Simplistic stylized environments are great, visually appealing projects. There is so much to learn in this workflow!
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We will start by creating stylized tress (this video, part 1).
In part 2, we will create simple plants to add to our scene (watch part 2 here).
In part 3, we will create our beautiful sandy stylized beach (watch part 3 here).
Finally, in part 4, we will bring it all together and create our whole island scene (watch part 4 here).
Above all, this style is super FUN to create. Their simplicity is not only appealing to look at, but it also enables for faster creation compared to their photo-real counterparts.
Environments are perfect for using Blender's linking system. The idea being that we create individual .blends for each asset then link them into a new .blend where we assemble the overall environment by duplicating the linked assets and placing them appropriately. The benefit with this is that any changes we want to make to the individual asset .blend files will be applied to the assembly containing links accordingly. It's a crucial function for working on complex scenes like this.
More often I see Eevee being used for singular objects like characters, vehicles, or small contained environments (sci-fi corridors and single-rooms). So we're going to figure out how to make Eevee work for large-scale scenes.
[Q] Use Custom Transforms for this, Kent
Did not know about that in the View
for curving the branch
[Q] would the bend tool do this same thing?
Kent you've gained a lot of speed in 2.8
Didn't know that, Number9
Remember: capital Q.
[q] Actually if you like to know, pressing ctrl+b and then pressing v afterwards while the tool is active also switches to vertex bevel ;) So many ways :D
Rule #3: Palm tress can scratch your back but you can't scratch theirs
I think Jonathan uses checker deselect in one of his old "model a sports ball" courses in the archives