Make a Low Poly Tent | Blender 2.8 | Detailed Tutorial | Mobile game assets

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hello and welcome to habit media I'm grant Abbott and today I'm going to talk about modeling this asset here I'll be going over how I model something like this and going into lots of detail and talk about my workflow in terms of painting these objects later on what I'm looking for so there'll be lots of hints and tricks for low-poly hand-painted models so this is where I've got to so far these models are very straightforward you can see the log here for example is just the cylinder I chose a six sided cylinder because when that's smooth if I go into object mode again set the shading to smooth you can see that you can't particularly see the edges obviously you can around here but we'll be seeing this from about this distance or somewhere around here perhaps and it's not too bad there's a bit of chunkiness but that's fine you can paint in quite a lot of that sort of roundness and disguise a bit of these harsh edges the same goes for these fairly simple I always like to do a cut in the middle so if I grab that edge loop by pressing to to go to edge mode alt left clicking on that edge lis Blair I can then grab it to add a bit of distortion to my locks I can also move to an angle and rotate it slightly and that just helps to add that bit of curvature and character in effect I prefer that much distortion so I'll leave it there also you can rotate these so R and there's ed local z axis so Zed twice and then you can add a bit of variation there as well so they stick out and angle in different ways I'll just quickly do that so R then double Zed I can squeeze those closer together I'm having a little bit of overlap so the objects overlaps slightly that sort of just keeps their sort of bounding and consistency when you have too much space between things they just don't quite sit it's something you can easily edit later if you find it's just too much the cauldron is very simple if we look at that that's just a cylinder and extrude it out and in and that's quite high poly anything that's curved like that is always going to be fairly high poly so it's quite awkward and hard work to make that low poly the stone fire down here now in the concept art you can see it's separate stones but joining them all together this are making them more blocky stones will give me more polygons I go to the actual polygons themselves and interface mode I think these two phases could actually do with moving up a bit otherwise there's no point in them there we go and they can be stairs that lift it out slightly and what I usually do is go to one vertex mode and grab a vertex press o for proportional edit and just sort of move them about a bit and change and vary them once you've finished that though you must make sure that bottom edge is flat so scaling Zed zero without proportion let it on so I'll turn that off scale Z zero and that makes sure that's flat if I go to side view at the moment all my objects should be sitting on the x-axis and they're not quite so I do need to move them up slightly I want them just below so they actually insert into the ground these are just fine and these are all fine as well maybe this needs to insert into the ground very slightly as well so grab Zed and hold down shift for slight increments in your movement as I've said before I'm using a modular approach so if I select one of these and go into edit mode you can see that all are selected and like I showed you earlier if I move one bit it moves them all that's because they're linked duplicates so I create the other logs down here so if I press alt d' for link duplicate and move that in the y-axis and I'll rotate this in the z-axis 180 degrees so it's pointing the other way so a bit of variation in the logs grab another one od grab in the z-axis move it across in the Y and like I say a tiny bit of overlap can help them just sit together a bit better I'll give it a bit of variation as well rotate it and I'll rotate it by its local x-axis no local z-axis sorry just a bit so it has a bit of variation again and just move it across and the X slightly there to keep things interesting now in the concept art there is another log down here I'll do that later because I'm going to scale that one slightly and I've got to paint it first and then add it in to see whether that's going to or not whenever you scale something that's already been textured it's going to stretch those textures slightly so you have to really be careful how you're doing that and all linked duplicates will be sharing the same texture space okay so I'm going to make the tent now let's put my cursor somewhere around here shift a to add and a cylinder now I've got mine set to six at the moment and I think this is a bigger object and therefore needs more vertices so I'm going to put it up to 12 and see what that looks like just have a quick scan around and think will that be okay and I'm thinking we're probably viewing it from about here it will be bigger so let's make the radius bigger now and I'm just going to move the z-axis up a bit I'm doing it all down here so I don't lose my control if I start moving this around I won't be able to edit in here so is 12 enough it's always a tough one this I'm trying to keep the polygon count down but I'm also trying to keep that fidelity so I'm trying to see if that curve still is there and looks nice there's a sort of ridge there but I think we're going to be okay with that so 12 looks good so that'll be fine let's go to the side view and start scaling it in there Zed so it's the right sort of height somewhere around there looking at the Coldren and how it lines up just push that up in the z-axis and probably somewhere around there it's just a bit higher than the cauldron and I think that's about right looking at the concept art so the top of the tent is wider so let's go into edit mode grab that top face and scale it up somewhere right there and now I'm going to have to top canvas a different object to the bottom canvas that will make my life easier and when I come to do the second level or a bad apt ation of this house I can easily copy and paste it but to make sure I've got the same size I'm going to duplicate this face so shift B to duplicate and just grab it in the z axis so it's separated from the model it's still joined now if I press P for separate and I can just press loose parts and that will separate my object so I can go back into object mode select this one and start moving it out of it so scare it up just slightly now you see my object origin is still copying the old one so I'm going right-click on it set my origin to geometry and that will set it in the middle let's bring this down slightly and let's go into edit mode and to edge mode select all those edges and extrude downwards somewhere around here and let's go to face mode grab that top face right click and poke faces I didn't know about that till recently and a youtuber told me about it thank you very much let's grab and pull that up in the z-axis and that's fine but it hasn't got much of that shape that's sort of sag that you're going to get in canvas so we need an inset in there ideally so what I need to do is go to face mode see two circle select grab them all and I to inset and I can make my insert like this and scale it in I've got the top one selected so let's go to edge mode select that edge ring and scale them in and just try and get that right it's looking very uniform at the moment so let's go in and grab some of these edges in fact around this point here we've got that seam and we that sort of seam in the tent roof but I don't want to model it at an angle that's really awkward it's much better to model it along one of your axes so you've got some symmetry and things like that if you ever want to turn mirroring on and so forth so I'm going to add the front of my tent here and that seam will go down there now looking at this can I use the mirror modifier at all well yes there's a sort of stitch down the side here so I'll model it as if it's from the y-axis and have that stitched around here then I'll mirror it and rotate it hopefully that makes sense that's why when I add a cylinder I always choose something that's divisible by four then you can have your four segments and if you need to you could mirror it in the Y and the x axis and just be modeling on one corner I use the auto mirror tool so in the Edit menu there's Auto mirror and I'm going to mirror across the x axis click Auto mirror it deletes half your mesh and adds the mirror modifier with clipping enabled very handy I'm going to draw the split and seam in so I'm not going to model any of that but I am just going to modify a few of these pulling them around in fact let's isolate this with the forward slash on my numpad had to do that twice for some reason three to face mode and let's delete this face I will need to add a tiny bit of thickness to this but I'll do that towards the end now this is a big area and I'm thinking to myself can I mirror it when I'm painting on the textures well because it's got that seam down the side that's going to make it very tough so I don't think I can do that so I will eventually have to apply the mirror before I start painting let's press over proportional edit and G to grab and start moving some of these around just a touch adding a tiny bit of variation now that's fine I'm going to apply the mirror now and add even more variation so in this case there wasn't at a point using the auto mirror but sometimes it can speed things up out of isolation mode now and let's think about the base now for now I'm going to move it back just a touch and I'm going to model the tent opening just at the front here I'm going to keep it on the y-axis so that I can use the mirror because I think I will use it a bit more this time so let's click on this auto mirror in the x-axis and it's enabled that for me into edit mode and let's start thinking about how I want the tent I'm going to go into isolation mode and I can delete that top face and bottom face so 3 and delete those faces that one and that one and I'm going to turn clipping off for a moment so that I can pull this outwards I've still got proportion elated on so I'll turn that off let's grab this outwards so it looks like a tent and I'm going to make two cuts K with the knife tool like this along there flipping back on and bring that back together but also another one around here so the tent sort of comes out words like this although I need to keep that flat and that coming out words like that when we go to smooth shading they look more like a tent we need some solidity to this though so I'll use the solidify modifier up here in to solidify just to see what it will look like and to vary the thickness for a bit so with a bit of thickness that's looking okay but it's not wide enough so rather than joining these two I might pull them apart to create a bit more variation back up to clipping into edit mode grab that it's looking a little better this obviously is hidden underneath the top so let's go back out of isolation mode and see what that's going to look like and let's start adapting our shape looking at the concept art all the time making sure I'm following along with that I'm going to do another cut in here and I just got to think about my triangulation is it working with my tent I might just try a few things like a loop cut around here and a cut in here and I'm going to scale these without this one just scare that in and grabs that in now that does look nicer I think it's got a bit of a shape there which looks a bit more like a tent the front isn't quite working for me though let's grab those into wireframe mode just to see where they are and I'm going to move those back just a touch so I'll just keep fairing trying to get that sort of general shape remember it's just an outline a lot of the texture will be painting in but you'd still want to try and get as close as you can just going to scale these and there's air to make sure they're flat it's not looking too bad at the moment now offer my two is do the solidify myself because we're gonna have a lot of extra faces in here that we don't need and I'm going to sort of bring this back so it comes in here and then I'll just paint in black as if we can't see the inside of the tent I'll show you what I mean by that let's up to here cancel our solidify modifier and select these edges along here extrude those backwards and I still got clipping turned on just turn that back on grab those and see how that's looking so something along those lines at the moment looks a little strange but I can paint a sharp edge on here I probably need this to be open a bit more so I'm going to use my knife tool and cut a bit in here as well right up to the end there now these faces will be hard to paint but there just be black so it's not going to be too difficult and I may not need this face in here I'll figure that out in a second let's just move these backwards she either not said the Y there we go and yes I don't think I need these so gg2 edge slide that back there and then we just got one face in there that should be okay and now can we make that a triangle I think we possibly can so I'm going to go into isolation mode to make this a bit easier flipping back on make sure these two are joined and this one here Gigi slide it down and then we just got a triangle in there he's want to convert this all to triangles everyone in this face so I think I've got the rough idea of this tent it seems very sharp here though doesn't it I may have to just add a few more Polly's in this area because it just looks so sharp and a bit too jarring really so with the knife tool I think actually I'm going to go up from here all the way into there I can always reduce these later knife again from there into here now these ones I want a bit more curvature but shifter said so don't move them on this head access and this one grab shift said I'll just bring the endpoint in G shift said and I'm going to triangulate that so I know exactly what it's going to look like so grab those two and press J to join grab and shift said so looks sharp though doesn't it and I'm very reluctant to but it looks like I'm going to have to to cut down here as well to give it some solidity I can probably get away with going up to there this time so it doesn't look so sharp grab shift said and give it some solidity okay so if there are not so sure about this bit just yet I might have to do a bit more testing when I come to the textures to make sure that I can paint on this all right back out of isolation mode with the forward slash on my numpad and see how we're looking now this is another case where do I want to mirror that texture and again it's a really big space so we'll take up a lot of space on my texture map which is very small so do I want to keep the mirror on this therefore when I'm painting one side it will paint the other there's a lovely highlight where it's got a big piece of patchwork on and that will be obviously copied across the other side and it looked very symmetrical I think if the top isn't mirrored and this is I'll probably get away with that I'm also looking across at my concept art and thinking well what else is going to take up huge spaces on my texture map and am I going to need lots of space or can I spend a bit of texturing real estate on this piece I think I want to turn the mirror off so I'm actually going to apply it I can always reapply it later if I find that I haven't got enough texture space and when I first start drawing everything's a bit too pixelated then I'll have to just go back in and mirror this but for now I think this could do with a bit of variation so let's grab this with shift said and move it out just a slight bit grab this one down and just that bit of variation I think makes it look a lot better certainly when it's painted we'll see the benefits of that cover more bits to do there's an axe and some rope supports the rope supports I'll start with let's shift right click shift a and I'll add a cube obviously most people think rope and therefore cylinder but actually we don't need to go above for sides for our cylinder and so cube hopefully that made sense I'll scale this in a Zed and just move it into position scale shifts there and just get the right length for now let's go to one and make sure it's sitting on the ground oh I just noticed my tent needs a bit of adjustment as well select all those bottom edges scales erred zero and just make sure that I haven't killed or destroyed the shape that looks better now back to this one that's a good idea I think to set your pivot point to the bottom of long things like this actually in this case it's going to be better at the top I'll explain why in a second so I'll move my cursor to there right click set origin to 3d cursor now when I rotate this it's rotating from the top which needs to stay still and I can rotate it out as I see fit now I need to adjust my tent top slightly okay go in there grab this bottom edge and scale it out of it there we go that's better and in fact it does help if you don't have sharp edges if you make sure that you've heard them really slightly it helps for painting and it just helps with a look and feel so that looks good back to my support probably a good idea to follow the edges and angles here and what I do just have to bear in mind is is it hitting the floor so I can scale in the local Zed and because my pivot points at the end I can sort the length out so it intersects the ground I can also just a fully optimize into edit mode three to select faces grab the bottom into isolation mode and the top and press delete those faces while I'm here I'm going to mark the back seam there so ctrl e mark seam just so I don't have to keep going back into this that's why isolation mode so let's go to top view let's set our cursor to the center here use our pivot point as the 3d cursor and alt do you remember this is going to be a link to cheaptickets so alt D and move it rotate it sorry round with R and that should be nicely in position I'll have to adapt these of course and how many do I want probably three each side that's what the artwork suggests I think I'll get away with that alt B and rotate you I just fiddle with those slightly until they're in position okay let's go to top view again back to our 3d cursor and old D to rotate these around that point some around there go to adapt these very slightly just so there's a nice bit of variation so let's see what it all looks like when I move it and rotate it round to the side so top view rotate it round so this is supposed to have a scene down here let's just quickly check the shape and see if it needs any adjusting so I make some minor adjustments here nothing major but I thought a time lapse it to hurry things up a bit I changed the size slightly just to fit in with the artwork a bit better and I changed some of the cuts so I go around deleting some that I don't need and adding some in that I think need a bit of shape adding to it so nothing you really make then is the X so shift a and again this has to be very low poly so I'll start with a cube scale it right down grabbing the said axis let's get it down a bit further I'm going to do the handle first let's zoom in with full stop or period key on the numpad into edit mode and let's start moving things around okay so I'll grab this in the x-axis that's my handle I'll grab this face and scale it down slightly I'll extrude out from here and I'll just go into object mode and move that back a little bit about there so let's select these faces e to extrude right click and then scale but not in the x-axis so we'll scale those out select this face each extrude and scale that inwards e to extrude some around that just quickly go into isolation mode and shape the Sachs scale and the Y need to extrude scale in the one scale in the X and move this back in the X somewhere around there and then need to extrude and scale that down okay was sort of getting there now you want some sharpness here we're going to have to join these together but we still want a bit of thickness here so I'm probably going to have to do a cut here so probably somewhere around here and going down the middle to there same at the other side vertex mode GG to grab gg gg gg ok so we got a sharp axe and let's just modify our shape very slightly we can draw on some but it's going to be tough around here so do I need another cut these are the problems of the games Asset designer might be going a bit too far here for a simple X so I'm just editing the shapes lighting and let's put smooth shading on sort of get a rough idea of how that's gonna look and be to model do I need this end here probably not no so let's get rid of that into edge mode and dissolve edges it can be slightly helpful to grab edge loops and move those along slightly just so you got a bit to play with with the textures and I do feel although it adds Poly's it will make more sense I give this some curvature this at the end here I want to scale it up in the Zed a bit more and rotate it this way slightly okay so a low poly axe from a distance that looks fine let's just check if I can reduce any Poly's anywhere I possibly can in here let's just make sure that doesn't kill it and that seems fine so back out of isolation mode and let's have a look let's move this into position into object mode and rotate this around a bit more of an angle get to turn on by cursor now the axe head on the concept art is much bigger so I change that quickly into wireframe mode select those and just scale them up quite simply I'm still high 3d cursor okay made see how that's looking and just adjust these things slightly let's just take a quick look around and make sure I'm happy so there we have it the low poly modeling in detail hopefully you're finding this useful in the next episode I'll show you how I painted it so thanks for watching and I hope this helps
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Channel: Grant Abbitt
Views: 27,823
Rating: undefined out of 5
Keywords: blender 2.8 tutorial beginner, BLENDER 2.8, game, blender tutorial, understand, how, to, learn, tutorials, 3d, art, graphics, material, guide, easy, sculpting, sculptor, sculpt, blender 3d, game models, game assets, games design, gamedev, modelling, lowpoly, low poly, gameart, game art, how to, blender texture painting, 3d modeling, texture painting, clash of clans, coc, stylised, stylized, world or warcraft
Id: tr1O9C_Qj8s
Channel Id: undefined
Length: 26min 20sec (1580 seconds)
Published: Sun Sep 08 2019
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