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Download "Blender Toon/Cel Shader Tutorial 2D Grease Pencil + 3D Modelling [1/4]"

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Subtitles

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  • ruRussian
Download
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blender's 3d and 2d tools to create this
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awesome toon shaded scene we'll be
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modeling and texturing and even using
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the grease pencil tool for our 2d
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character so let's jump right in
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[Music]
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hello everybody and welcome back to
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tiptoe and to this blender series where
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we'll be working with the 3d and 2d
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tools to create complete scenes from
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start to finish we'll start by modeling
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this basic scene moving on to adding the
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foliage working with particle systems
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and modifiers then we'll texture
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everything in a tomb shader style and
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add 3d animation then add a 2d animated
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character with the grease pencil tools i
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will say that i'm still evolving as a
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blender user so this is just the way
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that i do things if you do know of a
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better way please feel free to share
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that in the comments but this is a
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workflow that i've used to create full
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animations from start to finish in this
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first episode we'll be modeling and
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texturing the basic scene so let's just
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jump right into it okay then so let's
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get started the first thing you should
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do is just get used to moving around in
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blender if you've never used it before i
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highly recommend using a mouse for this
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one because the middle mouse button is
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how you move around in the viewport
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middle mouse will help you rotate the
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screen if you hold shift and click
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middle mouse you can pan around the
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environment and if you scroll in and out
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with the middle mouse wheel then you
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will zoom at any point during this
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tutorial you don't see what keys i'm
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pressing or i forget to say you can
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actually see that in the bottom left
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here i've got a key reader built in so
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anything that i type to bring up any
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menu will appear down there in the
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bottom left i recommend you just get
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used to playing around with the system
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for a while um if you don't have a
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middle mouse or if you don't have a
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numpad
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on your keyboard which i'll mention a
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few times then anything you i say with
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those controls can be done up here in
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this section you can use this to move
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and rotate your viewpoint by clicking
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and dragging zooming using this icon
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panning using this icon and entering and
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exiting the camera by clicking this icon
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here like so i'll be using all the
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keyboard shortcuts to do those things so
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if you don't have those specific keys on
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your keyboard you can still follow along
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with that in mind we're just going to
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jump right in i'm not going to do a
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boring thing when we go through the
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interface and teach you all about it and
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things like that we're gonna do it as we
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use it because that's the best way to
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learn so the first thing we need to do
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is start setting up our environment with
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a simple ground plane for everything to
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sit on so let's do that first if you
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watch any blender tutorial then you know
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the first thing you do is delete the
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default cube so i'm going to select that
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with a left click i'm going to press x
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on my keyboard and then choose delete
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just to get rid of that and we're going
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to bring in a plane which is just a flat
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surface for our world to sit on so shift
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a and then under mesh we're going to
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choose plane before we click anything
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else even rotating the camera we're
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going to see this little menu down here
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in the bottom left i'm going to expand
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and i'm going to set the size of my
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plane to be 10 meters by just typing in
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10 and hitting enter you'll notice that
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as soon as i left click anywhere else or
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rotate the camera that menu does
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disappear so you need to make sure that
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you don't accidentally click away we are
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in a currently called uh object mode
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where we can select and move things
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around if i press g for example i can
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grab this and move it around in my
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environment and just ctrl z to undo that
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what we want to do is make this ground
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lumpy okay so we're going to uh press
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tab which brings us into edit mode and
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you can see that i can start selecting
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the individual points of this plane if i
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tap again we go back to object mode if
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up here in the top left you can actually
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navigate between all the different modes
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by this drop down menu but we're going
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to go into edit mode okay
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we're going to press a which will select
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all of the points on our plane and so if
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i select just top left or top right you
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can see it go orange i press a it's
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going to grab everything i'm going to
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right click and we're going to choose
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subdivide and that's going to cut our
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plane into a whole bunch of segments and
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we're just going to do that a few times
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until we get squares that are nice and
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small something like that so we can
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start manipulating our environment
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anywhere where there is one of these
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vertex points we can move or manipulate
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it so if i press g which is the shortcut
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for the move tool g for grab i can start
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moving this around in 3d space and if i
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left click you can see that confirms
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that however we don't want just to
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affect this one individual point so i'm
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going to turn on something called
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proportional editing by clicking this
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button up here in the top
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then when i select a point and press g
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you'll notice we get a circle around our
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cursor and everything inside that circle
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is being pulled proportionally based on
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the original selection if you scroll
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with your mouse wheel you can make that
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circle bigger and smaller and we can
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just start pulling
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selecting single points with the left
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click and just start pulling our
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plane up and around in different areas
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so going around the edges selecting a
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point pressing g and just pulling it
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upwards okay and we're going to do that
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and we're going to create basically like
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a little beach area like a little grassy
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beach in the middle
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let's create
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a dip in our river here so i'm going to
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press 2 not numpad 2 but the normal 2
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and you'll notice that my dots disappear
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and instead i can start selecting lines
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so you have 1 2 and 3 on your keyboard
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one allows you select individual
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vertexes 2 individual edges and three
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individual faces which are everything
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between three or more vertexes so press
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two to select edges and i'm going to
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hold alt and then select this
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edge down here which will select the
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entire edge for me then i'm going to
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press g again
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and start to move it down but i only
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want to move it on the z-axis i don't
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want it to go backwards i don't want it
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to go
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sideways either i just want it to go up
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and down so to do that press g for move
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and then press z to lock it to the z
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axis and bring it downwards if you start
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scrolling you'll see that we can start
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to dip
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our ground a little bit that's looking
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about right
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we don't have enough riverbed to be
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working with so i'm actually going to
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extrude this face which means to add
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another face based on what you've got
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selected i'm going to do that by
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pressing e for extrude and then y to
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lock it to the y axis and just extrude
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that out like so so i've got a bit more
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of a riverbed now we want to subdivide
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this area so that it's got squares like
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the rest of our mesh here um but the
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best way to do that once you're inside a
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mesh that's already kind of established
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is to press ctrl r to bring up your loop
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cut tool you can see we get this yellow
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line if i hover this yellow line in the
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middle and scroll up i increase the
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amount of lines that i can create
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left clicking confirms my selection you
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can see i can then slide it around on
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the faces but if i choose right click
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it'll pop it slap bang in the middle and
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voila we now have a dip in our mesh so
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i'm going to go back to vertex mode and
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continue tweaking this until i'm happy
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that's looking pretty good but it's
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looking a bit steep actually so i'm
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going to press a to select everything
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like we did before then i'm going to
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press s
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for scale okay and then i'm going to
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press z to only scale along the z axis
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and you can see i can then make
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everything deeper or shallower based on
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my selection i'm just going to make
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everything just a little bit shallower
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that's looking perfect let's press tab
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again to go back into object mode and
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you can see now we've got a cool looking
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ground plane i'm going to press g and
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then z as well to bring it up just so
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that the bottom of our plane here is
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resting roughly on the floor of our
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world let's add a bit more variation to
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this though using some modifiers i'm
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gonna right click this and choose shade
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smooth you can see at the moment um if
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we go to say like shaded view rendered
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view up here you can see that we get
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these kind of weird crosses on some of
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our content if you click right click
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and shade smooth that gets rid of that
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for us and we're going to use some
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modifiers to make this all lumpy and
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bumpy so let's go back to
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viewport shading solid so we can only
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see our solid doesn't apply any of our
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lights and we're going to click this
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little spanner down here
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and choose add modifier the modifier
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we're going to add to this first of all
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is a subdivision surface which basically
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allows us to double the amount of
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squares in our mesh without doing any
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extra work and we're going to make sure
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that both of those are set to 2 which is
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just going to smooth it up a little bit
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further then we've got a new modifier on
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top called a displaced modifier now
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that's going to add some lumpiness i
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need to give it basically a texture to
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displace it with so we're going to click
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this plus new here and we'll just rename
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this um
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lumpy ground okay
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and with that lumpy ground texture you
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can see that we've got this kind of grid
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icon if you then click the red grid icon
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that looks the same down here in your
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texture properties we choose basically a
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texture to displace this map with and
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we're going to choose the one called
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voronoi which creates this crazy kind of
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lumpy surface which is perfect for what
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we want but it's a bit too intense at
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the moment basically what this is doing
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is everywhere there is black it's not
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going to move the mesh and everywhere
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where it's white is going to move the
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mesh up to the extent of our properties
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everywhere that's in between that is
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going to create these lumps by doing it
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proportionally i'm quite happy with the
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size let's see that where that is for
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now but i don't want the intensity so
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much so i'm going to scroll down colors
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here and i'm going to just drag my
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contrast all the way down 0.04 let's try
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that looks pretty good we just got some
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nice lumps and bumps in our ground and
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now we've got a pretty good lumpy bumpy
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plane the good thing about this as well
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if i select my object press tab to go
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back into edit mode i can continue to
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just tweak these points as well
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create a bit more of a
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valley in the middle of our river here
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it will have updated the mesh and
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procedurally recreated all this detail
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so if we made this detail with a mesh it
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would be crazy to then edit later on but
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we don't need to because we've done it
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with modifiers so let's make sure we
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name this we'll just call this ground so
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we've now got our ground plane set up
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and we're feeling pretty good i'd like
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to make a wall that goes around the edge
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of this plane okay um like a cliff edge
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so let's do that first of all let's hide
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our ground plane temporary by clicking
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this eye icon here just to turn it off
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it's still there just not visible in the
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viewport let's press shift a mesh and
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cube and we're going to bring in a new
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cube object same as the default cube
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we're going to scale this along the
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x-axis by pressing s and x to scale like
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so let's make it nice and long uh and
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we'll scale it along the y as well s and
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y until we get something relatively deep
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and we'll make it a little bit bigger s
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and z something like that if i go to my
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item um properties up here uh by pretty
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you can press this n is the shortcut by
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the way to expand or contract this view
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you'll notice that my scale is now 15 3
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and 1 because we've made this bigger
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than what it is whenever you make
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changes to an object like this we scale
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that in object mode not in edit mode you
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want to apply them by pressing ctrl a
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and just
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applying all transforms or in this case
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just scale because we've already done
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the scale that resets the scale back to
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one and then any modifiers you apply to
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it will apply based on a scale of one as
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opposed to whatever your your new value
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is and that's super important for later
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on so that's just control a
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apply right let's press tab to go into
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edit mode and let's start adding some
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detail to this mesh
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i'm going to subdivide it a whole bunch
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of times pressing ctrl r making this
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yellow line appear and just scrolling
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all the way up
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something like
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that looks pretty good to me left click
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and then right click to release that's
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looking pretty good now i want to create
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some lumpy bumpy um cliff face edges
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just along this edge here so i'm going
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to press three to go to face select mode
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and you'll see now i can just start
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holding shift and left clicking randomly
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on any of these faces here start
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selecting random faces something like
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that seems pretty good let's then press
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g for move okay and this time we're
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going to make sure we turn off
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proportional editing so we're just going
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to turn off that option up there g for
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move and then y to only move it back in
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y space i'm just going to push these
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back a little bit then we're going to
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see where there's any flat portions and
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with a little bit more control we're
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going to just start bringing these
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forward with g
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and y and we're going to start creating
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these kind of lumpy and bumpy surfaces
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so fairly happy with that lumpy
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bumpiness you can see here that we've
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now got the front face of our edge still
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looks a bit too uniform for me though so
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i'm going to press ctrl r again for loop
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cut but this time we're going to loop
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cut horizontally i'm going to add in a
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few more segments
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and we're going to do exactly the same
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thing but this time we have to select
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all the way along a horizontal edge to
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do that i'm going to hold alt again i'm
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in edge select mode here i'm just going
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to hold alt and i'm going to click any
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one of these vertical lines you'll see
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that how that will select the vertical
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loop if i press horizontal line it will
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select the horizontal loop okay i can
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either pull them back like this just by
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pressing g and then y like so or if you
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want to move a whole face you can press
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three
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hold alt and click and it will suck the
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whole face and you can start pulling
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those whole segments as you can see the
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results are pretty much the same okay
00:12:19
we want that overlap to be more present
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pronounced though so i'm going to press
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ctrl r again for a loop cut left click
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so i accept it slide it right up to the
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top
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boom and click it there so we've got a
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loop cut right under the edge let's hold
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alt click
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gy and we'll create a nice lip at the
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top you can see we've got some lumps on
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the back doesn't really matter but if
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you want to fix those what you can do is
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make sure you're in face select mode
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and just select all those faces along
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the back if you're having trouble
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selecting them you can turn on x-ray
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mode up here to see through your object
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and then when you select all the faces
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you'll see you can select everything all
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the way through do be careful though
00:12:54
because you can select obviously
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everything from every side with x-ray
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mode turned on so make sure that you're
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only selecting the faces that you want
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and nothing else once you've selected
00:13:03
them press s for scale y to scale along
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the y axis and then zero to make them
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scaled to zero and bam there you go we
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now have a box with a wobbly front edge
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let's apply some voronoi to this we're
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going to right click it first of all
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turn off x-ray mode right click and
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shade smooth to create our smooth edges
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like this then let's apply a subdivision
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surface to make it a little bit lumpier
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and bumpy smoother and we'll put that at
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say like three three seems about right
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to me you do notice that it's curving
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the edges of our cliff as well not too
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much of an issue at the moment um but if
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you wanted to stop that from happening
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you could add in another loop cut
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and just bring it over to the edge like
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this and that will really sharpen up
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your edges again
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all right that's looking pretty good
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let's add another modifier on top of
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that okay we're going to add a
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displacement modifier and we're going to
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call this one new and we'll just call it
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cliff lumpy
00:14:00
we'll go back down to our textures and
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we'll add the exact same thing as last
00:14:03
time we're going to do a voronoi okay
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kind of crazy at the moment but of
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course we're going to take that all the
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way down let's try the same amount of
00:14:10
contrast not 0.04
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looking very nice there last thing we
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need to do to stop this kind of
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stretching only going in one direction
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here tab into edit mode control r and
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scroll to create a bunch of crosses like
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this and then right click like so and
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then your lumps will be um in all
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directions so we now have a very lumpy
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cliff which we're pretty happy with i'm
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just going to grab that in object mode
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and press g and y to move it back in
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space
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then we're going to turn back on our
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ground let's bring this in so that the
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back of the ground intersects like so
00:14:41
but what we really want is this to sort
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of curve around
00:14:45
our plane okay so we're going to do that
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with yet another modifier before we do
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i'm just going to tap into edit mode i'm
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going to press a to select everything
00:14:54
i'm going to scale y
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sorry i'm going to scale along the x
00:14:57
just a little bit i think we need to be
00:14:58
a little bit longer so what we need to
00:15:00
do is make a path for this shape to
00:15:02
follow so to do that we're going to
00:15:04
first of all um turn on x-ray mode so we
00:15:07
can see through our objects because
00:15:09
we're going to be bringing in
00:15:10
mesh plane
00:15:12
and if you don't click anything else it
00:15:14
should already be 10 meters in size
00:15:17
which is perfect for us but let's now um
00:15:19
press tab to go into edit mode for this
00:15:22
plane
00:15:23
two to go into edge select and we're
00:15:24
just going to select this front edge
00:15:26
x
00:15:27
to delete and then choose edges what
00:15:29
that leaves us with is this kind of u
00:15:32
shape here with no face or anything like
00:15:34
that back in object mode i'm going to
00:15:36
right click that face and choose convert
00:15:37
to curve and that's going to turn it
00:15:39
from a mesh object into something
00:15:40
similar to like a pen line object from
00:15:42
photoshop or illustrator and we're going
00:15:44
to call this one cliff curve we'll call
00:15:47
this cube as well cliff you need to
00:15:49
always maintain your naming conventions
00:15:51
and on this cliff object here we're
00:15:54
going to apply another modifier
00:15:56
after all of the others and it's going
00:15:58
to be a curve modifier
00:16:00
the curve object we're going to set by
00:16:02
clicking this eyedropper and hovering
00:16:04
over our cliff curve
00:16:06
we're going to set to be that now it's
00:16:07
going to go crazy but don't worry this
00:16:09
is because we've offset the position of
00:16:11
our cliff so if i select my cliff object
00:16:13
and i press g to move it and let's move
00:16:16
it say like along the y-axis you'll
00:16:18
start to see that it moves back into
00:16:20
shape just a little bit so what we'll do
00:16:22
is temporarily we're going to hide this
00:16:24
curve in the viewport just turn that off
00:16:26
so that we can see our original object
00:16:28
then we're going to press with the
00:16:29
object selected shift and s and we're
00:16:31
going to go selection to cursor and
00:16:33
that's going to move the origin of this
00:16:35
object to our 3d cursor bam which should
00:16:38
still be at the world origin if your
00:16:40
cursor isn't at the world origin if you
00:16:41
accidentally moved it somehow perhaps by
00:16:43
holding shift and right clicking and
00:16:44
accidentally moving your 3d cursor
00:16:46
around you can press shift s and then
00:16:48
choose cursor to world origin to put it
00:16:50
back now when i turn my curve object on
00:16:52
it's going to be a little bit more like
00:16:53
we want it's curving around our object
00:16:55
here but as you can see it's really
00:16:56
offset and that's because we need to
00:16:58
move this in x space so you can see at
00:17:00
the moment it's going to take the origin
00:17:02
of our cube and attach it to one end of
00:17:04
this line and then stretch it around the
00:17:06
edge so if i move this
00:17:09
along the x-axis like so if i turn back
00:17:12
on the curve you'll start to see what's
00:17:13
happening you can start to shift this
00:17:16
around your object a little bit you can
00:17:18
see i've actually got a bit much so if i
00:17:19
press tab to go into edit mode you'll
00:17:21
see the original mesh i can scale this
00:17:23
back down on the x
00:17:25
bam that's looking pretty good so you'll
00:17:26
notice that our clip is on the outside
00:17:28
which is no good because we want the
00:17:30
good information on the inside here to
00:17:32
fix that we just select our cliff curve
00:17:34
object press tab to go into edit mode
00:17:36
and we're going to actually rotate this
00:17:37
around the y axis by pressing r and then
00:17:40
y and you'll notice you get some pretty
00:17:41
wacky effects but if you hold ctrl you
00:17:43
can lock it to five degree increments
00:17:46
and you can make it be 180 degrees so
00:17:49
that you've got the perfect rotation and
00:17:51
now our cliff is on the inside so now
00:17:53
our cliff is facing the right way but
00:17:55
it's too far in okay so what we're going
00:17:57
to do is move this cliff wall back away
00:17:59
from the center a little bit if i tab
00:18:01
into edit mode this is all based on the
00:18:02
origin of our object so if i then press
00:18:04
g and y with everything selected i can
00:18:07
move this origin back
00:18:09
press tab to go back into object mode
00:18:11
and you'll see that our
00:18:13
cliff face is looking a bit more natural
00:18:15
i'm pretty happy with that i actually
00:18:16
don't want the cliff on this side so i'm
00:18:18
going to tab back into
00:18:20
object mode here and just press g and x
00:18:22
to just slide that along
00:18:24
like so so i want this to have a little
00:18:26
bit of a rotation to it so i'm going to
00:18:28
press r and then y to rotate it on the y
00:18:31
axis and this is going to like twist our
00:18:34
entire cliff because remember it's
00:18:36
actually based on the origin object over
00:18:38
here so that's going to create a little
00:18:39
bit of a slope and then we can move down
00:18:42
until our wall kind of just
00:18:44
almost disappears on this other side
00:18:46
here so now we have the plane that we're
00:18:48
working with the cliff that we're
00:18:50
working with but it's time to add the
00:18:52
last things on the hard scape the grass
00:18:54
and some rocks to scatter around i'm
00:18:56
going to select my cliff object here i'm
00:18:59
going to tab across into edit mode and
00:19:02
i'm going to go to 3 to select face mode
00:19:05
then i'm going to press numpad 7 to go
00:19:07
to
00:19:08
top orthographic which is basically just
00:19:10
going to show me the very top edges of
00:19:12
my plane if you don't have numpad what
00:19:13
you can do is hold alt and then middle
00:19:15
mouse and so drag downwards and it will
00:19:18
snap you to that view and if you drag in
00:19:20
different directions you can snap to any
00:19:22
of the axes views like this as well then
00:19:24
i'm going to select everything on my top
00:19:25
then i'm just going to check i don't
00:19:26
have any extra faces i do have some
00:19:28
selected here so holding alt and shift
00:19:30
i'm just going to click these vertical
00:19:32
lines here to deselect all these loops
00:19:35
and that leaves me with just the top
00:19:37
faces selected and press shift d to then
00:19:40
duplicate those faces and right click to
00:19:42
release them then i'm going to press p
00:19:44
for
00:19:45
pepperate separate p
00:19:48
separate selection to a new object and
00:19:51
that's going to give us
00:19:53
if we press tab again that's going to
00:19:55
give us a cliff section like so and then
00:19:58
a duplicate of that cliff section that
00:20:00
is just the top plane as you can see it
00:20:02
has all of the same modifiers and things
00:20:04
applied to it as well we're gonna add
00:20:05
another modifier to this after all the
00:20:07
others uh called a solidify modifier and
00:20:11
that's gonna basically just pretend that
00:20:13
this plane then has some 3dness to it we
00:20:16
can increase the thickness to see what's
00:20:17
going on there so now that it's got some
00:20:19
thickness and it's sitting on top of our
00:20:21
cliff as you can see here we're just
00:20:23
going to press s and we're just going to
00:20:25
scale up ever so slightly and bring it
00:20:27
down
00:20:28
so that it intersects with that mesh and
00:20:30
what that's done is basically just
00:20:32
giving us a little grassy lip that
00:20:34
overlaps the top of our cliff edge like
00:20:37
so so we've now got a base to add some
00:20:39
actual grass on later on in our scene
00:20:42
okay all right let's add some rocks then
00:20:45
so to add a rock we're going to do
00:20:46
something very similar we're going to
00:20:47
press shift a mesh and bring in a new
00:20:50
cube and just for simplicity i'm just
00:20:52
going to turn off everything else in my
00:20:54
scene so my cliff base and my other
00:20:56
cliff base so you now have all of those
00:20:58
and this cube here we're just going to
00:21:00
rename to rock i'm going to press g and
00:21:02
z just to bring it up in z space a
00:21:04
little bit all right let's add some
00:21:05
modifiers to make this look a little bit
00:21:06
more like a rock so let's add a
00:21:08
subdivision surface modifier which is
00:21:10
going to cut that rock up leaving us
00:21:12
with the same amount of vertices but
00:21:13
it's going to increase the smoothness
00:21:15
and let's pop this up to like four
00:21:17
right click that and choose save smooth
00:21:19
and all of a sudden our cube is now a
00:21:21
sphere let's add another modifier onto
00:21:23
that one and it's gonna be our old
00:21:24
faithful displace go to our texture
00:21:27
settings and we will once again choose
00:21:29
voronoi but this time we're going to
00:21:31
increase the scale a whole bunch okay
00:21:33
now this again does depend on the scale
00:21:36
of your mesh so it's very important that
00:21:38
when you start scaling this you're not
00:21:39
scaling in object mode because you'll
00:21:40
notice if i scale in object mode it'll
00:21:42
all look fine until i press ctrl a and
00:21:44
apply the scale and then we'll get a
00:21:45
completely different shaped voronoi with
00:21:48
that in mind i'm going to scale this
00:21:49
rock down in object mode because i'm
00:21:51
aware that i need to apply it i'm going
00:21:53
to press g to move it back a bit
00:21:56
and then gz to move it down a bit and gx
00:21:59
to slide it along and we're just going
00:22:00
to use this as like a rough position
00:22:02
that we're going to be putting our rock
00:22:04
in so i'm going to go down to my colors
00:22:06
i'm going to decrease the contrast but
00:22:07
i'm going to increase the scale a little
00:22:09
bit before i do ctrl a apply the scale
00:22:11
you can see how that makes it different
00:22:13
based on the size of the rock and you
00:22:14
can start to see where we're going with
00:22:16
this okay we're going to just
00:22:18
decrease the size until we get something
00:22:20
a little bit more extreme than our lumps
00:22:23
here that's looking pretty good to me
00:22:25
but it's not the right shape so i'm
00:22:27
going to tab into edit mode i'm going to
00:22:29
press 3 to go to face selection and i'm
00:22:32
going to press ctrl r to loop and i'm
00:22:34
going to loop cut my rock a few times
00:22:37
vertically like that okay
00:22:39
then with face selection on so that's
00:22:41
three i'm just going to start grabbing
00:22:43
with g
00:22:44
and y to bring them out just start
00:22:46
moving these faces around okay
00:22:53
let's press ctrl r this way and add in a
00:22:55
few loop cuts so that we can modify in
00:22:58
all directions as you can see this is
00:23:00
really going to drastically affect the
00:23:01
shape of your rock
00:23:04
but if your voronoi is too strong it
00:23:06
might start folding in on itself so you
00:23:08
might need to decrease the contrast a
00:23:10
little bit just until you get something
00:23:12
that you're vaguely happy with
00:23:18
i'm vaguely happy with the shape of that
00:23:20
rock of course you can always come back
00:23:21
and tweak it later so for now what i'm
00:23:23
going to do is i'm just going to start
00:23:24
positioning it properly in my scene i'm
00:23:26
going to press 7 to go to top view and
00:23:28
then r to rotate then i'm just going to
00:23:30
shift d to duplicate that rock right
00:23:32
click to release it
00:23:34
g and y to move it forwards okay then g
00:23:37
and z
00:23:38
let's rotate it again a little bit maybe
00:23:40
choose a different angle if i now go
00:23:42
into my mesh here and i just start
00:23:44
pulling around a few different vertices
00:23:48
you can start to see especially with
00:23:50
proportional editing turned on how you
00:23:52
can really quickly
00:23:55
create some variations on rocks and
00:23:56
things like that okay in fact if i just
00:23:58
grabbed all of this with a in edit mode
00:24:00
and then scaled it down along the y-axis
00:24:03
we can create a more lumpy rock so let's
00:24:05
move that back as well and then let's
00:24:07
duplicate that again
00:24:09
right-click to release move into
00:24:11
position rotate around the z-axis maybe
00:24:13
this time
00:24:14
and start to bring that down so you can
00:24:16
start to see bam we've got some really
00:24:18
interesting ways to create some nice
00:24:20
rocks here so i'm going to add a few
00:24:22
more of these to the scene
00:24:23
and then i'll get back to you
00:24:28
[Music]
00:24:45
okay so i think i'm pretty happy with
00:24:46
that as my scene uh i'm going to
00:24:48
increase my x scale of this plane a
00:24:51
little bit just so that the ground does
00:24:53
extend fully into
00:24:55
the the rocks and things then i'll press
00:24:57
ctrl a and apply that scale so that my
00:24:59
voronoi works correctly all right now
00:25:01
that we have modeled our hardscape um
00:25:04
probably best to add a little bit of
00:25:05
texture to this so we can start to see
00:25:06
what the final scene might look like the
00:25:08
moment we've been working in solid view
00:25:10
mode so all you can see is the basic
00:25:13
shapes that we've applied okay up here
00:25:15
in these settings we have wireframe mode
00:25:17
we have solid mode we have material
00:25:19
preview which remember we don't have any
00:25:21
materials and we have a render preview
00:25:23
mode which shows us what our scene might
00:25:24
look like when it's rendered including
00:25:26
lights and things so if i select this
00:25:28
existing light object you can see that i
00:25:29
can move it around that it affects the
00:25:31
light of our scene and we're going to
00:25:32
use this light just as a basis for now
00:25:35
to get some materials down and we'll
00:25:36
light our scene properly later on so
00:25:38
let's start with the rock because that's
00:25:40
probably the simplest thing it's a one
00:25:42
material object i'm going to go to my
00:25:45
shading tab and we're going to make sure
00:25:46
we're in render preview mode in this
00:25:48
viewport as well here so we're going to
00:25:50
click this plus new button here which is
00:25:52
going to give us a new node material and
00:25:54
you can navigate this window in the same
00:25:55
way that you navigate the other
00:25:56
viewports with shift and middle mouse
00:25:58
and things like that now all materials
00:26:00
in blender are based on nodes which are
00:26:02
these little boxes here and you connect
00:26:03
these boxes together with strings to
00:26:05
create your materials so you can see if
00:26:07
i disconnect this bsdf principled node
00:26:10
from my material output node we lose the
00:26:12
current default material that is on our
00:26:14
texture so just try and follow along and
00:26:16
trust me once you've been using a
00:26:17
blender a little while you'll start to
00:26:19
realize what some of the nodes do and
00:26:20
even by the time you finish this series
00:26:22
you'll have a better understanding of
00:26:23
how they work i need to add a new mode
00:26:25
that takes all of this complicated
00:26:26
information here and just translates it
00:26:28
to straight rgb channels so to do that
00:26:30
i'm going to press shift a
00:26:32
search for shader and we want shader to
00:26:35
rgb then shift a search for a color ramp
00:26:39
hit enter and we're going to drop that
00:26:40
in we're going to connect the color of
00:26:42
the rgb to the factor of the color ramp
00:26:45
and the color out of the color ramp to
00:26:47
our surface and now you can see we're
00:26:49
back where we started
00:26:51
okay however if we change this linear
00:26:53
option to constant here you'll see we
00:26:55
get a perfectly black shape and that's
00:26:57
because it's basically taking the rgb
00:26:59
value and the more light that hits this
00:27:02
object the further right in this
00:27:04
collection of colors here it's going to
00:27:06
select a color from so what this means
00:27:08
is if i move this white slider down
00:27:10
you'll start to see some of the white
00:27:11
hitting this rock here if i now move my
00:27:14
light in the scene
00:27:17
you can see that that changes the
00:27:18
shadows on our rock and that's going to
00:27:20
be the principle for basically all of
00:27:22
our cartoon tune shading in this series
00:27:25
so let's select this rock again but
00:27:27
obviously we do not want our rock to be
00:27:28
black and white that looks rubbish okay
00:27:31
we want some real colors now the best
00:27:33
way to work with real colors when
00:27:34
working with a color palette like this i
00:27:36
found is to bring in your color palette
00:27:37
into blender so we're going to press
00:27:39
shift a
00:27:40
up here in this preview window and we're
00:27:42
going to bring in an image reference
00:27:45
okay and oh before we do that however
00:27:47
i'm going to hold alt and i'm going to
00:27:49
snap to my front view because the angle
00:27:51
of your view is the angle in which it
00:27:53
brings in the reference image so shift a
00:27:55
image reference and i'm going to find my
00:27:57
folder
00:27:58
and inside here i have an asset called
00:28:01
complete palette let's load that in and
00:28:04
that's going to load in this reference
00:28:05
image which i can move upwards with gz
00:28:08
and backwards the gy and no lights will
00:28:10
affect a reference image at all
00:28:12
additionally it will not render either
00:28:14
you don't even worry about turning it
00:28:16
off we'll select our rock here like so
00:28:18
okay and we're going to say right
00:28:20
whenever light hits this rock on the
00:28:23
brightest area i want this color to eye
00:28:25
drop i want my brightest gray okay
00:28:28
i'm going to add in a few more points
00:28:29
with this plus button here and i'm going
00:28:31
to say the less light that hits it
00:28:34
the further down
00:28:36
these grays is going to pick the gray
00:28:38
from uh let's add in one more and make
00:28:41
the darkest one this kind of bluish gray
00:28:45
here like that in fact let's go even
00:28:47
further let's slide these up and as you
00:28:49
can see the diff the distance between
00:28:51
these points is very important
00:28:53
you'll be tweaking this later on as you
00:28:54
actually um
00:28:56
light your scene properly but for now
00:28:58
we'll just leave them kind of roughly
00:28:59
where they are
00:29:00
you can see that i can tweak these
00:29:02
around so that you can basically have
00:29:03
things like rim lights
00:29:05
or more powerful or darker objects like
00:29:07
that
00:29:08
let's do something like that for now and
00:29:11
as you can see there we now have a
00:29:12
material shader on our rock that as the
00:29:14
light moves
00:29:17
so too does the color of our rock which
00:29:19
looks really good awesome however we
00:29:21
want to add like a nice big chunky
00:29:22
border to our rock as well okay now to
00:29:25
do that we need to add a second material
00:29:27
slot to this object so let's go down to
00:29:29
our material properties panel here and
00:29:31
you can see that we now have material
00:29:32
one which i'll quickly rename to just
00:29:35
stone okay we have material one in the
00:29:37
first slot let's add a new slot to this
00:29:40
object which is empty and in there we're
00:29:43
going to add a new material so this plus
00:29:44
new and this plus new do the same thing
00:29:46
just do new material and we'll call this
00:29:48
one border okay we don't want a
00:29:51
principal principle.bsdf for this one so
00:29:54
we'll disconnect that and just delete it
00:29:56
all we want for this is a simple
00:29:57
emission shader so that's shift a
00:29:59
emission
00:30:00
and we'll connect the emission to the
00:30:01
surface bam and we'll make this
00:30:04
very nearly black let's do like this
00:30:06
darkest color here and then darken it up
00:30:09
a bit more
00:30:10
okay nothing has happened at the moment
00:30:11
because we have uh made a second slot
00:30:14
for this object and we've applied a
00:30:16
texture to it but there's nothing
00:30:17
telling us like where to put it now we
00:30:19
want to apply a modifier to this rock
00:30:21
that allows us to kind of create a
00:30:23
crunchy board around the edges so we'll
00:30:24
choose add modifier and we will choose
00:30:27
solidify which is going to bump up our
00:30:29
rock a little bit if we play with these
00:30:31
uh thickness settings here okay now
00:30:33
here's the important thing put all these
00:30:35
rocks in place but none of the scale has
00:30:37
been applied so if i now press ctrl a
00:30:39
and apply this scale you can see that
00:30:41
it's going to change my settings and
00:30:43
it's going to change how much my border
00:30:45
influence affects it so make sure you
00:30:47
have applied your scale and i'll show
00:30:49
you why again later when we actually get
00:30:50
this border to be visible we've applied
00:30:52
a solidify setting on here what we need
00:30:55
to do now is flip the normals on that
00:30:57
solidify setting and then in our
00:30:59
materials panel for border we need to
00:31:01
turn off backface culling okay the final
00:31:03
step for getting to this to work is we
00:31:05
need to make sure we're choosing the
00:31:07
border material for our solidify
00:31:09
modifier so to do that we just go down
00:31:12
to the materials options here and we
00:31:14
choose material offset by one okay flip
00:31:17
the normals and as you can see we now
00:31:19
have a chunky black border around the
00:31:22
edge of our rock wherever we see an open
00:31:25
edge that isn't connected all right
00:31:27
let's apply this to all of our other
00:31:28
rocks then i'm literally going to go
00:31:30
over to my panel here just choose all
00:31:32
the rocks
00:31:33
shift-click all of them and then i'm
00:31:35
going to shift-click in the scene
00:31:37
this original rock with all of the
00:31:39
settings so that it's got this yellow
00:31:41
border around it then we're going to
00:31:43
press ctrl l and we're going to choose
00:31:45
link materials
00:31:47
bam that's worked for our gray but then
00:31:49
we're going to have to copy the
00:31:50
modifiers which is just going to add
00:31:52
that solidify modifier to everything and
00:31:55
voila you can see now that we have this
00:31:57
border around everything some of the
00:31:59
smaller rocks however it's very thin
00:32:01
okay and it's thicker on the larger
00:32:03
rocks and that's because we haven't
00:32:04
applied the scale like i mentioned
00:32:06
before now i left it to this step just
00:32:08
to show you what happens if you don't
00:32:09
apply the scale
00:32:12
and then you select everything and you
00:32:13
do with ctrl a watch what happens to our
00:32:15
material
00:32:16
bonk it changes slightly okay now with
00:32:19
the rocks doesn't really matter too much
00:32:21
because they're rocks right they still
00:32:22
look just as good they look fine and now
00:32:24
all of our borders are the same
00:32:26
thickness however on these smaller rocks
00:32:28
here that you can see that some of the
00:32:30
meshes might get a little bit ballsed up
00:32:32
with that because they're now too small
00:32:33
and the the modifiers are being applied
00:32:36
too hard so if i then went down to our
00:32:38
displaced modifier here on one of the
00:32:40
smaller rocks and i started changing
00:32:43
contrast on it you'll notice it would
00:32:45
start changing on absolutely everything
00:32:47
every instance of that rock which
00:32:49
obviously isn't what we want so this is
00:32:51
why it's important to apply your scale
00:32:52
first because what we need to do now is
00:32:54
on some of these smaller rocks is
00:32:56
perhaps go over to our displacement
00:32:58
modifiers here okay and just get rid of
00:33:02
it first of all see if that works
00:33:04
because you might not need to displace
00:33:06
such a small rock for it to look good
00:33:08
and if you do then you'll need to apply
00:33:10
a new displacement modifier with a
00:33:12
different settings for smaller rocks i
00:33:14
quite like the look of them just by
00:33:16
turning these displaced modifiers off
00:33:18
they're so small that they don't really
00:33:20
need it for it to look good okay
00:33:22
now that rock is done applying this
00:33:25
texture to our dirt cliff is exactly the
00:33:28
same apart from we just choose brown
00:33:31
instead of gray okay
00:33:33
so let's quickly do that i'll do that in
00:33:35
fast forward mode and i'll do the same
00:33:37
thing where i apply the borders and
00:33:39
inverting the normals and all of that
00:33:44
[Music]
00:34:09
one thing you can do you can see here
00:34:10
that i've done my dirt texture and i
00:34:12
just want to do the same thing for the
00:34:13
grass but green
00:34:15
is you can just copy
00:34:17
your notes and then when you create a
00:34:19
new material then we'll call this one
00:34:20
you know grass
00:34:22
um you can then just paste those nodes
00:34:24
into there and it's going to create the
00:34:26
same objects and then obviously what we
00:34:28
need to do is just select different
00:34:29
colors for our grass so i'm going to
00:34:31
choose like the brightest yellow here
00:34:33
for the very peaks and then just go down
00:34:36
the
00:34:37
shades of green
00:34:43
[Music]
00:34:53
okay so that's starting to look good all
00:34:54
of our objects that have a single
00:34:56
material are now textured and of course
00:34:58
you can play with like the thickness of
00:35:00
your borders and things like that to get
00:35:01
something that you're happy with but
00:35:03
what we want for the ground plane is for
00:35:05
it to be sand down in this section a
00:35:07
thin line of mud and then the grass
00:35:09
color so to do that we actually start to
00:35:11
need mixing materials on a single object
00:35:14
so it's a little bit more complicated
00:35:15
which is why i left it to last and it's
00:35:17
the last thing we'll do for this episode
00:35:18
okay to start off with then i'm going to
00:35:20
select my object go into the shading
00:35:22
panel and we're going to create a new
00:35:23
texture and we'll call this one ground
00:35:26
in the ground texture we're just going
00:35:27
to delete the principal bsdfs that we're
00:35:29
starting off with pure black let's copy
00:35:31
first of all let's go to grass as an
00:35:33
example and we'll just copy all of the
00:35:35
nodes except material output now if we
00:35:38
go back to um ground we're going to
00:35:40
reapply ground to our plane but all we
00:35:42
really wanted to do was copy and paste
00:35:45
um this object here from this we're
00:35:47
going to make a basic sand material okay
00:35:49
and by just doing the same thing that we
00:35:51
did for the grass and just selecting
00:35:53
these brighter colors here
00:35:58
so we have ground now that is all sand
00:36:01
okay um but we don't want just that so
00:36:03
we're going to disconnect that from a
00:36:05
material output we're going to select
00:36:06
all of these three nodes and we're going
00:36:08
to press ctrl g to group them together
00:36:11
and that's going to pop them in their
00:36:12
own group okay then we'll connect the
00:36:15
group input to the base color of the
00:36:16
bsdf and the group output to the color
00:36:19
of the color ramp which basically just
00:36:21
means like it's like a folder we're
00:36:23
going into the folder and back out of
00:36:25
the folder um like so so if i now go up
00:36:28
a level bonk you can see that back in
00:36:30
our ground texture we have here a node
00:36:32
group that if i select this little icon
00:36:34
inside it is our sand so we're going to
00:36:36
rename this one sand don't get confused
00:36:38
here's what we're going to do we're
00:36:39
going to go back to our cliff wall
00:36:41
texture we're going to disconnect
00:36:44
from the material output we're going to
00:36:45
group
00:36:47
okay
00:36:48
we're going to connect to the group
00:36:50
inputs and outputs go back up a level
00:36:52
and just connect that group back to the
00:36:54
surface exactly the same thing apart
00:36:56
from our dirt is now in a group which
00:36:58
we're going to call um cliff wall we're
00:37:00
actually going to use this for the dirt
00:37:01
as well but it's mainly the cliff now
00:37:03
we're going to go to our grass because
00:37:04
that's the third material that we want
00:37:05
to mix we'll disconnect that we'll group
00:37:08
these we'll put the input and the output we'll
00:37:10
go back up a level and we'll reconnect
00:37:13
it so we're just basically grouping our
00:37:15
original textures and we'll call this
00:37:17
new node group grass all right now make
00:37:19
sure that we go back on our object here
00:37:21
and apply the ground texture to it so
00:37:23
we're back where we were before we now
00:37:25
have a sand node group and if i press
00:37:28
shift a i can go down to my groups here
00:37:30
and i can bring in a cliff wall node a
00:37:32
cliff wall node group and i can press
00:37:35
shift a again and bring in a grass node
00:37:38
group
00:37:39
and we're going to mix all three of
00:37:41
these into one texture essentially we
00:37:44
have to do it in like two stages though
00:37:45
whatever you want your base texture to
00:37:47
be let's say we want it to be a base
00:37:50
sand then on top of that mud then on top
00:37:52
of that grass because that makes the
00:37:53
most sense right we will connect two of
00:37:55
them with a mix shader so shift a search
00:37:58
and just choose mix and we want mix
00:38:00
shader like that this mix shader we're
00:38:02
going to put the color of the cliff wall
00:38:03
into the first slot and the color of the
00:38:06
brass into the second slot then if we
00:38:08
connect just temporarily this shader to
00:38:10
the material output you'll start to see
00:38:12
something interesting okay in preview
00:38:14
render mode so you can see here if i
00:38:16
change the factor of this all the way
00:38:17
down to zero what that's going to do is
00:38:20
choose whatever texture or material is
00:38:22
going into this first slot and apply it
00:38:25
completely if this factor was set to one
00:38:27
it's going to take whatever material is
00:38:29
in the second slot and apply that
00:38:30
completely if i press say 0.5 it's going
00:38:32
to mix the two
00:38:34
colors together not exactly what we want
00:38:36
what we want is this factor what is
00:38:38
visible from material 1 and what is
00:38:40
visible from material 2 to be a mask we
00:38:42
want to choose the area in which it is
00:38:45
masking so what we'll do is we'll
00:38:46
disconnect this from the surface first
00:38:48
of all
00:38:49
and we'll disconnect these from the the
00:38:50
shader as well so what we'll do is we're
00:38:52
going to group all of these together
00:38:56
ctrl g group input we don't really need
00:38:58
we just need the group output and the
00:39:00
cliff wall is going to go and stop one
00:39:01
grass is going to go into the bottom one
00:39:04
then we're going to go back up a level
00:39:05
we now have two groups that we can mix
00:39:08
together sand and a node group that
00:39:10
contains two of our other materials
00:39:12
we'll call this one um dirt grass on
00:39:15
this level we're gonna add a mix shader
00:39:19
okay mix shader we're gonna connect
00:39:22
color one into the slot one color two
00:39:24
into slot two and that into there so now
00:39:27
we're mixing the sand which currently
00:39:30
okay if we put that to zero it's just
00:39:32
going to show
00:39:33
uh just the sand across the entire
00:39:35
surface there we go
00:39:38
and the dirt which contains two colors
00:39:41
across the rest of the surface when we
00:39:43
apply our mask to it so what we're going
00:39:44
to do is we're going to go into our dirt
00:39:46
grass group and just temporarily set the
00:39:48
factor of this to zero so that it only
00:39:49
shows our cliff wall material which is
00:39:51
the dirt material right let's go back up
00:39:54
a level and we're going to set this
00:39:56
factor to be a mask so it's going to mix
00:39:58
the sand and the dirt together to do
00:40:00
that we need an image texture so shift a
00:40:02
and then image
00:40:04
texture and we're going to connect the
00:40:06
color output of this image texture to
00:40:08
the factor of here this input all right
00:40:10
now we need to create a new image for
00:40:13
this so we're going to press plus new
00:40:15
and let's just zoom in a little bit so
00:40:17
you can see what's going on we're going
00:40:18
to press plus new and we're going to
00:40:19
call this one sand dirt mask it's
00:40:23
important this is a really large area so
00:40:24
we're actually going to set this to be
00:40:26
say like 2048 pixels wide by 2048 pixels
00:40:31
tall okay because this is going to be an
00:40:32
actual image that we create and we're
00:40:34
going to click ok now that's going to
00:40:35
create an image for us that we're going
00:40:36
to be able to paint using the uv editing
00:40:39
tab and the texture paint tab so if we
00:40:41
go to texture paint now
00:40:43
you'll see that we're in a new window
00:40:44
and we have like this black texture here
00:40:47
and on the window on the left here i can
00:40:49
start using my brush to paint a mask and
00:40:53
wherever i paint it's going to pick
00:40:55
one color that is white is going to be
00:40:57
the the color from color one sand and
00:40:59
one color is black is going to be color
00:41:01
2 which is the dirt and what we want is
00:41:03
a nice hard brush because we're going
00:41:04
for like a cartoon thing so we're gonna
00:41:06
go down to our fall off here okay and
00:41:09
we're just gonna choose flat so that's
00:41:11
gonna create a really hard crunchy brush
00:41:13
for us but you can see at the moment you
00:41:14
might start to paint and it would seem
00:41:16
to work but you'll notice here that i
00:41:18
got to the point where i extended my
00:41:20
mesh earlier um to create like the
00:41:22
riverbed and it's kind of ballsed up a
00:41:25
little bit there and that's because we
00:41:26
need to just unwrap uh what is called
00:41:29
unwrapping our plane so that the
00:41:31
computer sees it once again as a flat
00:41:33
square
00:41:34
this flat square that we can then draw
00:41:36
on it's really simple to do that
00:41:37
especially for a plane we're just going
00:41:39
to go to our uv editing tab okay we're
00:41:41
going to press a to select everything
00:41:43
we're going to press u and then unwrap
00:41:46
okay as you can see you can kind of see
00:41:48
now like
00:41:49
where the changes are in our plane we
00:41:51
made it lumpy and bumpy
00:41:53
now back in texture paint i can paint on
00:41:54
this to my heart's content and it's
00:41:56
going to create exactly the shape that i
00:41:58
want so i'm just going to click save and
00:41:59
save everything i'm going to go to
00:42:00
material preview mode and you can see
00:42:02
that we're previewing sand at the moment
00:42:04
and if i start painting we'll start
00:42:06
previewing the dirt okay so let's choose
00:42:08
where we want our dirt to appear
00:42:10
i'm just going to bring the radius of my
00:42:12
brush down
00:42:15
and i'm going to say sort of like
00:42:18
maybe something like this let's have it
00:42:20
be like that
00:42:23
come around like this and we want that
00:42:24
to be dirt
00:42:26
like so
00:42:27
and go okay well actually i maybe want
00:42:28
the sand to extend sort of upwards and
00:42:32
away into this corner like that so maybe
00:42:34
we want that and then if we paint white
00:42:36
that's going to bring the dirt back in
00:42:37
and if you change if you paint obviously
00:42:39
in like mid gray then that's obviously
00:42:42
going to bring halfway through the dirt
00:42:45
and the sand together um we want it cell
00:42:48
shaded though so i'm not going to paint
00:42:50
halfway i'm just going to paint
00:42:52
completely so we've got some dirt like
00:42:54
this
00:42:55
and if you go to material preview you'll
00:42:57
start to see that our di is still
00:42:59
respecting the light in our scene which
00:43:01
is fantastic so you can paint a material
00:43:03
preview but you might see a little bit
00:43:04
of lag however at the moment we've now
00:43:06
just got sand and dirt we haven't got
00:43:08
any grass in there and that's where our
00:43:10
next bit of shading comes in this is
00:43:12
where it gets really clever we're now
00:43:14
going to do the same thing before we do
00:43:16
have a very important i go back to my
00:43:18
texture paint okay
00:43:19
i'm going to go down to my image see
00:43:21
there's a star next to this image i'm
00:43:22
just going to hit save just so we save
00:43:24
this image we can create a new folder
00:43:27
we'll call this assets
00:43:30
and inside that folder you can see that
00:43:32
it's the image we created earlier
00:43:33
sand.mask we're going to hit save as
00:43:35
image that's going to make sure that
00:43:36
we're all good to go back in shading
00:43:38
then we are now
00:43:40
showing this dirt grass everywhere that
00:43:43
is black on that original mask right so
00:43:45
what we want to do now is go inside this
00:43:48
node here and do the same thing
00:43:50
where there is color one we want the and
00:43:52
where there is color too we want the
00:43:54
grass so we're going to go shift a
00:43:56
add a new image texture
00:43:59
punk connect that color
00:44:01
to the factor of our mix shader
00:44:05
like so let's just move these nodes
00:44:06
about so they're a bit easier to see
00:44:08
what's going on we'll say
00:44:10
new image and we'll call this one um
00:44:12
dirt grass uh mix whatever it is i
00:44:15
called it before i can't remember 2048
00:44:17
it's fine okay then back in texture
00:44:20
paint mode we're just going to start
00:44:21
painting in the grass now all of this
00:44:23
eventually is going to actually have
00:44:24
grass particles on top of it so i'm not
00:44:27
super bothered
00:44:29
because it's going to be blocked up but
00:44:30
as you can see we've now got three
00:44:32
textures mixed
00:44:34
on a single plane and you could even mix
00:44:35
in a fourth if you wanted to yeah so
00:44:37
back in layout mode let's go to our
00:44:40
viewport shading oh we forgot we forgot
00:44:43
to save our image plonk
00:44:45
dirt grass mix i should have called it
00:44:46
mask i was a fool i called it mix bam
00:44:49
there we go we can start to see what our
00:44:51
scene might look like all right it's a
00:44:53
little bit shiny at the moment i'm going
00:44:54
to turn this light down a little bit by
00:44:56
selecting our light going to our light
00:44:57
properties here and i'm going to change
00:44:58
the power to like 500 600 and we're
00:45:01
going to turn the radius off so we get
00:45:03
perfectly sharp corners let's press zero
00:45:05
to look through our camera or of course
00:45:06
you can click this little camera icon
00:45:08
here and i'm actually gonna go to view
00:45:10
and i'm gonna check this camera to view
00:45:11
what that means is when i move this
00:45:13
around we're gonna stay inside the
00:45:14
camera and i think the first shot of our
00:45:16
animation is probably going to be
00:45:17
something like that starting to add some
00:45:18
textures to our scenes starting to add
00:45:20
some shapes and modifiers and lightings
00:45:22
and things like that looking pretty
00:45:23
awesome final thing to do then before we
00:45:25
end this episode is to make sure that
00:45:27
all our colors are being represented
00:45:29
properly on screen now to do that very
00:45:31
simple we just need to go to our render
00:45:33
settings here first of all check that
00:45:34
you're in render engine eevee you should
00:45:36
be nothing should have changed we're
00:45:38
going to turn on ambient occlusion which
00:45:40
is shadows cast by other shadows
00:45:43
creating contact shadows which is very
00:45:45
complicated and boring uh we're going to
00:45:47
scroll all the way down to hair this is
00:45:49
for later and we're going to change it
00:45:51
to strip we're going to scroll all the
00:45:53
way down to shadows we're going to make
00:45:55
sure that soft shadows are on or off
00:45:57
depending on your preference you can see
00:45:59
that the details down here soft shadows
00:46:02
hard shadows i prefer for this
00:46:03
particular project hard but it's up to
00:46:05
you we're going to turn
00:46:07
film on and we're going to check
00:46:08
transparent so that our background world
00:46:10
is transparent because we may or may not
00:46:12
be using sky and we're going to twirl
00:46:15
down color management this is important
00:46:17
one and change it to standard pop which
00:46:19
as you can see makes our colors pop way
00:46:22
better and we get more accurate
00:46:23
representation of what our original
00:46:25
colors were final settings you need to
00:46:28
check are under your output properties
00:46:30
just check that you're on 24 frames per
00:46:32
second and that you've set your output
00:46:34
folder by clicking this folder icon here
00:46:37
to be somewhere
00:46:39
that you'll easily recognize you see i
00:46:40
have assets and footage and tests i'm
00:46:42
going to create a new folder called
00:46:44
renders and i'm going to pop
00:46:47
inside that folder and choose accept now
00:46:49
everything we create will be outputted
00:46:51
there the final thing is to go to your
00:46:53
view layout properties and make sure
00:46:55
that your z-pass is turned on that's for
00:46:56
later when we do our grease pencil
00:46:59
objects and that is everything all of
00:47:01
the setup you need for this world so
00:47:03
looking pretty good of course some of
00:47:05
those are optional if you prefer the
00:47:06
filmic look as opposed to the standard
00:47:08
look that's totally fine up to you um
00:47:10
but some of them are important like the
00:47:12
z-pass and things like that okay that'll
00:47:14
do for this time i think next time we're
00:47:16
going to start adding the soft scape as
00:47:18
i like to call it to our scene which is
00:47:20
going to be the trees and the bushes and
00:47:22
the grass and all the fun particle
00:47:24
effects and things like that for now
00:47:26
though this is plenty to be getting on
00:47:28
with and you should have a pretty cool
00:47:29
looking scene so thank you very much for
00:47:30
watching i do hope you're enjoying this
00:47:32
um series make sure you like comment
00:47:34
subscribe any questions things like that
00:47:35
just drop them in the comments below and
00:47:37
i'm really really looking forward to
00:47:39
seeing you next time for the next
00:47:40
episode of this one i am stoked to carry
00:47:42
on so i'll see you then on tiptoe hey
00:47:44
gargantuan thank you to my level 2 and
00:47:46
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In this series we explore the techniques used to create a full 3D modelled scene with 2D grease pencil animated characters. We'll explore modelling, texturing, working with particle systems and animating with grease pencil. Please leave your feedback and questions in the comments and let's go! Colour Palette: https://gigantic.store/gigantic-color-pallet/ 00:00 Intro 00:18 Series Overview 00:57 Blender Setup 02:12 Creating the Ground 09:16 Making the Cliffs 14:31 Positioning the Cliifs 18:51 Adding the Grass Plane 20:42 Creating the Rocks 25:00 Texturing Single Material Objects 34:53 Texturing Multiple Material Objects 45:23 Housekeeping for Future Episodes 47:14 Summary 47:44 Member Shoutouts _____________________ MY ANIMATION COURSE: I made an Adobe Animate Course (I'm super proud of it), enroll here: https://www.bloopanimation.com/animate-cc-animation/ref/98/?campaign=MyAnimationCourse Enroll in other great animation software and theory courses: https://www.bloopanimation.com/our-courses/ref/98/?campaign=Courses ____________________ If you found this video useful, consider subscribing or joining this channel to get access to perks such as badges and shout outs in videos: https://www.youtube.com/channel/UCYK0C3K9RYJIN0iKo8i8CIw/join ______ Great tech for Graphic Designers: Graphics Tablets: Graphics Tablet with Screen: https://www.amazon.co.uk/dp/B07FC7W4Z4?aaxitk=.xBIGH0eAYbRs4JRhu44cQ&pd_rd_plhdr=t&language=en_GB Graphics Tablet with No Screen: https://www.amazon.co.uk/HUION-Professional-Battery-Free-Multimedia-Adjustable/dp/B082S8LDC6?s=electronics&language=en_GB Wacom Tablet That I use: https://www.amazon.co.uk/Wacom-DTH-1620A-UK-16-Inch-Cintiq-Graphics/dp/B07G25MHQK?s=electronics&language=en_GB Large Graphics Tablet Premium: https://www.amazon.co.uk/Wacom-including-adjustable-Illustrating-Compatible/dp/B07TTC8TVQ?s=electronics&language=en_GB Large Graphics Tablet Budget: https://www.amazon.co.uk/dp/B01BER296K?language=en_GB My Tablet Stand: https://www.amazon.co.uk/gp/product/B07YDJPS7D?ie=UTF8&language=en_GB My Monitors: https://www.amazon.co.uk/Dell-U2719D-Widescreen-Monitor-2560x1440/dp/B07JP9QJ15?language=en_GB My microphone: https://www.amazon.co.uk/Rode-NT-USB-Condes-Microphone-Tripod-Filter/dp/B06XD6XW52?language=en_GB My Chair: https://www.amazon.co.uk/gp/product/B08L79YGV9?ie=UTF8&language=en_GB Using these links provides me with a small commission with no impact to you at all, and helps keep TipTut running! ______ Thanks for watching! Join this channel to get access to perks such as badges and shout outs in videos: https://www.youtube.com/channel/UCYK0C3K9RYJIN0iKo8i8CIw/join Subscribe: TipTut: https://www.youtube.com/c/TipTut Website & Resources: https://linktr.ee/tiptut Social Media: Facebook: http://www.facebook.com/tiptutzone Twitter: http://www.twitter.com/tiptutzone Instagram: http://www.instagram.com/tiptutzone Dribbble: https://dribbble.com/tiptutzone

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