Creating Realistic Environments with Blender | Course Trailer + First Lesson
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- Опубліковано 4 чер 2024
- Eevee for photo realistic environments in Blender? Believe it!
[$]Subscribe to CGC and watch the full 5-hr Blender course: tinyurl.com/eevee-environment or purchase directly from the Blender Market - b3d.blendermarket.com/eevee
You may recognize this environment from the Backhoe assembly animation: • Heavy Equipment Assemb...
What you may not know is the backhoe was rendered with Cycles and the environment rendered with Eevee.
Disclaimer: I first tried rendering the environment with Cycles as well but I needed it to finish before my kids graduated college....Eevee came to the rescue!
THE ENTIRE WORKFLOW, STARTING WITH 3D Modeling
This course walks you through the entire workflow.
Honestly, the modeling is very simple since it's all based on primitive shapes; namely cube and cylinders. Also we want our models to function within Eevee's real-time potential so we're avoiding subdivision smoothing. The idea is to keep our models low in poly count but high enough to visually appear smooth. A best of both worlds situation.
NEXT UP: MATERIAL CREATION
After modeling we move into material creation. For this project our shading does most of the heavy lifting visually. Simple, yet competent models plus robust materials is a powerful combination. All materials in this project are 100% procedural. No UVs and no image textures are used. While it gets a little more complicated in the shader editor, really it’s only a handful of procedural concepts repeated and adjusted in various ways.
PLUS, NUMEROUS TIPS & TRICKS
- Eevee's indirect lighting provides an approximated global illumination component. Sure it's not as accurate as Cycles but it can get the job done in the right conditions! Darkly lit being one of those conditions.
- Volumetric Fog / Smoke does a lot for establishing spacial depth as well as introducing cinematic drama. Eevee's fast volume calculation is one of my favorite features.
Photorealistic post-processing techniques.
- We'll go over a few go-to compositing techniques that push a realistic render further into photo realism.
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You guys are always in another level. Fantastic!👏👏👏👍👌
Awe... shucks... 🤗- Happy Blending!
here are my tips after working in the animation industry: getting the right kind of dirt on a surface is essential for realism in environments. establishing natural wear patterns on surfaces exposed to elements, traffic, and traction from human interaction. So scratches, dirt in corners, wear marks, dents, dings, are all needed to be the right shape and depth. When you do this, you can really go realistic. even if the models are basic, realism comes from the surface variation: modulate your fractals with other fractals to create organic patches, non-repeating textures are really important. The seating area around a rock for example should be darker at the bottom where water has left iron deposits over the years. The tops of plastics outdoors should be faded, and every color used should be patchy, including lighting colors
is pt 2 not a thing now
Thank you sir
Excellent advice!
Great course and exciting
As an structural engineer , this kind of slabs is called waffle slab
The column head is often embedded in the slab and it is much wider in xy plane
or you could connect columns with less wider beams also embedded in the slab
Try searching waffle slab images for more refrence images
Oh wow, that's a great nugget of info. I wish I knew this when I recorded! Thanks for sharing 🙏
The "magic formula" is: Scale factor = [(floor_dimension - column_dimension) : (count - 1)] : column_dimension
So: Scale factor = [(72m - 2m) : (6 - 1)] : 2m = 7
72m - 2m = 70m is the distance between the center of the first and the last column
6 - 1 = 5 is the number of intervals between the columns
70m : 5 = 14m is the distance between two columns
14m : 2m = 7 is the scale factor related to column dimension (so the distance between two columns is 7 times their dimension)
Great video! Waiting for the next one... 😉
Thank you for decoding the math I couldn’t fully make sense of 😅
Exactly this is what I was searching, blender architectural works
Great Course and thanks for showing your workflow. Happy blending with blender.
That smooth shading problem after adding the bevel can also be easily solved by adding a weighted normal modifier
Or just auto smooth under the normals tab
If you're referring to the floor tile, the issue is that once the array modifier is applied at a later point the tile becomes dozens of objects, so I assume Kent didn't want the computational expense of each of those objects having a modifier attached.
I think he does use auto-smooth on a different object that has a similar issue though.
I dont think you lost credibility. Makes you even more human :) Thanks man for the tutorial. Love it and hope to see more soon.
Because its a relative offset, 7 works because its the original block plus 7 before another block is put down, so 6 spaces in between. So original block, 6 spaces, another block, 6 spaces, 5 times. Which is 7x5, which is 35, then add the last block, 36. Another way to count is 6 spaces in between in 5 gaps, 30. Plus the 6 columns, 36. Its just weird because a relative offset of 1 is right beside with no space, and 2 is one space, so you always deduct 1 if you are counting spaces between
Thanks for setting the math straight!
This is GOLD! You sir are awesome! Subscribed!
weighted normals modifier also works well for correcting normals on large flat faces
Thanks a lot for explaining so simply 🙏🌺
Spectacular!
Use weighted normals modifier instead.
Reverse normals and turn on backside culling to see inside easily.
Excellent suggestions - thanks!
Great stuff guys, as always, thank you !
Glad that this was helpful!
Incredible. Please when will you drop the remaining tutorial?
Thanks for your tutorial. I can learn some thing new. 🤩
I just finished watching that course on the site and it is wonderful. In the process of putting together a specific scene, Kent does a great job of explaining many general concepts applicable to all kinds of CG design.
Thank you, Doda! Means a lot :)
This channel deserves more subscribers
We would not disagree. :)
For the floor tile, why not use modifiers? + harden normals on the bevel modifier?
Just Great!
I am watching your videos and i built in maya to your models! You are aspiring! 💖💖💖
Ok, let's go.
Thank you sir for sharing.
Very nice! I am looking forward to the upcoming parts of the tutorial!
Are you into unreal engine? I miss tutorials which show workflows how to translate full blender scenes getting decent lighting, look and feel for the same content on different engines.
this gonna awesome tutorial
This is amazing
"Perfect!"
Please make tourtorial on how to do textureing, lighting, and putting PBR marital on this parking lot.?
Seems that the next part never came out. But one question anyway regarding the shading, why didn't you simply limit the angle with auto smooth ?
😍 Getting some Fight Club vibes from this!
I *love* that you're getting those vibes
Would love to see a tutorial on how to create a large and realistic scene. Say the coast of california and near by neighborhoods .
Great work. Could you add the next part of the tutorial thanks.
It's great
Awesome. Waiting for part 2 please!
still waiting lol
@Wizard Gaming lol
Great tutorial, how do you display the keyboard and mouse movements on the screen?
Thanks! There's a free addon called "Screencast Keys" that's been around for a long time
Auto smooth can solve that shading issue. Object data properties > Normals > Auto smooth
It's another time that I see this background setting and I love it :D How to set it up instead of a default background? Great course as always! :D
Thanks Michal! If you're talking about the viewport background, go to User Pref > Themes > 3D View > Theme Space > Gradient Colors and choose "Vignette" as the background type. Then adjust the High / Low gradient to the colors you want.
@@khtrammell thanks! Nothing will be the same from now on… 😂
useful
Time to get blendiii now
yea
Why you didn't use auto smooth?
❤️
when is part 2 coming?
when next lesson is coming ?
as the same before and now, I still getting nervous by control those node arrange, lol.
niceee
I am interested in the course because I recently did a concept illustration of a parking lot for university, but I wonder, could you guys share the pc specs of the instructor?
I ran out of RAM on my graphics card (8 gb) various times so it would be helpful to see what the instructor uses before buying the course to see if the course itself would be of any help for me with the current specs that I have.
Glad to see you're interested! I created / recorded this project on a PC with RTX2080 (8GB RAM) and a Ryzen Threadripper 2950X 16-core with 32 GB RAM
@@khtrammell Excellent! Thank you very much for the reply and awesome work!
where is the rest of this tutorial?
Will Kent being doing more sculpting courses?
He is now working on an incredible course about creating portraits in Blender. It's going to be EPIC!!
colum shader not working
Ok first iam ☺️🔥
Great stuff. I wish I could just purchase this entire course as opposed to having to subscribe to a CGCookie membership.
We will be making it available on BlenderMarket.com - stay tuned ;)
When available on blender market?
Nice UwU
make another parts pls
😢Where is the second lesson??
How big is his monitor. He's looking down. Is he working on a laptop? I feel a big monitor is better suited for a long term blender modeeling.
ঔ you are very good so I subscribe u
I come 8th, now my purpose for living has completed
Contratulations!
@@cg_cookie haha thanks man. Great work. Good luck with this course
Why do you name your objects "object".000?
guys, just use bevel modifier with hard normals option, it needs only 1 segment for nearly perfect look
oh noo what this guy doing! just turn on snapping to wertices and drag circle on z axis to height of point what you want.
ngons need this edges becouse any "gon" should be without holes. square with circle hole is not "gon".
yes again, you will spend more time and destroy topo with this bevels, bevel modifier + harden normals + bevel weights or just by angle will be correct method.
please make a video on :
which laptop is good for beginners
if the budget is 50,000 INR
It rains in that underground carpark?
Dripoff from the piping ;)
LOL right? I kept thinking the whole time "but why is the floor wet?". To which I could only answer "because it will always looks cooler that way!"
😅
Oh first
Almost
@@edwardcardozo8325 it was empty when i wrote it, maybe second
Yes
Unless I'm being paid to do something like this, I will never waste my time building a 3D environment that doesn't exist - rather pay someone else to do it or build a 3Dusing pre-made assets online.
will be wait at torrents!
ЧСХ, я бы и рад оплатить подписку, но не могу войти в аккаунт. Всевозможные инструкции по восстановлению пароля/разблокировке аккаунта на почту не приходят, хотя сайт и заверяет, что отправил. Служба поддержки кормит бредом вроде "а вы таки точно правильный адрес указали?", "а спам проверяли?" и прочее в стиле "а не идиот ли вы?". Ничего внятного ответить не может. Так что да - торрент и только торрент. Теперь уже принципиально.
Special shout out to our supporting members. You make content like this possible 🧡
While having our content on torrents is inevitable, we do appreciate the support of those in the Blender community here on YT simply by following us and or those whom have grabbed a Citizen subscription on HTTP://cgcookie.com Keep on keeping on! 🍪
@@Mapper720 Sorry to hear, and again not the intent. If you're account is locked here is the link to recover - cgcookie.com/unlock/new
did you find the free download for this blender environment cuz I want it so bad!
Ok so you are telling me that i have to pay for the rest of the tutorial? Was that hard to just tell us in advance??
the title says "course trailer + first lesson". apologies for any confusion!
YEEESSSSSS