Recreating Dune Environment in Blender

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welcome back let's reincarnate Dune the iconic 1965 fiction work of Frank Herbert after the Hollywood screening let's do it here the main things we'll be doing include sculpting to create the detailed sandworm otherwise known as the shy Hut the realtime power of emen to make the sand simulation for dust generated by the sandworm fast and easy creation of a desert landscape and how to put these desert pirates in the utter horror of the shy Hut to make the giant sand creature we first start by making a base mesh for sculpting and that will be a cylinder elongated and given a bevel and a subserve modifier we add a displace modifier with Cloud texture on top of it to give an organic irregularity applying all these modifiers and we have an organic looking base mesh in the edit mode we can just drag the center vertex inside to to make it roughly into a mouth in the sculpting mode we remes the object to give adequate geometry to make the big changes using the inflate brush we inflate particularly thin edges and then grab them out to set the proportions right we give some cavity to the mouth using the inverse draw brush and then using the pose brush we open the sto up a bit for the ribbed skeleton we use the draw brush to make some elevations in the topology after that is done we now use cord remesher to remesh the object into cords for even topology this even topology is important for using the multi-resolution modifier for micro details with further three subdivisions we import the height map of the texture of the worm Now using an anchored brush we draw the texture details of the worm in the inside of the mouth we use the same brush but inversed to give it a look of mucosa for the teeth we use a cylinder imiter with hair particles and placed in the cavity of the mouth we brush these hair particles to give them the appropriate look and we have our sandworm ready for animation to simulate the sand clouds made by the movement of the sandworm we export VDB volume simulated from amben and imported to blender now to make the desert terrain with Deans we use blenders built-in and Landscape add-on once that is done we cut out the rest of the mesh to conform with the circular bounds of our base surface the desert Pirates are a Band of Brothers downloaded from sketchfab and animated in mixo one of them is injured and the other runs and Falls deep into the unknown for the animation of the sandworm we make a curve path for it to follow we keep our viewport subdivs level at zero to keep the viewport responsive and we add add a curve modifier the curve object will be the curve that we just made if we now set the deform axis at minus Zed and parent the sand worm to an mty we can control the position of the worm with the Zed position of the mty this now gives us much more visual control over the position of the worm we can now animate the position of the empty in the Z axis to move the creature in forward Direction admittedly these axes can be a bit finicky especially if if you do not have the rotations applied so you can experiment with what axis works for you if you're unsure likewise this or thopter is again animated over a curve giving proper materials to the sandworm which we talk about in a dedicated creature sculpting video and setting up lighting from nishita Sky we have our scene ready after the render we set this as the background image in Photoshop we removed the vehicles using context wear fill tool and then bring it into the after effects here we add a huge saturation effect to decrease the saturation to match the colors and feel of our render a level's adjustment to add some Haze this is because the farther things are from the camera the hazier and less saturated they appear we decrease the contrast a bit and add a little bit of camera lens blur next is the usual winnette to emphasize more on the sandworm we electively increase the contrast of the middle part of the image by an oval mask in these Recreations it is important to emulate the grade of the film as well so a good reference for the color grade is invaluable in matching the look and feel of the scene that we are trying to achieve dune's color grid has a low contrast Dusty warm look to it and we've tried to emulate this in our color grade here finally as always fog and lens flare gel everything together and with this we have our final [Music] composite let me know if you have any questions a video explaining the entire process of making the sandworm will be there on the channel so stick around and subscribe if you are interested and it brings you any value I will see you soon farewell no
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Channel: Hamza N. Meo
Views: 25,090
Rating: undefined out of 5
Keywords: environment, blender, 3d, unreal engine, 3d environments, unreal, dune
Id: egLAMKD8FRA
Channel Id: undefined
Length: 5min 35sec (335 seconds)
Published: Sat Mar 02 2024
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