behind other faces you can press alt z and that will enable x-rayed mode or you can click up here and then you'll be able to select faces behind other faces since i'm happy with all of the text on the card i can add further details to the card by adding some rounded corners to it so i can type into edit mode go into edge select and select this corner up here and then using the shortcut shift g we can select similar and select similar by length and then i can press ctrl b to bevel it like so and i'll scroll up on my mouse wheel until i get something that i'm happy with and then in pretty much all trading cards you have this border around the cards we can select the front face by alt clicking this edge loop here and then pressing i to inset and moving our mouse until we get something we're happy with so this would be a good time to add in our secondary material so alt click this edge loop here add in a new material call it secondary and i'll press control and plus to uh expand my selection and that gives us our secondary material okay so now we can add some further details to our cards so the card is supposed to be this holographic material which means that we'll be decreasing the roughness adding some metallic then we'll be doing some cool things with the layer weights notes to get a cool like light distortion effect so i'll show you how to do that right now so for a material we can add in a layer weights node and you can see what that does by holding ctrl and shift and then clicking and you can see the effect that the fresnel has and also the facing so we'll be using the facing i'll press shift a mix rgb and also we'll be using a noise texture plug the factor into color two and then we can see how that looks from here so i'll bring up the scale a tiny bit uh bring up the distortion and also change it from mix to linear light which gives us a better effect on our from our layer weights node so you can see the layer weights notes coming in when we change the angle that we look at our card okay so now to add some color to our material what we can do is add in a color ramp and this is where you can have a lot of fun so if you're following along you can choose whatever color you want and i'll get back to you with uh the choice of colors that i did so this is my setup for the color ramp i'll leave it on screen here if you want to if you want to copy it exactly so you can see the effect here as you can see more of this pink region when i change the angle and i can plug this into the base color and then see how that looks through the principle bsdf so that looks quite cool and i'll turn down the roughness to like a point just really low because um make sure it's not zero because ev doesn't like that it'll just change your whole material to black but you can turn it down quite a bit and then i'll turn up the roughness to like 0.6 i'll turn up the metallic to like a 0.6 and that looks really cool what i also like to do is add in a bit of a gradient texture to our cards just to add a bit more design flair to our material so what i can do is not add in the gradient texture like you would expect however i will add in a separate xyz node press ctrl t i don't know why the image texture comes up we can get rid of that and plug it plug this in like so i'll pull up a color ramp as well plug the z into the factor like so and then you can see the effects once we change it from uv to generated you may need to apply the rotation by pressing ctrl a to see this effect work so as you can see the black is at the bottom so usually i just add in an invert node just so i can have the black at the top then i'll add in the mix rgb once more plug it in like so do this and then you can see that we have our gradient mixing in with um our initial material so i can change the color of our gradient what i did in my um first run through of this was do some kind of pink and blue and that kind of mix really nicely with our material i changed this from linear to ease just to get a better mixing effect however i don't want the gradient texture to take away too much from our material so i can turn down the factor and that brings this really cool effect now as you can see the mixing is quite uh quite a bit bland and we can make it a bit more interesting by once again using our favorite node the mix rgb and then we can get noise texture and plug the factor into the color change it from mix to multiply and then i can turn up the scale and as you can see the mixing is kind of already getting more noisy and then i can turn up the distortion as well so now if i look at our overall material we can see that it looks really cool now for the text um we can change the color because it's already hard to see so the easiest way i found to do was add in a color ramp get rid of one note sockets and then you can use this to change it to whatever color you want i think i'll go with white for the material okay so now for the secondary material what i can do is bring up the metallic to like a 0.9 roughness down to 0.02 maybe and what i really like to use i discovered this node when i was first trying out uh this tutorial it is the magic texture so if we press ctrl and shift we can see the effect that it has we can scale it up just to see um what it looks like a little bit better and then what i can do is change the depth until i get something i like five is quite nice it looks a lot like most unique trading cards but i think the one i went with was uh number 10 i think yeah that's the best pattern to use so you can just turn up the scale and what i can do is add in a color ramp to uh change the color of course and i like keeping that at this silvery color so i'll bring up the the black a little bit and then i'll plug the color into the base color like usual and see how that looks i can also pull the white a little bit closer to the gray area and one thing i like to add is um another gradient it's going to be a subtle like rainbow color so i'll show you how to do that right now once again it is going to be the gradient setup i'm feeling a little bit lazy so what i can do is i'll go to this area here press ctrl c go to my secondary material press ctrl v and paste it in like so and then i'll get rid of the notes here and just do the rainbow color thing red orange yellow green blue purple so i can go through putting a bunch of them in i can use distribute stops evenly and then i can go through the whole rainbow so i'll speed this up because it's a quite self-explanatory so now that i've got my rainbow material you can see here i can make it a little bit more interesting so i can rotate on the y axis and you can see it moves along the cards like so which is quite cool i think i'll get rid of these two notes like so by pressing ctrl x and now i can mix it in with again another mix rgb surprise surprise mix in like so see how that looks i might use a layer weights note to um drive the linear lights and as you can see once more depending on the angle we'll get our rainbow effect all right so one more thing i'm going to add is just a plaque behind this um text here subtext it'll be quite simple i'll just uh select this face here press shift d bring it back on the y axis just a tiny bit and then i'll assign our secondary material to it i'll scale it down on the z-axis bring it down a bit and then i can press ctrl and b to bevel and then press v to bevel the vertices and there you go it gives just a little touch of design to our cards i'll say i'm very happy with the way the cards turned out so we can move on to the shading and lighting if you're not ready feel free to you know stay a bit longer and tweak your materials but i'm going to change the shader editor from object to world whoops world and then add in an environment texture this will be to add in our hdri which will be the main source of lighting for our scene so i'll press ctrl t and then navigate to the hdri i'll put the exact one i use in this in the description below it was uh this kiara dawn one you can't see it in um material preview but if i go into rendered mode you can see it and it looks great so i'll set up my camera going into front view solid mode for now i'll press alt g and alt r to clear the location and rotation and then i'll bring it back on the y-axis rx90 see how that looks i'll bring it back then for these types of uh product design kind of uh still images i like to increase the focal length to something high like 90 so that we have more depth and a bit more for shortening in our scene usually i press r twice to uh make the uh card rotated just a bit so it looks a bit more interesting but it's also important for a lighting that we can actually see everything so i'll play around with the lighting one important thing to note is that by using the rotation you can change the position of our light source like so so that would be really helpful when lighting the scene also to blur our hdri what i can do is add in a uv sphere press w to shade smooth and scale it up massively so that covers everything in the scene not too massively i guess and then i'll add in the new material i can change it from principal bsdf to glass shader then we can change the roughness which will blur our hdri one thing we can add to the scene is ambient occlusion and blue and also screen space reflections i also like to add in a bit of color management changing the look from none to high contrast now i'll just rotate and move the cards until i get some lighting effect i like i changed the camera resolution to 1080 by 1080 and then also bump up the percent to like 180 just so that our render is still really high quality then i can turn up the focal length to something even higher and move the card forward just a bit so this is the lighting setup that i'm happy with i used my kiara dawn hdri as you can see here and also i gave it some rotation and i added one spotlight right here with a bit of a pink tint to it which um kind of made the rainbow part of the card stand out a little bit more and also i turned up the power quite a bit so you can see the angle that i've made it's not directly shining on the light but it's going past it which gives this cool kind of gradient lighting effect so with all of that out of the way it's time to render so um i'll just turn up the samples a little bit maybe till 128 i don't really know what this does i just turn up since i'm happy with it i can hit render and then i'll see you in the next section which will be compositing so this is our pre-composited scene um like i always say adding a bit more compositing will make any render look that much better so we can go over to the compositing tab click use nodes i'll press ctrl and shift on uh on the render layers node and then i will go into view and turn the zoom down a little bit so i always add in my basic nodes which i use for pretty much every render my color balance a glare node a lens distortion um and then i'll press ctrl and shift to see how that looks there's a bit of glare which i'll change from streaks to fog glow and turn up the mix which will make everything else in the scene a little bit darker i always love adding a bit of dispersion which is a chromatic aberration to the scene just to give it that a little flair to it i'd say i'll turn up the threshold for our glare node so that there's not too much glare in the scene which will kind of destroy the detail and i'll turn down the size of the fog glue as well i also add in an ellipse mask to making a vignette effect so i'll press ctrl and shift on the ellipse mask change the width and the height so we still have uh so that we have some black corners at the sides of the screen and then i'll add in a blur note to blur this effect adding in relative so that we have the percents and i'll change both of them to 30 or something you can probably hear my laptop fan is going off but the tutorial is almost over so he doesn't have to worry too much with the mix node i'll add in both of these notes like so change it from mix to multiply and i'll see how that looks all right one thing i also like to add is the sunbeams which gives this really cool shining effect to our cards so i can control shift see how that looks it doesn't do anything because we need to plug the image in and then also bring up the ray length i'll give it a 0.3 and i think that looks quite cool we can add in another mix node change it from multiply to screen plug in like so and we'll see how that looks i also use the color balance note just to tweak a few of the colors alright so this is the final setup of all of my notes as you can see here i've got my color balance my glare lens distortion and then i've mixed in an ellipse mask with the multiply a bit of sunbeams with a bit of blur as well um screen to uh overlay the sun beams or something i'm not really sure but i've made sure that's quite low as well and then finally i just plugged that into the composite nodes and that's all of my notes not too complicated but now you can finally hit render and then we'll be done with this tutorial so this is how my trading card turned out i had a lot of fun with this i hope you followed it all the way through and i hope yours turned out as well as mine has or even better and if you did follow along leave a comment or send it to me on instagram dot tammy i love seeing all of your work quick shout out to this guy who went above and beyond with my headphones tutorial isn't it great but that's it for this tutorial but like i said before there's a lot you can do with this type of project so i hope that i'll be seeing different trading cards popping up everywhere i guess i don't have anything left to say so uh thank you for watching and i'll see you in the next one bye
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Channel: Tami Coker
Views: 12,120
Rating: undefined out of 5
Keywords: Blender, Blender 3D, Blender Eevee, Beginner Tutorial, Blender Beginner Tutorial, Blender Pokemon, Pokemon Cards, Easy Blender Tutorial, Tami Blender, cg, 3d design, Blender Guru, Blender Product Design, Blender Animation
Id: galbsQKb_XU
Channel Id: undefined
Length: 23min 9sec (1389 seconds)
Published: Mon Jul 19 2021
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