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

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  • ruRussian
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00:00:01
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've been working with the 3d and 2d
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tools to create a complete scene from
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start to finish last episode we created
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the basic scene and this episode we'll
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be adding all of the foliage like bushes
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and grasses to our scene if you haven't
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watched the previous episode you can do
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so here otherwise let's just jump right
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into it okay so we're basically done
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with our hardscaping it's time now to
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add a little bit of life to this scene
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with some soft escape or foliage we're
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going to create some bushes to which
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we're going to add a particle system
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leaf
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system around the edge and we're also
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going to use a particle system to create
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some flowing grass that will react to
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wind and things like that and we'll do a
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little bit more mesh modeling to create
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a fallen over tree the first thing i'm
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going to do is create the grass to do
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that you basically need an object to
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apply your particle system to so i'm
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going to choose my grass layer up here
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so i'm going to go over to my modifiers
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channel make sure i've got that open and
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i'm just going to add modifier and
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choose particle system then that will
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give you a new drop down under the
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particle properties menu where you can
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actually adjust the settings of that so
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it's not done in the modifiers tab we're
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going to change the emission type to
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hair and immediately you're going to see
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a whole bunch of thin strands of hair
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coming out the top of your plane like
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this we're just going to quickly switch
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into solid view up the top there so that
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we don't lag out our computer too much
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the emission factors here you can use to
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control the length of your grass or hair
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in this case maybe like 0.6 actually
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it's double that just so it's nice and
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long to be starting with and you want to
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keep this number quite low for now
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because the more you put in here yes the
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more
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strands of grass you will get but the
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more it will also make your computer
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freak out you can keep this low and then
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turn it up when it comes to render time
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essentially so we are going to leave
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pretty much everything off but we will
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need rotation factors for some reason is
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under advanced even though it doesn't
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seem terribly advanced for me um and the
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other thing we're going to play around with is the render settings here we will
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be rendering as a path that is true you
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can choose an object which we'll be
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doing for the bushes later on but um
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what we want to do is make sure that our
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hair shape has a larger root than it
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does at the tip you can see that if i
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drag this diameter tip upwards then
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you'll start to see the thickness on our
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grass a little bit grass doesn't usually
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behave like this it usually clumps
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together so what we're going to do is
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instead of increasing our
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number of emissions we're actually going
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to told down this children menu and just
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use simple children and what this will
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do is for every hair particle that's
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generated it will generate a number of
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children around that it is important to
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know that your rendered amount of grass
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even in rendered view here will by
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default be ten times more than your
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display amount because we're doing it
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quite cartoony we can actually turn the
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render amount down to be the same as the
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display amount and this will give us
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some nice clumps of grass which we can
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then increase to say maybe i think about
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7000 i use at render time for this to
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create like a fairly thick field of
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grass again we're going to leave it at
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1000 for now so as you can see we've
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started to get some grass but we want
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some of these clumps to sort of
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push themselves together a bit so we're
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going to turn down uh twirl down this
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clumping option and just turn up the
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clumping a bit and you'll see that i'll
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start to draw the points of our grass
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together this grass itself is going to
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be pretty basic if i go into rendered
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view here you can see that it's going to
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take the color of our base grass mesh
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and apply that but if you want your own
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material applied to that that is going
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to be under your render settings and you
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can see here we have material grass like
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this if we go to our shading menu you
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can see that what we can do is in fact
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let's just disconnect it entirely and
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create a new material for the grass and
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this one we will call grass blades
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and on this we're going to add another
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one of our simple toon shaders so we're
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going to need a principal bsdf going
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into a shader to rgb which will connect
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like say
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and a shader to rgb going into a color
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ramp no need to mix anything for these
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ones we're just literally going to color
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ramp in like this let's change that from
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linear to constant and add in a few
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stops
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and for this one we'll use our brighter
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collection of greens that we've got on
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our color palette here
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so we want that color for the grass but
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we don't want that color for the plane
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okay so the best way to do that is
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actually to select your grass object
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here and set that back to be quite
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unquote grass so once you set the base
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of the plane to be grass you can't
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actually choose the the grass blade
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material from here until you add it as
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an option in the slot so i'm just going
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to add on top of our border a grass
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blades okay let's put that actually
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above the border and we'll make sure to
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go to our modifier settings for our
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black border on the grass and just
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increase
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the material offset uh on this solidify
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modifier here to two so that it's still
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selecting from that
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third slot now instead of the second
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slot and then we can go back to our
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particle settings and we can change this
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to be grass blades and that's going to
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take the color of our grass blades for
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the particle but the color of our grass
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base for the plane looks a bit weird at
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the moment but then when you turn up to
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7000 pixels you'll see that it just
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basically means that if you're looking
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at it from a different angle it's going
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to be darker underneath than it is on
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the top there one a little annoying
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thing is we're getting a little bit of
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like overlap on the very edges so what
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we need to do is wait paint um our plane
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so that we can choose where our objects
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appear where our grass appears so i'm
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going to select my plane object again my
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grass and i'm going to control tab into
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weight paint mode unlike when you tab
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into edit mode it leaves all your
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modifiers in place okay rarely i'm going
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to go to my modifiers here i'm going to
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twirl down all my options and i'm going
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to hide my particle system from the
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viewport so i can just see the base of
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my object and you can see that it is
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blue and we have a brush that we can
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draw with and when i do draw you get
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this kind of heat map you can and you
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can play with the radius so you can
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start painting in where you want your
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grass to appear and everywhere that is
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red will have like 100 grass and then
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down through the colors down to blue
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will give you less so basically we'll
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just paint an area for everything that
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isn't the very edge and if you miss a
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few spots that's fine because grass
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isn't going to be super duper uniform is
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it
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so then when we tap back to object mode
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you'll see that unfortunately nothing
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has bloody happened we can turn our
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grass back on and it's still going
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across the whole mesh we actually have
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to go to our particle settings and then
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right down at the bottom underneath
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field weights excuse me not field
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weights under vertex groups we need to
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change our density to this new group
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that's been created and boom that'll
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start you'll see our grass now has sort
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of creeped away from the edge so there
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is a way to save time here and just copy
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this modifier down onto our base mesh
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now earlier we linked materials by
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selecting both and pressing ctrl l and
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copy modifiers but we don't want to copy
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all of them we just want to copy one of
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the modifiers and to do that you need to
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enable an add-on that comes pre-built
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with blender so we're going to go to
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edit and preferences and then go down to
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the add-ons tab here and we're going to
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search for copy
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and then there'll be copy attributes
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menu you need to check that so that it
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is enabled and then just click refresh
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now what we need to do is select our
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plane and then shift click our grass and
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press ctrl c to open up the copy
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attributes menu choose copy selected
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modifiers and we're going to choose
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particle system and click ok now one
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thing that we want to do to this grass
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is sort of have the wind blowing through
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it so to do that we're going to add few
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more things to our scene we're going to
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press shift a and add a force field for
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wind now this wind here is going to help
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us choose the direction of our grass
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blowing so i'm going to press g and z to
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bring that up before i go too much
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further though i am going to remember
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that i've left my 7 000 articles on and
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i'm going to turn that down to say like
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uh i don't know 500 just for now whilst
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we're working on it and if i select my
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wind object now the position doesn't
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matter but the rotation you'll see will
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start to affect the direction of our
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grass so which direction do you want the
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wind to be blowing in i'm essentially
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going to want just a little bit of
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rotation in our grass like so we now
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need an object that is essentially just
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going to make this grass wiggle really
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easily so we're going to shift a again
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and bring in something called a
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turbulence field and we'll bring this up
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as well so we can see a little bit of it
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and if i go into solid view so that we
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don't have to worry about rendering
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those textures you can now see that our
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grass has started to bend and be all
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wibbled about and if we just move this
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object here with turbulence you'll see
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that the grass blows in the wind so this
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one turbulence modifier is going to
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control all of the hair particles in our
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scene so we'll worry about animating
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that for later on for now we'll just
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sort of leave them in the scene so we
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want to copy the same particle system
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down onto our plane here so i'm just
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going to select that i'm going to choose
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to add a new
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particle system modifier and under the
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particle settings we're just going to
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choose our first you'll only have one
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here this is just where i've been
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messing around choose your particle
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settings collection here and we'll just
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rename this one grass so it's easier for
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us to remember later on that's going to
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apply the same physics um all the same
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settings and if you change one it will
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change all of them i'm just going to do
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a simple weight paint on our plane down
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here as well because i don't want
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obviously too much grass in our sand
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area
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okay so there we go roughly correct
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let's just briefly turn that up to 7000
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so we can see what our final graphs
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might look like
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and we've got some crazy stuff going on
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here
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because it doesn't actually copy across
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your material so you can see here we've
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got
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the material border and that's because
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if we go to our material settings here
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we haven't added the grass okay so we're
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going to add a new slot for that one on
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here we're going to choose grass blades
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we'll put it above the border and then
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to make the border work on our ground
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correctly we're gonna go back to our
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solidify modifier that we made before
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and we're gonna increase the material
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offset just so that all of our textures
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and work properly and now you can see we
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have grass down here and grass at the
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top now you might be thinking that this
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is uh this craziness here is is caused
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by like the wind but it's actually not
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it's caused by the order of the stack of
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modifiers so you can see here that we
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have our particle system and it is going
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after our displace modifier here and our
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displaced modifier on this is way
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stronger than it is on the grass above
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so if we actually put this before our
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displaced modifier you'll see the grass
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will stand up a bit better now i use
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that displace modifier for this texture
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okay i don't actually want it affecting
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the direction that the grass grows from
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so i'm actually going to leave it there
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underneath like so and we're going to
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actually bring down the overall particle
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amount i think to about 5000 um overall
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like that if you wanted to have the same
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settings and you're happy with all the
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settings and a different particle amount
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maybe you want more grass up here less
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grass down here and you can obviously
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create a duplicate
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for this downstairs grass
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and then that will allow you to control
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those values
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individually reducing the amount of
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grass down here compared to up there so
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to animate our grass later on we'll just
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be animating the position of this
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turbulence object here and now we're
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going to take a look at creating our
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bushes using object particles instead of
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path particles i'm actually going to
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turn off just for now um these particle
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systems in my viewport so that it
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doesn't send my computer crazy and a
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good add-on to enable actually whilst
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we're talking about that if we go to
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edit and our preferences is the modifier
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controller kind of add-on if you just
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type in modifier it'll come up with
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modifier tools if you tick that
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and refresh you'll get this little
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menu up here and what that allows you to
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do is if i say select a to select
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everything in my scene and just click
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this viewport viz it'll turn off quickly
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all of the modifiers are on all of the
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modifiers with a single click in your
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scene for every selected object and of
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course you're just toggling them so you
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can turn them on and off like this but
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if you wanted your temporarily or your
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curves obviously to remain in place you
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can just turn those on individually so
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now you're looking at everything with no
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modifiers um but your scene is still
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built so let's create our bushes i'll
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press shift a and i'm going to bring
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myself in a cube and i'm just going to
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bring that up in z space a little bit so
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it's floating above our scene and we'll
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go to solid view as well so we don't
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have to deal with the lights we're going
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to add a modifier onto this subdivision
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surface just before and we'll crank it
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up to about four right click shade
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smooth exactly the same as the rocks so
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far similar to the rocks as well we're
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going to add ourselves a displacement
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modifier but this time we're going to
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call it
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a bush and under our texture settings
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here we're going to change to clouds as
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opposed to voronoi it's going to look
00:12:43
similar at the beginning but as we
00:12:45
increase the size you're going to see
00:12:47
how different it is we're going to be
00:12:48
using the size and the contrast as we
00:12:50
did before and you get this more lumpy
00:12:53
puffy kind of texture same as before of
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course if you tap into edit mode using
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maybe face selection you can start
00:12:59
pulling this around and that's going to
00:13:01
affect your general shape of your bush
00:13:04
now i want this scale to come up just a
00:13:07
little bit more so we get something
00:13:09
something like that where it's not too
00:13:12
crazy and we'll just loop cut this maybe
00:13:14
twice in each direction all right so
00:13:16
control r and then scroll once
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and then control r and scroll
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once like that that's obviously going to
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affect the shapefile brush make it a bit
00:13:25
more cubie let's do it this way as well
00:13:28
so we're working with a cube like this
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and i'm just going to pull these
00:13:32
into more of a lumpy shape and turn off
00:13:34
proportional editing
00:13:35
um and just start pulling out these
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different lumps
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just something like that obviously you
00:13:41
can start playing around with them i'm
00:13:43
going to scale it down a little bit
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and then i'm going to apply my scale
00:13:47
what we want to do now is cover this in
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leaves using a single leaf object in a
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similar way to create the grass but
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we're going to use this object as our
00:13:55
particle so i'm going to shift a
00:13:58
in object mode and add in a new plane
00:14:00
and we'll just bring that up above here
00:14:02
let's rotate it along the x-axis 90
00:14:04
degrees holding control allows you to
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snap let's then scale it down
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until we get something roughly the size
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of one leaf so let's pop it on top of
00:14:13
our bush and say yeah we want nice big
00:14:15
chunky leaves that seems about right so
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i'm going to tab into edit mode first
00:14:18
i'm going to apply that scale i'm going
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to tab into edit mode and this one's
00:14:21
really easy control r and we're just
00:14:23
going to split it twice let's then hold
00:14:25
alt middle mouse and flick the mouse to
00:14:27
the right to go to this front of the
00:14:28
graphic key press 1 to go into vertex
00:14:30
editing mode
00:14:31
and we're just going to scale down
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our shape
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until we get something vaguely
00:14:39
leaf-like okay
00:14:41
so just pressing g to move s to scale
00:14:46
i'm going to split this down the middle
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three times
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right click to release i'm going to hold
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alt to edge select then i'm going to
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loop slide this by pressing g for move g
00:14:57
again we'll move it along the plane and
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we're just going to bring it in like
00:15:01
that we'll do the same thing here alt
00:15:02
click gg move in
00:15:05
good game i'll click the middle and then
00:15:08
g and y to move that back to create the
00:15:10
crease in our leaf and we're going to
00:15:11
select all these parts on the top of our
00:15:13
leaf here and we're going to press scale
00:15:16
zero and that's going to bring them all
00:15:18
together now unfortunately all these
00:15:19
points are still here so if i just
00:15:20
select one and move up you'll see all
00:15:22
these other points we want to merge
00:15:23
these together so i'm going to press a
00:15:24
to select everything m to bring up the
00:15:26
merge menu and choose merge by distance
00:15:28
and then this little setting down here
00:15:30
is going to say that any vertex is close
00:15:32
to the 0.01 meters are going to be
00:15:34
merged into a single vertex let's
00:15:36
confirm that with enter and then now you
00:15:38
can see that we've only got the one
00:15:39
vertex at the point of our leaf apply a
00:15:41
modifier to this subdivision surface our
00:15:43
old reliable friend um and let's do
00:15:46
three it's probably good enough for a
00:15:48
plane like this while we're at it as
00:15:49
well add a solidify modifier just to
00:15:52
give
00:15:53
a little bit of a chunk and whilst we're
00:15:56
at it again we'll tab back into object
00:15:57
mode and choose shade smooth leaves
00:15:59
usually aren't perfectly flat however
00:16:01
and so what i am going to do is i'm just
00:16:03
going to grab these center points
00:16:06
here and just bring them back with g and
00:16:09
y to create that way curve and create
00:16:11
the other curve i'm going to tap into
00:16:12
object mode and add a simple deform
00:16:15
we're going to choose that symbol to
00:16:16
form as bend
00:16:18
um because it's kind of going a bit
00:16:20
crazy there
00:16:21
we want it to bend around the
00:16:24
z axis oh excuse me we have to apply
00:16:27
all of our transforms
00:16:29
um so that because we did some rotation
00:16:31
earlier if you remember and we will now
00:16:33
want it to bend along the
00:16:35
x-axis and that's going to bend our leaf
00:16:37
inwards like that let's tab into edit
00:16:40
mode press a to select everything i'm
00:16:41
just going to move everything up so that
00:16:43
its origin point is at the base of the
00:16:45
leaf like that and then we can obviously
00:16:48
pull down the intensity of our shape
00:16:50
still in edit mode i'm going to shift d
00:16:52
to duplicate the leaf right click to
00:16:54
release it
00:16:55
g and y to bring it back and then
00:16:58
moving into front orthographic we're
00:17:00
going to rotate
00:17:02
and scale until we get a cluster of
00:17:04
three leaves okay
00:17:07
something like that let's duplicate it
00:17:09
again right click to release
00:17:11
rotate it this way move it along like
00:17:13
that make sure you check the back so you
00:17:15
don't have any weird clipping so we'll
00:17:17
actually move this one back in space a
00:17:18
bit rotate it along the z-axis
00:17:22
bring it back in closer like that
00:17:24
let's scale it down
00:17:28
like so we now have in one object a
00:17:30
cluster of three rotated leaves which is
00:17:33
beautiful i'm just gonna move those down
00:17:35
for the sake of simplicity like that and
00:17:37
we're gonna pop em next to our bush it's
00:17:38
now time to scatter our leaves across
00:17:41
our bush okay so we're gonna select our
00:17:43
bush we're gonna go to add modifier and
00:17:45
we're going to choose particle system
00:17:47
this particle system this time we're
00:17:49
going to again choose hair and you can
00:17:50
see it's going a bit crazy and the first
00:17:52
thing you want to do is put your object
00:17:53
on before you mess with any settings
00:17:55
okay so we're going to twirl down all
00:17:57
these settings and underneath render
00:17:59
we're going to uh choose object from the
00:18:01
drop down the object instance that we're
00:18:03
going to eye dropper is our leaf bam and
00:18:05
now our bush is covered in leaves they
00:18:08
are a bit small so let's scale them up
00:18:10
and as you can see we've now got our
00:18:12
kind of leafy bush they're not naturally
00:18:15
are going to follow the same rotation as
00:18:17
your object here so if i tab into edit
00:18:19
mode press a to select everything and
00:18:21
rotate you'll see that that affects the
00:18:23
rotation of your bush if you want to
00:18:25
change that obviously if i rotate
00:18:26
outside of edit mode as long as i don't
00:18:27
apply none of that's actually going to
00:18:29
change but if you don't like that
00:18:31
rotation what you can do is under your
00:18:33
particle settings here you can go to
00:18:35
advanced check rotation and choose
00:18:37
global y
00:18:39
or global z so i'm going to use velocity
00:18:42
hair for this because i want it to be
00:18:43
affected by the wind still and i'm going
00:18:45
to add a little bit of phase so i can
00:18:47
pick the direction that i want let's say
00:18:50
about there and a little bit of
00:18:52
randomness like so so we start to
00:18:54
intersect and i'll reduce the number to
00:18:56
say like 750 it's a bit of a busy bush
00:18:58
at the moment that's looking okay but
00:19:00
it's going a bit crazy for me um so
00:19:02
let's decrease the phase just so there
00:19:05
and for this one we're just going to
00:19:06
rotate that down that it lies a bit more
00:19:08
flat against the bush because that's our
00:19:10
like key object there looks a bit crazy
00:19:12
at the moment but don't worry when you
00:19:13
go into material mode it looks good and
00:19:15
then if i grab my turbulent object you
00:19:17
can see that that's actually affected
00:19:19
all right so once you're happy with that
00:19:20
we're going to select our leaf object
00:19:22
and our bush just by shift clicking and
00:19:24
we're going to press ctrl p
00:19:26
and then choose object to parent those
00:19:28
objects together and what that means is
00:19:29
i can now select my bush in the menu
00:19:31
move that around and it moves the source
00:19:33
leaf with it let's position this bush
00:19:35
and bring it down position it for now
00:19:37
just kind of like over here let's go
00:19:40
into material preview mode
00:19:42
and let's add a preview to this bush
00:19:45
okay
00:19:46
um a material to this brush sorry we'll
00:19:48
go into shading and on our bush we will
00:19:51
choose grass that's going to shade the
00:19:54
bush underneath and for our particle
00:19:57
we will choose the grass texture and the
00:20:00
good thing about this is we don't have
00:20:01
to worry about adding textures or
00:20:02
materials to the other objects because
00:20:05
we're just going to choose the original
00:20:06
source object and it's going to apply
00:20:08
all of that to it as well we've got a
00:20:10
bit of a gap here so let's increase
00:20:12
i was wrong to reduce the amount let's
00:20:15
increase the amount of
00:20:17
things there now that's looking pretty
00:20:18
good but we do need to add our border
00:20:20
onto our object um onto our leaves at
00:20:23
least probably not the bush itself so
00:20:26
we're gonna go down to our material
00:20:27
options with our leaf selected add a
00:20:29
second slot and choose
00:20:31
the border then up in your modifiers
00:20:33
let's collapse all these down and we'll
00:20:35
add finally after everything else a
00:20:37
solidify modifier uh because we've got
00:20:40
two we're going to rename this one
00:20:41
border
00:20:42
we'll flip the normals
00:20:44
we'll offset the material
00:20:46
boom and we now have a black border
00:20:47
around our leaves so once you're happy
00:20:50
with that um you can just start
00:20:51
duplicating your bush around your scene
00:20:53
as you did with uh the rocks but now
00:20:55
that it's all textured i'm going to
00:20:57
start playing around with the angles of
00:20:59
this leaf and things like that so that i
00:21:01
can get a bush that you know i'm happy
00:21:03
with
00:21:07
okay so i'm fairly happy with that what
00:21:09
i did in the end was i made both of the
00:21:11
textures the grass texture including the
00:21:13
interior object and i change my rotation
00:21:15
to normal so it'll follow the surface of
00:21:18
the bush better if i choose to want this
00:21:20
to blow in the wind all i need to do is
00:21:22
either animate the internal rotation of
00:21:25
the leaf or i can just you know briefly
00:21:27
animate this randomized phase and phase
00:21:30
options here to get it blowing in the
00:21:31
wind so i'm just going to duplicate this
00:21:33
bush a few times play with the interior
00:21:35
mesh and just create a few bushes around
00:21:37
my scene
00:21:42
okay i think i'm pretty happy with that
00:21:43
for now so i'm just gonna press a to go
00:21:45
to everything in my scene go to my
00:21:47
modifiers and toggle all of my viewport
00:21:49
modifiers hope my computer doesn't freak
00:21:51
out and boom we now have our bushes
00:21:54
hiding in our grass obviously important
00:21:57
to make sure that you're doing this
00:21:59
every now and then with your modifier
00:22:00
turned on at least in solid mode so you
00:22:03
can actually see how things look in your
00:22:05
grass like for example this bush needs
00:22:06
to come up a bit
00:22:08
in fact we'll have it like hiding the
00:22:09
lip of the
00:22:11
cliff a little bit here as well
00:22:13
otherwise it just gets lost in the grass
00:22:14
and you've done all that modeling for
00:22:16
basically no reason so that's looking
00:22:18
pretty nice gonna look through my camera
00:22:21
this is obviously just a temporary
00:22:22
camera position maybe we'll have it
00:22:24
actually be a bit more up like this or
00:22:26
maybe down in the water but i'm pretty
00:22:28
happy with that for now all right let's
00:22:30
add our final thing that we're going to
00:22:31
do for this episode which is going to be
00:22:34
our broken down tree all right so we're
00:22:36
going to start off then with a pretty
00:22:38
basic circle i'm just going to hide
00:22:40
temporarily my turbulence and my wind i
00:22:42
don't bother to look at them anymore
00:22:43
floating around and we're going to press
00:22:45
shift a mesh and we're going to bring in
00:22:47
a circle let's open up this option down
00:22:49
here and we'll just choose 12 vertices
00:22:52
for our circle and then let's bring it
00:22:54
up so we can see what we're working with
00:22:56
on the base of our tree i'm actually
00:22:57
going to position this now where i want
00:22:59
it roughly around here let's scale it
00:23:02
down
00:23:03
and we're going to put the base of our
00:23:04
tree maybe
00:23:07
about there seems good to me okay let's
00:23:10
tab into edit mode here and press numpad
00:23:13
dot so that i can center my view then
00:23:15
it's just a simple case if i'm going to
00:23:16
create the trunk of my tree first okay
00:23:19
so i'm going to extrude by pressing e on
00:23:22
the z axis and we're just going to go up
00:23:24
a bit
00:23:25
and let's go to say maybe the height
00:23:27
that we want the tree there okay and
00:23:30
just quickly we're going to test because
00:23:31
this tree is eventually going to fall
00:23:32
over
00:23:36
not quite long enough so we actually
00:23:38
want to bring those up
00:23:39
just a little bit further
00:23:42
perfect okay brilliant so inside here
00:23:45
we're then going to press f
00:23:47
to create a face on these or a good way
00:23:50
to do as well is to extrude once more on
00:23:53
the z-axis and then you can go to scale
00:23:55
zero and that's going to bring them to a
00:23:57
point then again a m by distance is
00:24:00
going to merge that point at the top
00:24:02
into a singular one and this is the main
00:24:04
trunk of our tree now it's looking a bit
00:24:06
thick at the moment it's a bit of a
00:24:07
chunker right so we're going to scale
00:24:09
down the top here so that it at least
00:24:11
tapers off a little bit then we're going
00:24:12
to add some variation to our trunk with
00:24:14
some loop cuts so ctrl r scale up the
00:24:16
loop cuts let's just turn that down a
00:24:19
little bit and we go to edge selection
00:24:21
mode and we're just going to alt click a
00:24:23
few of these and just start playing
00:24:25
around with the scale and position of
00:24:28
them a little bit
00:24:32
uh we're gonna right click and shade
00:24:33
smooth this before we go too much
00:24:35
further and add a subdivision surface uh
00:24:38
we're also going to add a voronoi
00:24:40
displacement modifier to this one and
00:24:41
we'll call this one tree bark
00:24:44
we'll go to image or movie and swap that
00:24:46
to voronoi
00:24:48
there is a wood texture that you can
00:24:50
play around with um i found it to be
00:24:52
pretty damn crazy uh
00:24:55
it kind of you can choose bands or rings
00:24:57
but it kind of just goes a bit nuts for
00:24:59
me
00:25:00
uh i've not really gotten along with it
00:25:02
so instead i'm going to once again
00:25:04
choose voronoi but have a play you know
00:25:06
maybe like marble or something could
00:25:08
work well but i'm going to stick with
00:25:09
voronoi for now we're going to increase
00:25:11
the scale of it a whole bunch okay and
00:25:13
the contrast just a little bit and
00:25:15
that's going to give us just like a
00:25:16
lumpy bumpy tree texture let's tab into
00:25:19
edit mode and we're going to create the
00:25:20
base of our tree let's go to face
00:25:22
selection here let's grab a face and
00:25:24
we'll extrude it bonk outwards let's
00:25:27
scale it down on the z-axis and i'm then
00:25:29
going to bring it down
00:25:30
so that it's intersecting with the
00:25:33
ground
00:25:34
let's loop cut that a few times
00:25:37
then
00:25:38
in face select mode holding alt remember
00:25:40
on a vertical line i can start tweaking
00:25:44
this to create our
00:25:46
um
00:25:48
to create our variation in our tree
00:25:50
roots top tops of the roots base of the
00:25:53
roots
00:25:54
whatever you know what i'm talking about
00:25:56
um like so
00:26:01
all right that's looking pretty good
00:26:02
i'll move the whole tree down a touch
00:26:04
let's create our branches okay so the
00:26:07
way trees work is they grow for a season
00:26:09
they stop growing and they spread out
00:26:11
looking for light so essentially you
00:26:14
want to just go around the edges of your
00:26:15
tree at a certain height let's just say
00:26:16
about here and you just want to start
00:26:18
pulling these faces out we'll just do a
00:26:20
few few branches for now this looks a
00:26:22
bit thin to me so let's pull that out on
00:26:24
the x-axis and we're just going to keep
00:26:27
extruding this outwards
00:26:29
maybe scaling it a bit
00:26:31
maybe just move it a bit
00:26:32
and remember that if you're moving in
00:26:34
the viewport by just pressing g it'll
00:26:36
move along the direction that you're
00:26:37
looking so we'll just extrude those out
00:26:39
maybe
00:26:40
bring the
00:26:42
branch upwards so make sure i'm on
00:26:44
global there
00:26:45
like that and at some point as well the
00:26:47
season would stop and it would start
00:26:49
growing again splitting again so we'll
00:26:52
split that face now we don't want the
00:26:54
loop cut to go all the way okay so what
00:26:56
we're actually going to do is just
00:26:57
select with edge select
00:27:00
these two um faces here and then when
00:27:03
you when you right click and choose
00:27:05
subdivide it's going to split between
00:27:06
those two faces that allows us to just
00:27:08
extrude these you'll notice if i tried
00:27:10
to move this it's still one object so if
00:27:12
i go to edge select mode and select the
00:27:14
middle and press v that's actually going
00:27:15
to split that object into two now it's
00:27:18
very important that i then go back into
00:27:20
here select these edge loops like that
00:27:22
and press f to create a face on both of
00:27:25
those what that does allow me to do now
00:27:27
is to separate these out into two
00:27:28
branches like that so both of them scale
00:27:31
them down on the zed they're looking a
00:27:33
bit chunky and extrude those outwards
00:27:35
like so okay
00:27:37
so we're just going to continue
00:27:38
basically doing that for every branch
00:27:41
until we get something that we are
00:27:43
relatively happy with if i turn on x-ray
00:27:46
mode for example i can grab all of these
00:27:48
faces here and just start
00:27:50
tweaking my branches a little bit maybe
00:27:52
rotating them around so they curve in a
00:27:54
bit more we're going to basically just
00:27:56
continue that around the entire tree
00:27:59
and when we're done we'll have ourselves
00:28:01
a modeled tree remembering of course
00:28:02
that it doesn't just split once okay so
00:28:04
up here you might want to split it again
00:28:07
by selecting this face and extruding
00:28:09
that out yeah so let's do a little bit
00:28:11
of an extrude and then another extrude
00:28:12
and scale that down
00:28:14
and another extrude and maybe move that
00:28:16
so it bends outwards like that and all
00:28:18
of a sudden you're looking at a tree
00:28:24
now i'm not going to model all the way
00:28:25
around because i'm going to have this
00:28:27
tree fallen over so there's no real
00:28:29
point but what i am going to do is we'll
00:28:31
rename this tree okay and we will tab
00:28:35
into edit mode and turn on x-ray
00:28:38
then i'll select everything around there
00:28:41
including those extra bits there i
00:28:43
missed
00:28:44
so that we have pretty much all of this
00:28:46
top section of tree then i'm going to
00:28:48
press p for new object via selection and
00:28:52
that's going to move the top half of
00:28:53
this tree into its own object uh that is
00:28:56
now called tree one then we'll take our
00:28:58
tree trunk we'll right click and choose
00:29:01
set orange into geometry to see where it
00:29:02
puts it it's up there it's no good for
00:29:04
us let's turn off
00:29:06
x-ray mode okay so let's hide our tree
00:29:09
trunk and go to our tree stump tab into
00:29:11
edit mode and we'll edge select this
00:29:14
loop here then we're going to extrude
00:29:16
upwards again just a little bit and
00:29:18
scale it down and that's going to give
00:29:19
us like the lip of our bark for later on
00:29:22
then we will press 1 for vertex mode uh
00:29:26
extrude again
00:29:28
upwards
00:29:29
scale
00:29:30
zero to zero that all out enter to
00:29:32
confirm it g and z to move that down
00:29:35
okay
00:29:36
so now we've got something like that
00:29:39
then a and m merge by distance to merge
00:29:41
those points into one then we'll alt
00:29:43
click this border here and press ctrl b
00:29:46
to bevel it and that's gonna just
00:29:47
basically split that for us and then
00:29:50
pressing that again we can then
00:29:52
bring that down to create the dip in our
00:29:56
wood we want it to have broken off so
00:29:58
what we're going to do is go to face
00:30:00
select mode and select these few face
00:30:02
edges here and just bring them up as if
00:30:04
it's like snapped off irregularly then
00:30:06
when we tab back we can see that we have
00:30:08
a tree stump that's kind of a one kind
00:30:10
of half broken edge and you can add as
00:30:12
much or as little details to this as you
00:30:14
want you know maybe i can loop uh maybe
00:30:16
i can say subdivide this section here
00:30:19
and then just start bringing this up
00:30:22
maybe extrude it upwards and scale that
00:30:24
down to create more lumps and bumps
00:30:26
around the edges so maybe extrude that
00:30:28
one too scale it down let's select this
00:30:32
face subdivide it extrude that one up
00:30:35
you know extrude that one up a little
00:30:36
bit just to create a bit where it looks
00:30:38
like it's snapped off now what we can do
00:30:40
is go to top mode press seven to go to
00:30:42
top mode and then shift right click the
00:30:44
center of this stump and what that's
00:30:46
essentially gonna do is put our sort of
00:30:48
world 3d cursor in there when we turn
00:30:51
back on our tree stump we can then right
00:30:53
click this and choose set origin to 3d
00:30:55
cursor and that's going to allow us to
00:30:57
rotate
00:31:00
[Music]
00:31:01
our trees that it's falling over let's
00:31:03
then move it over a bit here and i'm
00:31:05
gonna actually just rotate this one
00:31:06
along the x-axis as well until it's
00:31:09
lying down like that so you can see now
00:31:11
why i didn't put branches on the
00:31:13
underside because well frankly there's
00:31:14
no point and then we'll do the same
00:31:16
thing on the bottom of this trunk which
00:31:17
obviously the moment doesn't have a face
00:31:22
so we now have our broken tree all
00:31:25
modeled what we need to do now is apply
00:31:27
a texture to it so let's go to our
00:31:28
material preview and let's see what our
00:31:30
dirt texture looks like on this you know
00:31:32
might might look fine and add our
00:31:36
cliff wall or dirt texture
00:31:38
yeah that looks pretty okay we can start
00:31:40
with that at least and now that we've
00:31:41
got it textured as well we can start
00:31:43
playing with our displacement and maybe
00:31:46
decreasing the size and maybe we'll just
00:31:48
increase brightness ever so slightly
00:31:50
just so it displaces it more that looks
00:31:52
good to me let's apply the same material
00:31:55
to the trunk okay
00:31:57
but you'll notice that obviously the
00:31:58
inside of a tree trunk is a different
00:32:00
color usually to the outside of a tree
00:32:03
trunk and we'll add our border material
00:32:05
on this last because we're actually
00:32:06
going to be splitting this mesh to apply
00:32:08
different materials to it but in a
00:32:10
different method than we did with our
00:32:11
ground we're going to tab into our tree
00:32:14
trunk i'm going to go to face select
00:32:16
mode let's temporarily turn off the
00:32:19
displacement modifier in our viewport
00:32:21
and go to solid selection and turn off
00:32:24
our subdivision surface in our viewport
00:32:26
so we can easily see the faces that
00:32:28
we're selecting and we're going to
00:32:29
select all the faces on the inside of
00:32:30
this trunk here not this is important
00:32:33
not these faces because that would
00:32:34
technically still be bark let's turn
00:32:36
those back on so we can see what we're
00:32:37
working with go to material preview so
00:32:39
now we have these faces we're going to
00:32:40
assign a different material just to
00:32:42
those faces so if we go to material
00:32:44
settings here create a new slot and
00:32:46
we'll call this one in a bar with those
00:32:48
faces still selected we just click
00:32:50
assign so now if i go to say uh my
00:32:54
clip wall texture and i go inside and
00:32:56
i'm just going to copy these
00:32:58
nodes so i don't have to do it again
00:33:00
basically uh we'll go back to in a bark
00:33:03
for that or just delete those there
00:33:06
paste that there
00:33:08
and connect the color to the surface
00:33:10
material output i can essentially just
00:33:11
delete these lower
00:33:14
colors and slide
00:33:16
these ones along
00:33:21
so now we've got a lighter bark texture
00:33:23
on the inside of our tree stump and the
00:33:26
darker texture on the outside looking at
00:33:28
this again our cliff wall texture again
00:33:31
i don't really like
00:33:33
that um that wood it needs to be it
00:33:35
needs to like absorb the light a bit
00:33:37
better if that makes sense so we'll just
00:33:39
copy these and go back up and we'll
00:33:41
duplicate our cliff wall and we'll call
00:33:43
this tree bark
00:33:45
then we can just delete
00:33:47
paste
00:33:49
and connect or if you wanted to you
00:33:51
could you could group these as well into
00:33:52
a node group if you thought you were
00:33:53
going to mix them later on uh and i'm
00:33:55
actually going to crank it so that
00:33:58
a little bit less light hits our tree
00:34:04
something like that looks good to me
00:34:05
awesome then i go to this object here
00:34:07
we'll do the same thing we'll swap this
00:34:10
cliff wall we don't want you we want
00:34:11
tree bark yeah that looks much nicer
00:34:14
we're going to tab into edit mode and
00:34:16
we'll select all the bottom faces of our
00:34:18
tree we can add a new material slot we
00:34:21
will call that
00:34:23
uh in a bark or in a trunk i should really
00:34:26
have called it uh and we'll click assign
00:34:28
bam that's looking nice tab back out of
00:34:30
that obviously it's darker in there if
00:34:32
we if we had a bit more light hit it
00:34:34
then we would see that finally let's add
00:34:36
another texture for our border okay and
00:34:39
we'll add a solidify modifier
00:34:42
onto that
00:34:43
um which is i think i put it at 0.02
00:34:46
thickness materials are flipped and the
00:34:49
offset this time is gonna be two because
00:34:52
of extra material that's added to it and
00:34:54
we can't see our material on the outside
00:34:56
and i believe that is because if i turn
00:34:58
on face orientation you'll see that some
00:35:01
of our objects here are actually flipped
00:35:03
so our leaves have got their normals
00:35:05
flipped which is usually bad but doesn't
00:35:06
really matter in this kind of shading
00:35:08
style um what that means is however
00:35:11
let's just turn that back off so that
00:35:13
it's easier to see actually leave one
00:35:14
for now um we need to tab into edit mode
00:35:17
press a to select everything and choose
00:35:20
mesh
00:35:21
normals flip okay and then when we tab
00:35:23
back into object mode and we can turn
00:35:25
that overlay off we should now see that
00:35:27
we've got our border material around the
00:35:29
edges of our trunk so we'll do that for
00:35:31
this guy too
00:35:33
tab a
00:35:35
mesh normals flip
00:35:37
tab back out
00:35:39
then when we add the material to it so
00:35:42
we'll add our border
00:35:45
we'll add our solidify modifier
00:35:48
which is 0.02
00:35:50
normal is flipped
00:35:52
you'd think that you wouldn't have to do
00:35:53
that if you just leave the normals on
00:35:54
flip but you do it's weird
00:35:56
offset by two and bam our tree trunk now
00:35:59
has our border on it as well let's uh go
00:36:02
back to layout mode press a to select
00:36:04
everything in our scene go to our
00:36:06
modifiers and toggle all of the
00:36:09
modifiers on and off to see what our
00:36:10
grass looks like boom that's looking
00:36:14
pretty nice if i was trying to show
00:36:15
myself i think that is plenty for
00:36:17
today's tour what we've essentially done
00:36:19
is all of the soft scape there's a few
00:36:21
details we'll be adding next time like
00:36:23
some mushrooms and flowers and things
00:36:24
like that to our scene and then after
00:36:27
that we'll be jumping into all of the
00:36:28
grease pencil elements like creating the
00:36:30
water and adding our animated character
00:36:32
to the scene thank you very much for
00:36:33
watching i hope you've enjoyed this if
00:36:35
you have make sure to comment and let me
00:36:37
know what you'd like to see in future
00:36:38
blend tutorials how i can improve all
00:36:40
that sort of thing so uh yeah hopefully
00:36:42
i'll see you next time i've had loads of
00:36:43
fun making this hopefully you've had fun
00:36:44
watching it i'll see you next time on
00:36:46
once again i'd like to extend absolutely
00:36:48
massive thank yous to my level 2 and
00:36:49
above members without whom tiptup would
00:36:51
have died a long time ago become a
00:36:53
tiptitan yourself by clicking that join
00:36:54
button below for exclusive perks and
00:36:56
benefits [Music]
00:37:03
remember to subscribe for more tips
00:37:05
tricks and tutorials thanks for watching

Description:

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 00:36 Making the Grass with Particle Systems 07:23 Adding Wind Physics 08:39 Adding Varied Grass Systems 11:15 Adding the Bushes 13:56 Making the Leaves 17:38 Texturing & Placing the Bushes 22:35 Modelling the Tree 31:25 Texturing the Tree 36:46 Members 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: https://www.facebook.com/unsupportedbrowser Twitter: http://www.twitter.com/tiptutzone Instagram: https://www.facebook.com/unsupportedbrowser Dribbble: https://dribbble.com/tiptutzone

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