Create a 3D Topographical Earth in Blender 2.8 | Sean Bradley | Skillshare

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Create a 3D Topographical Earth in Blender 2.8

teacher avatar Sean Bradley, Course Instructor

Watch this class and thousands more

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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

15 Lessons (1h 6m)
    • 1. 3D Topographical Earth Introduction Video

      2:03
    • 2. Create a Plane

      1:31
    • 3. Add a Subdivision Modifier

      2:03
    • 4. Add a Displacement Modifier

      3:09
    • 5. Add a Second Subdivision Modifier

      3:03
    • 6. Add a Simple Deform Modifier

      4:53
    • 7. Add a Second Simple Deform Modifier

      2:51
    • 8. Import the Blue Marble Texture

      2:57
    • 9. Experiment with Renderer Colours and Apply/Undo Modifiers

      3:54
    • 10. Export/Import OBJ Format and Continue Experimenting

      3:42
    • 11. Using the UV Editor to add a Moon Texture

      7:22
    • 12. Add a Moon Heightmap

      4:08
    • 13. Adding GEBCO Bathymetry Information

      6:58
    • 14. Using Higher Resolution Textures and Heightmaps

      7:40
    • 15. Using 1 Pixel per Minute Textures and Zooming with the UV Editor

      9:53
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About This Class

Welcome to my course teaching you how to create a 3D topographical model of the earth in Blender 2.8.

In this course, I will teach you how to build a very complicated 3d model using advanced modelling techniques, but presented to you in a way, which is accessible for beginners.

At the end of the course, you would have learned
how to convert a minimal 4 vertices 3d object, all the way up to an object with millions of vertices, faces and textures, gradually applying modifiers along the way, until you produce a high quality 3d topographical model of the earth using data provided by Nasa and Gebco.

At the end of the course, these techniques will become easy for you to understand and implement for yourself,

You will also have your own 3d model, which you can use as an asset in a game or any further presentations, and you will also have the skills to reproduce and re generate your model in order to cover any other further use cases where needing a 3d topological model of the earth would apply.
 
Blender 2.8 is a major upgrade from Blender 2.7, and is a complete UI and Renderer re design.

So, this course would be suitable for you, if

  • You are already experienced with Blender 2.7 and you want to understand how some of the more familiar techniques are now done in Blender 2.8,
  • Or, You are a complete beginner at blender, and you want to jump right in and produce a high quality 3d model, and you want to learn sophisticated modelling techniques, but presented to you in a way which is accessible from a beginners point of view, and all done, using the latest Blender 2.8.

So once again,

Thanks for taking part if my course and I'll see you there.

Sean

Meet Your Teacher

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Sean Bradley

Course Instructor

Teacher

Hello, I'm Sean.

For over 20 years I have been an IT professional developing and managing real time, low latency, high availability, asynchronous, multi threaded, remotely managed, fully automated, monitored solutions in the education, aeronautical, banking, drone, gaming and telecommunications industries.

I have also created and written hundreds of Open Source GitHub Repositories, Medium Articles and YouTube video tutorials.

See full profile

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Transcripts

1. 3D Topographical Earth Introduction Video: - way , way, - way . 2. Create a Plane: blended 2.81 Let's get started. Just make the screen larger. There we go. So let's delay it. The default cube. That's done. And I want to create a plane. Stir. Standard planes that shift a mish plane like so and world selected are compressed period to zoom into it by that. Okay, so I need to increase its dimensions. So press in to shine, maybe transform options. I want its scale to bay. 360. Let's 360 degrees around the equator and the why? I want to bae 190. That is from the North Pole to the South Pole. I just see him out there. Okay, so we've got some clipping happening there. We go to view, we'll just change the clipping plane. 10,000 meters. There you go. It's not clipping anymore. Okay, so this one to look at it from front on verse seven to look at it, talk down. And that's very good. We have l plane. You should do that too. And then we can continue to the next part 3. Add a Subdivision Modifier: Okay, So you should have a plane like this with dimensions being 360 on the X scale. 180 in the war school care. So pressing on the seven to look right down. That's pris in to remove that panel. We don't need to one left either, So it's gonna tap t. There we go. First thing I want to add in these modifies here is a sub divider. So we got the subdivision service down here. Click that. Bring that at a little the I'm just gonna keep it simple so I don't lose my corners. Most are going to change it to a wire frame shading and we go so we can see that seven to look a top down. Now, I want to subdivide this many, many times. I'm not gonna subdivided to march, but just enough so that we can actually see what's going on. We'll keep revisiting that subdivide as we go through. So anyways, so we're subdividing morning can see them or segments have been credit down the bottom. Here we can see we have 29. Voter sees many faces and if I change piece do you poured these numbers increase and decrease. I think we're safe to leave it on six for now. So that's what we'll use We will experiment with. Let's not apply it yet. We'll add more modifiers and will apply them all at the end. So this is good enough for now. So make sure you go, I that your plane now has one model file Subdivision modifier, Simple and your View Port. You can experiment with that. I'm gonna have mine on six and also have it in Y prime shining like so. 4. Add a Displacement Modifier: Okay, so that's very good. So far, the next thing we'll do is add a displacement model file. So we hear an ad modifier again is to you. We have a displace. It's at the displace, taken just hard. The options for subdivision For now. Just move that up and it's gonna be a texture. That's person. You okay, Now let's go to the texture properties. And it's an image your movie just correct and we should open One of the files that you'll find in the resource is that will be S I t and ran to world 5 400 to 700. This is where we get our heart information from for the earth tonight open image and it's a height map of the Earth s RTM Go back to the modifiers and here will water father strength to my left. Here we can see that this something changing like so we can see you use your imagination that would bay that South America It's North America. Is Africa there and Australia over there. Okay, so she least get to this stage before we continue. So you go subdivide are displacement with a texture and you can experiment with the strength, the airlock. So and also with the mid level I'm going use mid level being zero. That's gonna be the height of the ocean. So that's what we got. Mid level zero strength could be anything good like the moment, because we'll just keep messing with that strength. 100 if you like. Doesn't Meadow say one subdivision? I've reported? Six. A. Displacement is the texture, the texture. There it is. There it is. Ah, height map That texture is is SRT, and that's the shuttle. Write out Apologies. Mission. This is the website. Here will be a link in the description, and you can just describes how the startup's created in one of this this image here. 5 400 by 2 700 pixels and we can zoom into it. Never look at them. You can see it's it's got certain level of day tile. Saudi Arabia go so quite good. Turkey and Greece, Italy in the Alps. There we go. This is what we're using for the hard man. Make sure you get to this level. Then we can continue. Okay? 5. Add a Second Subdivision Modifier: I guess now we'll add a second sub Devora because I'm guessing you're thinking You want to see this in more resolutions. Let's do that. Just add another model for of the subdivision and we can see already ISS instantly looking much nicer. But we can still increase that resolution. Some movie, uh, above the displaced there. Okay, there we go. Now, these modifiers I like generators original shape that we're applying These modifiers hasn't changed. So if I was to look at this plane here in Ed, admired by pressing tab we can see is still really just a well, it's a rectangle because we changed the shave. But Scott Forwarder sees Virtus ease forehead of form. So we're not actually changing the underlying object here. Shape here, but we're adding modifies on it and the modifiers are producing this put and this will get increasingly more complicated. More details. So that's important thing to know. As we mess around with this second subdivide A because the view port here is sit us one right now. If I increase at that too gets even more interesting, I can increase that to three. There we go in the the amount of diseases increasing expecially now. Depending on the specs of your computer, your computer might be working quite slowly now, minus still doing Ike I If I was to go up higher than three, you can see that takes a second before four is applied. Been forced to go up again to five, taking four seconds. Now it's quite hard work for the computer to do that. So while we're messing around this model war, just believe the View port of the second sub divider. Quite a low number, every two. Because we can still see what we're doing and any changes bait to the next. Subdivided, for example, If I change the strength here, we say the updates quite quickly. Okay, so it's very, very good. We have now is a second subdivide I have mindset onto so that it's not. I wish you my computer too hard. The first subdivide is still on six. The displacement Not just gonna miss with that all the time as we go along, bid levels zero. You can still experiment with that. So get to that position the model and then will continue 6. Add a Simple Deform Modifier: Okay, so this gets quite complicated. Now, what we're gonna do is gonna add some simple deforms to change that shape into a spear first. Before we do that, I'm going to rotate what we have here sideways like it's a wall. So, for example, by press one, I'm looking down the y axis. It looks flat. So this doesn't look wrong. Tow us, But this is wrong if we continue. So what I'm gonna do is rotate this up with so it looks like, say, a poster on a wall, for example. So to do that, I'm gonna press while plane is selected. I'm gonna press are for rotate Empress X on the X axis, Summer compress 90. And there you go. It's now, like perhaps a nice piece of heart on a wall. That's very good. Now we can continue, so just ensure that you've got your model looking like that. So if you press number one, you're looking straight at it like that. The press seven top down Looks to me like that three Looks like that doesn't matter. Number one, that's the most important that it looks like that. Okay, so that's because the simple deforms they, you know, create a whole lot of confusion. Okay, so let's look there from one on. Let's add a model file being I simple day form like so. And don't be startled by our model being completely mangled. Now, that's because we haven't set out access origin yet. So what we'll do first is will create the access origin. So to do that will make sure cursory is at the center. So shift s curse it grid. It was already at the center anyway. But I'm just showing a hell to do that now to shift I oak right and empty and make it applying access like that. So up here, a top right here got a new one called empty. That is an object, but without versus yes, it has a location and a rotation on a scale. Next, for make sure plane is selected, I compress end to remove that pedal and simple Dave form the access of origin. It's going to be the new empty that we credit. So we go say our model kind of looks like it's fixed again, but it still hasn't see is twisted like that. That's because Twist is selected here if we slept Bend, that's a little bit better. And we can sort of see now what we're trying to dio We're bending this on one of the axis down here with X. So let's just increased this angle where 45 and we can see was what's going on here. And I'm actually gonna hard set it to 190. But typing it, pressing in tow. There we go. I mean, that's very, very good. If you've got this thing, you're doing very well. So just be sure that you have got all the same settings, Ismay. So you're empty. All zeros, except for the scales. Will ones on the plane? 000 19003 61 81. Okay, so my simple deform, he's 190. It's bend, and it's using the empty as this access origin that gives us this on one of the edges. The numbers are a little bit wrong. This is what we get. This is what we're seeing here this little here to fix that. What we need to do is going to the texture used. Boy, how displacement. Here. Somebody said little panel there, and I'm going to change its mapping down here to bang extend. There we go when I lose that little extra lived there. And we can see here in the preview as well that the preview is changed as well. So let's just have a look at that mapping that is repeat like so that is extent. So for this particular height map, we need to use extent. The heart map is Datta, essentially just given to us as a name age. Make sure you've got this and then making continue. 7. Add a Second Simple Deform Modifier: Now we're going to add another simple deform. So I could just like that small Add a simple day form and that model has been mangled again . But don't worry. We'll get onto that. We have to sit the axis origin. So once again we will make sure curses in the center. So shift s curse of the grid. It already is. Control I at another empty cold plain X. It is empty. 001 It has properties, ends, ALS, zeros except for scale through all one's percent. Now, if we go back to our plane, we got a simple deform. 001 That's the new one. How access origin is now empty. 001 Okay, very good. It's It's I twisted out model again. That's okay. We have a mess with the default settings. Yet settings to change on the second simple deform is bend. Now it's bending on the X axis so sexually applying the same a simple deform to stay for more survivors. Look at that and actually increase it. It's gonna get right around. But actually, we don't want this. What took it all the way to 360? This is what you get? It's not what we want anyway. I'm honestly this for 45 for now. And change this axis sitting two beings, ed. There we go. Since now we can see perhaps what we're wanting to see. Sir, if I increased its 45 gonna take a little way around right around the 360 and close that up . Have a guy that is a sphere. Why, Matt? It's theorized now if you get to this point before we continue the next step member, the excess origin there being said on second disdainful day form on the 1st 1 the access was X sits X and said in my first single, being one, I d must take an angle being 3 60 8. Import the Blue Marble Texture: Okay, so the next thing now is to apply texture. Okay, so we'll change the you sittings here. So we'll change this to view port shading material preview so we can look at that and we will add it texture. So go into the material properties to stand here and we click you in this little dot here behind based car. We select image texture in this image. Texture hasn't been slipped it yet. We'll open. One of the other resource is are given you that we world color this open that image and look at that. And these images, the world color and the s r tm nori correctly meant So that's why you get the hearts in the right place and you get the colors in the right place. Look at that. This is his pixel ization. That's because it's using flat sharing. Sophie press object down here. Shade smooth. There we go. Smith shaded. Now that's very good. And because thes air old generators waken still mess around with the the resolution of these mountains, which is take note, the more resolution means your computer's working hard. Just let's get back to the modifiers. Let's leave the day forms to say there this second subdivision here you can increase to three. Now we go, we can increase to four. The computer works much harder. And if you don't let the man speak to Horn, you can use displace. And we can put that down to cite 10. Don't go still looks pretty impressive. So let you play that for a little while. 9. Experiment with Renderer Colours and Apply/Undo Modifiers: Okay, so this is really nice. Let's just experiment with the colors a little bit. Make sure plane is selected and then go down to material properties here but that up by scroll down to these color sections here, I can take off speculum. Maybe you don't like speculum. Or maybe you like it, but bullies. Because we do hear these air really your own personal preferences so we can mess with speculative ent. It's got a nice sort of glory now the roughness. Whoa, what's roughness doing? Roughness becomes more parent when you spin it around. Very metallic. They make cities is rather quite beautiful, isn't it? So, um, I'll let you decide whether what you find is is very Noyce for yourself, a little less little lists, metallic for May. And because our modifiers have yet bean applied, that's despite near on all of them. We can still change. Hm, because they're modifiers and they're actually top of the underlying plane for verte seats . We can't actually change any of these individual burgess ease. For example, if I wanted to change So the peak of say, one of these mountains here do not have to deploy all the subdivisions now show that that now is to apply them in in order. The first sub divisional apply will be this one here in case that's now employed. We can no longer edit that if I apply the second subdivision. Okay, end up. I apply the displacement and the simple deform last one as well or modifiers an hour plights that is now one model with all hard set. The dis ease so false to go into edit mode by pressing tab can now look at that and, for example, press box Select on, say, a small section. And I mean so that and I can actually it 1/2 say, Chris G. They're moving around, but want to That's another thing. What I'm going to dio is leave it as a generated model by pressing controls in several times. First I go back to object mode. I'm pressing tab to give a twin object and edit mode. We can also just press described down here, say a press tab does need a press tab and goes beckoned object. So let's just undo all these modifiers. Undo the application of all these modifies somebody's control, said Dirigir. This my five sub dividers and the underlying model. Still, if I press tab has gone back to being a simple plain for Vergis ease, okay, it's a tab back toe check mode. 10. Export/Import OBJ Format and Continue Experimenting: you can have one more thing. You may want to share this model with people, but you don't want to share the original blend file because lots of generators you don't really wanna apply that generated, say, because he liked to be able to modify this and customize this, for example, I'm going to displaced this subtle man's larger I'm gonna displace that of 25. Okay, so it's much more dramatic now, but I have might want to just share this particular model. One very common model format that most thready applications will work with is Theo BJ. So you can export here wave front 0.0 b j that one there in geometry, we have apply modifiers. So what that will do is before it saves it is in the background, employ all these modifiers and then save one individual objects. So it's cool that mom Nickel top hours seven export O b. J buck. So actually running in the background gonna wipe that to finish. Get the cursors indication of that that it's actually working in the background Pace is finished now. Now, if I was to open up my file explorer, maybe a new file called topper worth $7.0 B. J. And we can open that up in a different program. Okay, so he's a brand new blender. I'm going to import that over J So delayed their little block first foil import. Oh, be Jade. This is the far we just created. It's actually quite large. 166 megabytes. Import IBJ basis is gonna take tonight 30 seconds, Maybe because quite a large file my case, the files there. Okay, let's look at that as material. That guy. So this is the O. B. J that were just reimported. It doesn't have any modifiers because it's just a one model with Vergis ease faces. I slick that model and selecting modifiers because it is not modifiers in there. Now, what we can also do is good it using a different shader like rendered and weaken change the lighting settings. Here we some we reduce the son Carl out about 50% the strength to bet 100. Okay, So again, forget shadows as well, which could be quite a nice effect. Do you want to experiment with that looks, point noises, and it's almost you can imagine obeying an acid in a game, for example? No, it's very Norris. Anyway, thanks for taking part in my course. So I think that you this short amount of time, you're much more familiar with blender to coin. I'd cool. 11. Using the UV Editor to add a Moon Texture: Okay, so the court isn't over. There's a few more things I can show you. And we shall do. I'm now gonna make a moon. So I've got a moon texture and I'm gonna apply that texture. And it was a good move. Heart map from Will Do that as well. When we add the moon texture will use the you the editor. You need to add a new UV editing window. You can either just select it from here or we can just drag a new window. Little plus on their just drag up like that. And then we conflict here. UV editor. Now, this is a you the editor. Now you ve what is that on Wikipedia? There's a good page. You've a mapping. UV mapping is a threading modelling process of projecting a two day means to us ready model service. We're texture mapping the letters you wouldn't. They denied the axis of the two day texture because X ones it already used. It's to avoid ambiguity, and he's a good example. We had a two day texture. Me pretty mapped it to a sphere, but it did it automatically for us. So far, we didn't have to use you the editor. So in this video, all a ploy, the moment texture using the UV tour. So this model I'm using is a model, I say two years ago. It's the model I've saved before I was playing with the the View port shading cases like that so good to you here to rope in What it helps us to do is to get a name, age, for example, something we already have. Zoom out day and we can say which past that image mapped onto this moral. Just do that without moon texture. So up here in the material properties yeah, let's add a new material slot new scroll down this base color here prestes dot image texture and then we open and we'll choose moon texture that's in the resource is open images care. We can't see it just yet, but it's there now to use the UV editor. Let's put this top model back in to edit mind. So compressed tab or I can just select it from here. What is press tab? Okay, so we can say now we have this plane, which is our base model. My press A to select all Okay, So we're now going to modify the image that is matched to those four coordinates down here . So let's go down to the you the select moon Texture. Press A to select all and then go over here and press song. Okay. All right. That's Priss tab. Now, that's a moon texture, but the heart map is incorrect. Two years heart map with the moment texture one and Peter's press one. That's the sort of the men in the faces of yours. Now, we should save that file. I want to say that is top my moon ciw. Okay, well, it's got the earth material on height map here as well, but it doesn't matter. You could delete those letter if you wanted. Now, that was quite a quick example. Off the you have a map on it didn't make much sense. So I'm gonna do is just an experiment with this to give you a better idea of what the UV mapper is doing. Just so you know, this is the model awake saving, and we're continuing from, So let's just experiment with the UV mapper here. Okay? So when we look at this model in it, admired There's only four points. This is a plane Were mapping that to that. It's not very complicated what it's gonna dio. That's what I'm gonna do is apply the first subdivide arthroscopic into normal mode Press apply. Okay, beckoned edit mode. And now we have a whole more points that weaken UV map to remember we're mapping a plane because we got the modifies displacing into form. Okay, so let's just make half of this. The earth and half of it. The moon. So if I go and into this stop, you press one to look straight down. Chris, be to box late, and I'll just select something like that. That's half of the plane down here. In this model, I will choose the world color. I will then select all I'm press Yes, for size and in X to go. Why would be like that? And you can sort of see what's going on at the top There. It's just, um, j to move that across and so his ex again make it bigger. And now to go into D material and select Earth impresses sign. OK, skidded of that now and we have a model half year or half the model is Earth Iowa half his money. Now, however, that is a little clearer. What do you have a map eyes actually doing? So it's just just for another quick example. Well, make a small portion that so going back in to edit Mired Chris one to look straight down, I'll box licked by pressing being a small section like that. We could see that on the map down there where that is sort of the map. Select all Empress. A sign came Tab. I'm a good we have a texture. This we can sort of see that. Now that's possible because I've applied First Subdivision. So we when we look at this model, we actually have a lot of different overseas, so we can map to very good. I'm just gonna controls it and go back to where we were. Very good. Yes. So I recommend just trying that at a few times different combinations that with different images as well, next video will do the heart map 12. Add a Moon Heightmap: Okay, so now let's add the heart map to the moon. Height map can be downloaded from this swept side. Here will be a link in the description. Now, I've already downloaded a high resolution version. Credit a J pig off it, which is this one here by that several 100 by 2700 and added it to the resource is for you . And it's mapped exactly to the texture that we just imported. Let's do that. Go to modifiers will go to the displace modify here and we'll add a new texture using this . Here it is. There it's modified, that texture go to its image. And here it's like the file by comp and select moon. Ah, height map with an image. Now I go. Okay, I already that's looking correct. I'm just gonna remove this second UV window here. We don't need that. So I'm just gonna get that symbol dragged down. There we go. Okay, Now, let's look at the spice money, Okay, so we can do that now. The other texture is still there. When we can choose that, that's the U. S. Map. That's t moon my map. It's just increase that subdivision a little this little interesting, and we can either increase its strength court of law or a little bit. So I cried his quota quite significant. After press one, you can't really see anything, and that's pretty much a good scale of what it is really like. That's very spherical. But if I was to increase that strength to 50 we can see that the moon actually has a big, intimate or big Children, it or something. And that's evidence of her. Probably something catastrophic if you go to this website here. Wookie origin of the Moon at 51 seconds in it discusses the South Pole, Aitken Basin and how was formed by the impact any of us. Look at that there. Let's say that's that's it. Them Thanks a lot. Let's go Put that down. Back down to 15. Maybe. Could have. First on number one dipole omission. Most famous landing that I know about is right about here. So it was just to run that dot Look at this image of these two dots, there's Tranquility Base just about there. Just three. Apply this placement. Look at that in much higher detail and maybe change some of the sittings here. Okay. Let you play with those sittings if I go to view port shading. OK, so that looks quite impressive. I think for Chris one. Okay. My settings here are light. My strength is 10. My speaking The one that's the color is the sun with the show excellent. 13. Adding GEBCO Bathymetry Information: but let's get back to the Earth model again. This model is the model that was created after we added the blue marble texture. If we look at this model using sold scheiding, we can see that the oceans are relatively flat. We have displacement daughter for all the the land surface. When we got that from Assad to him, we can also get data for the oceans. Now the S R TM data contains out of excuses, little dimples. That's just what you get with the SRT and died. Or if you, if you choose to download a section with the ocean. So for the ocean, we can use a thing called bath symmetry on Wikipedia or provide a link. There's this year general bathroom, a trick shot of the oceans that's called Jeb Co. And you just have to type that into Google and you'll find all kinds of things. What's this data that allows you to create contour lines and other things? These it's ready models converted to that image is if you go to the Jeffco website, you get taken to here. And here's the data that you can download yourself in a scene in a different format. Then what? We've been used to living you by soul extracted a 7.5 gigabytes. A lot of data. There's a tool I've already done All that and I've created images, awaken just important to blend up. And I put them here on this website that I'll give you a link to. This is a website that I've credit to store all the files that are part of this three day birth topography. Course. Let's with the SRT. Um, so the S r T m is a hard map and you can see the oceans are all black best basically saying just one value and thats zero. If we look at the Jeb Co height map, which I've credit for you at 407,700 consider it's now some color in the oceans there. So weaken, that's our height map. So we got the oceans and we got so we can just use this one image completely and imported as a displacement map. The 1st 1 I'll show you see a bitch a pig, and then I'll show you the benefits of using the 16 bit. Okay, so let's go into that It's going to the modifiers in displace and in texture here that's credit, new texture and edit its properties for image, which is a file. And here Jeb Tobar, 35 400 to 708 bit J pick open image. Okay, so straight away that is already mapped to the blue marble colors. So all the height map is already correct. It also includes land elevation data. So we got boats so specification well around Australia. And of course, we can increase the quality by adding more to the subdivision. So I guess six. Okay, now, a few moments ago, I mentioned eight bit ape. It means that we have to fit all the hard information into 256 possible values. So what we get is when we look at something close up, we get this stepping effect as the White increases. That's because we only have 256 possible values, so we can use for hard information in an image with a plate values. So there's stepping here now the way. Look at it. Mount Everest is that high in Mariana Trench, which is the deepest part. Initiation is that deep That's a difference of 19,842 meters. Now in an eight bit image, we only have 256 possible numbers that we can use for high information steps. Basically, between each number say, from 1 to 2 to 3 to 4, the difference is going to be a 77.5 meters. So what we're singing difference of 77.5 meters. Let's have a look at Thesixties Bit version 16 bit as a possible 65,535 values the Wigan use for height. So 19,000 842 is under 65,535 which means we'll have much smoother Grady INTs. It's going back to L Texture here, and it it it's properties and more. Replace that with a 16 bit version. Jeb Khobar, 35 400 to 716 bit tiff. Yeah, and already we can see that's much smoother. There's a lot more information that we can use for the height there get much smoother Grady INTs. That's a good look at that. This is much more interesting. And looking to flat oceans, we can see the Marianas trench is it's about here and no, as part of the Earth is over here somewhere a neighbor wrist. I mean, this is very good to you can see here that 11,000 years ago, when we're in the last ice age, when the sea level was lower because most of the water was concentrated that the Earth polls at the time and Australia and Public New Guinea would have been more shaped like that and even Tasmania was part of the mainland mess. And this is a good way. You can understand what the land look like in the last Ice Age simply because to seize or lower when this is interesting. But you look at that, the next video will work on improving the resolution. Yes, and when the sales will lower Oh, this would have been land as well the last ice age anyway. 14. Using Higher Resolution Textures and Heightmaps: in case, let's improve the resolution of this model. I've got my second subdivision here at six. We can add 1/3 sub divider and increase that, that your computer is gonna be working exponentially harder and you're probably gonna run of memory. I think you can try that if you want. If your computer works, then that's amazing. That's very unlikely to So another thing we can do is we can use high resolution images. OK, so I've been supplying images 5400 by 2700. Well, that amounts to one pixel, 7.4 square kilometers. Okay, so let's look at a pixel. All right, so here we go. Please remain further. We can start to see pixels. And now Okay, so each of these picks us 7.4 square kilometers. So that's also bad of credit. Four segments here h themselves being 5 400 by 2 700 which will amount to H pixel being about 3.7 square kilometres. As you increase resolution, you be daughter, you're gonna be recalling exponentially more resource is so have to spit up our map on our picks into smaller segments. Okay, so The first thing I'll do is just reduce this subdivision back down to a manageable number . I can go into edit mode and never look at this as the playing. There we go. So that sail plane, I'm going to reduce this plane to being 1/4 of the size. So just got back ahead. It might again press in. I'm not the properties locally transforming a scale. He will be 1 80 Boy. No, Auntie. Okay, so yeah, Hertha's much worth is much smaller now. Something you might warned but doesn't matter. The next bit is we're not creating a sphere anymore, actually creating 1/4 of a sphere. So we edit out simple deforms here, The bottom one, Would you step by half? So that's 1 80 and the next one, the 1st 1 would you step by half? So that's 90. Okay, so still, that's not finished. But before we finish the transforms, I'll apply the textures, the chicken download from this website. So the 1st 1 I'll do is this top left here being minus 1 80 92 007 minus 1 89 all the way down to 00 So that is with plain selected material properties. The image being world topic bar C 54 by 2 700 Modest 1 80 90 Open. I can't. That's the correct image. We can see that the displacements not correct. Now, to load the correct height map on this website also crowded high resolution Jeb co height maps Did you can download? So download the top left one here, going to the displacement model file Select a text to properties and we load that texture being minus 1 80 90 years. So open image. There we go. In that height map is now correctly mapped to that image. Okay, so the transform is still not finished further down here. I've got d transform sittings here. We've already done our modifiers spinning. We just have those values. Now we're in the top left oil, So locations needs to be 00 90 and 00 90. Okay, So just lifted the whole plane up. Not not needed, Grace. It just so happens to resemble that a graze since South scale That's been set like that. So that's already perfect. All right, ations correct. 90 00 And how scale is correct. Rotation Nani 00 scale 1 90 91 year ago. And that is a high resolution, 1/4 of the Earth and we'll compare that. So if we increase our to subdivide after six and we compare that with a no earlier model OK , so this is the model before I started this video and this is the model now with the high resolution takes just same as a little bit and see him at a little bit before and after we considers more definition there spittle. In the next video, we'll go even higher resolution and going high resolution is a compromise we could no longer will. Our computer could no longer with the extra resource is that need. So we have to just reduced to size surveil model and this is 1/4 of the earth and I've shown you can do that. There's another way you can look at these models to if you turn off the simple deforms here like so just turn off the visibility of them in the view poor. You guys look so we can see this as a flat. We can also do that with the file we started with before this video. Look at it as a flat projection. And quickly, I'll show you how to load the complete opposite. They put that down to three. Asserts fast on 10 knives back on slowed a different material being the bottom right, which was 001 I did Nani. Okay. And the displacement map 00 1 90 minus snorting. Okay. And the shape is incorrect. So come in and copy two sittings on the web page. Bottom right, 3 60 0 minus 90. Have you got any of the bottom part? All the earth. Much higher resolution. If I turn that back up to six, There we go. Excellent. 15. Using 1 Pixel per Minute Textures and Zooming with the UV Editor: Okay, So in this video, we're gonna look at even higher resolution textures and the ones we did in the last video. In this video, I will use to even high resolution image. It's 21 600 by tonight. Under that, it master one pixel per one minute. Let it should cool one minute along the equator. Longer shoot. And down here I have the same for the chip co height map. So use those, and then I'll show you a technique to the UV member that allows us to zoom into the high maps even further and just exploiting fully. Okay, so this is the model. Just after we added the Jeffco Barth e my map. And I've got to sit on six at the moment. So I'm gonna do is to put down to three. So it's workable. Okay? And look at the blue marble texture. So I'm gonna work on this talk here. One underscore to you can download that and the equivalent in the heart map. There we go. That's safe. Beckoned to the model. First thing I'm going to do is change the texture of the plane here. I'm gonna choose that we just downloaded that waas one to the top. Oh Barth E 5 47 12 Okay, so we can see that selling correct doesn't matter. Let's continue. It's going to the displace here and change the texture. Let's load that texture That was Jeffco Bharti 1 to 16 bit. The case of that now matches now. Day forms need to be worked on. And so on this page have also provided another table. We've downloaded one, too. So when he dies, sittings and this is the modifier sitting sort of the modifier. Now a simple deforms 45 19. That one is divided by forms that's now 20. And that one was devoted boy four 44. There we go. And for the transforms 1 to 90 0 45 Press in Goitom 90 zero 45 1945 1 90 45 one and press stop to center. There we go. That's with a Hoya resolution, toil Now for just put that back to six. Okay, in to turn off that and we'll compare that with with the model before we started. So this is the model before we started. This is the full texture, and this is the model that has been split up into 16 smaller high resolution textures. That's before and I have done Okay, So I'm gonna do now show you how to exploit those height maps even further. Just by using the existing files, this will be using the UV. It's a So what we'll do is put that down to something workable and also turn off these simple deforms. Because when we change the UV editor, it will affect our day form Smalling to fix them up. I'm gonna turn them off for now. OK, so, Chris one to send to that dot Okay, that's good. Let's open up the UV editor again. So that little plus sign Yeah, we select UV editor staked out a me to bring them when we just loaded, which is the one being used up here. Now go to the top here and press tab to put it into edit mode. So it's edit mode now and press a to select also overseas or 4/3 seat of the plane are selected down the bottom here, press a So it's also all selected press s for size war the masses down the bottom here IHS stores. Why 0.5? Enter wooded FX as well? Yes. Picks 0.5. Enter a case of that box. He's now have to source. Now, Text job here is half the size of its being stretched across the full plane. And our heart map is incorrect. We need to do the same thing with the heart map and I'll show you how to do that over here on displace. Then he were says texted coordinates. Press, local press UV and we select you. The map, not UV map, is deceive the map. Young. Okay, so now that zoomed in texture and you re map has been stretched across that plane. Let's zoom in name further by making sure all the deceased's selected down here pressing. I so saw his. Why 0.5 Soy is X 0.5 ago and we could see that zoomed in. Now that has actually also zoomed in the resolution of the whole it map because we weren't really exploiting that height map to its fullest yet. But as you can see, the compromises a smaller area still now forget in here, and I slipped all again and press G, we can actually move that around like. So if I just zoom out to make that a small window that we can work with making do the same thing slicked or press G, and we can move it around and because they're subbed, Avoider is sit at three. Gives us faster. Refreshers. We're not really seeing the absolute benefit yet, So let's just assume, say, on this section here and said that to six. In case we have even high definition, we can start to see the mountain ranges even better over here. I'm not put that down to three, so it works much faster. Okay, well, everything down, He was selected press g moving around. Put that back to six. Okay, So when I think you can see that, that's getting better. Waken just we can do that for any part of the U. S. We want very good bang back to original model. Yeah, this is that that's using the UV editor to exploit those hot maps. Even further cases before this is now. Well, even increased the resolution, okay? And before and with high resolution already good