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.
Emission just because that is the node Kent have plugged in
so to bake vertex colors, we set it up in the viewer node and bake emission?
Watch out for repeating cats
Wow, Kent just proved you wrong, Omar!
You just broke the matrix Kent
Baking is like plugging a USB, it is never right on the first try
disciplines *
great way to put it spikey.. there are a lot of disciples in the package
I think most people have more weaknesses than strengths when it comes to Blender, Shin.
Dwayne Johnson - "The Rock"