Make a Low Poly Tent | Blender 2.8 | Detailed Tutorial | Part 2

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hello and welcome to cover Media I'm grant Abbott and today I'm going to be texture painting a canvas tent so this so part of the Atlas Empire's work that I'm doing at the moment if you want to see the modeling process then follow the link in the corner now and all the links for other things that are talked about are in the description so this canvas materials can be quite fun I've got to try and create a cloth light material I've also got to try and put some patches on it so let's see how we get on so I'm in the texture paint workspace and I'm going to go to rendered mode and I can't see anything because I have no lights in my scene but if I come across to my texture which I've already set up if you need to see more about that then look in the description for the QuickStart guide but I can with the node Wrangler installed ctrl shift click on this and that will set up a viewer node which brings it into an emission which is just like an emission with a strength of 1 that way it will just give me the look of the texture rather than anything to do with the lighting so let's go to the fill brush and fill in a color just double check what blend type you're using make sure it's on mix and I'm going for a fairly pale blue something similar to what it's got at the moment but let's just try a few things out I've got the wrong object selected let's try that again there we go and that's far too bright somewhere around there looks good and let's add that to our color palette I want to tiny bit of variation in the color so let's go to the paintbrush now with a nice big brush on a low strength about point two let's just paint in some color variations probably a little bit darker than that and they're probably a bit too blobby sort of in a bit but I'll smear them from the middle and that will look like it's going down the canvas and create a kind of grain in a sense I always like to add a bit of variation to the colors it depends what style you're going for a lot of the time some people prefer just blocky colors but like I say I prefer a bit of variation okay let's just highlight the outline for now with a screen brush fairly bright let's just go around that outline it's a bit too strong so point one so I'm trying to be fairly sketchy around here and are they the same for the top should give a shape okay it's not blending in too well so let's quickly go around and blended in by hand with the smear brush now this tent has a sort of to turn going down from the middle so I put that in now I think I'm going to go slightly darker because it's quite light at the moment so I'm going to put in the darks to put in a darker color let's just test that out so I'm still on screen watch out for that okay that's not too bad I put the strength up now to about 0.3 and I'm going to change it to color this would just add color and keep some of that variation in the tone so it's a really useful blend mode color you can just select a color and it will keep all those variations like I say in the tone but you can then paint without having to worry and you can experiment with different colors over the top of things very very useful just gonna outline where these are going first where they're going if I messed up the lines probably about there that's a bit better now I can be relatively safe with this it's just changing the cover I'll push it right up you it's quickly checked I've got everything and how's that looking not too bad won't make some of them a bit wider okay that's a nice start let's add the highlight that's going around the edge where it's propped up by the guide ropes so bring the strength right down change it to screen and let's start picking up a few of these colors from my color palette I'm going to turn on the sensitivity for the radius and after a quick restart because my pen freshman was working for back after of course reinstalling all the Wacom drivers it's in completely the wrong place in fact what I'm going to do are they back to my principle be SDF and then I can actually see where the line is make it a bit wobbly and then back to the original it can be handy to switch between the two modes principal psdf and your emission so you can see the shape yes that's working okay but it needs a bit of work feel like the color needs to come down at it anyway I'm going to go to the multiply again go across to the blues and I just came to isolate it now because the other things are getting in the way and just gently push up from the bottom here then by 2 good I'm gonna get around the middle bit here as if there's a bit of a dip let's just have a quick look that's looking a bit better now just make sure this underside has a nice thick color and help it to kind of curve round multiply brush at the bottom here I might have to use a bit of smearing that haven't been looking out for the bottom here much you okay that's fine so let's start some detailed work and try and do this seam let's just bring everything else back to know which angle I want it from so it needs to go up the side here and I think in between two coloreds make the most sense so again with my multiply brush keep it small this time and up the strength let's follow that down there might go to a darker sort of tone around the purples and things as well you can see a few my pixels now they're gonna go much darker and towards the Reds a bit I could have modeled this in but I think I'm going to be just about okay then I want to highlight as if the edge of these are catching the light so we'll go back to the screen brush she's one of my lifes light blues get that highlight on there and then there it looks fairly good as a little tent now we need some sort of straps across or stitches across and they're really sort of yellowy orange color fairly muted though some around there I think and I'll put the color right up and tell it to mix you yep that's fine now we need an outline for these so back to the multiply brush and this time what comes slightly towards the Reds so in between the blues and the red so it's sort of multiplying both nice small brush and the strength of it more let's just step back and see if that's working that's looking at right it's amazing what you can get away with of the pixels because it's really you can see the pixels up close verts it's only a 512 texture so all these things are on one 512 texture here it's amazing really so a bit of highlights now with the screen brush give that blue back as you note we want the yellows that we get more on the yellows there we go just highlight the tops looking too bad I'm going to get a bit of cloth detailing now get to experiment just a touch so with the multiply brush and the screen brush eventually on a very low strength to start with to make this feel like it's flapping around a little bit especially these bass bits so go for the screen now so it's catching the light in different places now yeah that's sort of working he looks a bit mirrored there is the smudge brush and just push that up a little bit and that's working okay perhaps a touch more I light on the top you now this may be a tiny bit right I can sort that out later when I start painting some of the other things so the first thing I do is to find and pick a color from the top canvas and then copy that to the bottom by filling it in using the fill brush then I start shading across the bottom with a bit of variation and a few sort of cloth shapes I fill in the inside with a very dark color and always shade from the bottom upwards because things catch the light from the top in this case obviously the top is shaded by the very top of the canvas I'm just giving it a sort of a cloth feel at the moment using the multiply brush and the screen brush highlighting a few areas that it can be caught by the light I did have a couple of references on my other screen so just normal canvas tents and that's what I was looking at the cloth details and things now you can see that it's not following the same color so what I'm doing is going to the multiply first just because it needed a bit of darkening and then I just go across the color and use the fill brush to change the color the colours are really useful blend mode you can just pick a color and then fill it in and then it will sort of match up colors quite well takes a little bit of fiddling of course so here I'm doing the patch so just fill in a color do an outline and do a highlight fairly straightforward similar to the top where we had that crease and then doing these sort of stitches they're quite fun really these things outlining with a multiply brush and then highlighting with a screen brush so it always follows the same sort of technique really then just closely looking at references making sure that I'm happy with the shape and the feel making sure the underside matches in with the top with a bit of shading and were there I thought I'd give you a time-lapse of the rest as well just in case you're interested I forgot to record for the ropes but you can actually see across the in my UV image editor that I was painting in there because it's much easy to get the lines of the rope so this is just a quick piece of wood or log in this case and fairly straightforward I think I have another tutorial on that already so you can see that I'll trumpet remember to put a card in the corner now same sort of techniques highlighting multiplying it's all it is really just creating shade and the illusion of depth adding a few highlights smearing if you need to but try and avoid it as it can destroy your shape I tried to lighten the ends a bit to try and separate the two colors in a way and give it more sort of shape and sort of dynamic feel it's hard though without being able to paint in the shadows because it's modular I paint one and then all the others are painted without be able to put in the shadows it can get quite tough to get that idea of depth that's why it is useful to make the ends a bit lighter so you can get that idea of the shape now onto the cauldron not a black color but up tough a very dark blue color and again just using the multiplier and screen brushes to create that shape not too much with the screen brush in this case because it's not a bright object I'm using very large highlights if you want a really shiny metal then you use really tiny highlights and it looks like something's really glaring off the shape but in this case it's very sort of matted metal and now you can see me painting the bounce light of the fire so that will be added as a particle effect within unity so you can see the results or the influence of the fire on the other object so I'm making them yellow in places so to the rocky base I've kept it sort of square rocks as it were rather than having round rocks because they're harder to model and more polygons that is and I'm filling in that sort of lightness of the fire there and then adding some shade and highlights as normal keeping it fairly simplistic because we are viewing these things from a distance work very close up at the moment of course but were unlikely to get this close as a player there's an interesting glitch there I couldn't seem to get rid of it that sometimes happens with your texture painting when you've got seams and you've got a small area so I went into the actual UV image editor to sort of highlight that and sort it out which got far enough and close enough so I was happy but when you are working with such low resolutions you are going to get tiny little glitches like that maybe areas where you see the seams because remember these are all part of one big texture set so this is only one building of ten in a texture set that's sharing a 512 texture so it's all very low res so on to the axis kind of fun one again with this the highlights are quite sharp to make it seem shiny so I do the general sort of shading in make it fairly dark this is the axe head of course and just highlight with very thin lines finish you can make any way with the texture resolution you've got so all fairly straightforward still and then just adding a bit of shading where the objects meet because there's no ambient occlusion so I'm adding that in here and you can start to see the set working there so there you can see end result of oh please with how it went I had it in a sort of fake fire there just for the sake of rendering this out so it looks nice for the sake of rendering Here I am using ambient occlusion but in the actual game they won't be able to do these sort of techniques so easily I'll be doing a few more models on this series and doing a few more time lapses so let me know if there's anything else you want to see in the comments below so thanks for watching and I hope this helps
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Channel: Grant Abbitt
Views: 10,719
Rating: undefined out of 5
Keywords: understand, texture, paint, learn, blender, tutorials, 3d, art, graphics, game, material, guide, easy, painting, mobile game assets, game assets, gameart, game design, game design tutorial, low poly, blender tutorial, blender 2.8 tutorial, low poly blender, blender 2.8, blender texture painting, how to
Id: -1RsYBiIyik
Channel Id: undefined
Length: 16min 56sec (1016 seconds)
Published: Tue Sep 10 2019
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