Simplistic stylized environments are great, visually appealing projects. There is so much to learn in this workflow!
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In part 1, we created stylized tress (watch part 1 here).
In part 2 (this tutorial), we will create simple plants to add to our scene.
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.
That's it, I get a beer now!
Awesome spikey!
[Q] the leaf scale option does work when using duplifaces for some reason, just tested it.
[Q] Kent to randomly scale the leaves: Object > Transforms > Randomize Transforms. Very handy!
numbernine Thanks, I love you!
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[Q] Kent, info: next to Load Preset there is a Limit Import that is checked by default; it doesn't import leaves and limits the branches...
Heh
Every time Kent says "Trunk" I have to think at beer ...
llofaktirhum If you want a ballpark number, a character (in-game) in Overwatch with weapons included is between 39 and 60K triangles