Snow Globe Animation Tutorial in Blender| Polygon Runway

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foreign [Music] welcome to my new tutorial is the first one of 2023 and we are going to make this cute little snow globe animation and I really hope you will enjoy this one and if you do please don't forget to leave the like it will really help my channel and if you're new to the channel and you want to see more tutorials like this in the future please hit that subscribe and additionally Bell button if you want to get notified when I release something new and if you're new to the world of 3D and blender and you want to learn in the most effective and streamlined way be sure to check out my courses I carefully designed them to take you from beginner skill all the way to full character illustration in the shortest time possible so if you're interested in something like that please go check out the link in the description now let's jump right into empty blender file and first of all I will delete the cube and the light here so let's select them press X and delete we'll leave the camera in place because we'll make use of that and now let's press shift a and we'll start with the plane I want to start modeling the cottage first so let's tab into the edit mode press s and two we'll scale these two times so four by four meters should be enough I think and now let's press s then Y and scale it down like this a little bit I don't want it to be so uniform and now let's press e to extrude like this and now let's press 2 for Edge select select these two edges by holding shift right click and subdivide and we can now select this Edge right here press G then Z and move it up just like that so this will serve as a base for a cottage and will make use of this geometry so first of all let's select this Edge right here and hold shift s and snap cursor to select it now Tab out and we'll press shift a and add a cylinder now let's modify the number of vertices here to something like 24 we don't need it so dense and now tap into the edit mode and before we scale it let's press R then X and 90 to rotate this 90 degrees let's confirm and now let's press G then Z and one and confirm so I move this one winter up because I want the origin point at the bottom there and now we can Tab out and press s to scale this down and it will you know stick to the ground there and now press s then Y and scale it up on the y-axis like this and we'll use this to create the log for this hat or for this Cottage so let's go into the modifiers panel and let's add an array modifier and let's set factor x to 0 and Z to 1 and let's increase the count to four something like this and now to control the scale we can press s and then shift y to leave out the y-axis and we can just modify the diameter of the log just like that and now another modifier let's add a mirror modifier here and let's use this eyedropper tool to pick the house as a center of the mirroring so now we have something like this in place and now we can select the Hat tab into the edit mode and select this Edge in the front hold shift s and snap cursor to select it just like that now Tab out and select the logs again we'll press alt D to duplicate right click to release in place and now let's hold shift s and snap selection to cursor and we can press R then Z and 90 degrees and in the mirror modifier we can switch from X to Y and if this overlaps like this we can select the original logs press s then Y and make them longer a little bit just like this okay now let's move on and we'll separate the roof so select the Hat tab into the edit mode and now go for face select by pressing 3 select these two faces and press p and separate selection so now we separated this into a new object so we can tap out select the new roof object and if you move it you will see there's a hole in there we basically separated the whole geometry from the original object so now we can tap into the new object and make some changes so first of all let's press a to select all press s then Y and scale it up like this so it covers you know the larger area and to make things easier we can just select this Edge on the other side press X and delete vertices and we can go ahead and add a mirror modifier here so we don't have to deal with both sides at once and now let's select this Edge on the side there press G twice to enable sliding and now press alt to enable sliding out of bounds and slide this outside just like that you can see a little bit of an overlap here but that doesn't matter because we won't be using this mesh anyway so let's step out and first of all enable clipping and we can just apply this mirror modifier we won't be doing anything else with the roof basically so let's now take care of the roof Shield here so tap into the edit mode and again I will go for face select by pressing 3 select this Shield press B and separate selection and we won't be needing the bottom part here so let's step out and select the new object now tap into the edit mode and we can enable x-ray view so we better see what we are doing here and select the bottom Edge so press 2 for Edge select select this Edge press X and delete vertices and now we can just select what's left press F to fill and now let's press 1 on an numpad for a front view and we can press K to enable knife tool click here press a to enable angle snap and just do a cut like this and confirm with enter and now we can press Ctrl R and create two more Cuts I'm increasing the number of cuts with the mouse wheel here and right click to release and now let's hold shift select the other one as well press Ctrl B and do a bevel like that and we can hold shift for smaller increments and let's do a really tiny bevel like that press X and delete faces so we are creating these gaps and now press a to select all and E to extrude just like this now to make sure our normals are in place let's press a to select all and shift n to recalculate normals now Tab out and one last thing I want to separate from the original object is the bottom is the floor so let's select the original object tab into the edit mode Let's go for face lock by pressing three select the floor press B and enter to separate the selection again now we can tap out and we can now delete the original object the original plane so let's press X and delete in the object mode but you can see some of our object disappear because we were using it as a center for our mirror modifier so we will need to change that so let's go and select the log and here in the mirror modifier you can see the mirror object is empty so let's just use the eyedropper tool and we can use the shield here for the center of mirroring because it shares the origin point with the original object and now we can select the logs in the front and do the same there and now we'll need few add-ons here to make all of this work so let's go to the edit preferences and here in the add-on section you will need to search for a few add-ons so first of all make sure you search for Bool and enable bull tool make sure it's checked right here then we'll search for real snow so let's type real and you will see object will snow make sure it's checked as well and one last add-on will be animal so you can see animation animal I have it disabled right here so let me enable it right here and that's the third add-on we'll need no need to download anything you just go here in the preferences and activate them now let's close the preferences they should be Auto saved and first of all we'll make use of the bull tool add-on and we should have the cursor still right here if you don't just select the locks and hold shift s and snap cursor to select it now let's press shift a and we'll add a plane here now tap into the edit mode press s to scale it down a tiny bit maybe not so much and now press e to extrude it like this and we can of course scale it on x-axis a little bit more and we'll use this to cut a hole in our heart so maybe select the bottom face as well press G then Z and move it down if you're not able to see through make sure you enable the X-ray view right here and since we created this from plane let's press a and shift n now type out and we'll make the cut so let's hold shift select the logs and we'll hold Ctrl and hit minus on an numpad that's what the bull tool add-on enables and it will do all sorts of things for us but the important thing is we have now our door cut in and let's take care of the roof and I won't be creating any roof per se because I want this to be snowy scene so I want to create snow so instead of a roof we'll have just a thick layer of snow there and it will look just fine so let's select the roof object let's hit n to enable side panel and let's locate the real Snow add-on I have it right here and basically there are just two settings here the coverage of the snow and the height so let's set the height to something like one I want this to be really thick and let's just click add snow you might need to wait for a second but basically it will create layer of snow for you and let me exit the X-ray view right here but not only it created the snow mesh it created the snow material as well if it loads a little bit too long when you click on the materials don't worry just wait it out the snow material is a little bit heavy on the notes and one last thing I want to take care of here is the floor so let's select it let's tab in and we'll create few Cuts here so let's press Ctrl R and create like four cuts that should be just fine press Ctrl B to Bevel again and again very tiny bevels press X and delete faces now press a to select all and E to extrude like this and now we can make some small adjustments we can press 3 for face select select this front face press G then Y and move it back a little bit so it like doesn't overlap here and now let's do some bevels here um but I think there's a little bit too much of a gap here so let's take care of these logs let's select them both by holding shift and let's press s and then Z to scale them tiny bit on a z-axis and of course we distorted them a little bit but I guess that's okay and there's one more thing here in terms of modeling let's hold shift and right click here to move the cursor there and let's press shift a and we'll add a plane we'll create the chimney here so tab into the edit mode press s to scale it down and E to extrude like this now let's press Ctrl R to create the cut here place it right there press 3 for face select alt click here and ALT e and extrude faces along normals let's press s to enable even scaling to create an extrusion like that now let's select this face right here press s to make it smaller and then e to extrude inside now one more thing I want to do here is alt click this Loop right here and press shift d right click to release and P enter to separate into a new object and you will see why now I will Tab out select the new object and add snow there as well so let's add something like 0.5 and click add snow and I'll create this little snow coverage for the chimney and now we can just click again until we select the separated object and press X and delete we don't need it anymore and the same applies for the roof so let's click through the objects here until we select the original roof press X and delete no need to to keep it around and now let's hold shift s and snap cursor to world origin and we'll create a Terrain here so let's press shift a and let's add a circle now we'll reduce the vertices to something like 24 press tab into the edit mode and press a to select all and just scale it up until we have something like this here and now we can press Ctrl f for face menu and choose grid fill that will fill our circle with quads which is what we want here and now we can right click and subdivide if you want a little bit more than Smash and now let's go for Edge select by pressing 2 alt click this Loop and now hold shift additionally and let's select these other ones as well let's look from the front and enable proportional as being here press G and z and move it down and you can adjust the proportional falloff with the mouse wheel here and you can see how much of the faces you are affecting so I want to create a little bump here like this and now we can press e then Z and extrude this down tiny bit tap out and press Ctrl 2 to add subdivision modifier like this and now we'll add some snow coverage here as well but before we do let's reduce the levels in the viewport to one because the denser the mesh the longer it will do the snow calculations and let's get this back to 1 meter of height and let's click add snow so nice little snow patch and we can just select the underlying object now go back to the viewport levels too now hold shift select both of those let's go for a front view by pressing one on an unpad press G then Z and move this down and you can overlap this a little bit so it looks like the hat is kind of sitting in the snow there so that's for the environment and now shift right click here to move the cursor and let's press shift a and we'll create a circle again and let's reduce to something like 12 and tab in press s to scale it down press F to fill and E to extrude we will create the small tree here and now we can select all and press s then shift Z to you know work with the thickness of the trunk and now let's press 3 for face select select this face right here shift d to duplicate right click to release and P enter to separate again and let's Tab out select the new object tab in press a to select all and make it larger I know it's a lot of steps but you can see I'm not doing anything new here it's always duplicating separating the geometry and then you know using the new object and now let's press e to extrude and S to scale and let's press a to select all and shift d and Z to duplicate it press s to make it a little bit smaller and now let's do it again so let's press shift d z and final one right here now we can add some supporting Loops by pressing Ctrl R and sliding them down like this tap out and press Ctrl 2 to add subdivision modifier and we have a small tree of course something like this can happen when you add substitution modifier so you can always go back and try to you know position your meshes a little bit better let me do this with x-ray view on and let's just place them lower you can press L hovering over some object to select linked now let's do something like this and then maybe make it more narrow and larger no play with the shape okay so that's the tree and maybe let's make it even larger in comparison with the trunk just like that and now we can tap out and now let's add some bevels so we have a nicer smoother you know rounded shapes so for example let's select these logs here and in the modifiers panel let's go ahead and add a bevel modifier like this let's scroll down and let's modify the amount and you can see it's a little bit protruded like this um that means that I haven't applied the scale of the logs before which is very important when you're working with something like bevel modifier so if you press Ctrl a you can apply the scale but here it will prompt you to create new object data and apply transformation and I will confirm this and this is because these logs right here were linked duplicates of this and I want to keep it that way so let's select this first of all let's press Ctrl a and apply scale as well we need the same scale there and now hold shift select the original logs press Ctrl L and Link object data that will make them synchronized again so if you go inside and do changes it will apply to both objects and now we can go back to the bevel modifier so let's reduce the amount to something like this let's add more segments so we have that nice rounded shape there let's go into the geometry and switch this to Arc disable climb overlap so we can see potential problem and enable hardened normals in the shading don't worry about this warning right here we'll take care of this now let's select the rest of the objects we want the bevel to be applied to so let's select the floor hold shift and select the rest of the logs the shields the chimney and the trunk here I think that's all of them and now hold shift and select the logs as last let's scroll down to the build modifier and choose copy to select it here they will transfer the Bell modifier to the other objects as well and now we can right click and choose shade Auto smooth and increase this all the way to 180 degrees so the bow modifier can take care of the shading for us now we can see this is a little bit round you know in that snow so we can press G and z and move it up tiny bit so that's the first thing I want to do and this is why I disabled clamp overlap to see potential issues here and you can see there are some of them after the Boolean cut and basically there are overlapping vertices here when we use the array modifier so we can fix this by just nudging this offset tiny bit on the z-axis something like 1.001 should be enough to you know make the Gap and separate this vertices and clean up the mesh so that's for the bevels and while I was rotating this I noticed we don't have the shield on the other side so let's just add the mirror modifier here as well and enable y-axis mirroring and now let's shade this smooth and we need to move this down so few of the fixes like that and we should be good um with our scene now let's duplicate some of these trees around the scene so first of all I will select the three hold shift and then the trunk press Ctrl p and parent to object and now let's hold alt D and shift Z to duplicate and move on the X and Y axis like this maybe a little bit closer here and now let's do one more on the side here and now we can select the trunk and make one of these smaller and maybe one of these larger so we have some variation there and I don't like the chimney is a little bit too low now we shifted it down so let's go into the edit mode I will enable x-ray View and just move it up like this in the edit mode so now I really like the result um so first of all let's parent some of these things so we can work with them I will just drag selection around all the house objects like this and then hold shift and select the floor Ctrl p and parent everything to the object and keep transformation this way we can just move the house by just moving the floor and yeah that's basically it now let's go for camera view by hitting 0 on an unpad let's select the camera by clicking the frame press G then z twice and move it out like this and let's go to the output settings and switch resolution to something like 1600 to 1200 so we have like larger viewport here and let's move it around like this now to better position the camera we can just go ahead and enable lock camera to view here in the view section just check the camera to view right here and now you can use your viewport controls to place the camera like this um but don't forget to turn it off when you're done so I really like this and now I want to make this house a little bit more cartoonish and I want to use lattice modifier for that um but before we do we kind of need to take care of the mesh because right now if I enable wireframe overlay right here you can see these logs have these long faces and those would not deform very good so let's select those tab in and let's press Ctrl R and create a few Cuts like this I don't know like five or four right click to release and since we have array modifier in place it gets transferred to all of those and on the duplicated object as well and now we can type out select the chimney tab in press Ctrl R create two cuts right here and one on both sides like this so it's a little bit more subdivided and I will leave you know the shields um as they are um they should be okay um for what I'm going to do right here so let's go ahead and turn off the wireframe overlay and let's select the floor hold shift as snap cursor to world origin and let's press shift a and we'll add a lattice object now let's enable x-ray View and we'll position it better around our house so let's press G than Z and move it here in the middle and now let's scale it up like this let's look from the top by pressing 7 on an armpit and this is quite okay I guess so let's make it even larger so we catch the roof as well and of course the chimney maybe make it smaller on the z-axis yeah something like this should be okay let's look from the side okay and now go to the lattice settings right here and let's set these to four so we have more divisions right there now let's disable the X-ray View and we'll try to have some fun now with the shape of the house because I want this to be cartoonish you know to be really cute and distorted and the lattice modifier is really great for that but I'm not sure I want to deal with the Boolean modifier here so I just want to select these logs in the front make them single user and attach them from the original object now that they're subdivided so let's press Ctrl a and apply scale it won't do anything but it will prompt us to separate the object and it's very handy and now we can just go into the modifiers panel and first of all apply the array the mirror modifier and the Boolean as well and I'm pressing Ctrl a hovering over these modifiers and we can leave bevel in place no need to remove that and now we can just select the Boolean object press X and delete we don't need anymore this is now you know a custom mesh and we can start right here we can add new modifier and we can add lattice modifier use the eyedropper and choose the lattice object and now we can select all of these other house objects and we can help ourselves by selecting the roof holding shift and hitting right bracket on a keyboard to expand the selection to all of the parent objects and now let's hold shift select the logs in the front that have the lightest modifier on them and just transfer this on the others copy to select it and now if you select lattice and start moving things around you will see you are distorting the object and this can be animated as well even though with the workaround that's why I activated the animal um and the only way you could do something like this I think is with the bones but then again it will be really tedious to create a rig with the bones and the slattis modifier is really easy way how to create nice distortions you know to create like this kind of cartoonish distorted house so let's select for example this row right here and start compressing it so press s to scale it down and do something like this and of course you can drag the chimney out a little bit if you select these two press G then Z and move it out and then you know you can move it to the side if you wish and with these as well you know to make it really protruded and cartoonish and now we can select the bottom press s to scale it up to make it a little bit more bulky at the bottom maybe press G to shift it down a little bit you know all sorts of things you can do with this kind of modifier and then we can just select all of this and press GNC and make it a little bit taller if you want you know so you can really change the shape of what you have modeled by just using this modifier so I really like this and you can see how this looks um really different from what we had before you know it's more interesting more fun more cartoonish so I'm really okay with this and now we can create a simple animation here so let's expand our timeline here and let's select the lattice modifier and first of all I want this to be like 140 frames I don't want this to be too long because the render would take too long so let's go to the output settings and change frame rate to 30 FPS and now we are ready to start animating we are on the frame one here and we can locate our last add-on animal right here in the animate section of the add-ons and you can see it's really simple there are a few options here and basically we need to use this to animate the points of our lattice objects this is something that's not available by default so let's just go into the edit mode here and we can select all here and choose points and their location and we can choose to key selected only and with all of them selected make sure you selected them with a just choose insert key and you will see it created this keyframe so now this shape is saved into this keyframes here it's a little bit harder to work with this kind of Animation because if you look because if we look at the graph editor with Ctrl tab you can see a lot of tracks here a lot of points they all have their X and Y and Z tracks so it's a little bit unwieldy at times but then again really simple way how to make this the formation animations real quick so I think that's a great trade-off so let's try to do something and what I wanted to create is this kind of like a jumpy animation in the style of like 30s and 40s cartoons if you remember than the old Disney cartoons where all of these characters and objects would have these idling animation this little you know jumpy movement and I want to replicate that for the snow globe I thought it would be you know a cute thing to do so let's try to do something like that and basically the movement will be very soft here so let's move to like frame 60 so it's like a sudden movement downwards and we can just select these top two rows and press G then Z and like move them down tiny bit and then the top one a little bit nothing too pronounced and maybe these two as well so we kind of lower the chimney as well like this and now let's just press a to select all again and insert key and now we have this animation right there so I think this is really cute and imagine a lot of things you can do here with this stuff so you know go wild try to do something interesting and now we can just Tab out and duplicate this first set of keyframes so let's proceed D and move them to frame let's say 20. and now we can select these two and press shift d and move them like six frames away and now let's press shift R and replicate that towards the end of the scene so we have something like this here but now with the snow in place and with all of the dense mesh you can see we have really slow FPS so to really see uh your animation timing in the playback section instead of play every frame choose frame dropping though make this a little bit choppy but at the same time it will preview you know at the regular speed of 30 FPS even though your scene FPS is lower so we have like this small jumping movement here and I want to do the same for the trees but there I want them to kind of like move from side to side as well so first of all let's select the trunk let's go to the frame one and here let's go to the item menu and let's right click the Y rotation and choose insert single keyframe we don't need any more keyframes right there um oh and it created on the frame six so let's press G then X and move it to the frame one and now I'll press Ctrl tab to bring up our graph editor and we can see our rotation right here and here in boniferous I will just add a noise modifier and now we just need to you know modify this because it would be quite erratic so let's reduce the strength first of all and then let's increase the scale so we have something like this and I think scale of 20 should be okay and the strength can be even lower and you can see it like bumping from side to side but I want to connect them because I want this animation to be looping so let's restrict the frame range first of all I will set start to 1 and 144 the end and here we'll choose 15 frames from blending and blend out and that will create this kind of connection and I think this is quite okay and we can of course play with the offset so we can find like a better animation here or something like this maybe okay like that and now we can select all of these other trunks and hold shift select this one as last press Ctrl L and Link animation data so they will all do the same movement now sometimes you might want to differentiate the movement so it's not so uniform so in that case you would now um basically apply you know and separate them from each other and then try to modify like for example the offset for some of these or something like that but let's just move on and let's play with the trees themselves so let's select the top of the tree let's go to the frame one and we'll insert the Z scale so right click on a Z scale and insert single keyframe and now we'll try to you know copy the timing of the house here so we have this keyframe right here and you can see the scale numbers on the y-axis and if you duplicate this and go for example let's go to the frame six because that's what we want to do and we want to go down we want to compress this down so let's go tiny bit now we can select both of these frames and press period on a numpad to kind of close in a little bit and now you can see this is more like it because we need to be moving between 0 and 1 that's the scale so if you go to the frame six and you would move to the frame 0 you would see you flatten this down so we kind of need only this range right here something like point one of the scale so yeah let's move it to like point nine that should be enough and that's basically all we need to do here now let's press Ctrl tab to go back to the keyframes view select the first one press shift d and we'll replicate the timing of the house so let's go to the frame 20. now let's select these two and press shift d and go like this so we are ending on the frame 40 and now let's just hold shift and press R to replicate this action and now we have a dancing tree here in the Rhythm with the house and let's just select these three tops with this as last press Ctrl L and Link animation data and now we have something like this okay I quite like it and one last thing we need to do is to do the actual snow globe and some snow um so first of all let's push shift a and we'll add a mesh and the round Cube if you don't see this option here just go to edit preferences and search for extra objects and you should see option for Curves and mesh as well just activate them and now you should see these options right here let's choose round Cube and switch to quad sphere and reduce to something like four and we'll move this down make this a little bit smaller and call this snowball or let's call it snowflake that's better one and we'll just save it for later and now let's press shift a and we'll add another round Cube now let's go back to the eight subdivisions here and let's make this larger so go into the edit mode and let's make it larger like this and additionally we can press one for front view and start moving it up so we can better see how it will cross with the terrain and I like something like this so let's press k for knife tool start your cutting right here press C then a to enable cut through and snapping to the angle let's confirm with the mouse and enter to confirm the cut now with the X-ray view we can see which vertices we can delete and we have a nice Globe like this now um let's Tab out and we'll press Ctrl 1 to add subdivision modifier maybe even Ctrl 2 so it's smooth because that will show nicely with all the reflections and I want to see through um during our process so let's go here and in the viewport display let's switch this to wire and the next thing I want to do is to go to the modifiers panel and add solidify modifier right here and you will see it's not so pronounced but if you start to play with the thickness you will see you are increasing the thickness of the object and now I want to right click and choose Auto smooth and let's set 30 degrees that will take care of the smoothing towards the edge so that's our globe and now we'll need to add some actual snow so we can just press shift d to duplicate this and we can remove the solidify modifier tab into the edit mode go for front view by pressing one going to the X-ray View and just selecting all of these vertices press X and delete and now we have something like this here and we can press alt s to scale it inside tiny bit and they'll be our you know snow emission plane so let's step out and we don't need any subdivision on this um at all so let's toggle the X-ray again and I want to go ahead and switch this back um to the textured view because I want to be able to see the particles in the viewport and now let's go to the particle settings and let's create some snow so first of all let's create a particle system and first thing I want to do is to go field weight and reduce the gravity to zero and now in the velocity I will set normal to zero and let's set Z to something like one or maybe something smaller point eight we'll see um really depends on how this will look in the scene and now if we play back the animation oh they are going up so we need to go minus 0.8 so they're going down and the reason I did this is I don't want to have any acceleration there I want them to be you know going at a constant speed because I want to Loop this animation so let's see how that looks um it's quite okay but the lifetime is too short um isn't that true for everyone so let's go 140 and see how far they will travel now thank you okay that's quite okay they basically go all the way down and of course we don't need so many of them so let's go something like 500 maybe even lower yeah definitely lower something like 150. okay that's totally fine and now let's scroll down and in the render section we'll switch Halo to object and choose our snowflake right here and now play with the scale right here and let's go with Randomness all the way to one and let's fine tune the scale and don't forget to go and right click shade smooth the snowflake so they're all smooth and nice and now in the render section don't forget to uncheck show emitter that will basically make sure it's not visible in your render so now we have some snow in place and I really like this um so what we can do to Loop this is to create another particle Mission and the same as before and then you know shift it 140 frames before this animation begins so let's do that right now and I think we took care of everything right here um just make sure you have all the settings you want because then it's a little tedious to adjust to particle emissions at once but I think this is okay and you can see these are particle settings zero zero three that's important to note here because right now we'll create a new particle system and choose that zero zero three particle settings from here and then duplicate it so we created zero zero five sometimes this can be a little bit confusing that there is some name right here and something right here basically these are the names for the particle system in the stack and these are the names of the actual data of the particle system so just be careful you are using the right data and you might have these numbers a little bit different because I think the real Snow uses particle system so depending on how many times you used it there might be more particle systems here so just make sure you read out the name of the particle settings here um in the first one and then when you duplicate it you just select it and then duplicate and now if you have a duplicated we can just set the frame start to minus 140 and frame end to one and leave the lifetime 140 and now let's open the cache options and we'll bake all Dynamics here this can take a while depending on your CPU okay that's the bake and you can see on the frame one we already have a snow and it should be the same snow that's on the frame 140. so let's just play back if the loop works I think it's a little bit jumpy so maybe we need to um play with the seed as well so let's first delete all bakes and let's select the first particle system and you know let's set the C to something like one so there is actual some seed and for the second one let's do the same thing and with the first particle system I can see I left the end of the mission at 200 so let's make it 140 as well and now let's try to bake it all okay and let's try to play back our Loop okay and this is now looping correctly so we have some nice looping snow we have some dancing trees and dancing hot so the only thing left is you know to add some materials and to make it look nice to give it some beautiful lighting so let's go to the render settings and first of all for the EV preview I will enable you know ambient occlusion Bloom some Reflections and a refraction so we can see what we are doing but the final will be Cycles anyway so let me switch to GPU and enable some denoising and I will use optics denoising for you know some faster preview renders and something really small for samples like 64. and then you know when I'm satisfied with the animation I will ramp up the samples and you know maybe use another denoiser and stuff like that so um yeah and in the performance I will use lower value here for the tiling and basically that's it um so let's hold Z and choose material preview and let's press shift a and let's add a plane let's scale it up and let's move this down like here so we have some background let's go for a camera view and with addition of the globe we need to reposition our camera so let's press G then Z move it up tiny bit and maybe a little bit away and then make this larger so the snow object should have already the material by the snow add-on so let's select the trees and give them the snow as well and you can see they're linked so it gets applied to all of them let me move this because it's overlapping a little bit and now let's make sure our snow flake object has the same material and now we'll just need to take care of some of the wooden material and let's just find some nice color make it a little bit darker maybe more towards red so it's a little bit stylized like this okay and you know let's play with the roughness a little bit let's increase it and let's play with the bevel amount as well so it's a little bit more pronounced and now let's choose the material for the sides for the floor as well and now here at the top we can choose the same material but duplicate it and you know increase the brightness a little bit like this and then maybe choose it for the floor as well so there is a little bit of the differentiation and now let's select the chimney let's you know choose something like this so it looks like a stone maybe and then the wooden material for the trunk as well now for the background we'll go for something you know Violet like this let's go for a camera view let's press Ctrl B and limit our render preview just for the camera bounce and yeah maybe we can give the same material to the bottom of the globe as well and now let's select the globe itself first of all I will go here and you know switch the wire back to the textured so we can see the object and create a glass material and now let's scroll down and in the viewport display that's only for the purpose to see this in EV will enable screen space refraction and then you know go with transmission all the way to one set roughness to something like 0.01 release something subtle and set the ior to something lower like 1.1 I don't want this to be so distorted and now we'll need some light of course so let's press shift a and we'll add an area light and let's press G then Z move it up and I will hold period on a keyboard and switch to 3D cursor make this a little bit larger and let's switch from Square to disk and let's set something really strong like 750 or maybe even 1500 we'll see about that and now let's press R then X and 90 degrees so we are able to rotate it all the way here now press R then Z and position it better in the scene and G than Z to bring it up a little bit so we have this light you know from the side and now if you look at the render preview we have this nice lighting from the side and it creates a nice reflection on the globe as well maybe we can make this a little bit larger so it's more soft light and maybe give this like a blue tint and then press shift d r z and duplicate this towards the other side find some nice placement like this and maybe make it a warmer light or maybe not so much yeah let's leave this cold and now let's press shift d to duplicate this and ALT G and ALT R to reset it both rotation and position now let's look from the top and place it here and I will explain um just in a second I want to shine a light on the background but at the same time I need to get the light in the snow globe as well and right now it kind of blocks a lot of light here um so we can take advantage of the area light and just bring it up like this and it will actually shine some light here on the inside as well as on the outside and let's bring it up to something like 1500 and make it a warm light here I will create this nice effect in the background and I really like this and now we have the cursor in the middle so we can just press shift a and add a point light here and press G then Z and bring it up in the house towards the roof and make it really strong something like 500 and they'll create this kind of light and make it really warm so there's a little bit of that contrast here and we got these nice Reflections on the trees maybe not so towards the red side maybe something like this okay and right now we can just go to the world settings and increase the World Lighting and play with the color just like that now let's go for a camera view and in the render settings we can scroll down to the color management and enable high contrast setting and play with exposure and you should have a result like this now don't worry about this um particle emitter if you don't want to see it in your viewport previews you can just select the object and give it a new material and now you can switch principle to transparent and basically um in the EV you need to additionally choose blend mode to Alpha clip and it will disappear from your scene and in the Cycles as well so that's a way how to get rid of that so that's our little snow globe scene and I will now go ahead and render it you can go to the opposite settings choose your folder for output and then either render PNG sequence or switch this to ffmpeg you know with some MP4 encoding choose your folder and just hit render and render animation or Ctrl F12 and wait it out you know see your preview animation maybe even go lower on the sampling like 32 and you know smaller resolution like 800 by 600 to see your preview to see your timing whether you like it whether you like your Lighting in the end and then when you're satisfied with your animation just ramp up these settings and leave it out you know to render so yeah that's it for the snow globe animation I guess I really hope you enjoyed this one it was a handful but if you did please leave that like it will really help me and my channel and again if you're new to the Channel please hit that subscribe thank you all for watching and have a wonderful day foreign [Music]
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Channel: Polygon Runway
Views: 55,699
Rating: undefined out of 5
Keywords: blender, 3d, tutorial, blender tutorial, low poly tutorial blender, 3d illustration, 3d modeling, 3d modeling tutorial, blender modeling, blender modeling tutorial, modeling, modeling tutorial blender, 3d modeling software, low poly art, blender animation tutorial, animation tutorial, blender 3.4, blender 3.4 tutorial, blender snowing, blender snow particles, blender snow animation, blender snow globe, blender snow globe tutorial, blender snow globe animation
Id: wht7VOQRyM8
Channel Id: undefined
Length: 51min 14sec (3074 seconds)
Published: Mon Jan 09 2023
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