How To Make A Lightsaber In Blender / Star Wars Blender Tutorial

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A surprise to be sure, but a welcome one.

👍︎︎ 1 👤︎︎ u/monsieur-raptor 📅︎︎ Oct 11 2020 🗫︎ replies
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hello today I'm going to show you how you can make this in a blender it is Obi Wan's lightsaber I duplicated it so I have more light than the scene this is the result so let's hop right into it I'm going to open a new foul general then I'm going to delete everything in the scene by pressing a X and then delete next I'm going to top my toolbar and enable my screen test keys so you can see whatever I'm doing everything I do is displayed down here and that should be it I'm going to load in my my reference image I got from the internet by dragging it right in here you can find that same image by opening Google and typing a lightsaber blade oops not length but lightsaber obi-wan and I got right that this is like from some from some online shop and that should be it just close it up next up and blender when you dragged it in you can press alt G and R to reset the rotation and rotation then we're going to rotate it by 90 degrees along the x-axis by pressing our X and 90 then I'm going to press number pad one so we can get into front orthographic mode you can press also three to get inside view we want one because the background here is white and my screencast keys are also white I'm just going to set to another color like red and that's it I'm going to press shift a add in the cylinder rotated by 90 degrees on the y-axis by pressing ry and ninety then I'm going to go to wireframe shading scale it down quite a bit then move it up with G scale with us move up with G scale with s and so on and so forth until we get this I'm going to hit tab to go into edit mode and I go to face select mode you can do that by pressing number three above your letters by pressing one you can strike word to see the vertices the pressing two you can select edges and three is faces now I'm going to press G for grab X and move it to right over here I'm going to select this face over here then press G X and move right over here and now we're just going to block it out so we get the general shape of it I'm going to press E for extrude then move it down here and scale down quite a bit like this and then pass efore extrude and II has scaled up like this then you for extrude and II ass move it up like this actually no let's not do that that's actually it's actually press e until we get to like here because we see there is like a small hill it goes up then we're going to extrude it like this and then scale it up so we get that small incline over here then press e to get it down here E again then scale it down to get that fall off an e for extrusion until we get too long here then as or even s and E to bring it out to the right about here you can see it lines up at the top but it doesn't really line up at the bottom which actually doesn't matter at all because this image is not orthographic so it's not straight on its taken from some weird angles so you're never going to get perfect line up just focus on one edge the upper or the lower I'm focusing on the lower I'm focusing on the upper so that's it so I'm going to press it even s to bring it down like so and press E again now you can see this is way too small because you can't actually see what you're doing so I'm going to go to H like small edge selection mode go here press shift and alt and click on it and now if we scale it you can see it's wrong at scales it's right along here but we wanted to scale along the individual origins so we scale it up like this and we should have no problems I'm going back at the face select mode press E as make it like this and we can see if I drag it along here it doesn't really do much but I have to pull up we can solve that by hitting control a and rotation and scale now if I press E and s and now E I can drag it along here and not happen down so that helps now I press E and thus just get it up like this efore extrusion efore scaling so I'm going to scale it right to up here then extrude it along here and now what I'm going to do is as you can see I didn't line it up well that's because I want to press ctrl R to add in the loop cut then press right click just snap it back into the center and scale it up a bit so we get that curve it looks really blocky and sharp but we're going to smooth it out later by applying a subdivision surface modifier now we can go right here we're going to get this face press e to extrude to right about here until we get to that rubber part and e to extrude again to the end of that rubber part then we have that kind of natural Ridge then we'll press e again then again until we get to the end now we will model this later this ring and these boxes along here and this right now we are going to do the bridges will be going right here by the way if you press shift and middle click you can navigate like this so you don't actually shift your view if you do we'll just press number pad one and you should be back in orthographic mode now we're going to press ctrl R and then loop cut bringing right around here and do it again right around here and now what we were going to do is I'm going to press alt and then this to select this ring you can select edge edge loops like this so I'm going to make this one press e s shift X to scale it along every axis but X just do it like this so we have that bubble Ridge now what I'm going to do is add an 9 loop cuts because we have 1 2 3 4 5 6 7 8 9 or 1 2 3 4 5 6 7 8 9 ridges over here so we're going to add in 9 by adding just some and then going here and just into number 2 9 you can see they look nowhere near where they're supposed to be so I'm going to press G and then X to move them just along the x-axis so they don't go up and down or something like that so restrict them to the x-axis so I'm also going to gale them along the x axis you can see if I do it right now nothing happens that's because I have to put it back to the median point so scale it a bit bit more not like this you just have to scale them along the x axis so that's good bring them to the center roughly and that's good now what we have to do is press ctrl R so we can get a loop cut everywhere the word this is where there is an incline like this this way here so now that we have that we press ctrl + shift click on all of these here to make them smaller but now if we scale them they're going all into the median point again so we have to change it back to individual origins that's a bit annoying we bring them down with the later need to adjust them when we apply the subsurf but for now it's fine then do the same thing here just select all of them oops not this one just the ones that are going up now we're going to bevel them by pressing ctrl B but if if you take a look at it it adds like an even layer to it so it's completely even at the top I don't want that so I'm just going to scroll up one time and then we have that curve if we do it like this we get like one even surface but I want two surfaces that are kind of sharpened the sharp at the end like this that should be enough and now we will come to let's go with this part or actually let's first extrude this I'm going to I'm going to solve to you and grabbing this this tool right over here and I want to select this face and this face going to orthographic both of you again going to press II okay that was bad because we don't get had because we don't yet have supporting loop right here we need that at the their end of this so we get that now select this nuts like those two again this one and this one bring it up I'm going to scale down a bit like this bring it right here right over here on the Z on the X get this edge this one bring it around here on the X because here it's kind of straight and it completely straight let me see what I did here as X 0 to 0 the mouth then as Z 0 to make them straight now make those straight to by pressing s that 0 that they should be Eunice well now we can select those go to the front view grab them right there bring them up like this and now for this part we can just grab those to bring em out a bit and now we can select this one and this one press I for inset like this maybe if I hide this I can show you better you bring it in actually don't like the height because again on the picture is it's a lot higher so I'm going to select all of them and bring them down a bit like this so it looks more pleasing to the eye now if I bring back the empty we can see that we have all of this I want to select this edge loop here this loop of faces and we're actually let's first to the ridge if we go into Wired mode again you can press E and then as shift X create that Ridge now I want to select all of these press f3 and then checkered deselect you have to type it like checker deselect and now we have selected every other face now I want to press alt e' extrude faces along normals and extrude them right about here so we get this when I shaded smooth it looks rather bad but we can fix this by going right down here and going to normals Auto smooth so now everything is smooth but that part now for a game this would certainly be enough because you don't want too many polygons I would even reduce the poly count to a lower number like I don't know 16 so you don't get quite as many faces would get like half of them but you could get a lot of information back by using normal maps and bump maps and whatnot now what we want to do is add in this part over here that that I'm going to do by going to edit mode hitting shift s by grab grabbing this face hitting shift s person to selected going out of edit mode adding in that cube scale it down quite a bit now bring it right over here like that add an eye bevel so control B just one segment it down and it looks perfect going to bring this in bit so it looks like this now I want to get my cursor right here again then hit this and now set origin origin to a 3d cursor and then I'm going to add in an empty plane axis I'm going to grab this add an add in an array modifier not a bubble but an array set the count to 5 now you can see they're all going in one direction but we don't want relative offset we want the object offset and you wanted to get controlled by the empty this is not correct as well one applied the rotation and scale and rotate it around the x-axis by 72 degrees and yeah I selected the wrong empty so get this empty ol one and that should be fine now I want to apply the rotation scale rotate it along the X by 72 degrees and apply the scale for this one so now we get this but it's quite big so I'm going to scale it down a little more in edit mode like that and there we go now we could add in a bevel modifier set it to about 0.05 if it's small point or to even smaller than that point or 1 and up to account for the segments I would even go as far as bringing it in even more like this that should be fine like that we can now get this face on top and bring it up again and make it broader a bit how we don't need to it looks good so we have that now what we can do is add an or subdivision surface modifier we will go to our sort add modifier subdivision surface and set it to two now we can see it doesn't look anything like used to look before that's because it looks all smoothed out and we don't want that so now what we want to do is go to front of the graphic mode again and place in some additional loop cuts like for instance right here wanna press ctrl R and bring it right here so it gets a lot tighter around this edge and then adding another one right here get it down scale it up a bit so we get that curve right here bring it out again and align it so it looks like this now add another another loop could bring it right to the end and this one we want to bring the res around here to get a little edge now we want to add in a loop cut right here to get this here we want another loop cut like this this one should be completely flat so we add it right to the right hand side get another one place it around here so we get a little edge same thing over here just a small tiny edge like this add another one like that and we want a small edge over here the zoom in a bit small edge over here like this here we want it all the way to the right right here we can press we can add it into the center and then bevel it to get an even distribution like this and it looks fine now we want the ledge right over here and we want we want the loop cut over here let's make it smaller like that now let's add one over here all the way to the right now let's add one over here let it have a little budge over here I'm gonna give it some breathing room the tab cheat twice at slides the edge along its vertices or along the other edges I want to see the reference again so good like this and then like this this looks perfect now this is a big end gun so it means it has more science than four and that's not good but we will roll with it because it's not that important we will just grab it the face hit I for insect you make the opening of the smaller then press e to extrude it downwards like this and I will just hide this because I don't want it now let's add a loop cut right here let's make it smaller this adding another one right here bring it down like this and let's grab this face and fit hi or inside then we have that so this looks real clean nice now what we want to do is bring back the image we can see these don't really line up so we want all of that selected I will disable this I will disable the I will disable the substitute subdivision surface do you select everything and grab all of this so like that just hit b2 box select and select all of these phases so now that we have done that we can add on the subsurf modifier again and scale that and scale this up until it looks right now I'm going to able it again go to edge select mode and select all of this by adding the subsurface again and make it smaller until it has the right height like this and that should be fine now we can see we have a really rounded edge right here we don't want that so we Adam look cut bring it right over here this there's a little edge that should be fine yeah this end is really messed up so we're going to add in a loop cut right here bring it almost all the way in and we will give this an inset like this and this looks fine now we can see this is going inwards we don't want that so we get ourselves another look at move it over here give it a small edge and again here just add one bubble it just bit that and that's fine now for this this is all blended into the into the handle we don't want that so we you're going to add in a loop cut like this bring it all the way over here but not quite to the end same thing on the other side and now we have this looks nice or I would even go as far as pushing this even further and getting another loop cut right here and placing it there so it's not blended anymore maybe give it a little bit of distance like this so that looks nice but I'm kind of irritated by the shading so I'm gonna move it a little bit further this is better now I want this to be nice now I want this to be nice-looking so I'm gonna add in the crease right here like this get this right and get this right and I'm going to give this an insert as well so disable the empty get those two faces hit I like this now it looks fine so this is all the modeling done shake this smooth now what we want to do is make some materials now I have reference this the same image I'm just gonna open it on my other monitor so I can see the exit colors and I'm going to open this up and go to shaded view let's start with the basic with the basic material get this the first material set it to one I'm gonna name this Chrome and I'm just gonna set this to point two so it's really shiny or even point two five so it's not as shiny but still very reflective and that's our base material I'm going to add it to these two so just grab them go right here to the material tab and apply that material now what we want to do is grab our sword and go into wireframe mode grab all of these by box selecting them adding a new one it's sign new now we can adding color like so something along these lines metallic 0.35 we can see it applied the material after I'm gonna make it 0.3 it applied the material but we can see we have that that edge which we don't want so I'm gonna push this back by adding in another loop cut right here and right here so now it's perfect now we're going to do the same thing for the rest of the model just adding in materials for this for this what faces only like that looks nice going to shade it to you adding in a new material signing it make make it metallic giving it nice goldish color like that point three and that's nice now again we have this transition over here which we don't want so add another loop cut and right here add in a little cut like that poorly oh it's it again all the way in that and that's almost all the materials I'm going to add in I'm going to add in yeah what the rubber material next get all of this right up to here add a new one new apply and I'm just going to make this black so like this bring you up to roughness 20.7 and this looks fine now what I'm going to do is adding in the same material over here so I'm going to select all of this like so and just hitting assign so now we have that but we still have that full crease so I'm going to add an edge loop bring it up and there we go yeah that's it what is that that is something let's get this Chrome okay now it looks fine from all of the sides okay now we have that gold material up here again so I'm just going to grab those two faces like it's like so apply it to all of them just pressing C for circle selection give it cold material that's fine we're good to go now comes the actual lightsaber part itself I'm going to save this Star Wars tutorial let's get this face hit shift s cursor to selected add in a heron a cylinder yeah let's not do that let's delete it like so get out of edit mode add in the cylinder rotate it along the y axis by 90 degrees scale it way down bring it out on the x axis what I'm going to do now is going into edit mode and just moving it out like so I'm just gonna make it smaller along everything but the x axis so it gets thinner yeah like so maybe a bit longer and then I'm going to apply a rotation scale and then bevel it pressing C so the pressing ctrl B and then C flow C like this and then it doesn't intersect like this so if you press C it snaps right there and just bring up the bring up two counts with your mouse wheel so you get smoother like so and that's fine I'm gonna add an new shader like so and I'm going to change this to an emission just hitting shift a and then searching for a mission like this strength 210 now I have a very specific code for this an RGB code or a hex code and it's v FB v FF that gives you that blue color and that should be it now we now we're going to parent everything to sort itself by hitting a and then selecting the sword again control P then object now if we move that now if you move the handle everything moves and rotates and scales with it add on the plane like this [Music] hit all G so it gets the zero point gonna scale it ten times bring up the handle a bit now we can see it intersects with with the red line and we don't want that oops I accidentally hit the H so we bring it up here we can see it's not sitting on the bottom right here so we have to rotate it like this a few times so we get it to rest on the ground this is a bit fiddly [Music] so yeah like this even if it does intersect a little bit it's not important because it actually has to intersect just a bit not too much so the blade disappears in it but just really a really small amount and that should be fine now what I'm going to do is mmm give the plane the material I'm gonna make it grey like this bring the roughness actually let's give the roughness the texture so I'm going to add in a nice texture just plug it right in here and that should all be fine yeah I'm going to save again and we're gonna add in an HD right you can add an HD rice or this is no shade smooth shape that's smooth you can add an edge your eyes by going to the world tab going to the dot environment texture open then locate the folder to which you have saved your HDRI and I will use I will use this one so that should be fine now what I'm going to do is get in camera let's find the camera position it to my liking like so for instance I'm gonna make the ground plane a lot bigger so it covers up the whole screen or the whole camera view you say that again and now if we go to render to you we should see everything working but it's way too bright and we're currently an Eevee I want to make it cycles hit control bead to box select only this area we can see our lightsaber is looking good gonna turn down the world and illumination to point one like so now I'm going to G shift that to move it and rotate along the z axis like so and I'm going to add in another lightsaber by shift-clicking on all the major parts so the empty the cube the handle and save itself then hit shift D right-click I'm going to rotate it by let's say 165 degrees but like that because we have still selected individual origins we need me in point so are ours at 165 move it like this like shift Z so G shift Z and that should move it like that so and that looks way nicer I'm going to bring down the world illumination even more like so and that was looking good now I'm going to give this a quick quick render with let's say 755 samples but before that I want to add in an empty right over here to this part image empty plain axis select my camera go through the camera tab depth of field and then go to empty oh oh - and I'm gonna make this F 3.5 the higher you set this the sharper your background will be lower you set this the more in focus this will be and the blurry at the background will be so I'm going to render this and we will see each other after that bye so now that we're done with that we can see we have a pretty good result I'm liking this really much we have a really good looking plate we have a really good looking handled it all really looks good but one thing that could improve but one thing that could improve it would be some glare so I'm going into the composing think that after editor's I'm going to add in the glare note but it Patton go from streaks to fog glow and I was just gonna set this to high and decides to 9 and I go back to rendering you should see we have a really nice clothing plate so that's it for today I hope you learned something and we will see each other in the next episodes where I make something else SIA
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Channel: Philip Kriegel
Views: 7,781
Rating: undefined out of 5
Keywords: blender, tutorial, modeling, modelling, english, realistic, realism, lightsaber, laser sword, star wars, obi wan, kenobi, blue, sword
Id: Yjxjn9UPnqM
Channel Id: undefined
Length: 40min 19sec (2419 seconds)
Published: Thu May 14 2020
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