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00:00:00
Hello everyone, my name is Artem and in
00:00:02
today's lesson we will create the
00:00:04
spathiphyllum flower ourselves so that the lesson is not
00:00:07
too long, some routine
00:00:09
moments will be missed in it and as I
00:00:11
said at the beginning we will only create a
00:00:13
flower, so the window sill question
00:00:16
is used here as a background for the randir
00:00:18
so let's get started, so first of all, we'll add an
00:00:23
object with a ring to the price; we
00:00:27
'll leave the number of vertices at 32; we'll
00:00:29
switch to the front view in
00:00:31
editing mode and start extracting
00:00:33
the shape of our pot from it; now we
00:00:37
see the normals in the wrong direction; we
00:00:39
recalculate them using control and
00:00:41
immediately reduce the size of the object up to 10
00:00:44
centimeters so that we have the real
00:00:46
scale of our objects, well, 1075 is
00:00:50
enough; we immediately apply
00:00:52
the scale after scaling and
00:00:54
continue working. Now we see that our
00:00:57
grid is too large in the 3D video window; I
00:00:59
also reduce it in the display menu and after
00:01:02
that we will set up clipping in the menu view
00:01:05
parameter start and
00:01:06
adjust the start, set one
00:01:10
centimeter and 100 meters so
00:01:14
the beginning and end of the object
00:01:16
will not be cut off when scaling and
00:01:17
everything will be fine, now we can
00:01:20
return to the pot and continue its
00:01:22
modeling, first close the miss,
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scale it and at the end you can create a
00:01:29
new freestyle with using the key, and
00:01:32
now we create the upper part here, all the
00:01:34
same extrusion and scaling,
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everything is simple,
00:01:42
now we need to give our
00:01:45
object thickness and subdivide it
00:01:48
using the solidify modifier,
00:01:49
create a thickness, I have metric
00:01:52
units of measurement, as you noticed everywhere,
00:01:54
millimeters are centimeters, and so where is the vision
00:01:57
gray with the mutagen everything is standard here and
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now with the help of stiffening ribs
00:02:03
we will transfer, firstly, the rigidity of these
00:02:04
places where we need it and also with their
00:02:07
help it will slightly distort the shape of our arsh,
00:02:09
now we have it perfectly even, such
00:02:12
pots do not exist in nature.
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By the way, I have the same flower at home
00:02:16
on the window so I saw his pot,
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I have it made of plastic and it is a little
00:02:21
deformed, now we are
00:02:23
randomly selecting on our just
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added edges at the top in
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approximately a checkerboard pattern, well, as you
00:02:32
can see, I just see them, as it turns out, and
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now there are a few of them s I can scale it
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outwards or inwards,
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I’ll bring them inwards and this way we’ll
00:02:41
get something crumpled so
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that it’s better to see, let’s turn on the mat cap,
00:02:48
well, that’s about what I need, everything
00:02:53
with modeling for the bugs, we’ve finished everything
00:02:57
here, everything is fine and now we can
00:02:59
start creating the soil for the excavation
00:03:02
of course, turn it off on the second layer,
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create an eevee sphere and immediately reduce the
00:03:08
amount of its vertex by half, after that
00:03:12
we apply smooth shading and using the
00:03:14
display modifier, now we will
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shift the vertex of this sphere,
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here we set the strength to 01, create a
00:03:21
new texture and go to the
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textures tab to configure it here too I will
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use the Klaus texture and we simply
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reduce the site parameter until
00:03:31
the result satisfies us, this is
00:03:36
approximately what we need and create
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four more copies of this object, as you can see,
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they are all slightly different from each other,
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select all the objects and unite their
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group,
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call this group rocks we return
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to the first layer and here we need to
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create an object on which
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our particles will be located,
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we will use this group and the whole world
00:04:07
as a system of particles if you haven’t guessed it yet,
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and here we create a ring object on the first layer of the upper
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part of our pot
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I fill it with vertices,
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subdivided with muse shading and now my
00:04:20
initial ones are positioned in the place we need
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and also with the help of
00:04:23
proportional editing I
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will create a little depression in the
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center of this object
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so that the soil particles are
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not distributed so evenly on it, again
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the depression can be created not only in the
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center but somewhere else, but I will limit myself
00:04:38
here to small recesses and that’s all, and
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after the object is in the right
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place, we create a particle system for it,
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go to the tab and press the new key,
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type of fairy particle system, number of small
00:04:56
soil particles we will have two thousand and
00:04:58
immediately let's give a name to the
00:05:00
particle system, the first one is called we will have a
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rox and for this particle system,
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in addition to the quantity,
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we will also indicate as a group of the
00:05:10
object in our group and the whole world and
00:05:13
set up the size for them, in addition to the size, we
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also need to rotate them,
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here we increase the variability of the
00:05:23
size and in the rotation menu we also
00:05:26
randomly set both parameters to the
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maximum, so our particles
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are placed here as chaotically as possible and
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this will be our soil again and now we
00:05:36
will now add a second
00:05:38
particle system, you duplicate the first one and change its
00:05:42
name by filling the rocks with rocks, the difference
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from the previous one will be only in the number of
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particles
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will not be 2000, just 50, and
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we will also increase the size of these particles of the
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second group by half zero point zero 15
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to 0 point 3
00:06:01
hundredths this is what we have and this is
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the result we can
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look at each group separately
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and if you you are not satisfied with the location of
00:06:18
your particles using the seed parameter, you
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can change these values, thereby
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randomly placing
00:06:25
particles on your object each time,
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well, that’s all about setting up the
00:06:29
particle system, now let’s speed up a little
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and start modeling the leaf.
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flower, it is
00:06:42
also called a spadix, and here I
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add a cylinder with 8 vertices and begin to
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position it from it, we will
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now create the main stem and
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increase it upward; we also make sure
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to apply the scale so that we have one hundred
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percent, that is, one, and raise
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this cylinder up approximately to a height of 2
00:07:04
3 pots, here again it doesn’t
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matter, then when
00:07:07
the leaves appear, it will all be possible to
00:07:09
adjust all this after we have
00:07:11
raised it, here we create such a
00:07:15
cutout, it is from this that this so-
00:07:17
called cob will grow, and now,
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using extrusion by scaling, we
00:07:20
create the top this very sheet of
00:07:24
blanket here we get such a
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small boat with curved edges
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using the usual movement and
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scaling of the vertices we create the desired
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shape modifier with a thickness of 0.1
00:07:40
millimeters and subdividing
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the surface with embarrassment of course
00:07:45
here we will now add 1 stiffening rib and
00:07:48
also add several edges because
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we we won’t distort the data of a straight cylinder;
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it is so, in principle, but
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still in nature there are no perfectly straight things,
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and even this sheet
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is slightly distorted, and also the upper part, as you
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can see, here we select several
00:08:06
vertices, some we move forward, others backward,
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since the sheet is not completely uniform, do
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n’t be afraid of it and make it wider;
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the top is sharper, so the
00:08:20
tip needs to be raised a little; be
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sure to look at the reference at the
00:08:25
moment of modeling this part,
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because without it it will be much more difficult for you
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to do all this; well, this is actually
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how it will look the model of
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this leaf is a blanket and we can
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move on, now let’s create a
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cob for this leaf,
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I will now duplicate 8 vertices and select
00:08:49
them into a separate object using the button
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and now this object is already from it, we will
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continue modeling this is still the same
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cylinder that will be located inside
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our previous cylinder and here at the top
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we need to model a
00:09:04
small thickening for it and the extruder and the
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top here we close the top
00:09:12
using the grid fill tool and here we
00:09:14
also subdivide a little ribs, make
00:09:18
it all thicker and add one
00:09:22
stiffening rib here at the bottom and also rotate it a little,
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it’s not perfect
00:09:30
it is located exactly, it always leans
00:09:31
somewhere either towards the sun or vice versa from
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it and after that we select all the faces
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except for the lowest ones and in a
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checkerboard order we remove the selection and
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everything that is individually selected for the
00:09:44
extruder by it and now we change the center
00:09:47
of rotation to individually jones and so
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in this way we scale each selected
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polygon, now our cob extends beyond
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the sheet, the blanket on the back side,
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for this we completely select everything and we
00:10:00
need to rotate it from 1 to
00:10:03
day to the side so that this does not
00:10:04
happen, everything is fine now and
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to give additional
00:10:08
variability, now we will add a special
00:10:11
lattice and with With its help, now we
00:10:15
will also distort it a little,
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deform it, rotate it, set up
00:10:19
first the dimensions of this lattice,
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subdivide it on the appearance tab to
00:10:24
a and select the cob, and then
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press the kontrol p with the lattice,
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we can immediately add the
00:10:29
likes modifier c and all the
00:10:32
objects we need will now be indicated there we
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rotate this lattice, shift it and thus
00:10:37
deform our ball, after that this
00:10:42
lattice can be moved to the second layer
00:10:44
and with this
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we have also finished modeling the cob and now
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the part that will take you more than one
00:10:53
hour begins, we will now create
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all the sheets of this More precisely, how to
00:11:00
create a flower, we will just create one, the
00:11:01
rest you will have to create
00:11:03
yourself, in my case, mine and the
00:11:05
leaf of the flower had six sheets,
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I will now show you how I created the first one,
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the subsequent ones are created from 1, that is,
00:11:13
we copy mine and just do it differently and
00:11:16
bend 1 the OMS and DMS sheet
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subdivides the plane several times both
00:11:22
vertically and horizontally and
00:11:25
initially create a small depression here in the
00:11:27
center; this will be the basis of our
00:11:29
sheet and now we will
00:11:31
place it in the right place;
00:11:33
first we also add
00:11:35
a modifier and they are still the same thickness s01
00:11:38
sapphires and smooth and after
00:11:42
we have placed it here we look at how many
00:11:44
vertices we have here, in my case there are 10 and
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here in the editing mode
00:11:47
I add a ring with 10 vertices
00:11:50
this will be our cylinder and now we will
00:11:54
combine those same 10 selected vertices
00:11:57
with this ring we will do this by
00:11:59
selecting where the vertex is by pressing the f key, or
00:12:02
then selecting four vertices at once by pressing the
00:12:04
f key, but I recommend that you
00:12:06
activate the f2 addons for
00:12:08
all help, this is all much simpler, we
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can select just two vertices
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and press the f key several times and
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thus we will hear all of our earlier ones,
00:12:18
now we will recalculate the normals and once again
00:12:22
assign crazy because in
00:12:24
some places it was not activated for us
00:12:26
after we created a new one earlier,
00:12:29
everything, and so we wrapped this
00:12:33
new sheet on top of our previous one, they are
00:12:36
always like this for us grow in a flower, that is,
00:12:38
first one of it is 2
00:12:39
and so we will model them in the
00:12:42
reverse order, I shifted the center of this
00:12:47
object to the center of the 3D cursor,
00:12:49
changed the scale a little and now, using
00:12:51
proportional editing,
00:12:53
select one or the other at the top and
00:12:56
bend this object trying to make from
00:12:59
it, something similar to a leaf is again
00:13:01
necessary when modeling all
00:13:03
these organic parts of our
00:13:05
flower, look at the leaves and flowers in the
00:13:07
reference without them it is very difficult to achieve
00:13:10
something similar to a real flower there
00:13:13
you will see how these sheets bend and
00:13:15
how thick they are Now I’m starting to
00:13:17
bend and raise some of the edges. You
00:13:20
can do this either by
00:13:22
moving the vertices and proportional
00:13:24
editing, or
00:13:25
you can switch to boredom mode.
00:13:28
Do this using standard
00:13:30
brushes.
00:13:32
Here we turn on the mat cap, again it
00:13:34
will be better visible by holding down the controls SDM
00:13:37
depressions without control, we create bulges
00:13:39
in this way, if you have any
00:13:41
sharp places somewhere, you can quickly smooth them out in the twisted mode;
00:13:47
we also need to extend this cylinder to the bottom
00:13:50
and, of course, it must be wider than the
00:13:52
previous one; this is all for the extruder and we will
00:13:57
also add a few additional
00:13:59
ribs in case if
00:14:01
the storytellers need to somehow drag this object away,
00:14:03
well, now let’s take care of this part, here
00:14:06
we have ours crossing each other, we are
00:14:08
setting it all up, well, the position will only be
00:14:12
with the first flower leaf, more precisely,
00:14:14
then I will begin to cross them with the
00:14:16
help of crossing the mice because
00:14:19
this process is quite time-
00:14:21
consuming,
00:14:25
so in this way I created 1
00:14:28
leaf and now I’ll show you what will happen
00:14:31
in the end, after a few hours of
00:14:36
subway work, I
00:14:37
ended up with the next flower, I added
00:14:40
5 more leaves here, so
00:14:42
we see 1 which I just
00:14:44
modeled and this is how the second
00:14:47
leaf comes out of it,
00:14:49
here there is a simple intersection of waves without
00:14:51
any additional actions, exactly
00:14:54
in the same place 3 4 5 6 as you see, they all seem to
00:15:00
organically intertwine each other, in
00:15:02
fact there is no ideal here
00:15:06
This means our topologies intersect each other, but in
00:15:10
this case it’s not critical, you can
00:15:12
afford to
00:15:13
render even from such a distance as it is
00:15:16
now, it doesn’t reveal any shortcomings, and in
00:15:20
general we’re done with modeling and
00:15:22
now we’ll start creating materials for
00:15:24
this flower;
00:15:26
before setting the material, you need to
00:15:28
adjust the color, so first of all, I
00:15:30
went to the hdr on heaven website and here
00:15:34
I found an hdri map for our world on
00:15:38
this site there is a huge number of
00:15:39
high-quality hdr maps, I selected the current one and
00:15:43
downloaded it in 4k resolution, the
00:15:45
size and quality are average, let’s not say so,
00:15:49
after that we return to the blender and
00:15:52
here on the tab of the world we install the
00:15:54
just downloaded map between heaven
00:15:56
for this we add not in Voronin
00:15:59
textures we find our downloaded map
00:16:01
I have it here on the desktop and
00:16:04
loaded
00:16:06
all other settings by default
00:16:08
light intensity one I didn’t do anything else
00:16:11
and now we will mark the background parameters and
00:16:14
turn it on perspective and let's see how it
00:16:16
looks here, let's turn on the
00:16:21
render mode now and see how
00:16:23
it illuminates our object with a standard
00:16:26
white diffuse material, that's all
00:16:29
about lighting and now let's move on to
00:16:31
setting up the materials, we started
00:16:34
modeling the pot and the material is
00:16:36
first set up for it here there is
00:16:38
nothing special to comment on black
00:16:41
defense white moose
00:16:42
mixed using fresnel this is our
00:16:46
pot material and now let’s move on to
00:16:49
setting up the earth material when creating the
00:16:52
earth material we will have the
00:16:54
same logic as when creating the pot material
00:16:56
hyphen and deaf mixed but
00:17:00
we will not have as a diffuse just black
00:17:02
color here we will add a texture but there is only
00:17:05
if we connect and and directly then the
00:17:07
result will not be very good so we
00:17:09
need to pass this texture
00:17:10
through not call a ramp here for the
00:17:13
necessary colorant we use two pallets per
00:17:15
night and one of them is black
00:17:17
it is installed at around 2.7 and the second
00:17:20
time the dark brown is at zero
00:17:23
the result you now see in the
00:17:25
render and after we
00:17:27
skipped the texture but from the shader we connect the
00:17:31
diffuse agreement and mix them
00:17:33
using the outputs aisin
00:17:36
mixing factor 0.01
00:17:38
axis here it’s more for show, but it’s
00:17:41
necessary here, without it the material wo
00:17:43
n’t look the same, and the whole
00:17:46
bunch is essentially the same as on the pot,
00:17:49
only here we use a
00:17:51
procedural texture, but it’s connected
00:17:54
to shader diffuse,
00:17:55
that’s all about setting up the
00:17:58
ground material, here’s the complete one map of nodes and we
00:18:00
move on, a quick search for the texture of the
00:18:03
spathiphyllum leaf did not give any
00:18:05
results, so I took my
00:18:07
own tablet, photographed my
00:18:09
own flower and then
00:18:11
cut out and created
00:18:14
this texture of the leaves of the spathiphyllum flower in a graphic editor,
00:18:16
then using an online service I created
00:18:19
such a map Normals I
00:18:23
will also attach a link to this online service for you in the description of this
00:18:24
video and there, in addition to the normal map,
00:18:27
I created just such a reflection map, they are
00:18:30
far from ideal, firstly because
00:18:32
they cannot be created from one image,
00:18:35
but again for the purposes of our lesson this
00:18:37
will be enough and now you need to
00:18:39
create a scan before you start
00:18:43
to scan you need to create a
00:18:45
new material for the sheet and for the
00:18:47
texture ball you need to specify our texture,
00:18:49
so that we can then
00:18:52
turn on the texture display mode and
00:18:53
see our texture on our sheet
00:18:56
now we are here in in the editing mode,
00:18:58
we mark these edges as a seam and that’s it, I
00:19:01
unfold this object, now we turn
00:19:04
on the mode, this texture expression,
00:19:06
we see the result in window 3 of David and
00:19:08
we begin to edit our development, the part
00:19:11
that is responsible for the stem, we have a
00:19:13
secondary one, we
00:19:14
ourselves need
00:19:15
to place that part of its development
00:19:17
that is responsible for itself sheet here we
00:19:20
will achieve maximum quality
00:19:24
we have, make sure that the center of
00:19:28
the sheet corresponds to the center of our
00:19:30
model,
00:19:32
the resolution here is not the highest
00:19:34
quality, also not very high, but
00:19:37
due to the fact that our size will not be very
00:19:39
close, this will not be visible for this
00:19:42
case the quality of this texture is
00:19:43
quite suitable if you manage to find
00:19:46
higher quality textures this is
00:19:48
only welcome
00:19:50
also due to the fact that we edited
00:19:53
the leaf itself in David's window 3 using
00:19:55
proportional editing 2 or
00:19:57
individual vertices you see our
00:19:59
scan is not quite even so I
00:20:01
also have to edit a little and
00:20:04
after we have unfolded the leaf of the 2nd
00:20:06
part of the stem and when our texture
00:20:09
ends here, we simply move in the
00:20:11
opposite direction,
00:20:13
as I already said, this is how
00:20:16
the development of the stems themselves will be located,
00:20:18
which plays a big role here we
00:20:20
may have stretch marks on the
00:20:21
lining each to a friend, this is not a
00:20:23
fundamental result, in principle it
00:20:25
will be satisfactory, so we look in
00:20:29
window 3 of David, which is holy and it also turned out that
00:20:32
most of the stem will be hidden by other
00:20:35
sheets, so here it makes sense
00:20:37
to focus your attention on the
00:20:39
sheet, here I am now looking here, it is
00:20:41
necessary to edit a little and 90
00:20:45
percent I devote my time
00:20:47
to it and in this mode you
00:20:51
need to do the procedure with the
00:20:53
remaining 5 sheets
00:20:54
and also the main sheet of the blanket, and
00:20:58
so after some time I got the
00:21:01
following result, all my sheets
00:21:04
are unfolded, this is what I unfolded with
00:21:07
you a few minutes ago and now I’ll
00:21:09
show you the unfolding of the following, this
00:21:13
sheet was unfolded into 3 parts and that
00:21:15
also since there were 6 sheets, then in
00:21:20
pairs of 2 they were unfolded on the
00:21:23
same texture,
00:21:24
I unfolded it through yuan
00:21:26
wrap in the project queue from
00:21:28
you and thus placed it here
00:21:31
on the texture of the leaf bedspread and as you can see the result
00:21:34
turned out to be of quite high quality
00:21:37
with the leaf of the bedspread everything was easiest
00:21:40
here there was also one seam and it
00:21:42
unrolled
00:21:44
a whole separate texture was specially created for it
00:21:47
the results now you can also see we are
00:21:50
talking about the stems of
00:21:52
our leaves themselves here the most
00:21:55
stretch marks on the texture
00:21:56
quality here it also leaves
00:21:59
much to be desired, but for these parts of our
00:22:02
flower it also does not have a huge role in the
00:22:05
whole result I am satisfied with it looks not
00:22:08
bad and terrible the construction of the green
00:22:10
beer material will also look quite
00:22:12
good
00:22:14
setting up the material of the flower we will
00:22:16
do using the principles shader
00:22:18
without virgins and first In fact, we connect
00:22:21
our flower texture to it as a
00:22:23
bass color. Now we need to
00:22:25
connect the specular map. It
00:22:28
looks like this:
00:22:30
very bright,
00:22:32
we lower the contrast to 2, so we
00:22:36
make it much darker and
00:22:37
then using nada mas
00:22:39
through multipla and also stronger and darken
00:22:43
and we connect this resulting result
00:22:45
as a specular for
00:22:48
our well, idle principles, and
00:22:50
now I connect it and you will clearly see the
00:22:53
difference with and without a reflection map, and
00:22:57
we also need to connect the
00:22:59
normal texture, here everything is simple, we
00:23:01
connect I actually increased the strength to the normal map node
00:23:04
to two because
00:23:06
the quality is poor and we connect
00:23:09
to the corresponding input of the normal shader of the
00:23:12
principles of idleness, here, upon
00:23:14
closer examination, you can see the difference without a
00:23:16
normal map of Liston smooth
00:23:18
Adam and we connect the bumps of
00:23:22
roughness and irregularities they add
00:23:26
a small amount of realism to our flower
00:23:28
and of course the most important component is
00:23:31
under surface scattering, without it
00:23:34
the leaf will look unnatural and
00:23:37
now we increase it to 0.1 and
00:23:41
then the radius parameter begins to glow
00:23:44
for all 3 components, we reduce it to
00:23:46
0.01 and now now you can once again
00:23:50
evaluate the difference here is the performance of such a lid
00:23:52
under surface scattering and here is what
00:23:55
happens if you remove it that’s all
00:24:02
about setting up this material for the
00:24:06
final rendering I used
00:24:08
2048 samples since we use under
00:24:11
surface scattering the render
00:24:12
turns out to be quite noisy and to
00:24:15
get rid of from this noise, I
00:24:17
checked the noise reduction option on the ember layers tab,
00:24:19
all the settings are by
00:24:21
default, you can not
00:24:24
use this function if you wish, but then you
00:24:25
will have to set the number of samples much higher,
00:24:29
and after all this, all that remains is to
00:24:31
render, for the final
00:24:34
visualization I simulated a simple
00:24:36
window with window sill you now
00:24:38
see the result on the screen you can
00:24:40
use any other interior
00:24:43
exterior
00:24:44
in general here you have complete freedom of
00:24:48
action I hope you liked the lesson
00:24:51
format also as you can see this lesson
00:24:54
turned out to be short only 25
00:24:56
minutes they are an hour and a half or an hour as
00:24:58
usual I will in the future I plan to do
00:25:01
such short informative lessons,
00:25:04
thank you everyone and see you in the next lessons

Description:

► Инстаграм: https://www.facebook.com/unsupportedbrowser ► Текстовые уроки: https://blender3d.com.ua/ ► Книги, курсы и материалы: https://store.blender3d.com.ua/ ► Форум: https://blender3d.com.ua/forum/ ► Мой ПК: Core i5-4670K, 16 GB DDR3, GTX 970. ► Сервис онлайн-генерации карт: http://cpetry.github.io/NormalMap-Online/ ► Текстуры к уроку: https://blender3d.com.ua/wp-content/uploads/2018/03/spathiphyllum.zip В сегодняшнем уроке мы будем создавать спатифиллум в Blender. При создании цветка мы будем моделировать, выполнять UV-развертку, использовать систему частиц и нодов. Урок не сложный, но на его выполнение потребуется время, так как в нем содержится определенное количество рутинной работы.

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