3D composition art with Blender 3D | Paul Olusola | Skillshare

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3D composition art with Blender 3D

teacher avatar Paul Olusola, 3D Motion & Illustrator

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

    • 1.

      01 course promo

      1:06

    • 2.

      02 blocking out our shape

      21:50

    • 3.

      03 adding details to basic shapes

      17:48

    • 4.

      04 lighting

      13:22

    • 5.

      05 texturimg

      12:57

    • 6.

      06 tweaking the render

      7:02

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About This Class

In this session, 3D Artist Paul Olusola will show you how to create a 3D composition art using the free 3D software Blender 3D. This class is designed for anybody interested in learning and practising 3D composition. You will be able to study and practise the process step-by-step.

This session does not require prior knowledge of Blender 3D! You will learn the following during the training:

-Blocking out of basic shapes

-Modeling and Texturing

-Lighting/Rendering using Cycles

Note: a Blender 3D add-on is used in the course called One Click Damage. You can find it on Blendermarket. This is not for everyone, it is just needed to add extra details.

Meet Your Teacher

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Paul Olusola

3D Motion & Illustrator

Teacher

Hello, my name is Paul.


Solution-driven 3D artist and graphics designer with a creative flair for transforming complex ideas into a collection of useful visuals and related designs. I've worked with creative studios and am now a freelancer that shares my experience on skillshare. Kindly follow me on instagram, LinkedIn and Behance.

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Transcripts

1. 01 course promo: Hi. Have you ever wondered how to create 3D composition heart, which blended 3D? Then this course is for you. I'm Polish Allah. And in this tutorial, I'm going to be creating a 3D composition heart using the free software called Blender 3D. Blender is a very powerful 3D application with varieties of add-ons on plugins and a large community of artists and creators that make it interesting to learn. In this course, I'm going to be showing you how I created this earth. The modelling, the lighting, unevenly texture in using Blender. This is really a font cost to get on. So with no further ado, let's get started. 2. 02 blocking out our shape: Welcome guys. For us to get started. We are going to be blocking out our basic shapes. And the references we are going to be using is already included with this course. So let's get started. When we opened Blender 3D, Linda is going to automatically create some basic shape for us, such as UBA camera. Point. Like if you come over here to the viewport shading, we are going to see the lighting on the cube. And also your rendering tab because we activate automatically, because blender activated EV able to give us this shaded. But we don't need any of the basic cheap secrete. We're going to select all delete. We are going to be creating our basic shape. To do that, we're going to be pressing Shift E on our keyboard. I'm going to start would be for the base overhead. We're gonna be starting with the basic shape. Cylinder. A cylinder is a clue, says primitive shape to our halogen. So just hold, shift and move up through the object here. And click cylinder. Makes sure your chin, you're shifting back to the vesicle. Now, you will notice that there is a basic tab created for hose to took our basic shape. So we can reduce the radius or increase it. We can reduce the depth, which can also be the height. To match our reference. We're going to increase the vertices, at least enough, one that we really need for this year. So we have created our bodies. Now. Outside. Any other please on Blender shipping in. Also edit it again. We have to go to the moon to use some basic shape tools in Blender. For us to headed. For us to go to the Edit tab or headaches, mood, come over and click Edit mode. You can see that we can pick the individual point lattices. And everyone fees are expected liking. I'm going to be needing you just to hold the shape. We can come to vertices here. Double-click on the vertices. Only shift. Click again. Coming to the bevel year drug this shift, you're going to see them with their names. So we see bevel. If a drug it. Because see that you are able to easily bevel. Our ship To segment is okay. We can go back to our object to move over here. Or we can switch from objects to head. It's mood simply by clicking tab. Okay, Let's continue. Demos moment. I want to create the camera so that I can be helpful too much, subject to direct proportion of our reference. So for us to create the camera, Shift a, again, that's a camera. And select camera. So blender efforts to create a camera. So it wants to go to the camera view. On our number pad. Just click 00. We will be able to go into our camera. But how can we make sure we select the camera and mic the camera view in the exact angle that we want. So to be able to do that, we just have to do is that we can live the camera. We can drag the camera by loading on a keyboard, clicking into wounds. Unselected it asics, which is why it's even more better. Select, we can make sure we have it specific view. I will want to see. Make sure we select the camera view, a live view. And allowing active camera to view. The camera will automatically align to our specific view. What we still need to add it onto, tricky to our liking. I've also be able to do that. Could come over to the scene editor here by clicking this button here, how to put properties. So we need to change the resolution in order to create this portrait mode. So false to abduct portrait setting, we just have to change some settings, settings. You also can repeat the same thing that I'm doing. Or you can choose your settings. So I'm going to be putting it here because Zoom. But I will can see our camera. Now for us to draw commonly lead to come about by pressing in all perhaps you can come to view. Select camera, view, camera to view. The reason why I wanted to select this is because once a local view to the camera, so that when we zoom in and out, we are moving the camera. So you also can go on and do the same. So guys, for us to create the rest of the ship, we just have to go again is to treat shift in odd ship. So we're gonna be using the UV Sphere, be pressing down. So the rest of the cheap, likewise, selecting the cone. The cone. We are going to be reducing the value. It's got much to reference, killing it down. Nucleus the bigger the camera around so that we can see directly what we are doing with the right chiefly Kagan 3D cube. Get it done. Skeleton, the zeta zigs and zags zigs again. The camera again. Boston duplicate. Any hope. We have to press Shift. Unforced too much. It would reference you have to change the orientation, skill in the x-axis. And the y-axis. Scale it up and also rotated in the z-axis. So we can duplicate here again by holding shift. So what we are just doing right now is that we are just adding some shapes that are closer to our reference. We are matching ship. So it is not the final one, but we're just trying to block our basic shape. So for host grid, so my additional ships in blender, you must activate some add-on, that's Kim with Blender, you'll be able to use them. So come over to here, dict preferences on mixed-race, select the hard on such odd mesh. Make sure you make sure this is checked. If this is not checked, you won't be seeing some additional rules on when you shift it. So make sure you check that on. You also will see some of the additional ships when you want to create some starting out. So all this is just proxies. Shin on. At this time you can make sure you save your work. I'm going to Hesse as basic as any other software likewise. So they had thoughts of additional object, yeah. Most mixture that we, It's all a transformation rendition that glue, but it's important to mess up our object, right? Just blocking it out much you need to achieve. You also can be used. And I didn't have to look exactly like mine. But just make sure you try to match it as close as possible. Because the proportional also really mothers really create these opinion image. Who just repeats it. These are just basic, basic shapes. Can see we are already close to what we are really looking to concrete another one. So guys, we just successfully block out our basic shape. So you also can do your proxies. And this is exactly what hadn't seen for what I'm referring to blocking out. You just don't need to worry about the details. All yourself to first do is just block some sudden shapes that you know, they're close match to the reference that you're working with. So see you guys. In the next episode, we're going to be having some additional details to our thank you guys. 3. 03 adding details to basic shapes: Welcome back guys. So we're gonna be adding additional details to our half. And we need to do some sudden camera settings in order to match to the reference. So coming back to the camera here, I select Camera. We're only making the focal length to be white. 120 millimeter. I'm going to be setting the size of the sensor. No, to add additional details. All we just have to make sure he's not. We'll go to the Edit. And as I said earlier, and it's moody, can easily go to the Edit mode simply by clicking Tab key on your keyboard. Go to the Edit mode. Edit mode. We can communicate these BCA. So to create contracts down, duplicate it in the edit tool by pressing Shift key again in-degree. So we can make these shading in the edit mode smooth. So when we select Smooth moodiness, you notice that literally means irregularity. Welcome to the top here. To ginormous unselect normally is not enough to seize on our cylinder. We just go to the Edit mode or not. So by pressing Control, heart can go on and do the same. For this our ship here to create Good Three edit mode selectivities. Pressing be the vertices. Exactly. Then we can extrude it. You have to do that again. Then select extrude along numbers. So we just create that into seeding, also, smooth. We can add some additional go into the edit mode again on pressing Control R. When I'm adding these additional edges, is because if I come over to the modifiers and I had a subdivision, modify it to heat without those additional edges to lapse AG, so we don't have this Shop. Now the reason why I had some additional additional go to the Edit mode. Once again, x ungulate feces. Select everything and extrude along numerous. Woken up some additional detailed. Likewise. Just select all these edges to begin. Segment. To select smooth. Likewise, hot deeds subdivision. Surface modifier can do the same for this cylinder. Likewise, are some additional control, our control segments along. Any kid can add some additional details if you want. So this is just the process of going back and forth. You may add dumb necessary details that you feel like it's necessary. It's enough to look exactly like mine. Don't have to be rigid to use inside so you can increase it through those two normals. Or inside. Your thick smooth. Had somebody chin up. I can just use simple subdivision surface. Can really come out really well. So over here I can just select this face and delete, select everything. Then extrude along numerous. Shortly before we do that most mixture that we make, we buy all transformation. If you don't apply a transformation sometimes when you're in the extrusion, all Beverly neat, It's won't be equal. So desire, you can easily fix that. So you can see that easily. We are able to add the necessary diffuse without wasting any time. This is the Paul views in Blender. These easy, it is fast. It doesn't take a lot of time to really get started with. Soft to do is just follow. It says tree. Curious. And you also get the angle. We can just add some mixture. This one is also smooth. Or if we want, we can also add additional modifier subdivision. So we can add subdivision surfaces. So these two smoothing it out. You have to note that whenever you had some vision, is going to increase the time to render the exact object. To be careful to use subdivision if you know that is not a close-up shot, that we don't really need the extra details. Wise not to use subdivision, you can just smoothing it out. And everything we really work as well. I think I'm going to HQ. Is anyway able to quit his similar light like our matching reference. So along with teeth, make sure you get your one that is peculiar to you. So I'm just going to mine eyes, I want more. Then I'm going to create this backdrop on to create this backdrop easily, all I just need is just a simple cube. Then in the edit mode, delete all these feces. Then control bevel edge. There you have it. It's super simple though. You can just go back through the camera view. Now to add these extra details, this was possible by using a plugin. And this plugin or other one is also available for anybody who actually want to purchase and to download this ad. Destruction and the extra details to your whole object. So when you install it on your activity, you're going to find ETA is going to is called one-click Tammy, you can check it out. So all I just did was that I just make the damage. So you can see that easily wherever the create damages, we start sculpting. So this is really, really powerful compared to cop thing because this is procedure who can play along with it as you want to get it. Example one you are looking for. So you can check different noise style. So I think I'm okay with the Cloud. Using the cloud. Least one exactly. So all I just need to do off satisfied used to click Apply. So there you have it. So this is how you had additional details through your shapes. So in the next episode, we are gonna be starting with the lighting and we're gonna be adding materials in the common one. Likewise, I'm sure that you have learned something from this episode. So see you in the next episode, guys. 4. 04 lighting: Welcome back guys. So in this episode we are going to be creating our studio lighting to light up our hook. Now, if you notice, if you click Render, you, you will notice that we cannot see our ship because light is not in our scene. So we need to create our own light and soda to concede hour shifts. So we are going to be using a three-point light, and we're only going to be using IT area light. Lighting in blended 3D is powerful and it is accurate. So the two different rendering engine, we have EV and we have cycles. The workbench, you don't need to know that. This is just a basic one. So we have EV and we have cycles. So if we use a BV, it's random or faster than does cycles. Cycles is more accurate. Accurate in terms of it takes a lot of time to calculate both the apples to have an accurate and his cabbies rendered. So we're gonna be using cycle on a GPU. You can select the GPU. So I'm going to be adding the light by pressing. When did we add in a real life? There's going to be a real light lighting up our scene from the top. And forced to see our light easily real-time, we can just mixture, we select EV, kill it up. As you can see, CLR like GitHub link to. So we can create another area light. S1 is going to be E1. Likewise, lead to disease. The last lecture we're gonna be adding o, which is the third one. The light hope to background is going to serve us like a rim light. We're going to be. I want to speak about psychosis. I think I see a lot of time to render. So good. I'm wrong. Pause this at the moment. We need to group our collection so that it would be easier for us. So you can select all three lights, auditory area, light, press M on our keyboard and create a new collection poly light on a mirror. But also we can move our camera also to lighten camera can be object. The reason why it's important to avoid till an organized collection is that it will be easier for you to edit any particular object without getting confused. So we can go to the first areola, which is a top limit as the top. The second one. The second one can be made. On the last one, we can call it. Who can name it, whatever you want to limit what I think I'm okay with that. So the top, I'm going to set the power to remove, I'm going to set it to 60 and I'm going to pop through. So if we switch back to EV, you can see what our Min light, I'm going to be certain it to be office. I'm going to study before. We can just quickly do we do a test render using EV? See that instantly we're able to see our object, but we don't have that shadow and light goes into really us, we really wanted to. So we're gonna be using cycles, but so that it can render move faster. We're going to reduce the maximum samples. And also we are going to be reducing the the resolution to fix it so that when we are doing the final render, we can increase it to honored present. So let us click Render Image. So as you can see, this is really adding up what I'm going to mix them, sorry, the settings hinges. So you can come over to the resolution and I can make it thousand kids and it feels great. Nikki, 1500 on I think I'm going to zoom it lead to and we really have composition guides in Blender, like the rule of thought, a dissenter, like the diagonal. This is really important if you really want the ratio. So this is important to really match the important shapes in order to create a pleasant composition. So Migdal use, make sure you make use of it. So I'm going to be reducing the light of the main one thing that's too powerful to 1 fifth. And I'm also going to change the exposure. I'm going to change your exposure. I'm going to be increasingly exposure. Oh, you can long as you want it to be, doesn't have to be exact. But if you really want to off similar similar light like mine followed the seth in. Who can go back again and just surrender to see. Oh, he meets lights and really come out really well. So guys. So we're able to finish the rendered out. So it takes about two minutes for ten seconds. Though. You also can do your own test render and you can compare the result with mine. And I'm I think I'm also going to continue tweaking mind. So you also, you are free to do the same. So once you get the exact image that you're looking for, it is important to keep on adjusting just the light, the camera. I didn't necessarily suffix. So on. It's important that you don't need to crank up lots of every, all the details. Make sure you keep on editing. In the next episode, we're going to be odd indeed, materials, which are just some basic or simple materials. This is really important. On from there, we're going to rent our financing. So see you guys in the next episode. 5. 05 texturimg: Welcome guys. In this episode, we are going to be adding colors and textures to our scene. And to do that, we're gonna be using some textures. No path from that. Also, we're gonna be using colors from the reference. If you're also using your own relative reference, you can pick some colors from it. You can go to other column, chooses specific color palette from it. Color palette is very important because it's going to eat the visual of your hats. Let's get started. So we are going to be creating the texture for the bees to do that. So we're going to come over to the material, just going to click new material. So we're going to call it, would also see the node. We have two goodly. She didn't she didn't talk **** in a forced to add a the wood material because this is not a specific color that we need to change, so forth to add the wood material, all we just have to do is just press P on true, select this node down British-controlled. Yours doesn't work like that is because you are yet to activate, denote regular from your progress. So good to prevalence. Such for all wrong. So make sure you make a district to, district is going to respond to the key **** in the world. Press Control. Bring up the image to show the mapping and the texture coordinates so we can open. The necessary files is already included. Who you are so-called use download the material and how easily you can see that really, we eat our materials, which is simple. We can add this in my theoria to this object. Likewise, just by clicking the object, selecting these both in here. I'm just clicking. And if we noticed that we are not, I'm in okay with the mapping is we go to the UV editor. We're going to do an automatic unwrapping uv just by Smith. So Blend has gotten too easily opposed to unwrap our subjects so that the texture can show very well. So I think that is it. So far so good the rest of the materials. And then the rest of your textures can come over to the, to the ground to 0, just call it BG, the buck grant, concrete new grant. And just change the base color. Now the biblical law wants to pick the exact color from this image, which is the reference. You can open it with Photoshop. If you open it with Photoshop, you can just use the eyedropper to select the hex code. Block two blender input. The Xcode, does the exact same. You use it for some of the materials, some of your objects also here, so forth to select the rest of the object. Material cannot go back again. Select the just make sure you pick the right one. Pick the right saturation to create a new comment away, Creek and Neil, one. Good. Hold. It is very simple. Same for the rest of your Moodle. Now for this one, you notice that it has created two slot because I use that plugin is going to create the amine inside and outside. The outside. I can select the outside and I go select the same material. So when I choose another one for the inside. So this, I'm gonna be using the BG, the background. So these are going to be using the bookstore. Yours can be different. So for this one to show more clearly. To wrap it up it. But I just have to trust It's much Rock. Sioux can see now that the materials and really show through so called to the scene. Go back to Photoshop, select this. Or can we input? Indeed, can just select News materials. For the insight, can just switch back to the slot. Select inside. So those all seem to it. So I think there's a different kind of be called a year. I mean. So I'm going to select sure it's acidic, these tight reduces saturation. For you to create these methods. Simply your script is simple material and just increase the metallic tonight or reduce or increase the roughness. And I think the environment really plea huge path. Enlightened or passing earlier you notice that the strength of the environment, If you switch back from from objects toward, you will notice that we already have the basic environment. So it can either be white. And I think I'm going to make strength to lose. Points to me. Yours can be different. I'm okay with that. Switch it back to Object. And select pink. Can even name it pink. So it doesn't necessarily have to be exactly like mine. Just make sure that you follow the reference that you are using. For all secrete these type of effects that we asked two materials to an object. It is very simple. We tell blender Ali just have to do is it is just to create this slot, material slot and go to the Edit mode. Select, select. I want to select all, I want to select all these feces here so that I can be accurate off to make sure that I click on the extreme as it can select, or does polygons that are behind. So then I'll make sure I select that slowdown set aside. So when I sit, our sciences bled as good to assign that particular fees, this material to this particular slide so I can select the boot. Easy. So we'll descent then it was also done on, I can even root that simulate Fifth. Symphony is also done here. Slots is created. Go to the Edit mode. We see that it's bottled. Kick us saying no, say the grid that and change the swan. She got to o can choose the exact bathroom. This one really concrete, a new material from here. So there you have it. It is simple. So for us to see what you've been doing. We can also render again, like we did earlier. Come over to the rendering again, just click run that image. So guys, like I said earlier, rendering with cycles often takes a lot of time to calculate. Its depend also on the hardware that you're using. But the result is always how query. And it creates a lot of simple and already denoised image. This is, this, this is really powerful and it is also fast compared to competitors. The likes of room in I meant teen and redshift is actually pretty much faster rendering engine. So I think I'm liking the lighting of these particular scene. And I think we're going to take it a little bit further in the next episode. Thank you. 6. 06 tweaking the render: Welcome back guys. In this final episode, we are going to be tweaking our sin will be making some necessary simple adjustment. And you also can follow along. So I'm going to come back to the materials here. When I render it out, I noticed shiny, which is not what I'm really button, so I'm going to bring the roughness night. I'm also thinking I'm going to do the same for this. You can notice that when we, when we decrease the roughness, were able to get a reflective material but when we increase it, so reflection is not whole ducks trunk. These are also very important in helping us to get the exact loop. We expect. Now for the final render, I'm going to increase the sample. I'm going to reset it back to the. So by right-clicking, you can reset it back to the default. I think I'm going to keep the 2.7.5 because corruption can also be made week. So I think I'm going to drag this a little behind. And also I'm going to increase the percentage back to Andrea so that the blender can render the full frame. So I think I'm going to keep it at P&G because I'm working with PNG. And if you want to save it automatically, you can just Critical by uncivic taught to my directory that you want to save it to. But I'm not doing that for now, so I'm just going to render it forced. Then I can save it after day. So I'm going to click Render. So guys are *****, took me about seven minutes to render on. I like the result. So if you notice, even without production, noise in Blender is really powerful, I'm going to save mine. You also consider videos. You can just press Alt S and we are going to kick that off. I'm inheriting it with Photoshop. So here in Photoshop you're gonna be using common-law rule. So just to our picture, this is not something just slight change. You also can follow the same flow. You can just play along. Extra. Without Photoshop. Uat is now the shop can really help you to do the mean, increase the vibrancy. And I just some subtle details which are rendered. So I strongly believe that you have learned something in creating your own personal goal position using blended 3D. So make sure you create your own. Kindly shared with me on social media if you really gain something out of this course. So thank you very much and see you the next time. Bye. Bye guys. Thank you.