Create A Low-Poly Japanese Scene In Blender | Zerina Bandzovic | Skillshare

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Create A Low-Poly Japanese Scene In Blender

teacher avatar Zerina Bandzovic, 3D Artist

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

9 Lessons (1h 44m)
    • 1. Introduction Class

      1:01
    • 2. Modelign The Rock Island

      11:49
    • 3. Modeling The Island Rocks And The Stairs

      9:31
    • 4. Modeling The Bonsai Tree

      25:00
    • 5. Modeling The Grass And The Flowers

      22:25
    • 6. Modeling The Small LighHouse

      5:17
    • 7. Modeling The Gate

      7:24
    • 8. Applying The Materials

      11:24
    • 9. Adjusting The Final Render Scene And Final Render Settings

      9:55
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About This Class

Hello guys, Zerina here, welcome to another Blender course.
In this course, we are going to be modeling a low-poly Japan Scene in Blender.

We will start by importing the reference image that you can download for free here https://gum.co/jzfrp. We are going to be modeling with all basic mashes and modifiers.
After importing the reference we are going to start modeling the hill and the little islands around it.
After we finish modeling that we will start modeling the Bonsai tree.
Once we finish modeling the tree we will then create some flowers, grass, and a couple of more details for our scene. In the end, we will add materials to the objects in our scene and we will play around with our final render settings.

This course is mainly for beginners but if you are an advanced 3D artist you can use it for inspiration or as practice.

Meet Your Teacher

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Zerina Bandzovic

3D Artist

Teacher

Hello, my name is Zerina, I am a co-founder of Render Craft Academy, graphic designer, and 3D artist. Creativity has been an integral part of my life for as long as I can remember even as a child, I've been interested in art and computers so I just followed my passion, and today I do what I love. Also, I have a lot of teachers in my family even my mother, so all my life I was trying to pick up their skills of teaching. 

I joined Awesome Tuts where I started my journey as a teacher and graphic designer. I have a lot of experience when it comes to teaching computer software for design and Computer Graphics. I preferably work in Blender and the type of work that I do is, sculpting and modeling low and high poly models.

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Transcripts

1. Introduction Class: He would say the guys that into here, welcome back to another blender Gore's. In this course we are going to be modelling a low poly bonsai tree on top of a hill using Blender, we will start by importing the reference image that I provided for you guys. You can check it and downloaded at drilling down below, we are going to be modelling would old basic meshes and modifiers. After we imported dereference, we are going to start modeling the hailed and little islands around it. After we finish modelling that, we will start modeling the Xite tree. Once we finish modeling the tree, we will then create some flowers, grass, and a couple of more details for our scene. In the end, we will add materials to the objects in our scene, and we will play around with Final Render Settings. This course is mainly for beginners, but if you're an advanced 3D argues, you can use it for inspiration or as a practice. So what are we waiting for? Let's hop onto the videos. 2. Modelign The Rock Island: Hey guys, welcome to the first studio and how to make this low poly bonsai tree on the island. So we are going to start by, by opening our blender air. You can see we are going to be using lender version 2.91. So let's begin. We're going to low Empress General here. As you can see, we have our default cube, default, Cameron default, like we're going to select each one of them with a box, select, click and drag, press X and delete it. I'm simply going to go here and open-minded screencasts for you guys. In here on the left inner corner you can see the shortcuts that I'm, that I will be using on this project. So the first thing that we need to, need to have here is we need to have our reference image with the shift a. I'm going to go here on your image background, and I'm going to choose my reference image. So this is going to be just my reference image for the model. And later on we are going to change this back ground. So I will be adding an ecosphere, okay, for the island and also for the little small parts are around the island. So I'm going to bring it down. And once I did that, I'm going to scale it up, go into the x-ray mode, and then turn on proportional editing. Select this one and press G. Let's see this up using my middle mouse key x. So this one, this one. This one. Okay? So right now I'm going to go here under modifier properties and I will be adding subdivision surface modifier. But I'm only going to increase the number of subdivisions like this, like default to one. And also in the render to one. If I went and if I added one more, you can see that how smooth it is going to be. So you can see this is actually not the same as this one. So I'm going to decrease the number of subdivisions in render to match the ones in viewport. Now, still one more time, I'm going to move these vertices a little bit like this. Mode, this, up this town. And let's see around how it looks like. Some. Now what I'm going to do, I'm going to press three, select the bottoms and scale it in y-axis. Fold the top here, skill it in y axis. And it is going to look like this. Okay, so one thing the, it is that if I go, if I press one, you can see this shadow here. So we don't want to have that right now. I'm going to present J and bring it down old way. Selected and bringing down like so. And let's select these, these inner part. And wrapping up. Ok, we are done. And now let's hop onto these little islands here. Do we have So I'm going to do, I'm going to duplicate this one. Okay? So I'm going to duplicate a shifty, duplicated scaly turn. Now I'll press three and gravity in Y-axis. Rotate in z, rotate in x a little bit, and rabid in x-axis here. So now I will go into the Edit mode. And let's hop on and arrange it. So I'm going to go one by one piece by piece. I'm going to select parts of it. I get the long to change. Ok. So this is the shape I'm looking for. And now I'm going to duplicate that one added here, rotated in zed axis. But you can see that it is already rotated in x. So what I will do, I will press N here. And on the item we have the rotation of this little rock. So what, what will I do is I will rotate in x by 0. You can see here I will also rotate 0 on the Zara is I load data and 0, so It's really flat on the, on the earth. So if I, for example, rotating like this, so you can see that only in zed axis it is changing. And I will then go into the Edit mode element or Egypt, this one as well. So I'm going to select Iz. Let's grab these inside. Lower down the side, the circle of the proportional editing. And by zooming in on the, on the mouse, on the middle mouse. And here as well, we are going to be selecting DES, or we can select the bottom, the whole bottom without this one and press as 0 to flatten it. And then like that, I will simply select this one, this one, this virginity, and grab it like this. So you can see that now it is really flat. And that is what we can use. And also here we have the same problem. So I need to move it up a little bit here as well. Here as well. So let's bring this up. So I accidentally press H. So to unhide is Alt H or option H if you're a Mac user. And I'm going to wrap it up. I'm a lot here where I have my my rock. So I'm going to duplicate it in x-axis. Grab it off here. Grab it in y-axis, is actually going to be here or something somewhere. And this one as well. I'm going to now select this one and then arrange this one. So let's do the same thing as we did with. The bottom one. So we are trying to make the shape that we have on our reference image. Like so. Let's see here, we can read this a little bit of, I'm going to zoom in further Iceland. These moved him down and grab these. Okay. If I go out of extremal, You can see how they look like. And for these, we are going to be using the only the i goes here. So R adding icons here, here. And then on this i goes here, here we have on the left inner corner add, add ICU sphere. So that is actually prefer properties of d. So I'm going to click there, and you can see here that under subdivisions we have two. So I'm going to change that to one. And now it is going to be really low poly. So if I grab it up here, you have to see how it actually looks like. I'm going to scale it down. Select the bottom vertices S, z, 0 to sign the vertices. Wrap this, downscale it down. Let's let breast right-click origin to the center of the mass is. So what I did here, if I go back, my predict point is actually here. So everything that I do is going to affect this Ico sphere on the length here. So if I rotate, it is going to rotate on this axis from this point to here. But if I add a set origin to the center of the mass, you can see actually that now it's rotating in its axis. So let's rotate it in x axis. Now, I will simply arrange this one. Back down, move it, and will lie. So for deaths one, well, let's duplicate. Now, grab it up. Go into d x-ray MOOC, and go into the Edit mode, grab these vertices. Like so. Let's see how it looks like. It backlit lead the same. Like yeah, we made some changes. And now we are going to duplicate this one. And gravity here, say if I go into the x-ray mode, you can see here that is actually good. But let's move this a little bit to the x-axis. I'll grab them up. And this one down. For this one, you get, you can see that it is pretty small. So what I'm going to do, I'm going to rotate in zed axis by 180 degrees and scale it down. Because all of these bars here, we can see on the previous i goes here. So I'm going to move t square to xi's and make sure that they don't overlap. To grab this one zed axis. And guys, we are done. So now let's arrange these better. So I'm going to grab this firms would have this one to be in front of stow. Okay? This one is going to be here. And this one is going to be I think we're right here. Okay, guys, we are done with the with the blocking and golf this island like. So. In the next video, I'm going to show you how to make this stair stones and also these little two stones that I have under a tree and here on the, on the island. So let's hop on to the next video where I will show you how to make these tiers. So I will see you there. Bye. 3. Modeling The Island Rocks And The Stairs: Hey guys, welcome back to the second video. It has made this bonsai tree on the Rock Island in blender. So what we are going to do now is we are going to make the stairs, rocks. There's so we are going to be adding a IQs here for this one and increasing the number of subdivisions in the ecosphere properties. Now, once I added it, I'm going to scale it in zed axis to flatten it a bit. Rabbit down rapidly in x-axis. Let's zoom in and see clear. Let's kill it. X gravity and excellence. And I grab it down and grab it outside. Awesome. So we're done with the first one. Now, let's duplicate this one. And what I'm going to do is I'm going to rotate it a little bit. In x axis. It is going to look much better. So let's grab it here. Rotate in x, like so. So you can see how it looks like. I'm going to add just by selecting this one, shifty duplicate, up, scale it down, rotated little bit. Rabid in y-axis. And VD by part, we are going to be adding it, this one. And we need to move this one, but the dotplot Grad theta y. Ok, so let me just go here and press around them. So if I go into the Edit mode, you can see actually that I have different colors of the rocks and the island and everything. So it is going to be easier for us to, to see which one we are selecting. Skill this one. Let's pin this one. Shifted, duplicate it. We need to scale it in. Scale. It doesn't grab it here. And gravity, insight. And now shape the duplicate. And the last one we're going to scale it down, added here and gravid in y-axis. So now I'm going to press seven and let's see which one we need to pull a little bit back. So this one, I think that is it. So we have all of these stairs done and let's rotate this one. Awesome. And 40 empty because we don't want to select it. Occasionally, we are going to go. Drew filter, select this selectable and disable selection. So now when I click it, you can see that I cannot selected back. Yeah. So let's hop on with these. So I'm going to be adding an ICU who's here. Let's change it to one subdivisions and let's try to do like this. Okay? I think that I will go back and I will do it with normal IQs here, like so, and increase the number of subdivisions. Okay, now I will skill it down, grab it here. And what I will do is I will one by one piece by piece. I will grab this point because I have my, my proportional legend and gone. It is going to move the vertices with it. So let's grab this point, increase the proportional editing. Like so. Here is, well, we'll take this part. Select these local vertices here that are going to allow us to move the whole thing here up to this one and move this one. Let's see how it looks like. We had the rock here. And also let's grab these two points here and grab them in y-axis to move them a little bit inside. Ok, so one Brock is done and let's do it. The other one. But actually I am going to do is I'm going to be selecting the inside here and grabbing it out. Yeah, and also here. Let's see how it goes. And we'll grab this one down without the proportional, I think. And grab it and y-axis. Awesome. Ok, so we have the first frog done. I'm going to now select this one, duplicate it, scaled down. You can see that the, the origin is here. So it is going to scale on the length from here to here. So I'm going to set origin to decentralize the mass. It is going to scale down like so. And now let's arrange it back here. Set it here, grab these vertices, app. Wrapped him here. These vertices down here. Here's, well, okay, we are going to try it one more time. On the doc. I'm going to rotate setup on a t. What kind of rock we'd get. Ok, I'm going to press double a double J. Two moles desk inside like this. And we want to a big point peeking out from here. So I'm going to bring it back. Well, let's let these sort of deceased while in route them in the y and the x axis, and they are going to go inside. If I grab it here, you can see that this point is also called with two cubic, so that, that is all. And now here we have the rock. Okay guys, let's make as well here. So how are you going to do this 1? First of all, I need to scale the islands a little bit. And let's bring these. Now. Let me see how it looks like. So I'm going to select these two and grab them inside, as well as this one on guilty, complete it here. Awesome. And now for this one, I'm going to simply select this 1's, duplicate it. Gravity and X-axis scaling town, press three, gravid in Y-axis. Y-axis, rotate in x axis but 0 degrees. Let's go inside. In extreme mode, scale it down and grab it inside. For the top here, we are going to play around. So I'm going to turn on the proportional editing here and here, and let's bring it. So here we have the rack. Let's select these two vertices and rabid mic up. Here we have the rack and I will know that a little bit more to the y-axis because it is going to be easier for me to do the tree later. Ok guys. So we are done with the rocks on the island and now we are going to model out the creep. So let up on to the next video, guys, bye. 4. Modeling The Bonsai Tree: It was epi guys. I'll come back to the third video, not made this bonsai tree on the island. Of course. So we aren't going to be modelling null to treat. So I will be adding a cylinder and I'm going to change the number of vertices to 16 k. So the lower number of vertices. Now I'm going to scale this inner part here, like so, and grabbed the bottoms. Let's add one more loop cut here. And let's now add the subdivision surface modifier. Okay, I'm going to increase the number of subdivisions to two. And you can see here the number of loops that I have. Ok? So I'm going to pull this down. And what we can do, we can just delete the faces on the bottom. So it actually looks smoother. And now, once we are done with that, I'm going to select these vertices and extrude them. Start building the tree. So I'm going to rotate, add, scale, wrap, rotate. And you can see how it, how it works with proportional editing. Let's decrease the number of subdivisions. This one will be just fine. Let bring these Burke in peace right here. And now we're going to the Edit mode, extremely rude. Grabbing these vertices like so. We want to move these down. Let's select the top doc for renewed like this. So let's fatten them, look at it. Without a professional editing. I'm going to grab them in x-axis and I'm going to rotate them a little bit. Then turn on proportional editing. So like these here where diseases can wrap them up. Okay, so far so good. So now I'm going to select with the ALT key and Andi. Click on the edge, I'm going to select the loop. Rotate, scale, mold these vertices. So let's press J and decrease this circle. Now I'm going to slide these sx z to flatten them. Let's move this one up. Select extrude, grab down, scale it inside. Here. Extrude. One more time. Skeleton side. Extrude, rotate. So basically what I'm going to do here for the tree is extrude, scale and rotate. Just as we are doing with all of the low poly, low polynomials. Let's bring these down. Scale this one rabbit here. Actually we don't need this one song. Dissolve the edge. Let's bring this here. Let's select data here and rotate it. Scale it done, extruded once, twice, scale it down, grab it up here. Grab it here, rotate, extrude. Care, rotate, scale. If I go out to edit, won't. You can see how it looks like. And what we are going to do is I'm going to select these. So each one of these and scale it in y-axis. Okay? And also I can scale this one. We could have one foot the whole tree, like so. So now I will select this stop here and grab it in y-axis. And we're using the proportional loading. I will move deep these branch of the whole branch. And now I am going to extrude this point without the, without the like think scaled-down skill into extruded one more time, scale it down. And now on the top here I'm going to select doc Luke tools circle. And then I'm going to extrude this point and add a loop. So what I did here is actually I wasn't here under file, under Edit Preferences. And I added a loop. So these are dilute tools that can help you with your modeling to model it faster, just click here and you will unable this add-on. Let's go back here to scale this down. Do the same thing here, right-click Luke tools on the top, circle down here and add. So on, onto here. I can delete the faces and they can actually, I think look a little bit better by callback or S1. Let me, when these were here. Also, what you can do is I can bring this one down. And I can win these down. Well, it could be a difficult one to, let's rotate this one. Awesome. Now let's make this branch. So while we are going to do, I'm going to select these six vertices, but we just selected these ten vertices. So here, five and up five. Right-click Bluetooth circle. And you can see here how it looks like right now, I'm going to rotate it a little bit to align these vertices and grab that apple alloyed and rotate X-axis here. And now would scale, I am going to scale it down and align it with this branch here. Now once I did that, I'm going to extrude it extremely one at a time. Routine. Extrude, rotate scale k. So basically the same thing as I did with this one. We are going to do with this one. So extrude, rotate, scale, shoot, grad, Rotate and Scale. Like this. Extrude rotate. Grad. Extrude. Rotate, extrude, extrude. Rotate alignment better with the reference image. And trying to make sure that it is not the same. But we want it to be similar. Let's rotate this one, scale it up. This one, scale it up. This one. Scale it up. Extrude on the top. Rotate. Scale. Extrude skill inside. Let's kill this one off the width as well. Okay? Now on the top, I'm going to extrude this point all the way up. Now, for these branches, I'm going to select these vertices. Actually selected six vertices, right-click glucose circle. I'm going to grab it, grab that point here, and scale it down. When I scaled it, I'm going to extrude it. And I'm going to do the same thing as I did before. So rotate shouldn't ski. Here? Let's rotate. Like so. Grab it down here. Let's add one additional look at here. So it seeing guys goes here. I'm going to grab it, extruded ones, extruded twice. Screwed it up here, rotate, rotate, scale it, scaled it. Grab this one down, and grab this one. Here. Let's add one. Look here. Awesome. Now on the dock here, I'm going to add one more circle. Rotate gravid at extrude. Extrude. Again. This point, scale it down all the way. This 12 times grad and extract some. Now for this one, I'm going to, and these vertices are liquid like so. Select them right-click luteal circle, extrude and extrude. And skin. Here as well. Skin is going to look like this. Okay? And let's do the top here as well. So what I'm going to do, I'm going to move these vertices up here. Let's add one. Look at here, one additional, good. Let's move it inside. So select these and scale them. Let's kill this. Now, I'm going to select these three vertices right-click loop tools. Not curve, but a circle like this, extruding it up. Putting it up here as well, rabid up, scaling inside. Now, for this one, I will link it down, rotate, and you can see that I just align it with this end off, with this beginning of these two branches. Now, i will simply select these two, right-click Circle, K, grab it, and rotate it. Inset axes. Scale it down and we can now extrude scaly town, extrude, skill it down, rotate, extrude ones securely down and Extrude one more time. I'm alive. So here we have one branch. Let's do the other one. So I'll go to select these vertices here. Right-click glucose, circle, rotate in zed axis and skill, it's a little bit. Now, I'm going to put this one here, rotate and scale. Multi-select the depended on top, bottom extrude desk and I can't scale it up and extrude it one more time. Now for this one, you can see that I did the same thing on the beginning of the branch. I just made these two right-click circle. Extrude. Here, scaled-down. Rotate, extrude, and grab it here. If you want, you can add additional. Look good here. And I'm going to delete the face here. Kate, now let's select these two loop tools. Circle. And extrude it up. Then I will simply skill that. Let's see if I add one loop cut. And if I graphed it, it is going to look a little bit better, nicer, like self and will lock ice. Here we have the tree. So now we are going to do the same thing as we did here. So I'm going to turn on the proportional editing. I'm going to select these points on the tree and let's press 33 and then nine to go on the other side and grab it in y-axis, turn onto proportional editing. Rotate in z axis, like so. And here as well. I'm going to select the top of the bonsai tree and rabid in y-axis. So we are done with that guy. And let me just bring this one here. So let's add two loop goods right here is going to look like this. If I go back here and if I disable, disable subdivision and you can see dead is really, really low quality. And we are going to be adding one because I want it to be a little bit smoother and you don't have to use subdivision if you don't want to. Now, let's just add the trees here and we are done with a treat. So I'm going to Azure trees, but doing it with the i goes here. So mash and it goes here and grab it up. Now, I'm going to scale it in x axis gravity here, and let's model it up. So I'm going to scale it down and using proportional editing, I will move these vertices like so. K is one. This one down. Like so. This is shaped like a heart. So you can see actually how it looks like. It's going to be inside. And this one is going to be like, OK. So the first part is done. I'm going to grab it and move it on the side. Grabbed in x-axis. And we don't see the branch. It up a little bit like this. Now, let duplicate this one and pull it down. Now, I will simply select these and grab them from the side. So I will rearrange them, rotate, grab them here. And let's move these vertices up. And Lisa just rearranged them. Like so. Grab these skilled and inside. In red, this one. And we'll look. So I'm going to grab it inside here, breast one. And let's select the end of this branch here, scaling down inside, like so, so it goes inside of this tree. Okay, now let's add one more. So I'm going to use to shoot d t scaled in x and scaled it up. Well, let's bring this. That is all what I'm going to do here. Or I can simply select the whole thing here and grabbed it. Like so. Awesome. Now where I've taught bond to the top here. So we are not going to be these colors, guys. If I go out of the, if I go inside of you Bush shading and I can change it to object. You can see that everything is the same color, but this is helping me to see all of it separately and willing to shift the duplicate it in set axis. And using the proportional editing, I'm going to move it. Move to the side, the bottom. Okay, let's move to bottom. Like so. Let's bring it down here. This. And I think this, this one is done. I'm going to move it. And also we need to move these little guys back here inside. Let this and k, and also these here. We're going to move them to the top part. Let's try to move it a little bit. This one. Awesome. So we are done with the first one. Now let's do this. So I'm just selecting the teaching and learning. So I will grab this one a little bit more here, scaling this K lid back here. And if I pull it out of the edit mode, you can see actually that this one doesn't touches this. So let me just go back here and grab it in y-axis and extrude this point. Should it's actually goes inside of this one. But this one needs to be done here. This branch to do. So, and then you rotate it. It's much better. Okay? So we need one more down here. Scale it down. Rotate in z axis by 180 degrees. So it's actually not looking dizzying. Scale it up. Rabbit here. And now I'm going to shift the duplicate, this one, scale it up, rotate, bring it up and grab it in y-axis. So it's going to go, so it's going to go behind these. Let's kill it in y-axis, little bit. Umbrella. Okay, so this one we need, so I'm going to scale it back here. I just duplicated it, grabbing it in x-axis. And let's move these vertices we could do through. So now I'm going to select this one and grab it up here. Scale it up, the rabbit down, scale it. And we'll ask those simply, I will move these vertices them better. Let's let this one sheet D duplicate, scale it down, gravity down. And let's duplicate this one. So I will arrange them in a second. So I will rotate it a little. Let's bring these parts up here. Let's bring these are little bit inside. So I'm going to clear out with the work here as well. And here. And now I will select these vertices, these, these top of the trees, and grab it outside. Okay, so let me just select these coins here and grab them more in y-axis. Like so. See if it's there, just this branch. Yes, it does, but let's do it. And here it is. If I go back out of the random two material, you can see how it looks like. And actually what I can do, I can move this one without the proportional editing outside and the commit. And this one insight like this. Okay, so guys, we are with the tree and now let's hop on in the next class, in the next video. Make this, these little flowers and the question. So I will see you in the next video, guys, bye. 5. Modeling The Grass And The Flowers: He would set the guys welcome back to the fourth video on how to make this, this low poly bonsai tree on this little island, Rock Island. So we, uh, we made in the previous video the tree and now we are going to make the grass and these little flowers. So let's hop on and do that real quick. Sandwich press Shift and right-click to add my three get curser here. Now, once I did that, I will press one and add a curve that is going to be path. I'm going to scale it down. And here under nerves, bad property's object, a different wikis nerves back here under geometry, I have this bevel and I'm going to increase this. So 0.28 will be just fine. Now, when I press tab, I have these little, little dots that represents the curve. So I can move these little dots and you can see that make curves. So what I'm going to do, I'm going to select the dolphin, press Alt S and scale it down all the way down. Like this. I'm going to do the same thing here and here. And I'm going to make the grass and make it a little bit bigger. Okay. Now I'm going to grab this one up and this one. Now what Sam did dead. I'm going to rotate it and I rotated in a y-axis by 90 degrees by minus night, rotate y-axis minus 90 degrees. And here I have, my first were has shifted duplicated bullet here, grab it down, rotated in zed axis by 180 degrees. I just made it at 198, but that's fine. Now, I have it here. So we want the same one to go here. So let me just grab this one here. Reptiles when shifty duplicate bolded here. And simply what I'm going to do, I'm going to delete one, the segment and grab 0s here and rotate them on the other side. Wrap them to be closer to these. And so this will be the grass. I will grab this one in x axis as well as 0 K. And we can make the bottom look thinner or thicker if we want to. Like this. Okay. And on the third That I will go back one more time. Like so. Awesome. Now I will select these three and breast man J to join them together and scale them down. So now I will grab this point here, grab it here. Scaly Dow. And I will then go into the Edit mode. So like this one using the L key. And I'm going to, let's duplicated just in case that we have it here. Select this one, go into the edit, delete these vertices in, grab this one back here and scale it axis. Ok. So let's add the swamp. So scale it in zed axis, grab it ten, rabid in x, and move these. So let's grab them. Inside here. You can see the date. Don't go inside of the cell. We just want to change that. Here we have it. So they actually look a little bit thinner than they should be. But yet they are fine. Now I'll go to select these shifty duplicate, bring them back here, rotate, wrap them here. And once I did that, let me just go back here and put them right here. We're behind the tree, going to directly press, grab this one here. Almost as old way. L, shifty. L. Let's grab it. Just grab it. Rotate it. Like this. All does. Scale it. This one. I'm going to duplicate this one actually located. Just kill it up, bring it here, alt S to thicken it and look. And this one we're just going to arrange it. And oh, called S. Make you sicker. Date. So let's see where else we have the the grass. So I'm going to select these shifty duplicate them and put them right here on this little rock. Skill them in x-axis. See how they look like, okay? So they actually need to be thinner. So select everything using the achi shit out a, and let's bet them. So let's move these a lot. So we are going to get now back here Monday on this one and duplicated or one more time, shifting movie to decide. Let's see how it looks like. Awesome. Now, let's add it here. Where I edited, I'm going to shift it to preheat it, bring it here and rotated, cycled back. I just need to grab it inside of the eyelid and grab it up. Let's grab it a little bit. Nora. S, S, mickey thicker. These births. Take incidences by 180 degrees. Rotate here like this. And well, here we have it. So if we need to have anywhere else, we are going to be adding it. So here actually I think that I will add one more. So on the bottom of these rocks. So let me change this one to random because it is much, much easier for me to do it. So I'm going to call them inside, grabbed them inside. X have to scrap them up rather than inside. And this one is, well, I'm going to grab y-axis. Okay? Let's rotate it. And here we have it. So we can play around with the arrangement of these of the grass. And so it goes inside of Iraq and we don't want it. Now, let just rotate it. Like so Robodog rotated in x-axis. Grab it next. And what? That should be fine. Now once I did that, I can see that we don't have grass anywhere else and we can start start adding the flowers. So what I'm going to do guys, I'm going to delete this one. And then I'm going to select one of these shifted duplicate them, P separated by selection. Okay? So I'm going to grab it outside here. Now, let's rotate it in zed axis by 90 degrees. But less Jane the origin to the center of the mass of Z is. So you can see that it is pointing outwards and we just want that. So I'm going to select the top vertices shift as cursory to selected. Once I do that, I'm going to be adding in UV sphere. And this UV sphere is going to have 16 segments and ranks. So now, once I did that, I'm going to scale it all the way down. Like so. And right now I will be adding a plane. But when we press seven, and then let me add a plane, scale it down rabbit in y-axis. And I'm going to go into the Edit mode and subdivided two times. Once I did that, pull it, turn on the proportional editing. During this most disk up like this and scaled this, been done well at the select OLTP and scaled them. Okay, let's kill this out. And on this one, I'm going to be adding a subdivision surface modifier, increase the number of subdivisions to tube. And you can see that I can pull these in y-axis. So I get the better shape of the paddle. Like so k. So now I'm going to rotate it in zed axis alittle bit. I'm bringing it up like this. Press seven. Then I'm going to shift D duplicate, rotate in zed axis by 190 degrees to have it on the other side. Here. Pulling it down and in y-axis, let's press one and let's see how it looks like. So this one, I will love to rotate in x axis. Damn. If I press one and you can see now the flour. And that is what I wanted to do. Ledge by seven. Let's select this one shifty duplicated, duplicated. Rotate a set axis by 90 degrees. Shift D to replicate, rotate that axes. Base. Line it here. You can see that this one is still not good and we're going to rotate it in zed axis. Let's grab it down. Well, let's grab it a little bit more down and rotate y-axis. Okay. There's one, I'm going to shift the duplicate and rotate in zed axis by 180 degrees. Gravity on this side. And rotate in x axis. Aligned. With the, with the tree, with the flower. Awesome. So now I'm going to select only the petals. And then I'm going to go here and add solidified modifier. I'm going to put the solidify modifier on doubles as cell division. And let's add the thickness could control J2, joined them altogether. Wrap them up. And we'll lot. So now I will add subdivision, surface modifier, and shades mode, this one select now these the everything shift the control J Jiang altogether. But it's not going to work because this one is still the curve. So we need to go here under object and convert to mash. But first of all, I need this one. So I'm going to grab it in y-axis and bring it up. Now, we can go here under your object, convert to mesh. Now, when I select everything controlled jay, Everything is going to be still good. And something is isn't it? You can see that we have the subdivision surface modifier on the flower. So I'm going to apply it to the flower. And now I can select everything controlled J and you will need to pull together. Okay? Now, I will skill this flower down and duplicated right next to this one. So you can see it here. I'm going to select each one of these and grab them down. I can rotate them in x-axis and I can make them bigger. I can make them smaller. So out of the creator here, and I can do whatever I please. Here I will have two of my flowers. I can rotate them a little bit in the x-axis. Now, I will select only this one-inch shift D, duplicate it, and rotate it in x-axis here. Let's kill it in x and grab it and watch. I will select these, these vertices, these here, using the proportional editing. I will move it down like so. And also I will grab it in x axis and rotated. Let's rotate inside a little bit more. On some, scale it down. Let's add this one up here. Gravity here, grab it in x-axis. Let's press. She'd go into the Edit mode. And let's grab this. I'm going to grab this one back here. And put it on a in front of the big quantity k. I just moved it in x-axis. Let's bring it up. And we'll rapidly next gravity inset. Now, I just want to see where the flowers are to actually arrange them. This one here, I will wrap it in y-axis and also I will rotate it, scale it down, grab it up, grab it in X axis. Like so. You can see the insight. It goes all the way inside and also the smaller one. Let's add it and grab it out of the edit mode, out of this island and rotate in x axis. Let's grab it a little bit back inside and will lie. So here we have it. Now, let's add one. Selected, duplicate it. Let's add one here, scale it up, add one here, scaled down. Let's select this one again. Added here. But I need to rotate it in x-axis. Here. Shifty duplicate it, scale it down. Chetty duplicate it, clearly down even more. And grab it here. Okay, so right now you can see that this looks good, but it doesn't go inside. So what I will do, I will change that and make sure that it goes inside of the inside of the rock. Like so. And this one is one. Okay, so I'm going to simply move it up so that this point rabbit into x-axis rabbit inside and rotate it like this. My flowers. And let's add a few more here. So these all are small details that are going to change the whole scene. Let's add one here and make it even smaller. Duplicate this one. And now I will rotate this one. So let's grab it. Will show you here. I'm going to grab this here and grab them inside of the rock. Rotate in set axis to coincide as you can see here. And for this one, I will, I will simply select this one and duplicate it down here. It is going to be, you're going to be easier. Gravity, rabid here. Rotate this, press one, and then I am ready to, to rotate it. So I'm going to rotate this here in zed axis. And I'm going to scale it up. So you can see how it looks like actually. And this one as well. I'm going to duplicate and put here gravity, gravity in y-axis, going out of edit mode, rabid, upscale it a little bit down. And now I am going to be able to move this one down here and rotate it down. Okay, but I'm going to move it in x and then, and then, and for this one, I'm simply going to rules down on crept in here. And let's see if any of the petals goes inside. So I'm going to rotate them in zed axis and we'll lock eyes. So we are done with the, with the flowers. And let's hop on to the next video where we are going to make this small like lighthouse. Bart here though, I will see you in the next video, guys, bye. 6. Modeling The Small LighHouse: Hey guys, welcome back to the fifth video on how to make this locally bonsai tree. So we are going to be mating, making this lighthouse right now. In the previous video, we made the grass and flowers. So let's help one out. So we are going to be adding and cube. This cube is going to appear, but we are going to delete it and select the top here of the, of our, of our rock. Select these two and shift as cursor to select it. It is going to be right in the middle of these two vertices. So that is where we need it. I'm going to add the QC, scale it down and we can start modelling it. So the first thing that I'm going to do is I'm going to rotate it in zed axis like this. And when I see it, you can see that I can rotate it a little bit more in zed axis. So actually what I need is this. Now I will select the top, scale it down, and I will rescale the stop and bring these two points down. Okay. Thank you. Move them even more inside like this. Now, I will select the top here, extruded, once, scaled it inside. Now I look breast ES to extrude and scale. Grab it elegant, bid up and extrude. Ok. Now once I did that, I'm going to press i for insert to face, extrude like this and will lie. So I have that point there. Let's scale the insight. Let's first of all of these back and skilled and insight. And move the grasp on the x-axis. Let's rotate the grass just a second and grab it up. Ok. So now I will select the top here and I will add one. Look good here, one look good here. Press seven because it is easier. Add one here and add one. We'll move this loop quick alluded mark next to the edge. So with the GG shortcut, then I will select the faces, the face Scylla, select these four faces, press one, go into the Edit mode and extrude them up. So now I'm going to scale them like so. And then I'm going to delete the faces. Once I deleted a faces, I'm going to select the edge by edge and fill it in like so. Then let's fill it in like this. And now let's select these four Empress. And once we did that, we are going to add these sorrow and just press F here. Let's select these. These, these, okay? So right now we have this point here. I'm going to select each one of them. Everything extrude. And now we will insert a phase were avid up, scaling down, extruded one more time. Scale it down. Without the proportional editing, scale it down, Extrude one more time, scale the data. Let's kill this one out. And now four did that. We are just going to interface an extruded up two times. This one, scale it down. And let's see how it looks like a shift. As you can see that once we added this part, I need to select everything. Or I can simply select this one. This part here do we have scaly down and Extrude two times. So I can execute here, here and here, actually two times. Okay? And when I go inside, you can see it right here. And for the inside part here, I'm going to insert a face and extruded insight like this. Awesome. So here we have our local lighthouse here. Though, guys, the last bar debt needs to be modeled is this gate. So let's hop on to the next video and let's model it out and set our set arsine. So let's hop onto the next video, guys. 7. Modeling The Gate: Deborah guys, welcome back to the sixth video on how to make this low poly bonsai tree on the island. So what we are going to do next is this gate that we have on the right side. So let's how bond and do that with quick. So I'm going to add a q, but first of all, I'm going to select the verdict select on this Ico sphere and select this, this vertices shift as grocer do selected because I want my, my cubed to appear here. So I'm going to add a q, not the plane but the cube. Okay? Now, won't scale that down. And you can see here, and we have 222 parts. So this one and this one. So I'm going to be modelling it from first one. And I'm going to extrude up here and scale it down. Because this point is actually it is larger than this one. Okay, So now I will select the extrude, extrude this point. And now I can extrude it all the way down. But I'm going to actuate on the half. And now I can extrude it two more times. Like so. Now I will, I can select this one and duplicate it to hear, but I don't want that. So what I will actually do, I will grab it in a and Y axis. And then I will delete these vertices, also this one. And now on this one, I will add a mirror modifier, but I'm going to also add the control a in, in object mode control a, I will add location, rotation and scale. So old transforms. And now I am going to be able to use this one, allow clipping. So you can see how it looks like. And when I move this one. Let's see. Okay, so you can see how it looks like right now. I'm going to delete the face just in case. Let's grab it up and let's add one here. Ok. So actually this is going to be our gate. Let gravity delivered more closer to each other because we're not we don't need it to be large. Okay? Now, once we did that, I'm going to select this part here and extruded up as well as this one like this. Now I'm going to select those two and press E, S. And you can see that this one is not doing good because let's go here and set it to individual origins, ES. And now if I go inside, you can see the now it is working. So zoom-out, extrude up. Like so. Okay. Once we did that, let's go out of the x-ray mould. Let's go face select. Let's delete these faces. Go edge select, select these two edges. Fill them inside. Now, we want to fill this bargain. So this part and this part f. So you can see that everything is filled for right now. I'm going to go into the press one. Okay. I turn overlays off. So that is my bed, sorry. And I'm going to select these vertices by selecting shift as well and press E as extrusion scale. But it's not going to work because we have mirror on. So I'm going to apply the mirror modifier ES. You can see now that it is just perfectly working fine. Motor skill it up, rabid a little bit of zed 0, first of all, extruded up here. Now E S and grab it up, cater. Okay. Once I have it hit there, I'm going to scale it up like so. And then I'm going to scale this one out as well. Okay? So let's select the vertex select, Let's let this, or to seek out this versus E out. And we can go with these as well. So we are going to scale them in y-axis, but let's change the pivot point to media point. S1 and S acts like so. Now we can go back here and add one more top here, scaling up or scaling down. And you can see how it looks like. And this point is a little bit too much. So I'm going to change it back inside. And I'm going to grab it in zed axis os. So once it looks like that, I'm going to grab it here. Rabbit here, rotated, rotate in x axis. Galas press seven. And we're going to rotate it here and grab it all the way here. Let's grab it down and let's try to align better. Okay, I'm going to select these vertices and grab them here and rotate them. Awesome. And depth, I will rotate in x axis. If I guess. I think that I will go back. And on the top here, what I will do, I will select everything on the top, extrude and skill side. This is going to be the top of the gate here. I will select everything in our object mode shift and recalculate normals. And we'll let this is the end product. And right now we are going to hop on to the next video where I will show you how to make the materials for this scene. And also at the end, we are going to set our camera and adjust our render properties. So let's up onto the next video and me some materials by 8. Applying The Materials: Hey, what's up, guys, welcome back to the seventh video on how to make this low poly bonsai tree. So we are going to make the materials now. So let's help on here. Andra material preview. We are going to preview the material that we are going to be adding. So you can use this reference for the reference for the materials. I'm going to just pull it on the side here. And then I will click here on the materials. So I will add a new material for the, for the rock here and also for all of these little rocks here as well. So control JR will join them all together, but I cannot because these three have the subdivision surface modifier on the street, don't. So I'm going to join these three together and the street together as well. So now here I'm going to play around with color and choose the dark. The dark green. Here. I'm going to add to seeing color by just going and adding it on this. I'm going to change the roughness and I'm going to increase the roughness. So it's going to be a little bit more on the rough ER site mat, OK. And here is going to change by itself. So now I will select the grass and add deceit and material as I add it to the to the rocks. Let's make it a lay public little bit lighter. So I'm going to make it a little bit lighter, but going here and going into the Edit mode, assign control j to join everything together. A didn't. Ok, let's go one more time. Select each one of these. Each one is a grass control J Cohen altogether and add this light green material. Ok, so we are done with that. Now, the next step are the flowers. So I'm going to select the flowers and let's sell it, each one of them and join it together. Like this. And do we have here? No, we don't. So control j, we are going to join it out together. And now we are going to press L and select the insight. This ecosphere, not Geico sphere, but the sphere that we have inside of the flower petal, but inside here, here as well. Here, here and here. And we have two more flowers here. Press L, hover above it and prints L. Okay? So here under material I'm going to be adding to materials. On the second one, I'm going to be adding this yellow and assigning it. So you can see it right here. And let's make it even darker. Okay? Now we are going to select the paddles. So we're now going to select the same petals. So I'm not going to select the two of these, these flowers. So I'm going to select these first of all, these, let's go down here. Select one. So it is not going to be this one. So I'm going to press C and D, select these with the C. I'm going to deselect these. Okay? So let's select the smaller ones, L, L, L, Okay? So let's select this one as well. Now, on the bottom here, I will select the same one. Here, I will select the bigger one. And here as well the bigger one. Okay, once I did that, I'm going to add plus and let's add the pink dark pink sign. Here it is. Now let's add the shade lighter than this one. So let me just see. This one is not they know it's not. So I'm going to go back four times and select this one. The petals like this. Let's select quicker one. This one. So I am just going out to, in and out of edit mode using the tab key on my keyboard. Here. And here. J, I'm going to add plus add this material. And here on this go out of edit mode. Here on this number, I am going to click and create new material. There's going to be later and a sign. So here I have my flowers. And now for this white here, I'm going to add the light green. And you can see that oldest dense here are now green. So let me just move the whole. And we pulled out of the conclusion editing. Jake. Awesome guys. So we did the flowers and these. So now let's hop on to the rocks here. I'm going to join these all together. We can see that they are smoother than they were before because we added this one. And this one is, has the subdivision surface modifier and I don't want to selected enjoyed it here. So with these, it's okay. So now I will add a new material that be hurt like and also I'm going to increase the roughness. Let's make it a little wiggle later. Orangi more and select this one and add it to here. Now for the tree, I will add brown material. So I'm going to go here and turn this down. Also the roughness, let's increase it. And for these, I will select a couple of them. Join them together. Now a couple of DES. And now these going together, okay, for these, these ones, I'm going to be adding this material. But it is going to be new material that the reference is going to be higher. And I think that I will make it a little bit lighter than it is. Okay. For Ds, I'm going to be adding new material. There is going to be this shade, but it's going to be a little bit dark curve like this. And for these here, I'm going to be adding totally new material. There's going to be really, really, really, the shade is not going to be the same here and here. Okay? So you can see here. Now, I can make this one a little bit later. And the shade of the, shade of the color means to be a little bit more later. Ok, and for this one, I need the darker color. So I think that this one will work. And for these, Let's add north pinkish color. Pinkish that goes on the white. This one. For the gate. I will use the the red material and i will lower down the brightness of it. Okay, I need to rotate this in x. O would happen. I will rotate in x. Lapping wash. Let's rotate like so, and rotate in x down here and rotate again here. Ok, now it's much better. And I will now decrease the light. I don't need the top one, so I will delete it, as well as this one dissolves the face and will lie. Here we have it. And for the Lighthouse, I will just add agreement. That is going to be okay guys. So we are done with this. Now. I'm going to grab this and deleted. Now, here we have the whole scene done. And now we are going to hop on to the next video where I will show you how to set your final renders settings and also how to set the camera and the plane on the bottom. So we are going to make like pinkish water. And I will show you that in a second. So I will see you there. 9. Adjusting The Final Render Scene And Final Render Settings: Hey, what's up, guys, welcome back to the eighth and final video on how to make this bonsai tree low poly. So we are going to be a making now the Final Render Settings and also the final render. Now, I will be adding a plane, moving down and scaling it up all the way up. Okay? Now I will add a camera. Let's add a camera. Press three. We'll have it out. And now I will change the camera to orthographic. Now when I press 0, you can see it here. I will change the, the length. So you can see here, I will move it pressing the shift and period key. I'm going to move this and the camera. I'll look a bit. And now I will rotate in x axis, this plane gravity acting. Press 0 and see how it looks like. Ok. So now I will select the top here, and I will wrap it up and look a bit more. Let's select everything and bring it down. And let's see how much we have the space between these two, okay? Now, I can rotate it a little bit more in Acts and pull it off. Like I need to pull these down. Okay, so I will select these breast P selection, these as well. P selection. And these two here, beat selection. And now I need to select all of these and grabbed him down. G set, pulled him down and see how it looks like. Press 0. And just going to look like this. Okay? So for the, for the, here, I'm going to be selecting the outside part of the of the rock here. And I will grab it down. Gs and rapid down. Okay, and let's see how it looks like right now. So press 0 and render mode. We can not see anything because if I go here under well settings, I will change this one to light pink to like pink. And old fold the viewport display, I will change it pinkish color. Ok. Now, once I'm done with that, I will go back and we will make sure that we have the strength to burn 0.6. So it is going to be super bright. But if I go here and change the render engine two cycles, you can see all the details and everything. So now I will go back and here actually I have a problem. So I need to select this one, this rock and rotated ultimate and bring it down. Also display. I need to bring down. This part here, so I will grab it, try to grab it like this. And also these two, these two, they need to go inside of the, of the object. This one here needs to go to the side. So extreme mode will grab it inside and rotated in x-axis. Do we like that? I'm going to grab it. And let's bring these down. Okay, let's select now this one. This one, rabbit. Awesome. And if I go now to the render mode and if I press is 0, everything should be fine. Ok guys. So for the plane, I'm going to pull this up here and change it to shader editor. Now, for here, I'm going to go into the material preview and add a new material. For this one, I will need the Voronoi texture. I just press shift a and additive Voronoi texture and added color to the base. And you can see here how it looks like. And here actually you can change these, these details so you can choose what ever you want. So we are going to play around with it and we are going to find our while we want to. So here under 3D we also have this 1D, we have 2D, we have 3D and we have 40. So for this one we are going to be using the 4D and we are going to be Hatton. For now. We need also the color ramp. So that is going to define the colors for our scene here. And I'm going to change these. So the black one is going to be pink, dark pink. And the middle one song plus I'm going to add one more and add pink, one. Bad pinkish griping, Kish, little bit darker dent, last one. And this one is going to be slightly on the white side. Okay, like this. And if I go to and remote, you can see that now we have the we have the water and the water. And I can change the scale of these. So I can scale them up and I can have more and more detail. And that is what I will do. Actually. You can see how it looks like right now. And if I shade scooted, it will look like this. Okay, let's add a subdivision surface modifier to the plane and see how it, how it's going to look like. Okay, let's go back here. Is not going to change anything. So yeah guys, this is the, this is it. So if you go on Render, it is going to render out the scene with all the details inside. So we are going to go back here to render properties and play around with these. So on, under de-noising, we are going to click here and unable this render, render de-noising. Also under color management, we are going to play around with the look. So here you can see from very low to very high. And I think that we are going to make it medium, high contrast or high-contrast if you prefer it to be this. But I will do it on medium high contrast. So here we are not going to chain MPLS also on this US curves. You can change the light. So if I play around with these, so you can see how the light react, how this on display. So I'm not going to change, I'm not going to change anything and I'm not going to use the curves right now. So, yeah, that is it. With this part here, underlayer output properties, we are going to choose the file where this, where this is going to be added. So here I'm going to rename it as one psi tree and set it. So I'm going to render it out as PNG. Nothing else here. Okay, everything's done. And yeah guys, so this is it. You can just click here a runner and a killer render your image. But first of all, make sure to always, always, always save your files and always go here on external data of that calling to dial plan. Because if you have some Asia right, that you are using, it is going to be forgotten once you open it a second time. So yeah guys, I see here a one per album. So let me just second. So I'm going to select the flower here and let me bring it outside. Okay, now everything is fine. Ok guys. So that is it. And once you are done, you are just going to click here under render, render image and render your file. Also, you can play around with these settings here, so I can make the scale even bigger, even bigger and to have these little dots and everything so you can randomize it. You can play around with this randomness, with this phi K. So anything that suit your eye the best, it's good. And also you can play with the roughness. I can scale it down. I can change the transmission. I can make it gloss here when I decrease the roughness. And yet guys, so that is it. You like it and I can't wait to see our projects. So I will see you guys. Bye.