Let's Model a LIGHT HOUSE in 58 MINUTES - Ep. 87 - Blender 2.93

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hello and welcome to episode 87 of the 10 minute modeling challenge hello and welcome to episode 87 of the 10 minute mauling challenge i'm still on the holiday right here in gotland having a good time with my family but now let's get back to modelling oh injured my finger i might have to change the name a little bit soon because last week we did a cyberpunk room and it was i had to cross out i couldn't like click bait it and say it was done in 10 minutes because all i managed to do in the 10 minutes was just a little bit like a rough sketch of it but then i spent uh another 80 minutes on that video trying to just detail it out a little bit and it turned out to be quite popular that video had a lot more views than some of the previous ones so i might continue on that theme a little bit and it's quite fun because i'm learning this in the process i'm terrible at rendering and i don't really hardly know what i'm doing but i'm trying my best and i'm going to try to improve so why not just move on from learning low poly to learning a little bit about rendering as well so for this episode i've actually prepped a little bit of a startup file so you might see that i'm still using the gradient texture here but there are some slight differences first of all the top left quadrant same as it's always been but the bottom bottom the bottom right quadrant is still emissive but i've actually included the on the emissive texture itself i've included a shade to black for each of these colors i'll put those textures on screen so you can see what i mean but basically the further to the left in this uh color here the more emissive it'll be and the further right in this little square here the darker emission it'll be and the top right quadrant is new as well it's still the same saturation as the left quadrant if that makes any sense but these are transparent as well so the further to the left i move this the more solid it is and the further to the right i move it here the less opacity it is so more transparent what i've done for this texture down in the lower left quadrant here is that the further to the right in a little square here the more desaturated the color will be so it's uh should be you should be able to cover a lot of the spectras now if you stay to the end of the video i'm actually going to run through how i've set up this in a little bit more in detail but let's get started with the modeling straight away ready steady go i'm off yes oh i'm feeling rusty now two weeks since i recorded the last one bring that one down and ctrl i i want to actually delete these faces and then this one let's scale that one up maybe uh i don't know ten times ooh surprise i prepped the camera so cheating ctrl r uh maybe eight loop cuts there and ctrl r eight loop cuts there and now i'm just gonna do this is gonna be the actual rocks face here that the lighthouse is gonna be on so o for proportional scroll with the mouse wheel here and then let's just shape this into something a little bit like a some type of a like a rock face thing i'll just manually drag this use a proportional i just want to get some interesting shape here maybe like this proportional off now because i want to tweak the corner so it doesn't look so strange proportional on again and let's just get some interesting shapes maybe i can do i just want something that could look interesting as a cliff maybe like this i don't know i should do and there now let's do l to select those linked ones and then e to extrude it else select the link to move it down and that's uh our base rock formation here and i also want to add the water i think straight away so i'll do shift a and add a plane scale that one up and i'm just going to do it roughly so it covers it and this one i need to separate so p separate the selection and i will switch this material here to that water one that i've prepped so again stay to the end of the video if you want to see what that material actually looks like if i can find it there we go water so okay and we should rough this one up too actually make it a little bit more interesting maybe so i'll do a right click on subdivide maybe we'll do that 20 times okay 20 yeah 20 times and we'll do some maybe c to circle select get a few of these and enter g zed just do some wave formations here i think i'll just do some manual stuff like this enter g z and i think i'll just do like this manual approach for it i just want some uh i could have done it like a displacement modifier but we'll see what if this is going to be good enough maybe okay and now let's focus a little bit on the island so i'll go tab into edit mode on this one again and we should change the color bit maybe some darker gray we can even go for some like a brown tint this is the new feature that i've got the desaturation here i could go for a slightly brown tinted uh darker gray there maybe like that can change the color if we want to and i want to start creating some cliff first scale z i want to raise these up a little bit more so like this and now we can just uh proportional with the linked is off there proportional on but with not linked geometries that it won't affect the water now i'll shift select a bunch of these maybe like this proportional slant this one down i don't really know how to offset this one but i want to have the creative i want to do this instead of having like um a displacement modifier because i want to control this a little bit aesthetically for someone who's got no aesthetics uh maybe it's a waste of time but sometimes i like random and sometimes i like to have that control so maybe create some weird cliff shapes here uh here why not just offset that one a little bit more as well okay i just wanted these here um g rotate them a bit e to extrude so like some pointy cliff there maybe need to extrude i'm not even checking the time now that bad practice 550. okay so again i'm just going to rough out some something in semi interesting here hopefully it's the idea so and for that's gonna be a very base thing i'm gonna add a lot of detail to this in the bonus material here so but let's just put the lighthouse here as well so we know where that can go should we put that on the cliff there or down here i think i'll put it right there so shift a add a cylinder i'm gonna go low poly so let's do 12 for that one a to select element scale zero let's go for a white lighthouse here whitish at least and scale it to a bit wider now i can sort of check to engage the size maybe i wanted to e to extrude an 8 meters now i know that lighthouse is 8 meters tall so i can sort of scale everything else in reference that should be pretty decent i think so we'll do e to extrude i'll do o to switch off the proportional you can click up there as well s to scale it e to extrude here we'll do like some sort of a okay let's do 0.4 so that's 40 centimeters just so i know roughly what size it is if i'm going to import characters in the future i to inset uh e to extrude and maybe 0.7 negative nope okay so that one's interesting we don't really want that so i'll do because i have to do something wider here then scale e to extrude because i want to do 0.7 just for some railing here or something i to inset i need to extrude down do that manually so i can do that transparent at some point if i have time e to extrude here's like the light thing itself okay i need to probably scale that one down a little bit more i need to extrude that's the scale here's the light cone e to extrude sd scale some protective roofing on top here as well always good e to extrude s to scale and b to extrude sdk while i'll just wing it again as usual e to extrude as the scale and let's see here we're going to put the light itself there that should be all right i think maybe i can rescale this if necessary at some point so i've got 326 on the clock there that's the rough shape of the lighthouse i think i'll just rough out a little house here too maybe we should have something like here shift d to duplicate that one i've got loop tools so even though i want to make a square you can actually you use loop tools here to do if i can find it circle so circle made a square this time scale z zero because it's only four quads rotate it and we'll make that into a house here and to get the size now i'll do e to extrude 2.5 then i know that it's 2.5 meters high again this is for the scaling purpose so i know that person could fit in there always good so it's quite a small house here we'll do we'll make that one white too just for the sake of it nice plastered house like that i wonder if i'm okay yeah it looks pretty good like this [Music] size wise so let's put that on there we can have some fun with this uh later on i think as well and uh okay for this house i'll do 223. again i'll put a roof on it i guess would be good so shift d to duplicate that one s to scale its scale on the y axis e to extrude and control r loop cut that one oh move it on the y axis there here i'll think i'll do e to extrude that on i'll shift select these two and then right click and do subdivide and one time yes and then i'll pick that one move that up on the axis there and then i'll just move this into the house because we won't see this anyway so let's just hide it out of sight out of mind or whatever it's called i'll select the link there must make a contrast so we'll make black roof there let's make black roof there and then here shift d duplicate scale y axis and e to extrude again i want to put some like just some trims here on the corners so these could be like a dark brown maybe so these could be wood poles or something scale x i'm not too bothered about perfection which is great so i'll just put these roughly where i need them and houses a little bit offset i can tell because they didn't match up perfectly when i moved them according to the axis but that's okay uh these are actually very wonky but that's okay so 54 seconds to go and okay let's put a window just there for the sake of it then we're going to move into the bonus material now so we're beyond the realms of the 10 minutes now we're extending this into bigger better things here to extrude let's put the emissive here quite bright mission i think i'll do or semi bright i don't want it as bright as the lighthouse and we'll put a door here too scale scale why sorry can't put the stressful music on i don't think because it's not really that stressful since uh i'm not gonna be able to finish the scene within the time here but i'll do each extrude we'll do like a darker door there dark brown and then we'll put some light there as well i to inset scale z e to extrude and then put some brightness there and let's just okay that's it so in the 10 minutes uh again just like last week with the cyberpunk room not much uh to bring to the marketplace or whatever you want to do with it so this by itself wouldn't uh be that impressive so well let's do a test render anyway if you stay to the end of the video i'll be able to show you the scene a little bit better so you can see the settings that i've used for the materials and the lighting and the render settings so i'll put that in the end make sure i'll do some screenshots there so you can do like check that out in peace and calm and quiet and again for the patrons on the tutorial tier you can download the scene if you want to but let's try it out f12 okay so at the moment we just have this little lonely house here an unfinished lighthouse we've got a moonlight that's coming in from the side and this water i'm gonna probably extend this into a full uh like a volumetric thing and uh now i'm just gonna play around with this and see what we can do so again not that impressive in 10 minutes but let's see what we can make it into so let's see what we should do first of all i think i'm going to do some more details to the island here i want to play around with the formations here of the rock a little bit more so with that i'm probably going to keep oh proportional here select a few of these i'm going to lower these but they were a bit too high bring that out they will do like an overhang g that could be interesting maybe here i think i want to bring this in and make some serious cracks here shift select these g proportional g see if we can bring this in further without here we go g that could be a little bit more interesting maybe g and for the water here as well i don't want this to be just a plane so i want to extrude this one down now to do that i think i'll do i'll alt and shift select all the edges here so we get them e to extrude middle mouse button to lock it to the axis there and then scale z 0 to flatten that and then f to just say cap that actually i'm going to do grid fill here so grid fill that actually seals it in like that i've got some distortion there but that's okay i must have maybe moved that a little bit sideways but that should be all right i think what i'll do as well i'll ctrl r and do this to l to select all the linked maybe we can jumble this a little bit so instead of using uh the displacement i might just do randomize on transform slide that a little bit just to get some different shapes to that water let's try that one [Music] okay i don't like the jumbliness on the side here so i'm probably gonna change my mind on that one controls that a few times and then we'll just do manuals manual tweaking here instead i think for the waves [Music] that's it and let's tweak the mountain side here now or the rocks put some more interesting features here now i can hide the water i think i don't need to see that one so h to hide it and this i'm going to bring down now so c to circle select all of this actually i can do this control plus here now expand that selection c circle select bring that to there and then scale z 0 e to extrude and just bring it down to there and now we can do some interesting things to the cliff i think i'm going to do like a step coming down here so maybe i'll do g to move this whole thing in and then extrude this one need to extrude scale and then here we can do some like a broken off blocks maybe of the rocks so shifty to duplicate it g to move it e to extrude g to move with proportional off there or less anyway so this could be like broken off rocks i think shift the e to extrude g maybe this is actually going under the water no i'm not sure let's see alt i'll show that water again there oh that's is disappearing off don't really want to poking out let's move this one to here and that cliff could look alright i think like this we could also do the same for this way i think if i shift select those shift d g e to extrude g and then l select the length shift the scale y [Music] g so these are like breaking off rocks underneath the watcher there so it should work maybe here i think i'll just i keep having proportional on and just adjusting this [Music] and here let's put some cliff thing here as well is that the right one alt said yep e to extrude g to move that one down shift d to duplicate it e to m or g to move bring that down make it less square l and maybe more pointy [Music] like a cliff thing would be scale it i could do and i think i want to lower this even more like there's and i'll put some steps up to here maybe i'll have to move the light not sure what the light is going to be like coming in here and for the lighthouse here i guess we should have an entrance to this one too so i'll uh select a bunch of these where should we put it i think i'm going to lower this one down so again proportional is on i'll just move this i can get an entrance into here as well maybe do some steps maybe select those e to extrude there could be an entrance here i'll put a roof on here some different style roofing maybe [Music] there and contrast so shift d duplicate scale e to extrude i'll move it up on the axis there oh i've got proportional on i do that quite often accidentally proportional on so it moves everything when i've extruded g black and should we put a feature here where should we put it i want to have ctrl r there scale zero control r i think i want to have like some features here just to make a little bit more interesting control plus contrast light contrast often here as well we should have something this one could be a dark color control plus black there here now let's try out the transparent material that we've got uh for the first time so ctrl r for the railing there all d to extrude long phase normals ctrl r and ctrl r on the inside here ctrl r that's it so now if i select these and then and we'll try out this transparent so the further to the left if i remember correctly is more opacity and less transparency the further to the right in this quadrant this more transparency let's put these glass sheets on there maybe blue color there probably tester under that so f12 so that's a bit of transparency now it's like sheets of glass i suppose we're gonna do that in the center here too so starting to look a little bit more interesting now with the contrast and the cliffs i think so let's continue if we wanted to increase the this one we can check it out it's quite dark 0.1 0.5 if we increase the hdri coloring here check that out i think i want to make it like into a night scene so i'll keep it a little bit darker for now but we're going to add some more lights to it as well like some maybe some lantern type of things okay let's continue we'll put another window here let's make the frame less white [Music] let's say alt select there ctrl plus g black frames more contrast or brown wood and since i've got the time now should i add these like why i don't even know what they're called sprouts no l see if this works scale x shift d rotate y 90. scale okay that didn't need to scale shift d okay that one and i think we can put some more stuff here too shift d e to extrude see del key delete key on the keypad there to get the centered around there all the extrude long face normals and again let's go away from perfection alt select the links l l l l move that on there shift d there we go and i'm actually gonna just duplicate these and uh spin them around so i get some lighting on this side okay i'm not gonna do that because that's gonna go straight in the wall so that makes no sense so let's get rid of those extras and then again just select one window shift d to duplicate it rotate z 90 negative so i put a minus there as well let's put that there so it sheds some light on the back this one we can move up and this framing as well let's make that different to control plus and a brown dark brown there i thought it looked a bit weird that this just goes up to here maybe we'll change the color on this as well to break it up so shift select a few of these things ah there we go and change the color to a darker gray that could be maybe good okay this window's too close there okay i think i need to make the door a little bit bigger scale there we go and now we can start creating the steps maybe so let's create a big slab here outside the door can change the color on this one a little bit need to extrude that one so i did shift d to duplicate it like normal this one should we do a different maybe more gray and darker or should it be brighter brighter different type of rock there and here let's do shift d to duplicate that face e to extrude g to move it shift d maybe rotate e to extrude shift d g r rotate e to move it eat extrude rotate and can i grab that edge yeah g to move that on and here let's do those uh i'm going to make like a mini pier or something down here i think so shift d top view 7 on the keypad rotate this one g and e to extrude it let's make this one bigger i'm going to make the steps right here i think so then we can grab this one and bring it all the way down to the bottom to the water there we go maybe bring it all the way in here rotate just the nice thing is now that it can just be super offset doesn't matter i don't think anyway ctrl r loop cut and this is going to be for the steps quite big steps but that should be all right i think control select down to there and then now we can just e to extrude that into a step and then rotate need to extrude nope not first i need to deselect that one need to extrude let's see top view quite wide steps here maybe i'll do period and the normal scale y key shift to d select that one e to extrude g and this is like carved out a rock so i'm just gonna e to extrude rotate g deselect on need to extrude should do a little bit more interesting we'll do like a platform here i think rotate and we'll start extruding this way instead e to extrude so here's like a little pier it's actually high tide or something so this water is splashing no it's not let's bring that down today [Music] there we go but it will splash up here for sure so be careful slippery one but and [Music] see now it doesn't have to be so perfect either so let's make it a little bit less perfect [Music] and proportional of course is a good friend here and we can start to do some beveling of the edges too [Music] there i should do and this is of course going down into the bottom here okay and then actually that's not a problem i didn't extrude all of these but let's just do a loop cut there alt said here and then extrude this one down alt set g to move it that can go well beyond the water you won't really see the bottom there as far as i know or we can cap it or crop it later on i think i should continue with these as well it's a little bit difficult to see what's going on here with all the geometry usually i rotate it a little bit like this to see and i think i need to control select to there so i get all of those and then we'll extrude this one too alt set each extrude and down to there should be alright and let's do a test render f12 [Music] i'm just gonna create some more clips over here shift select you need to extrude as to scale deselect no that's too much maybe like this e to extrude that's the scale and pointy one here need to extrude s to scale e to extrude s to scale bring that edge up and i'm gonna start beveling a little bit here now too to get some nicer edges so i'll select this edge control select to there manually shift to these control b let's try and bevel that s to scale that one up and s to scale this one down scale up so i want to do this manually in selected places to keep the aesthetics that i can't say control b there scale that bevel scale this one down and this bevel here ctrl b scale and here ctrl b scale and scale that one [Music] let's put a crack here dangerous place to be this one so eye to inset it instead again s okay proportional off s to scale scale there we go let's make this one darker there so this is starting to crack there bring this in maybe manual tweaking ctrl s save here we needed some lights or doors here as well so i'll have to make room to get in we copy this door should we be that lazy yeah we should l shift d to duplicate that p comma switch to global rotate z 90 minus to get it negative and let's put this door here too it's actually going in a little bit too far is that one off the wall as well okay i'll have to do this control plus move this out l and move it in and should we do a slab here to them each extrude there we go put a step okay let's do it differently ctrl r rotate that should be it's all right if it cuts through i think as far as i know [Music] i need to extrude rotate okay let's try that should we put like some edging stone here as well i need to extrude scale that one i'll select the linked top view [Music] rotate and shift d to duplicate rotate g rotate [Music] the work should work [Music] put some cliffs here maybe need to extrude has to scale i need to extrude as the scale shift select selected to extrude scale [Music] like a golf commentator should we put a a separate boulder here probably shift d duplicate it top view rotate g e to extrude s to scale need to extrude s to scale need to extrude that's the scale g shift select control b bevel this one maybe a different color then for one reason or another so there we go and let's put the light house thing up now we'll do a black roof select this alt e extrude long face normals control plus that can be great but i want this to be black i think i need to extrude s to scale control plus g black and here now i have to do this transparent so and remember it's the right top right quadrant here let's make it light or blue transparent this is half transparent i think and then i should do like light inside there so shift d scale z scale it down move it up and then the one that's facing us here i think i'm gonna do that emissive so i'll do this one the lower right quadrant remember is missive and all the way to the left here is the most emissive color so that should be all right i think l to select the length and let's change this blue to like a solid black maybe or should we do a little bit emission but only a tiny bit of dark orange maybe i'm not sure yet alt z to c through scale z that's it there i won't see that now but when we press f f12 now since those are transparent those glass panes there should work hopefully i think i'm going to change the railing up here i make the roof a little bit less perfect [Music] here i think we need another crack all right inset need to extrude best scale best ah i think that's all right that's the scale and darker [Music] and i want to put some light posts now i think uh okay bevel this edge the one that's facing us and this one too i think control b that's it and now let's put some emissive light posts to it so i'm just gonna do let's pick this one it doesn't matter what it looks like really shift shift d to duplicate it scale it down o to disable proportional e to extrude and e to extrude then we'll do else select the link let's do black posts for contrast again select this one ctrl plus and do emissive like orange alt selecting scale shift set and now i'll just place these out i think scale said g and shift d to duplicate i can rotate them a little bit i think shift d g shift d so these are hazard for hazard as well it's dangerous here i wonder how they get the electricity here rotate shift d g to move rotate set shift the positioning is always a little bit awkward i think when you do it this way i usually just rotate the viewport so i can position a little bit in 3d shift it's like minecraft torches here go rotate set shift d should put them on this g g there we go rotate z g to move it g z g okay need to move i don't know if i should keep putting them on these things or if i should put them on the rocks rotate set shift the g z rotate l rotate got some lights there now to bring you down in the most important places i think the lights are control s let's try it out f12 so it's the com compositing that makes them glow with that glare thing i might increase that a little bit shall i let's see what the lighthouse light looks like i'm not too happy with them i'm not sure if i should scale them a little bit smaller i think oh scale shift z okay that doesn't work period individual origins scale shift set scale z to shrink them and move them down maybe that could be better maybe and i think i need to make them brighter i think i'm going to lower the light level again on my environment 0.1 again so we get that lighting more from the moonlight and stuff and then go to uv editing and here i'm going to put light under the water as well shift d i think that could be cool scale need to extrude like underwater lights here like a submarine base or something secret not that secret g skill so it's a little bit difficult to see there but that's underwater so let's hide the water there l select the lengths shift d to duplicate rotate set shift d to duplicate rotate set [Music] so here's our let's try that one underwater [Music] okay i won't talk so much now i'm just going to fast forward a little bit and let's uh keep with the same process going just adding i'm doing a lot of shift d to duplicate phases and uh just creating a lot more geometry now and test rendering every now and then so just to break it up a little bit make the video a little bit shorter let's fast forward it [Music] [Music] [Music] [Music] all right i've added a tree here i don't know how that survives i've wonkified tm trademark uh this uh building or the just to make a little bit less perfect and then uh did some more details on the roofs here and put some more rocks here so let's continue let's just put some more stuff on it i'm gonna put some railing as well maybe some chains and things [Music] here i'm just control right clicking to extrude to connect these but they'll be in the wrong height but that's okay because now i can do proportional problems oh for proportional g like i said this is uh infensia right now here from the editing studio i'm fast forwarding this section so i didn't really want to bore everyone maybe like i did last week it was a bit of a mixed feeling if i should fast forward some parts or if i should just keep it real time so again put it in the comments what do you prefer some fast forwarding or just uh real time editing or modeling should i say so i'm adding more detail there's nothing new revolutionary here i'm just going through the same procedure usually i just duplicate the faces i grab a face with in the object editing mode there and i just shift d to duplicate it and i create new objects out of it i like to work that way i think it's a fast way to do it i already have the correct material when i work within the same object now you can always split these out into separate objects later on in the future you can just uh box select or select a bunch of linked vertices and press p and separate those out into separate objects once you're finished and those uh materials and everything will come along with it i'm putting a few more lanterns i couldn't really think of anything else to put to light up the scene a little bit extra and then i extruded a bunch of just uh like faces to create a railing there and i like to use uh proportional mode when i edit those and i just move them into place roughly there's you don't have to be picky you won't really see the details so just to make it quick and easy quick and dirty i spent a lot of time rendering the scenes so f12 and in cycles it takes a bit of time so even though i've got a fairly decent graphics card maybe it's time to upgrade to uh 3090 or something if i can save up for that uh rendering in cycles does take some time and especially when you got translucency and transparency and stuff it seems to be really slowing down the rendering process and i really prefer the low poly look that you get in cycles compared to eve or evie evie is super fast and nice but i maybe i just have to learn those settings a little bit more but the lighting and everything like that in cycles i think is so much better but it's quite noisy and takes time so a bit of the motion exercises for myself while the rendering there i add a little boat and in the future i might uh well i always say in the future i might that means i won't but i could potentially animate the water i was thinking about that for this video but i didn't really have time to do it that's my excuse anyway and i didn't really know which way to do it so i think i'll um i want to check out if i can animate the waves at some point and also do some buoyancy buoyancy so i get that little ship to bubble up and down it'll also be cool to get so there are some wave splashes maybe against those cliffs too so with lack of imagination i was trying to think of other objects to put through but i kept just adding more rock formations a few more lighting and rails because i think it'd be quite easy to fall off that thing that's my imagination anyway and then that tree in the background probably looks a little bit out of place i don't think it would necessarily grow out there or maybe it could maybe it's a like an oversized bonsai tree that's planted there and again i couldn't really make up my mind when it came to the settings either i kept changing the strength of the hdri environment setting a lot on and off i increased it decreased it increased it and decreased it and i couldn't really figure out which which look i preferred whenever there's choice you're going to be bound to struggle i think to decide on one so as soon as you move out of the comfort zone of a stressful 10-minute build i think that's when it you start to spend overthinking things so maybe i should try to avoid that but hey it's a learning process for me so i'm quite happy with that the way the scene is lit now and at some point i add a few more extra lights as well i have a quite a strong sunlight but but i call it blue so it's more of a moonlight that i got from the side i didn't really want it to light from the front i wanted to have a bit of a side view so you could still see the emission materials there then i added a red light from the left and also a really strong backlight also all three are suns the two to the right are blue and the left one there that's lighting a little bit from the left is uh it's got an orange or i think i changed it to a purple magenta tint i wasn't imagining that the sun was setting from that angle and the moon was coming up on the other side and i kept playing around with a different strength to see which i prefer and as usual i couldn't really make up my mind so i just kept playing around with it on and off and uh when you fast forward you realize how much uh i'm fidgeting with my face all the time i sort of know that already but it's quite funny to see in real time i'm going like it'll fiddle so finger exercise i guess whenever i can't press any hotkeys i need to do something at least i start saving out quite a few of the renders now i'm starting to get quite happy and i'm realizing that it's like four o'clock in the morning and that i need to finish this thing so i start to render with different settings in higher quality cycle setup i think a full render at this quality on my machine is it takes about 40 seconds so it's quite fast still in comparison i guess to other rings it's a there's a setup i've got is uh i intel 99 let's see now intel i never know i don't know it's an intel is it called k9900 or something it's a couple of years old now i think that cpu and then i've got uh geforce ti 20 or 2080 ti so that's pretty good as well but i believe my friend lenny who's also in the chat every now and then he rendered on 30 90 and it actually it was one third of the time that it takes me to render stuff so i'm quite tempted to get something else all right guys there we go we've got ourselves a little lighthouse a little house to go by the lighthouse um rock island little boat steps going down translucent water i think it took about three hours to make or something like that but i fast forward quite a large portion this time let me know in the comments below if you actually prefer the fast forwarding or like last week where i kept everything in real time i'm gonna put some screenshots up of the settings for the rendering and also for the materials and the compositing so feel free to copy and use those settings and tweet them to your own liking and a final note if you become a patreon on the tutorial tier on patreon.com infensia you can actually download this scene and start making your own little scenes like this one why not so just a quick run through now what i've done i've got the default cube pretty much down here as usual i've zoomed the camera out quite a bit here so i've moved that further away and i've actually introduced a little camera viewport here in the scene as well so i can see uh what i'm going to be modeling so i'm going to do a little bit bigger scale this time i'm going to do a little island with a a lighthouse on i think and some water around it and i've also got i want to make it a bit of a night scene so i've created a sun here as well let's check that one out or it's a light which is uh in the format of a sun and i actually need to select it so there we go and the light i've set it to blue light because i want it to be like a moonlight in the scene and a few more things i should mention maybe i'll i won't be able to cover everything but in the shading here for the material here it looks pretty much the same we've got a base color the same as before but with the new texture we've got emission here which is also a bit similar i'll put that so you can see it as well and then this one's new i've got the alpha coverage map here as well so i can actually change transparency on this because i'm going to be rendering this with cycles and i want to have some transparency there and that's pretty much it for that one and for i've created a water uh material here water water water material water material water material as well and it's got a base color here of like a cyan color i've got these settings i'll be able to zoom in maybe so you can see these so it's got a lot of specularity it's got a bit of roughness and i've changed the transmission here so it's transparent and it's um let's see what else transmission roughness i've changed the ior here which is the something about refraction i don't know just learning this myself so i've tweaked this one to become a little bit of a water texture a little bit of a water material you can do loads to this to make it a lot better i'm gonna be enjoying to play around with this a little bit more in the future so what else uh for the world here i've set up uh this texture from hdri haven so you can download that one too i can't include that one in the blend file pick other ones as well because i don't actually know which hdri texture would be the best but i'm using that for a very low light in the scene at 0.1 here so that's pretty much it for the shading for the compositing i've also got two things set up i've got a little mix node here because i wanted to put this background color so i'm rendering it with a transparent background so i can fill in this color here i wanted to customize that a little bit and then i've put a glare node here so i can put some glow i want to create those glowing windows similar to what we did in the cyber scene there hope you enjoyed this one and it was a lot of fun to make it i think i'm going to stick to this format a little bit every now and then at least because it's quite fun to step a little bit out of the comfort zone and go away from the really short 10-minute ones and i have to really learn more about the rendering so it's a lot of fun to give that a go i'm going to keep trying and see if i can progress in the field of rendering in blender as well as modelling so give it a thumbs up if you liked this video and don't forget to subscribe if you haven't already and i'll see you next week for another 10 minute modeling challenge or at least another modeling challenge see you then bye for now [Music] you
Info
Channel: Imphenzia
Views: 14,741
Rating: undefined out of 5
Keywords: imphenzia, low poly, cycles, render, blender 29.3, low poly light house, hdri, emission, glow, how to model a light house in blender, blender render, 10 minute modeling challenge, gamedev
Id: dK41g733LBc
Channel Id: undefined
Length: 56min 48sec (3408 seconds)
Published: Thu Aug 19 2021
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