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, we made simple plants to add to our scene (watch part 2 here).
In part 3 (this video), we will create our beautiful sandy stylized beach.
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.
Ok imagine you have Palm_tree.blend with the palm tree..... then you have scene_1, scene_2 and Scene_3 and on each scene you have hundred of palms trees. if you need to change the palm tree you do the change on one file and it will update in all the others
@ritag you got that bee by now?
I think I get it. Thanks Omar and Kent
We can see for miles and miles
Which linked data on a single .blend wont do
But if you have multiple .blends then assets changes will propagate
If you have multiple .blends shared data wont be as good
Having assets in a separate file also means you save up a lot of memory
I fear Linux Luke is going to die
10,000 meters! 😱