How to Make a Book with Turning Pages in Blender Tutorial

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hello and welcome to another exciting blender tutorial today we're going to be making a book that you can turn the pages of let's get started all right so the idea today is to make a rig and a book so basically a book that you can turn pages animate um and yeah and how to do that kind of thing so let's get started first thing I want to do is make the book and then we'll do the pagerig last so first step we're gonna go for shift a mesh and Cube and go into edit mode with Tab and I'm just going to select I'll hit three to go to face mode you can just click up here and up G and Z to bring this one down and Jean said to bring this one up I might bring this right up so it's resting more or less on the bass there and I'll bring this one down a bit and I'm just going to kind of Define the size of my book with this so um I might grab I might grab this this one actually and bring it right to the middle if you open up the side panel here you can actually go to item and this will tell you the median of all the points you have selected so I've got all these points I want to put them right on the 0x so if I type 0 on the X it'll make that the median point of all those all those um vertexes but because they're all kind of lined up it should all be zero we can just check that yeah it's easy way to get really like specific if you want to put stuff in a certain spot um I'll go to three again and grab X just to extend this out just a little bit uh I want to think about this is basically one side of the cover so I've got X I've got it I'll set it to 1.5 I think that's gonna be good and so if we grab this one I can hit e to extrude and I can just type 1.5 and that'll stick this one out equally to the other in the other direction so all right cool now I want to make a binding so uh let's see if I even bring these guys down a touch more good and let's see how do I want to do this we are going to go to Edge mode hold down all the things now what we can do is we can hit Ctrl B to Bevel which basically will split that edge out which is what we want so I'll split it out until I've got kind of a good binding thickness something like that maybe looks pretty good I hit Ctrl R and roll my mouse wheel once it'll create two Loop Cuts there and then if I hit s to scale an X I can slide them out I'm just going to slide them out to about there go into face mode with three hold down alt that'll select the center group and then grab Z and I'm just going to bring these guys down a little bit like that and then I think I can grab this face and hold down shift and grab that face and then grab set and bring them down a little bit as well that's sort of what a book binding looks like this might be a little bit higher like might shift and ALT click to grab those loops bring them up some more we're gonna do next is we're going to model out let's model that like the page like the thick Pages like the base pages that are going to be open all right because we're going to do is just show like how do you just turn a single page like if you had a book line on a table How Could You animate that process of having the page turn and one of the tricks you'd probably do is you think about you know you don't want to be able to turn hundreds of thousands of pages so you don't want to model you know all the pages of this book that's just you know not practical and in the senior of shooting you probably just need to turn one page maybe two so you need a flexible rig that just has maybe a few pages that can be turned and then a bunch of fake pages so a whole section that looks like an open book but it's just you know geometry so also might go ahead and let's go ahead and edit mode and hit Ctrl R and just do one cut right down the middle and then grab this up a bit because I'm going to have a little bit of a curve so what we could do is actually use this so let's go to edit mode and we'll hit 3 idiot faces and I'm just going to focus on one of these for right now so I'm just going to click this one I'm going to Shifty to duplicate and then P to separate by selection and then I'll come up here I'll call this base pages and we're going to edit mode actually First grab Z just pull it up a little bit so it's not exactly the same spot and then I'm going to hit e to extrude and I might use my controller here and set this to local or normal that'll be the direction that the face is pointing so and let's pull this down a little bit like this and we'll just rotate y a touch e or take y grab this I'm just going to grab this the the green square and then we'll just move it on that plane of motion so I'm not moving along the X I mean right along the Y that's what I would say go this one say y line it up let's pull this out and I might bring it all the way over here and then bring it up so that it kind of lines up nicely right there and then I'm gonna go three grab this or sorry two grab that edge I'll switch back to Global and I'll grab X and slide this back so that's got that taper to it that should be pretty good [Music] and then let's see we're gonna need that binding that extra like binding section this cover might be a bit thick as well I'm sure it's just the right thickness let me how can I solve this let me just go three grab all the top faces grab said and just bring them down a bit like that I can scrap said bring it up until it intersects with the page here okay it looks a bit better now with this page we could add a mirror modifier so I can go over here and add mirror just a little butterfly where are you there it is okay so that's going to mirror automatically on the X so as long as you've modeled Yours Like Mine with the x-axis going this way it would work if you've done it the other way along the Y you just need to switch the X's to Y and it'll mirror properly all right cool so there's a pretty good base uh for our for our mesh um feel like this bit maybe we need a little bit of depth here um let's grab these guys up a bit and let's make something for The Binding right in here now I can right click on this and shade smooth but that's going to smooth everything which I don't quite want I think maybe it will do is we'll use a bevel modifier for this take the amount down so it's just a little bit and then we can right click the shade smooth and try auto smooth that might be a little bit better looks like I'm getting from bevel on this which I don't quite want I'm gonna add a subdivision surface modifier is a well let me put it before the I don't want it before I want to do it after the bevel don't I and I'll do the bevel with two segments that will sharpen that up a little bit looks pretty good it's a bit of hard edged right here I like this a little too much um might select this and Ctrl B to Bevel and just drag that out a bit that'll smooth that one out a little bit it's pretty good and maybe what we should do as well as do one Loop cup there and just raise it up a touch just curve those pages a little bit more naturally maybe one more there pretty good I feel like it's a bit too bunched up here so I might double tap G and slide this and then double tap G and slide this one just spread these out a bit and I'm using alt so I'm alt clicking The Edge double tapping G I'll click the H Delta HD and we do need one little bit here so let's grab let's grab this and I'm going to hold on alt actually click three to go to face mode and shift click alt there twice so we get this Loop and then we're going to shift d to duplicate grab Z bring it up and then scales it to flatten it no not quite we're just going to grab the top faces there and grab this down and we could probably keep this in as a part of this mesh as opposed to separating it but what I can do is hit L to select linked with my mouse hovering over that particular piece and that should allow us to just select it and I'll scale it down a little bit now we do need to make sure the binding is taller than the pages so let's scale y with this molding down shift just to make it the movements really small and then let's alt click this Edge and it looks like the whole loop around the The Binding or sorry the cover and I'm going to S and Y and just drag up this shift just a little bit so that it's just a touch larger than the pages that should be good so now we've got the little glue section although I feel like the glue section should be a bit different let me I'm going to hit L to select linked and I'm going to hit P to separate just to make it simpler for me and then I'm going to to 2 to selected mode and then alt click that Center and then Ctrl B to Bevel and I'm just going to drag and roll my mouse wheel by Rolling the mouse wheel it's going to add in more Cuts as I bevel I'll just drag that out this way it's a bit smooth and just grab it up and I'll grab the pages up as well which I want them to intersect so that looks good okay let's go ahead and get some materials going and get this thing to see how much realism we can get out of just this base model right so we can know if we need to model more for example with the pages and stuff do we need to model any extra pages in this or can we make it work so what we're going to do is select the pages and we're going to go ahead and go over to rendered mode I'm going to turn off scene world that way we can use one of the built-in hdris any one is fun I'm going to shift a shift a and mesh plane to create a bit of a table and we might go ahead and just use a really good texture for this just so we could start you know thinking about this in terms of realism so I'm going to head over to polyhaven here we go and get everything off putting in for free awesome stuff you could support them on patreon highly recommend it um all right so we're going to go textures and we'll just get a wooden texture so click wood and I want to go for just something for the table Yeah wooden table that'll be fine so I'm going to download this at probably don't need 8K you just go 4K while append I'll go to the downloaded file wooden table pinned collection collection and I don't need the sphere and I can just use the plane because there you have that set up and I could delete ours there we go looks nice I might switch to one of the indoor hdri's move this one a slightly better look and then shift a light sun lamp just bring this around here go ahead and turn on and the render settings we're going to turn on ambient occlusion Bloom and Screen space Reflections grab the sun under Shadows turn on contact Shadows and we'll just find a nice spot for that maybe give it a little bit of a warm color let's make this and I might turn the strength of our world down just a little bit [Music] there you go all right cool this is looking good I can scale the table down a little bit so the wood grain looks good so I'm gonna hold down alt click that Loop and then Ctrl B to Bevel just expand that out a little bit you can see with all those kept the you know the mouse rules that we had before that'll just help to smooth this out without using a subdivision surface it's a bit better we could leave these hard edged over here all right great now let's see uh let's go for this let's make a bit of like a leather cover so I'm just going to drag this up and you know we might be able to just get a leather off of here as well let's just see and red leather let's go for the red leather all right and I'm going to go file append and we're going to go up to leather leather collection collection get rid of the sphere and the plane and these extra Collections and I will click on my binding go to the material Tab and just find red leather there we go now we are going to need to set up our UVS for this you can see it's messed up on one side but not the other that's actually from the mirror I think oh no we don't have a mirror okay so what we could do is just go here into edit mode hit a to select all hit U to go to uvn rep and we could just go for our Cube projection which will probably be over eight and yeah that looks pretty good foreign color to the table so we probably want to offset a little bit let's go in our Shader node and what we can do is come over here and grab a hue saturation and value node and just drop it here and just shift the Hue a little bit in One Direction or the other so just till it shows up a bit better all right let's do a texture for this little guy right here so I'm going to click new to create a new material and to be like you know kind of a dark color but I think we should have like a striped like a a white and um like a white color in the a dark color because if you look in a reference you end up with this nice little stitched kind of black and white little blue and white uh colored so what we can do is create that pretty easily we're gonna come over here and we're gonna grab a what I want a chicken texture and is that the best one probably not Corona is probably a bit better let's go for veroni we're gonna turn random all the way off grab a color ramp and drop that there and put the distance into the factor and then the color into the base color and then what we can do is we can pick what two colors we want I'll go for a bit of a dark dark blue and a white and I'll just bring this up set this to constant that way we can just drag this one down okay and then I want to let's see let's grab a texture coordinate node and let's try the object coordinate scale up you might need to chew the UV and then hit tab actually just change the scale here yep tap a edit enter mode and we're going to go U for UV and we're going to click on Cube projection again and we'll see how this goes you can see we get these like spheres basically but we can do with that is we can well first we can bring this down so the Spheres are a little more isolated let's have a mapping node drop this down we're actually going to blow the scale out on the Y there we go because we want these like stripe things all that matters is that they line up so doing that uvn rep was fine doing it that way so and now we can just drop the scale until we get enough stitches and we could get a little bit of distance um like a little bit of fall off so I can just switch that to ease and bring these a bit closer so it has a bit more follow-up between the two and we should also use some bump for this so I'm going to grab a bump drop this here and we'll just take this as it is into the height and drag this into the normal and that should give us some decent bump cool all right now we need to figure out the pages and so to do this we got to figure out the first let's figure out the hard bit which is you know the pages that are like already resting like the sides of them we want to see those lines so look at our mesh um set a to select all let's have a look at the UVS okay so this is really not not ideals let's hit U and Q project this might give us what we want because what we want is basically want this to be like a straight up and down um uh yeah that's not gonna look good um let me grab we're going to want a different material for the sides so we have to worry about the tops so much so I'm gonna hit three alt click we're gonna grab all that and we're gonna go U Cube projection just try all the basic ones you unwrap nope you uh follow active quads like that Ridge okay Let's Straighten It All Out and we can rotate this and we kind of want to do what well let's go does I don't want to do it nope that way we have to go one by one and auto audit no that's a lot we want to specifically align X sorry line Y I'm just alt clicking these and then running the Align okay so now it's tapering a whole lot so I've just grabbed this whole Edge and let's go F3 a line and let's try a line X yeah cool that works and that sets it up cool so now we've got this nice straight long polies that represents this page so now we can do is we can come over to our Shader editor and click new and I can do a similar thing to this like we could actually come over here and just grab this system scrap the whole thing really copy that and we come back to our Pages paste it all into here and then we'll just temporarily plug this in here and that to the normal and we're just again looking at this so we want to just assign it to the edge we don't want to assign it to all of it so Let's uh go to three and grab the top surface of our book pages click plus to create a new material slot new to create a new material and then a sign and it will assign that new material just to the selected faces that way our Pages can go to the other stuff so now we get some weird warping but that's coming from all this stuff right and instead of blue we'll just go for like a light sort of like a light yellow maybe parchment color and then a dark parchment color and I'm going to bring this one right back and I'll bring this right down it's technically like you know this is the shadow cast by the pages themselves so we could probably darken it up a bit more and I'm going to put a little bit of bump into these Pages uh probably to the top ones here so I'm just going to grab a noise node and a bump node and I'll take the factor into the height and the normal into the normal and then what we can do is turn it up go and then I'll take the distance down to my point 0.05 .02 make it really fine and then just drag this right up and then take the string down just like a subtle little texture to it I mean I'd be able to see that I'll take the roughness up and the specular down as well I'm going to come over here and grab a noise texture and bring this back I'm ready to go mix right here and switch this to vector and drop this here and plug this noise texture into here and I'll turn the factor off well then shift and just drag it up a little bit it's going to distort our Pages like .001 is probably all we want turn up the scale on that bump let's try color not sure if the mix is any different [Music] that looks pretty good actually and I don't mind the weird Distortion that we're getting from the subdivision surface oddly kind of works so let's talk about the actual topic the video which is making a page rig okay so how would we do that how do we make a page that can turn back and forth so we need a really flexible object that's bendable that's easy to deform and it's going to look good so what we're going to do to create that is we're going to go to shift a curve bezier we're going to use a bezier curve come over to the curve control Tab and we're going to go down to extrude and we're just going to drag it up you can see you know just extends it out and it's easy way to make a page now we can just grab both of these guys and under the item menu on the side tab we can come over here and change the tilt we can set this to 90 and that will rotate the curve itself so that way we can use these things in orientation that makes it a bit more sense okay one more time let's line this thing up this one I want to put it right down inside the binding and then bring that up and scale this down and again I want to straighten it up so I can grab these guys and I want to scale y zero and then come over here grab those guys scale y zero straighten that up two and also want to make sure this is in this these are in the same point on the Y as well zero this out and zero that out okay so now it's all straight now let's adjust the the height of the page so I'm going to come back to the tab there for the page and I will take the extrude up until it matches the size of my book the way we want to animate this we'll go and put the material on it as well the same one uh what's it called this one is called a page mat and this is Page side so we'll come back over here we'll grab pagemat bam there we go all right so we want to keep this one anchored down here I'm going to be able to move this and just kind of rotate it over but we also want to keep the size of the page so you know we could go into edit mode and we could grab this thing and move it around and we could use that as the way you know we we move it but you can see it's kind of it's a little hard to control and keep the shape the shape of the page so I'm actually going to go out a bit about and I'll select this Center this the center of this control point in my bezier page sorry so go into edit mode select that shift s cursor to selected go out of edit mode and I'm going to go shift a empty and I'll create a sphere so it's easy to see and then go back into edit mode we're going to select this vertex shift s cursor to selected go ahead edit mode shift a and we're going to go for a plane access axis plain Nexus Now what we can do is we can take this shift like this Ctrl p parent now this is parented to do this um we're also going to go into edit mode we're going to select this control point and we're going to go shift s uh cursor to selected and then we're going to go shift a plain x's and we're gonna have another empty that's going to be right here so this this to this to this I'm going to select the page and we're going to uh click this and we're going to control p and parent so we're parenting the page to this uh this empty that way we can rotate this one right and that'll turn our page then what we're going to do is come over here to the page and we're going to add a hook modifier and we're going to select the empty that's here in the middle so I'm going to grab mto2 I'm going to edit mode select this vertex on the curve and we are going to click assign okay now when we take this and we rotate on the Y you can see it's going to prevent the middle from rotating along with it so this will give us the right kind of behavior that we want so now we just need this other one to rotate a little bit so we can click on this and we can add another hookah modifier so go here add modifier hook and we can select this second empty going edit mode select this vertex and click assign and then we can leave edit mode and with this one right here we can do is we can add a constraint and this constraint we're going to copy the rotation of the sort of the master controller we're going to switch the owner to local space and we're going to bring the influence right down so what this is going to do if I rotate y it's going to rotate this other one and I'll just bring it over to a kind of roughly in the right spot and select this if we adjust this influence you can see it's going to adjust how much it rotates this guy now we only need to rotate on the Y so I can rotate that we can turn this off and now we've got the page functioning in a way that looks really good bring this texture in and let's go for a mix color and I'll just pick the color we already have picked and grab this drag this to there set it to multiply and bring this in and we're going to need to figure out how to set the UVS for these guys so I'm going to look at this top down so you can see that when we put a material with actual text on it kind of breaks doesn't quite work on this curve object so what we need to do for that is actually come over here to the bevel depth that we've put in there we put that like 0.2 whatever we're just going to zero that out that can mess with the UVS um that you get on uh these splines so um now the next thing we do is actually stretch it out so that it fits um a bit better and then we'll adjust the UVS of the actual book page to match okay so let's grab a texture coordinate node or sorry a mapping node and we're going to just go over to where we've got this text here and I'm going to scale it out on the X now we're getting some cut through I can't tell if that's mine just take this whole system [Music] and up a touch just to be safe there we go yeah I'm just going to adjust this it looks right just use this mapping node just to reposition this texture [Music] looks pretty good now it is flipped on one side um I wonder if we can is there a way of I don't think there's a way to change the material [Music] active spline now I think there is a way of doing that Okay so we've got it looking pretty good on the page over here except of course it's you know backwards maybe it might flip that I go negative is that going to do it and then we'll have to reposition this while we let's take this and we're going to grab the mesh and with this UV system we can just come up here and scale it until things look right for this page mirror modifier I might apply that down here at the base and then we can do is got all those faces already selected I can hit you unwrap rotate X 50 degrees grab X scale y scale X so now what you could do is when you're actually animating this you could take this one this would be right here you need to play with animating its position and its rotation at different points to create a really nice kind of Animation flow so let's do that we're just going to go over here to the beginning I'll just split up my view and go to the timeline and I'll just bring these down a little bit and what I can do is I can hit I to set a keyframe with the rotations there I'll just come forward to 60. I'll just rotate all the way over till the page lines up okay I'll hit I again here so now I've got this keyframe and then with this one what I can do is I can come here the beginning and hit I and then we're going to go forward a little bit to like right up here and then I'm going to rotate y like that I think we'll see how well this works so the keyframe for that and then when we get down to here I want it to be back to normal so I'm going to alt R to reset clear the rotation now you can see that's going to do this nice fold then we have two options at this point you can either have multiple versions of this page rig so you can just take this page rig and see we need this one which has a bezier and the MDC that's all contained within this uh what was that one oh that's right this is the one that sits That's The Binding hold for us so you would want to take these two and duplicate them a couple of times you've got different pages you can have turning right so we could probably create I'll just Shifty to duplicate this empty and then we grab both of these guys control clip that empty and then Ctrl P to parent now you've got one um page turn rig and then what we could do is we can grab this guy and shift d that will duplicate oops sorry grab that guy and we want to select hierarchy and shift it so create a whole new version of the same hierarchy and now what I can do is come in here and I can grab these individual objects and I can grab their keyframes and move them around so they're offset a little bit so if I grab let's see that and that and then grab these over you can see we're going to get two pages so now we've got the one page and then the two page oh there you go we've got ourselves a book with pages to turn I hope you really enjoyed this tutorial we've covered a kind of a lot of different varying topics um hope we learned a few things about how to make something for production like this that you could use in a scene and yeah let me know any questions you have down in the comments below and please hit like hit that like button and leave me a comment let me know what you think of this tutorial and uh yeah don't forget to check out the patreon thanks so much I will catch you in the next tutorial until then have a fantastic week see you later oh [Music]
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Channel: CBaileyFilm
Views: 22,851
Rating: undefined out of 5
Keywords: blender, blender turorial, blender beginner tutorial, scifi, create a short film, create a fan film
Id: MWmFUOllWN8
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Length: 33min 36sec (2016 seconds)
Published: Thu Aug 03 2023
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