Making an Industrial Scene in Blender

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okay so in this one I'm just going to do a quick scene breakdown of this one right here I don't know exactly where I'm going to start but I guess we'll just let's just open up blender and I'll kind of run you through my process of where I started how I made all these things how I put it all together and it's going to look a little complicated at first it's going to look a bit a bit messy and like there's just stuff everywhere I promise it's not that bad though and I'll try to break it down in a simple way so you can kind of understand uh that my workflow is actually not that complicated even though it might look like it if you just open up the blend file and look around so at first here's what everything looks like if I just turn on everything this is what the final thing looks like and by the way I'm just in solid view so this is not actually a material for you it's solid View and I just went up to this thing up here and turned on texture mode so this is the default if you switch it to texture it's actually it actually runs a lot smoother than material preview just something I learned recently anyways this is what that looks like uh so like I said it looks like a lot but I promise it's really not that bad and you'll see that once I break this down the first thing I did was a bit of modeling so I basically just took you can see there's these pillars on the side here let's go to render view so you can actually see and follow along with this you can kind of see there's there's these pillars on the side of uh the thing here so all of these big concrete things um that's pretty much the only modeling I did in this entire thing the all of the other models are um I I model them myself but I did them in other projects and just brought them in from there so anyways the first thing I would have started with was I think this one right here the inspiration from this came from mid-journey I just uh typed in like some sci-fi pillar thing and it just gave me a cool looking thing so I just modeled something that looked roughly like what mid Journey gave me so that was the reference that I was using but you can use any picture any cool looking thing when you're modeling like that as a reference so this even might look complicated to some of you like if it's if you don't have any idea how to even make something like this that's totally okay I have a video on modeling it's the last one I posted that goes very in-depth into uh it wasn't sci-fi but it was a fantasy Temple modeling and you can download a free pack from that video if you want to just download a bunch of stuff um but it goes very in depth and shows exactly how I do my modeling and that's it's the same exact thing here just in a Sci-Fi context versus a temple context so it's as usual it's just a bunch of separate uh pieces that are actually all pretty simple shaped it's basically just a bunch of cubes and some cylinders like half cylinders but that are stretched out and like basically just put a free texture on it from textures.com uh and that's it it's just that right there and then I did that one more time just repeated the same process with a different type of thing and then I actually just thought it looked cool if I combined those two things together so I'll just go to this one over here I think in here you can see yeah the individual pieces that this is made of so it's uh basically just a bunch of cubes and some some are like slanted it's really not anything that crazy but then when you put all these shapes together it becomes something that's more cool to look at so then once I do that I just join it together do it a couple more times to get different pieces and then you can combine those new pieces into even bigger Pieces by taking all the chunks you made combining them into like bigger chunks kind of like taking like bigger Lego pieces that you've made and like putting them all together to make an even bigger collection of Lego pieces if that makes sense so there's that thing that I made there there's that pillar in the middle and then some more of them down here and all together now we get some interesting thing to look at and so this was um I thought this would be like a good starting point to just use as some basic pillars to kind of outline everything so that's what I did over here so let me hide I've organized this uh just for this video normally like I before this before I ever started recording it was a complete mess like nothing was named at all um some of these had names just because I'm in the project about what I made them not in here they were I named them there properly but there were no collections at all so don't think you have to organize it like this you really don't so you can see what's underneath everything is just a bunch of those things that I made um just in a row right it's just that in a row I didn't even look at this this is messy it's not even in a straight line properly so um I don't know you don't need to like be that precise with things sometimes I guess that'd be better if I was in a straight line but whatever anyways um once you have a big chunk of models like that it's really easy to just throw like throw an outline together of like the kind of thing you want so I was kind of at first I was going for like a Sci-Fi Temple kind of thing but turn it into something else but you can see just by lining these up and then throwing on some lights which I'll talk about in a second all of a sudden now we're starting to have something that looks somewhat interesting that right there as soon as you see something that's like oh wow this is starting to look kind of cool it gets a lot easier to just keep working on it and all of a sudden you get motivated to like uh actually put more work in and it it starts flowing from this point once you have something to actually look at that it's cool so let's talk about the lights in here before anything else um actually let me bring in one more thing first and that is this right here so I just brought in a floor and two walls these are really uh very very basic it's just a like a flat plane that's extruded a tiny bit um you don't need to extrude it but I had some other lights that were like glitching out with it so I extruded it and it just looked better but literally a cube basically um just flattened out and then same thing free Texture from textures.com this looks it looks like there's a not a roughness map but if I go to a material preview there actually is I think I think this is running into the roughness yeah so it's textures.com I'll show you this this shading setup really quick it's it's a lot messier than it needs to be basically it's just this image right here this one of concrete going into the base color ignore pretty much all this it's kind of doing basically nothing uh this is basically doing nothing there's some ambient inclusion stuff and curves just making it darker basically that's not really important at all what is kind of important is this image right here this thing is also running uh into the roughness so that's how we're getting like that grungy feel and everything is the darker parts where it's like dark in this image here and grungy in the actual picture it's going to show up on the texture because the roughness is going to get influenced by that and I just have a color a color ramp on here in between where it's going into the roughness and that allows me to just dial in exactly where I want this to be really shiny and where I want it to be not so shiny and then I've just taken the specular down a little bit so it's not super intense and that's it and that's that texture is on like 90 of the objects that I made in here and I think there was maybe one more from textures.com but it's the exact same setup here okay so let's go back to Synology so it just runs smoothly and let's get out of here so now this is where it's like okay we've got lighting we've got a basic outline we've got a place to put things in everything kind of makes sense from this point and it gets pretty easy Once you have like a place with some lights and like some sort of guidance or like direction to go in like at this point it would be it's pretty easy to like make something that looks cool out of this because it's already at a place where it's like okay I I can see where this can go it already looks kind of cool maybe not finished but it looks kind of cool so after that uh I brought in some other stuff and was it this one yes okay so these are some industrial assets let me actually isolate this so you can see what this is so let's make this full screen so you can see here these are just some models I made for some other pieces uh so anyways in that one I made these staircases right here and this walkway and some other stuff but it's basically just if I isolate one at a time it's not anything that complicated it's just simple shapes repeated over and over again in a certain order so it's like basically just cylinders and cubes in the shape of what seems like a staircase and then that staircase duplicated and the shape of what seems like a staircase would be like shaped in if that makes sense so it's uh at the fundamental level it's just like basically cubes and cylinders all together and then once you just shape it in a certain way and repeat that shape in the shape of what stairs would be then it all of a sudden becomes something right so that's that let's look at some other things here same thing here just cubes and cylinders basically just with some are like obviously more rounded here uh but this is this is pretty messy if I look at this like this uh this is not like good quality here I could have done a lot better job with this but it's a background thing it doesn't need to be good and I didn't I did not put much time into this and I think it was a good thing because you can barely even see it in here like this doesn't matter at all here just the overall basic shape and colors kind of matter for this because it's going to be in the background okay so hopefully you're starting to see how once you bring things in piece by piece nothing is that crazy these pipes here you can download these for free um there's a big pack of them I made in this video I'll just link that here uh this here is some photo scanned um sand from I went to the beach and photo scanned yes sand so that's in here uh just for some extra grunge and dirt and stuff happening in the foreground and then let's talk about what's happening in the middle because I brought in some people here this is actually a photo scan of me uh that my friend did the face did not turn out well but uh it's just good for like a background thing like here you can't it looks fine from this far away so it you know it works but yes that is me I do not look like this in real life but um you know so that's in there uh that's my friend that I also photo scanned again not not great quality up close I just did it on my phone so um it's hard to do people up close on your phone where the photos can because it's like anything moving is going to be a bit bad but um yeah it's totally fine for like background stuff like this or as long as it's far away looks looks completely fine and then at this point it's starting to look not bad and you know the rest of the stuff if you compare this to what the final thing looks like is pretty much just filler wires and garbage and just filler warehousey techy cyberpunk stuff that just can kind of it could be anything it could be anything cool and intricate so I'll show you exactly what it is though so it's this antennas collection right here um what this is let me duplicate a couple of these out so you can actually see this let's clear the rotation uh this is from a pack of models that I have that will be available sometime soon again a lot more info on all that soon but there's a pack of antennas that I made that I've been using and uh it's just like rooftop stuff like this just a big big collection of uh antennas and just wires and stuff like that so I just took one of those it's I guess it's meant to be like used vertically upright like this like on a rooftop like you would be you'd have like the floor here and then this thing would be sitting on the floor like that uh but you don't have to use it that way so what I did is I just kind of slammed them in all over the place like you can see if I click on any one of these they're all the same like big chunk of just different antennas and so those are kind of just going and fitting into any place that seems cool it doesn't have to make sense at all like this looks crazy when you look at it from the side but then in this context um if I let's actually take off that textured thing here go back to material if I look at where those are let's actually select uh this right here so I know it's starting to get a bit messy but hopefully you can see uh kind of how this is all matching up so basically there's no real science to this I was just kind of chucking them like they're intersecting with all the other geometry here like it's really messy it's it's kind of just slapped in there um in any places that seem like they look cool so what I'm doing is literally just looking at the rendered view here and then while I was making this what I was doing is just looking at this and then moving these things around and just any any place where it seems like it looks cool I'll just leave it there and if it looks bad I'll just keep moving it until it until it kind of clicks into place and it looks just starts looking cool so you can see it's very this is pretty janky like having this just clipping through all of this and like not making any sense and like this is like sticking way out here but you can't see any of the bad stuff all you see is this little thing up here and it looks like this weird intricate thing and it's cool and it's fine it doesn't need to be good from all angles and so that's I just repeated that a bunch of times like you just take this duplicate it like let's rotate this 90 or why 90. and then if it's like okay that looks kind of cool right here sure we'll just leave it like right there and then if you think it looks good you just place it and then if it looks bad you just move it and then there you go before you know it if you just do that enough times it'll be completely filled up with just stuff and it's going to be that just adds so much intricacy and so much extra detail and it's such an easy way to do it just because using using models that somebody or me I already made a long time ago it's like it's basically no effort at this point because it's just you drop the thing in and then just Spam it around wherever it seems like it would fit and then it works somehow it actually does so um that's all of these wires and little pieces sticking out that's all just slamming in these pieces and chunks of pre-made models um yeah and that's I saved that for last uh the order that I showed you things in in this video is kind of the order that I actually made it in when I was making it and I think that's um that is important to know because I wouldn't want to have this like look how messy this is like I this is pretty crazy to look at in solid view when it's just like stuff everywhere like if I go to wireframe especially it's like this is just not that is not nice to look at so you want to kind of save that for the end um and you don't it's just hard to work with all these little intricate pieces when if you don't have a solid foundation so that's why I showed you literally like creating a actual solid foundation of like this first and then once you have that you know adding in these um more like intricate pieces and all these different elements and that brings it all together but it doesn't work unless you have that really solid foundation most of the time um so yeah because if you if you just have all these pieces sticking around it's just it's a lot harder to work with it um because like you're like where is everything so if you can save that kind of thing to the very end and add those small details in the end that is generally a better workflow in my opinion not all the time but most of the time and then yeah it's just uh I'll show you the volumetrics here it's just a cube over everything uh display as bounds you go to this tab visibility display as bounds that's uh oh yeah recommend adding that to your shortcuts also if you right click this add to shortcuts so mine's uh D on the keyboard just displays bounds and that just gets out of the way so this is if you add a cube it's gonna look like that most of the time but that's annoying so display as bounds just gets it out of the way and then the texture on here is just a volume scatter I made the color a bit darker just to get uh it just makes it less thick basically kind of the same as lowering the density but whatever and it's attributes turned up a little bit just kind of makes uh you can see what it's doing when I move this up and down makes the bright part of this fog a bit closer to the light source so 0.5 is fine for this one density .0025 just happen to look good here just pick whatever looks good 0.01 or 0.001 is usually a good starting place and that's it a couple of spotlights these are at uh whatever that is 245 000 Watts and same with this one just kind of placed in the same direction to uh make it feel like it's just one light source this one isn't doing that much but it's in the back a little bit the main one is this right here if I take this out that's basically all the lighting right there this one light is basically all the lighting um just one Spotlight placed in the right place and you can do that by just trying different areas and finding the place that makes the most sense um so yeah that's it uh hopefully that was a useful breakdown I know it didn't go super in depth into any one area in particular but um hopefully that gives you just a better idea of like my overall workflow and how it looks complicated in the very end but then once you break it down piece by piece it's not actually that bad and again if this modeling stuff is confusing the last video I did was all about that um so I recommend watching that and yeah once you model something like this it's uh like this piece right here is I I've now saved this to my library and I can reuse this in future projects and that's how I build up a big asset library is you just model a thing here and there pull from your last projects uh any new any new thing you model you just save it to the rest of the stuff and then all of a sudden after a while of doing this you have like this big pile of chunks of stuff you can use in like these big like basic Lego pieces you can just drag and drop in and just create stuff really really fast anyways yeah I hope that was useful I think that's it for this one I will see you in the next one thanks for watching yeah bye
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Channel: Max Hay
Views: 23,769
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Id: hKzyiVacchI
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Length: 18min 3sec (1083 seconds)
Published: Wed Mar 29 2023
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