Roads & Bridges construction in Blender | Radiant Station

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[Music] hello and welcome to radiant station in today's tutorial we are going to construct our roads which we need to build in our city or town now what this will help us in is we can easily apply the array modifier and make road tiles and multiply them in the x or in the y axis now this is going to be the road tile as an example of course which will multiply itself and it'll turn into something like this now let's start modeling and of course shading our road fairly simple shades we will be using black and white white for the lines this is the pavement of course right now we're just doing a rough or a draft sketch as to say then we'll be importing in some items or objects for reference and then scaling it up let's bring it down of course this is a fairly narrow road i think it's only one lane because it's like leafy kept it to three meters i think that's even narrower than a lane let me see if it's perfectly in line i think it is now what let's just bring in oh it's already because i actually brought it once so it's saved and this is our mail mesh which will definitely it's just one lane so we're gonna highlight the road and increase it to six meters so that it's going to be really tight we might increase it even further but for now let's just make it into the make it look like road pavement we will need to increase the pavement but for now let's bring in some loot cuts this is going to be the lane which is two lane road meaning two direction if you go out of edit mode it's gonna get out until the shading is done so i might just duplicate those shapes and separate them so that i can even see them in outside of edit mode i've already duplicated extrude a little bit to avoid the weird shading that happens when two meshes overlap each other now if i go out of edit mode i will be able to see these objects separately now let's scale this down so those will be the painted lanes on the road maybe a little longer and that'll do now here i will apply the array modifier first i'll have to separate it because if it's a separate object i can apply separate modifiers to it now it's a separate object i'm getting the array modifier with some offset factor it's too far i believe it's too close i'm happy with this so right now what we're doing is we're building in a road tile which once completed and joined all together we are going to apply array modifiers to the tile itself and it's going to construct our road [Music] um let's add in the mirror or he joined it it's combined wait a second let's highlight this now both of these are separate i'm going to join these two so it's one object just going to mirror them on the other side took a little break there don't don't want the thinking process to lengthen the video um so we're going to use this as a multi-purpose i'm thinking in case in the future i mean in case we want to build a highway where multiple lanes are required you can use this as a buffer zone and just sketch these individual range rather than a continuous line which would mean that it's a one direction highway road play test say or tile let's just increase the pavement didn't look a little bit suitable for people to walk on okay of course we'll be bringing in a simple cuboid we'll make it into uh we get the dimensions of a car or a bus and then we'll scale up the entire road model of ours because we're going to keep things to scale here now we're gonna duplicate one tile is done the other one now we're gonna make a road or a zero crossing this part which will basically be the end of the roads or where the signals are going to be placed that's separated we're bringing this on either side i think i might increase the thickness of it [Music] skill hasn't been applied i have to apply the scale of this as well because that helps in the editing of course you won't be doing any detailed editing on individual lane marks just apply the scale of everything just deleted it and makes it simpler now we're gonna duplicate this bring it on the other side let's just take it all the way to the end slightly increase the thickness of this this is too thin but for that let's see with the array modifier displacement factor let's increase the count now or you know what we'll just increase the thickness change the center of origin i think that'll do maybe increase it in the length a little bit thickness is standard i think i like this how it looks you scale it up and something up to this sword yes that looks better it's a zebra crossing for distance crossing great now we'll be making in let's bring in that bus that we were talking about the cube we're gonna bring it to let's say 11 meters long three meters of width and 3.5 meters of height something of the sword so the road seems to be fairly [Music] tight so we're just going to move this personally side highlight all the road tiles and we're gonna scale them up so that the buses of the cars that we've made in our previous i mean so the cars that we've made in our previous tutorials can fit in on these roads and you don't have to every time when you're bringing in uh the buildings commercial ones or the residential ones which you've made already in the previous lecture tutorials don't want to waste time on building texturing roads every time it makes it simpler just import these tiles just append these tiles in that scene start constructing and then we can fill in the gaps with those buildings and even if you're done with the roads it helps you to [Music] map out the city or the town that you're going for okay now we're left with the the t junction which will connect these roads in the t or in the next junction of course the junction will you won't be needing the road will just elongate the pavement to close it out and make it into a curve or only a uh straight and going at an angle that's when we'll be making in the city for now let's scale things down to fit in scale these down i think i'm going to delete these of course we can make it into uh other than the z-axis thickness and the x and the y and make it look like a square from the top view that's 2 meters let's just change that to two as well so it looks identical let's delete this one and left with this and now central of origin is in the right place let's just go for 1.99 to match the x-axis and this is going to be placed here that means i have to increase the overall size of the road or the tar part of the road yes because that's going to match it and the cars are going to be turning from that part yes that's great now let's increase this let's go with a multiple of 199 actually by twice not just once i'm using the same dimension that we've increased the pavement or the adjusted the pavement it's reaching half of that square let's go to double as well as in the y-axis oh good not great now i'm just gonna add in the mirror modifier get this on each sides apply modifier great now this is going to attach this way and we're gonna create buffer zone with the white lines on each side let's just highlight this let's duplicate it or separate it for now yes that's the one delete this extra pair delete this as well yes we don't want any duplicates now let's scale this down as well once we place it the origin has been changed or updated something of this sort yep to match the height of the cube cuboid let's bring it in on one side and add in two mirror modifiers or middle modifier to each so that the other side is automatically covered as well that's done with one side and now for the next perfect and we are done with our first road tile asset now we're going to be going in for this is only one lane two directional road now we're going to be going in for two lane by direction load only one of that it's a term but let's just test the bus and it looks pretty much okay i'm gonna duplicate this bring it on the other side let's start working on this road now this time we are going to need a straight line which we will implement in the road to differentiate that let's see maybe let's do it this way the previous asset that we've made already that's gonna have two cars going in the same direction and this one is going to have hmm i just don't want to make a straight line in the previous asset let's think about it later let's build this one for now delete this phase if you can maybe you don't need to just want to duplicate this and mirror this on yeah let's just try to separate it selecting the lower one there finally okay we need to separate it and might not mirror it this time just gonna duplicate it and bring it on the other side so i can adjust it because it's easier this way there's a little bit of an overlap push it out and push this on the other side so that too lean pattern can be noticed so this is a four lane bi-directional road tile still thinking about how it works just the previous one do i need a continuous line there or do i just use the normal line pattern we'll see once we come to the building our city tutorial okay so that's going to be implemented here we will not need a zero crossing for this i believe i'm just going to delete this plate now for shall we make a zebra crossing i think let's make a zebra crossing because anyways there's going to be a signal even on these roads as well let's just separate this or delete this face select this edit mode select this with the l key that basically selects the entire object because remember we extruded it out that means it's we just don't want to select the top face we want to select the entire object with all the sides so you click l to select that object duplicate this bring it here this is shading issue that's going on though i think that might create problems from distant shorts if we are going for for our city close-ups will not have any issues but let's go with the flow and see what happens of course this is going to be doubled as well this is going to be that junction where the road ends at the signal oh that's too big let's reduce this on the top view let's scale it down see this is the thickness of the dimensions that'll match of course the edges of the pavements will remain the same but shall we just delete these off and bring in new ones that's more easy just duplicate it and still we will need the pavements and we need to increase the size again of our x crossing of t crossing whatever this will be to bring it up again and just duplicate this scale it down let's take that face off of course we could have just kept it but because of the center of origin playing a part it's easier to just work with one with the center of origin at the right place let's bring it up a bit now add in the mirror modifier once you're done with this scaling of course we're locking in the z-axis by control by ctrl z i don't want the height of the road to change once i'm scaling it that locks in the z axis but y and x can be altered now let's add in the mirror modifier all four sides same thing select these individually let's separate this and duplicate it change the center of origin bring it into the center so that the scaling makes it easy although it would have been convenient the way it was but nevertheless duplicate this somewhere here duplicate it once more that's gonna go slightly out of actually quite a bit with the l key let's select either even the ones at the bottom of the pavement let's see who did we get those or not of edit mode if i move this around oh wow center of origin is that means we did it even the ones at the bottom of the pavement got deleted now same thing we're just gonna join these ctrl j now duplicate this rotate it on the zx by 90 degrees and bring it on the right side of our plate adjust it a bit and then adding in emitter modifier then we'll be done with our second rode pallet plate patterns right there we have our soda highways of our city the other ones are the smaller roads which will be going in inside the city highways are going to be covering more or less the outskirts that's how the basic plan that i have in mind let's apply all the scales because it helps in just blender acts and behaves normally of course the only needed for the scaling part okay now let's just bring this out and duplicate these and make our third road pattern let's set this again bring it here select these duplicate now we'll be going in for the four lanes mega highways so to say not really sure whether these roads will we be using them inside the city if we will then only we need zebra crossing but i believe i'm going to keep it a signal free highway even if it is going from within the city so i'm going to delete these lines and bring in the line patterns let's adjust this now that's where i will need my painted lines to be i'm just going to delete that face that's pretty much the center let me just select it from here with the l key i'm gonna duplicate this and bring it this position and i'll only be once i'm shading it i will not shade the line itself it's better just to delete it off and now this is our signal free highway where we will probably not be needing the zebra crossing i'm just going to delete the center plate just delete this one for now and this is how it's going to be basically we might have some vegetation in this in the middle it's going to be going in both directions now let's just work in on one plate because we don't have to duplicate for now delete that off later on i'll be done with this that's our second road pattern and this is going to be a third road pattern now we are going to be also needing overpasses as well as maybe we might go for underpasses or we might not complicate our road uh our city so we might just go for bridges maybe two types of bridges okay now let's bring in let's make those bridges considering that's our road or let's think if that's a road and duplicate this let's rotate this as if that's a road going in and we're building a bridge from on top it's gonna go in that direction should rotate this let's see how can we add in the details let's add in thickness we definitely need the thickness of this road which is a bridge actually just select the faces from here see see circle select might have selected some extra faces let's see if we extrude this down and i see it's like pattern being selected yes don't need any additional shapes here let's just undo this let's see if he contextual okay that's how i wanted to be straight let's just selected the conventional rain let's bring it down by extrude i think that should be enough maybe a bit more just getting the idea from different angles okay so now let's duplicate this and make it into something of a reinforcement metal bridges this time not pavements which can be used for pavements well let's see let's add in the support or the stands on which the bridge is going to be placed the support of the bridge that's better bring it up maybe scale the thickness down a bit it's too thick well the height or the clearance has to say should be about six six point five meters that means we'll be bringing the bridge down remember we'll be keeping things to scale as much as we can for generally a truck lorry or a bus buses are generally 3.54 meters of height of course there are trailers that might go about five five meters high maybe therefore generally 5.5 meters is standard i'm just going in for safety 6.5 meters simple editing can really make these nice shapes really like low poly i'm going to bring in this bridge down let's first as if that's a road as an example that's going in and the bridge is going on top of it on side view just seeing side view i think it's well placed now let's just of course we will not be able to apply the array fortifier yet because there are too many objects selected we need to join these and only then it will work out with the array modifier the problem with that is all the patterns have been joined as well but oh i like that you can even use a bridge with this concept that's how it's going to be now the only thing is since we've already done [Music] the road pattern you might have to make the bridge on top of a single or our first road asset or the second one therefore i'm not gonna fix the second leg of the bridge permanently for now let's see how it goes let's make in the top support of the bridge maybe we can use of course these bridges i believe we can just go and use the standard thickness on the pavements rather than building these structures we might be building in some islands in our city so the smaller the island you can use smaller bridges to connect the big cities with little eyelids if i just rotate this shape and make it look symmetrical let me just go to edit mode select this face just move this backwards will look like a bridge structure think something of this then duplicate this rotate this z-axis by 180 degrees let's bring it back something of this sort maybe a bit more and duplicate the payment structure that we've made join these for now but it looks definitely good but i think i might be covering it from the top as well so if i add in the array modifiers the problem with that is i need to know the original bridge tile how because because i believe i might let me increase the spacing between these so that at one time only one of these edges of the bridge or the reinforcement of the bridge is placed so that will have a one standard bridge tile with the array modifier just gonna multiply it that's the single tile of the bridge it's not matching up okay so [Music] let's duplicate this part and bring it at the top do i need it exposed or do i cover i think i'm just going to cover this okay delete that part off i will not be joining this to the style because if i do then on that side i'll be mirroring this this access only depending on what road is the bridge going to be placed on top accordingly manually we'll be adjusting in those supports since we have different role thicknesses let's join some of the items i might need to increase the length for now let's just place it here let's see if now since we're using the same objects from the bottom so once we apply the array modifier which we'll do now perfectly joined together that's how it look of course right now in the edit mode we can only adjust the first or the original road tile accordingly these supports i'm gonna duplicate them because if i join these and if i apply the array modifier it will not do at times so see it's gonna come in center of the road so i'm gonna parent this but i'm gonna keep these separated the l key p and separate them these two this and apparent it to the object by control p of course but the legs can be individually moved perfect that's the pattern that we have made already of course these ones will be deleting them so as the road at the bottom we just need the bridge okay now we'll be building the the bridge with four three four lanes of course this is going to be maybe we might go for two big cities being joined together or over water or or see maybe let's see that's why we will need these to be duplicated and just brought in this direction of course we can have shading issues i'm guessing but let's see since this face is overlapping each other we forgot to apply the scale let's apply the scale of these as well for this we might change the height to 12 meters since we might be building some ships which will be going under the bridge 12 meters i think that should be good enough for your ships height are generally less than that you won't be going in for huge mega ships or or they will choose a different route to the ports as well since we're building in the city one just build everything let's place this one here let's bring the bridge up to match the height now for this one we can join these because this will be on top of water this bridge actually so we can just join these and make it into a single bridge asset if you apply the array modifier it doesn't matter oh yes we will be doing it in this way for bi-directional will only be coloring or shading in the individual lanes not the continuous one i think should we leave a gap between the two or do we keep them joined or separate let's see because if you join them then we need a stronger support in the center or double support does it doubles i think that doesn't look that good you can probably delete one off and increase increase the foundation of the one let's apply that let's keep it joined now select these objects select this one place it bring it up more in the center increase the thickness by scale something of this sort yep i think i'll do it that way you might also be adding in a train track let's see how it goes let's bring our bus rotate this axis is about 90 degrees and edit mode that's how the buses are going to move this thing is thinking taking longer than expected they just they just roads but this will help us a lot in the future tutorials where once we create more assets for our low poly city roads are i believe one of the first things which we need to be which needs to be implemented and then the entire map could be generated and you would know which of the objects will be placed where you get the rough idea so now i believe we're done with our road assets with two radiations of bridges and now we'll be doing the shading part which is the left i'm thinking should we make i think i'm gonna make some changes since this is a bigger bridge i'm making some alterations here let's see should we just bring it up that does not look that good let's [Music] let's move this forward how does that look of course going out will not actually help us if we are going to be using the array modifier because it's going to start from the end point of the last piece or the part of that bridge so see what i mean that pattern won't do and it doesn't look good even let's just delete separate them and delete them off how does that look no it looks looks like one of those pattern games just stack up those cups or cards yeah just do that off i'm just gonna maybe scale these up a bit let's select these and bring them up i'm gonna select these individual faces let's zoom in select the faces of these zoom in again i'm gonna extrude these straight upwards just that no let's extrude it let's just check for the placings and i think that looks much better let's add an array modifier and splendid yep i think that'll do and now we have our road and bridge assets ready let's see now now we will need the ramps which will actually be connecting our bridges to to the roads that's going to be the bridge and this is going to be the ramp or oops not individual origins okay because that's the road pattern being followed on top of the bridge oops sorry about that that's my phone ringing and now as you can see we are just going to add in those road patterns but at an angle of course we're not going to make it too steep so accordingly we might add two or three of those row tiles that we've already modeled of course as i mentioned earlier we will not be using only one which will make it really steep i think two i think three would be a lot maybe let's try to work it out with two of these let's try to adjust it of course it's gonna have some offset but it's not a problem since we are going to be probably not going in for a really close up chart number two of course i scale these i will apply uh another road and uh at that angle just rotating it ever so slightly might bring it down a little bit and now i'm gonna move the road which is leveled on the horizontal plane i'll adjust it and move it to the back so that it can fix it and let's just make some little alterations or adjustments as i might say slightly still raised but i think we can get away with such minor issues and here we have it our ramp of course we've added in the array modifier which we are going to deactivate or remove even that's acceptable enough i might add in some additional support on these sides so that it gives in uh matches it a little bit on the bridge and we keep it the same or of course it's gonna go in the ground from the bottom side but you can make little adjustments just rotate this bring it up a bit something of this sword make minor adjustments of course it's your design you can either go with straight lines or you can go with curved or tilted ones i'm going to go for this look of course i could have just cropped that part out but just to show you that at times little details can actually take a bit of can be a bit of a work hmm should we just kept it straight but nevertheless let's go in the edit mode is that helping now i think i'm changing the one at the bottom actually i'll have to what i was actually trying to do is scale these faces which i actually didn't selected the right ones now i have i'm going to scale these down zed so that they are narrow enough and now i'm going to maybe move it down a bit something of this sort yep i'm happy with this look yes now i believe we are making our hopefully the last bridge uh curved or angled ramp of course this is going to be the bridge which for now i'm thinking i'm going to be making it on top of water let's make some adjustments here i don't want to keep these to look because i've already added in the additional bridge on the other side so i'm going to make it in a way where i'm going to duplicate these lines i don't select the other side i can just unselect it i just need it on one side and duplicate this bring it to the center and make it into a as if the four lane or the eight lane bi-directional road is going to be getting attached to these bridges or this specific bridge might be connecting to [Music] big cities or maybe islands not really sure what i'm gonna go for but we have those as well still thinking maybe we'll keep this as it is might remove some lanes and make them into maybe train tracks i'm not really sure still not sure so we have this is now it's pretty straightforward we already made the ramp we're just gonna duplicate this bring it on the other side and of course add in the additional lanes and just delete the center single or solid line as i might say of course there's going to be height difference but i'm going to make sure that the bridge the starting point is slightly lower or it matches the height of this because i don't want to alter the height or add in another well i could actually add in another root uh plate and maybe that will just see height but for now i'm just gonna go the same height of course i'm gonna adjust it once i'm attaching the bridge in the final project of ours which is our low poly city just suggesting it of course to match the lens of the bridge the second bridge actually the third i could have gone for the very initial stage i could have just made in a lane in the center as well as the as if a multi-purpose road that could have just shaded it the way i wanted but it's okay i think now we should start shading our road basically giving it the texture that i want i'm not going to be using the blender kit add-on textures because that's really gonna make my models heavy to load as it might take more time once i'm rendering it out because if i use plain colors in the shade it will it will take much less of the memory while processing and of course while rendering out the final scene and it turns out that if you just use the plain color the roads look pretty decent as well now what i'm doing is i'm building or modeling a street light now which is going to keep it to 10 meters of it ranges between 10 to 15 meters even times this is going to be the base slightly it's a little too tall but let's just model it the same way now this one i'm going to use it as a reference i'm going to bring it up to 10 meters or 12 meters whatever height you want to go for now i'm going to match this extrude and scale inwards to get the upper part of our street light scaling it up and then i'm going to add in a loop cut on this side which is the top side actually and extrude in extrude out the face and scale it up seal it down actually so that it looks a bit narrow on the z-axis extrude extrude and then scale for the overall look and then i'm going to extrude additionally in the y-axis i'm going to extrude it out and i'm going to select this face i'm going to before i do the inset let me apply the scale as well or i think it worked pretty decent without applying the scale now these street lights i'm going to multi first i'm going to mirror it on the other side and then i'm going to add these on each road tile asset oh that looks nice as well bi-directional street lights and i'm going to be going in with this look i'm going to duplicate this bring it on the highway as well and this time i'm gonna select only one let's just get it up here so for the smaller rows i'll only need to be selecting this one which is by l and then duplicate i'm going to separate this from these and now it's an independent or a separate object now i'm going to duplicate this or better off just mirror it on the other side let me select the mirror object i think i'm going to be using it in the bi-directional look for the bridges though although it's overlapping in the mesh might do some alterations there for now let's just mirror it on the other side add in the modifiers and duplicate this for this part of course we're gonna copy these and bring it up on the ramp part of the road as well still we left the texturing goodness this video is getting longer wasn't expecting it to be this long i thought it's going to be a simple one since we're only making roads but apparently it is taking time nevertheless let's bring in the street light on the bridge great i don't have to actually just the height of the street light might but definitely need to do that for the smaller bridges do i need it to be in the center let's see or bring it all the way i think i'm going to bring it all the way here and i'm going to make it a double headed street light that i'm not going to duplicate this i'm actually going to [Music] only select the light part into the edit mode i'm going to select all these faces by circle select that's with the c on your keyboard making sure that i don't miss out any of the face see missed this now there might be another one let's see are we missing anything what i'm planning is i'm going to select these faces and now i'm going to separate them and make it into a separate object just double checking whether i haven't by mistake duplicated anything oh you see i missed out one i missed one face i'm going to separate this and i'm going to join these two together so it becomes one object and now i'm going to mirror it with the reference design to the the pole and it's mirrored perfect great now when i'll be adding the array modifier it's going to multiply itself i think i'm only going to keep it in the center don't want it to be on either sides just add in here as well mine bring it up a bit because it's going in scale it i mean with the g cur pressed bring it up in the z axis and now let's do it for the smaller bridges as well of course we need the height adjustments let's see should we go for the similar shape or the same shape or do we make some adjustments or do we make something totally different let's see what suits better of course we'll be adding in these two actually they're the same let's bring in these bridges let's go for the ramp for now or should we go for the bridge i think we're gonna go for the bridge let's separate it select this bring it all the way here let's bring it up with the z axis let's see if this height can be managed with this height let's bring it to the side or if we select these faces not the top one let's let's see how does that look if it's extended even on the top of the support of the bridge or doesn't look that good let's just reduce the height bring it all the way down under the support the railing of the bridge all that won't do it's making it look funny don't want it to change its proportions on top only in the bottom i'm going to reduce it by selecting [Music] the face not this way i believe i'm only going to be selecting the face at the bottom i can't see it from here yep start that face bring it down like this too much but let's see let's bring it down setting the origin point to be the center which i might just change the origin point to this face actually cursor to selected and now add in the origin to the 3d cursor and now it's where i want the origin point to be right at the base somewhere about here still standing tall let's just select all of this by circle select don't forget to miss any of the faces remember the ones inside as well we missed it last time i think we got it this time now we're just going to bring a g and oops the phase of the base is still selected you need to unselect this and you see there the face at the base selecting these again with the circle select remember not to skip any of the faces inside there i think we got all of the faces now g and bring it down the z axis something of this sort let's that's acceptable do we need to make it double-headed or let's just make it single the x-axis is not in the y of course it changes according to your axis how you modeled it might be in the other axis for you [Music] now we're getting to the shading phase i believe we're done some additional adjustments we might make during the final scene creation of ours let's add in the street lights for our tethered road asset let's just duplicate this bring it up i'm going to keep it to this i'm not going to rotate this is going to bring it up the z axis duplicate this again bring it up in the z axis not rotating this as well somewhere about here that's how it's supposed to be not tilted of course i'm going to duplicate this and i'm just going to bring it here since it's the identical ramp just bring it back somewhere here and the heights have already been adjusted great now let's see the shading part which i'm actually really looking forward to as that's where you can actually see how your final assets will look what it'll look like although i'm a bit concerned of the shading issues that might happen let's see let's start with you know what let's make in the parking lots we might need two or three different variations something that we can maybe uh store in the commercial areas two variations one to be of a square shape the other one to be a rectangular one of course we can duplicate these and depending on where these parking lots are going to be we might make it we might cover more or less area this model uh basic car i think it's about 2 meters to height will be about three three point five meters or let's say we bring it up four four point five something like maybe a mercedes g wagon 4 meters of length now let's bring in the pavement let's leave some space for the row of cars to drive in and out let's rotate this in the z axis this should maybe move the pavements down a bit so that two cars can easily come in and go out at the same time scale the let's place these now now let's scale them up making in horizontal parking lot or we're drawing the lanes accordingly let's bring this up and scale down of course we can even make a simple cuboid place one of these on the very top and make it look like a parking a car park building is to say if it's a really uh congested area that we are working with this is maybe too close but that's pattern i'm going to be going for for the parking lot that's what i'm going to be making in those marking those lines designating the parking spaces and for the second parking lot i'm gonna be keeping it fairly square i think i might just keep the entrance to be from the mean side or just one side i think the square shape will look better off if you're going for a parking building let's add in those pavements let's close by this i think it's a perfect square scale these down on this side i think that's good enough do we need to increase the size of the pavement let's see during the shading let's duplicate this bring it here as well and let's decide how do you want the arrangements of the parking spaces to be do we prefer it this way or do we rotate this and the others make it the vertical lines let's see of course it's totally up to your choice but we have to keep in mind that we need to leave some space for cars to drive around as well as get in the parking lot slots might that might be too congested i need more space so might i might rotate this i'll just delete these off for now and select those three later on and i'm gonna rotate them probably let's combine these delete these as well or do we let's just use this one and let's make those parking stones that are placed on the paper on the on the end of the parking slots the stone the concrete one that comes in on this side of course i can add in the array modifier which is more convenient and more symmetrical i just increase the size of that stone though because it's too narrow increases in the y-axis let's bring this down now scale this into the y a bit more than the thickness of the car let's add the array modifier with the factor offset maybe more for me anything minus 1.2 works better of course you might be choosing a different value depending on your other on the size of the parking lot that you're going for i've metered this on the other side so far so good just missing those lines which will actually helps drivers to park the car in the uh the right position or right place now let's work with these since i have a rough idea of the thickness i might just delete these off wireframes select them all delete the faces i'm left with one now i can adjust it solid view let's bring this up let's change the pattern might need to delete one parking space because it's not fitting in again with the wireframe three for face select back to let's delete their face and back to solid mode somewhere about here i'm going to keep it into two directional so bring it this is one car space would that be enough let's bring in this car let's duplicate this and bring it to the that side rotate this z 90 degrees now we'll need to move this somewhere about here that's where the second lane of car parks supposed to be and of course we'll be deleting in one or two of those [Music] stones two will be better click those faces back to sorted view that's going to be the path for the cars to follow in and this i'm going to bring it all the way to the end probably let's see yep has to come all the way here but of course i'm going to add in the pavement on the end with the opening of course so might need to increase the size of the road which is actually the bottom part let's duplicate this bring it here let's scale it down we still haven't even reached the shading shading part or texturing part of our road of course i am trying to show you each and every step in order for not to discourage any of the new 3d artists out there it's a time taking process time consuming process might just cover that side of the pavement cars drive in let me bring this i think it's i don't need to change the size we managed with it this one we'll have to change the size bring this up maybe i might delete it from the other side that it's mirrored let's adjust it to so right delete this off add an emitter modifier on the other side mirror this as well and great i just move on these parking spaces inside a bit let's see let's have a look on from different sides we're doing in those lines that i've been talking about i just use the same ones fireframe select all of these delete face now with this i'm going to use to draw in those parking lines scale this the x reduce it in size it's supposed to be something very thin and of course increase it in the y-axis somewhere about here also supposed to have that thickness scale it down the z let's connect you see it from the side angle due to it being really thin there this is definitely going to create issues so once i'm sharing it i'm not really sure whether i'll be going in for a really close close-up shot let's just join these mirror this so let's duplicate this we don't want to mirror this for now adjust it better manually this bring it down as well and of course for the top part we'll have to add in two additional parking lanes for three actually it's going to edit mode let's duplicate this and wireframe let's select the unwanted ones actually i could have just suggested it but it's deleting one and adjusting one but the lesson will duplicate this and i'm going to delete off the left lane so if you select delete face back to sorted view and we have our parking lot and the first one we still didn't make those lanes we just gonna bring in i just need only one and we can just add in the array modifier let's rotate this z axis by 90 degrees turns out since it's the same which you're using the other parking lot therefore thickness is of the right size shall we let's just duplicate this yep we will not be needing it for the last one of course you could go for it i'm not gonna do it join these and let's duplicate this and bring it here perfect something of this sword of course we will be doing in some vegetation as well because i love the green touch it really upgrades the place and it's soothing to the eye as well adding in the vegetation now let's start with the shading bring it all the way down you see it's already giving us the shading look even with not far off angle short let's see from here it looks perfectly fine little glitches it's actually not supposed to do that but because of the mesh is really thin let's do the pavements like graystone looks really nice though wait till you see the road with the other lanes it's gonna look even more beautiful of course the lanes it's just adding in the material it's going to stay white let's go on to the road that's the pavement that's the road that's for great so far of course it's best to name the material once that you can easily just copy it for the other objects speeds of the workflow of course that's an identical one we could have just deleted that off you see we are looking at some shading issues which we can get rid of at times but now it's really starting to annoy me you see in distant short it's going to it's going to look that way maybe not when we're rendering it out but i'm not going to risk it going in with these shading probably probably have to go in and into the edit mode i will be [Music] making an additional loop cuts so because that is not going to give me this shading issue i'm just going to do this for now maybe i'm going to do the bridge as well i want to see how it looks the materials applied of course for the bridge let's go in for graystone initially that's how i want the support and the railing to look like these i'm going to select add in a new material all the way down and i'm gonna sign it nice it looks really good and now i'm gonna fix that shading issue not gonna by skipping these parts i'm just gonna do we're just gonna shade this bridge as well but since in order to get rid of the issue that i'm facing i'm just gonna add in loop cuts let's skip the video from here now i'm just going to add in loop cuts of course it's simple process but the lengthy one just by adding in loop cuts by ctrl r and just following along where i've already made those lines and of course deleting the extra ones since we will be shading the object itself and the loop cuts that we add in and accordingly whether it's a two lane or a four lane so we're just going to be adding in loop cuts so just follow along so so so so so so so so so so so so so so so now yeah so so so so so my life so so now yeah and now we are just on the words of completion working in on the last bridge or the ramp part of that bridge is just assigning in the road material since we already made the lines great see there is no shading issues anymore because we have not made any duplicate surfaces or faces on top so congratulations for completing this tutorial thank you for watching stay tuned toodles
Info
Channel: Radiant Station
Views: 5,721
Rating: undefined out of 5
Keywords: Low poly model, low poly modelling, roads construction, blender 3D modelling, blender for beginners, blender tutorials, roads tutorial in blender, low poly blender, blender animation, blender 2.8, blender, radiant station
Id: OpJcBOLgYX8
Channel Id: undefined
Length: 125min 54sec (7554 seconds)
Published: Sat Feb 06 2021
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