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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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 sceneΒ (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.
Now I know the smell of palm trees. Thanks, Jake
Ooo, bushy.
Probably changes, Omar, since it may be running on approximations than exact calculations.
[Q] I've never fully understood what the specular value determines, not wiith PBR materials at least
[Q] Can we trust a 100% that when we are shading in Look-Dev, it will look exactly like that in Cycles? Or does it change a bit?
Oh man, I can't wait
Tris rock!
The more tris the better! Game ready for the win!! π€π»π
It's more likely than you think
For shame!