Simplistic stylized environments are great, visually appealing projects. There is so much to learn in this workflow!
This tutorial series originally aired as a livestream for CG Cookie members - now, it's unlocked for anybody to watch.
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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.
Concept side is good to be there even if it doesn't get updates
ok thanks Jake and K.trammell
[Q] Off topic, but now that Tim isn't involved as much, is the concept part of the site going to be getting any more love in the future?
Laslo....the trick there is to increase a setting called Edge Bleed
[Q] How do you handle Seams? Tried texture painting once and even though i only painted black and white it was extremely "jittery" weird looking, and the uv map was fine. To put it more generally, how to paint over seams without it having this cut inbetween?
That always seems to be enabled by default for me
[Q] You might want to make sure the mapping is connected to the UVs. For some reason even though I had UV maps it was using the generated uvs behind the scenes
[Q] Can I just say I'm impressed with your speed? Simple props tend to take days for me because I never think it's good enough
We've all been self-conscious about our tongue game ;)
Kent is the Michael Jordan of Blender, that's all