Create A Stunning Low-Poly Forest In Blender | Zerina 3D | Skillshare

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Create A Stunning Low-Poly Forest In Blender

teacher avatar Zerina 3D, 3D Artist And Animator

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.

      Introduction Class

      1:34

    • 2.

      Modeling The Trees

      20:12

    • 3.

      Modeling The Rocks And The Tree Logs

      4:52

    • 4.

      Modeling The Mushroom And The Tree Logs

      3:49

    • 5.

      Modeling The Grass And The Boat

      8:23

    • 6.

      Modeling The Hill (The Ground Of The Forest)

      8:17

    • 7.

      Applying The Materials

      8:00

    • 8.

      Arranging The Objects In The Scene, Adjusting The Final Render Settings And Changing The Materials T

      4:17

    • 9.

      Thank You

      0:18

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About This Class

For this course, we will use all basic principles of modeling and basic mashes and materials.

Also, I will show you how to create a tree starting only with one vertice and a few modifiers. I provided the render so you can use it as a reference for the objects in the scene.

You can download the references and color palette by clicking on this link HERE: REFERENCE AND COLOR PALETTE

Once we model the trees, we will then, part by part, model the rocks and the tree logs that we will include in the scene.

The models are low-poly so you won't have any problems understanding the whole modeling process, and it will be effortless.

After we finish creating the objects, the next step will be assigning all the materials to the scene.

By importing the color palette I provided for you, you will be able to use the same materials as I do in the course.

I advise you to experiment with different color palettes and choose whichever you want. By doing so, you will begin finding your inner artistic self, and it will be better for your other projects in the future.           

Once we have added the materials, I will show you the timelapse of rearranging the objects on the scene and the final render properties.

After we finish with the final render properties, we will then be ready to render the Spring, and later we will change the colors in the scene to compliment the different seasons.  

And by that, we will be ready for rendering! ^_^

5a957c8d.png

Meet Your Teacher

Teacher Profile Image

Zerina 3D

3D Artist And Animator

Teacher

Hello there, my name is Zerina. I am a graphic designer and a 3D artist. 

Creativity has been a part of my life since I can remember; even as a child, I was interested in art and computers, so I followed my passion and now do what I love. ^_^

Also, I have a lot of teachers in my family, including my mother, so I've always tried to emulate their teaching methods. 

I joined Awesome Tuts to begin my teaching career. And I have more than 5 years of experience teaching computer software for design and computer graphics. 

I preferably work in Blender, and the type of work that I do is; animation, sculpting, and modeling low and high poly models. 

In my courses, you can expect a practical approach to teaching, which means that I will expla... See full profile

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Transcripts

1. Introduction Class: Do you want to learn how to create low policies in Blender, then you are in the right place. My name is Eddie not and I'm a teacher in Skillshare. We DO verse 12 thousand students, and I have made more than 40 courses about Blender for beginners. I will show you how easily you can create a low poly seen in this class. I will help you understand the process of low poly modeling, how to get started and the idea behind different objects in the course. Once we've finished modeling, the next step will be the materials that we are going to add to our object using the color palette that I provided for you. We will talk about render engine cycles, how it works. By the end of this course, you will have a null and power to create your low-quality scenes that you can then include into your portfolio so you can land your dream job or you can use it for your personal projects like animation or gains. Lender is a 3D software with which you have endless possibilities. It is far more interesting than you'd think. This course is for beginners with some knowledge of navigation in Blender. Now that you're familiar with the course plan, we can hop onto the video is. 2. Modeling The Trees: What's up, guys, welcome to the first video of this course. This course we are going to be creating for wetter season, spring, summer, autumn, and winter low poly woods. We will first of all start our modeling of the scene components that are trees, grass, mushrooms, they, rivers, et cetera. I'm just going to go here and press on general here. And here you can see our default. See here we have our default light, default cube and default camera. I'm going to select everything and deleted with x. Now I'm going to press one to go to my front orthographic view. Also, you can see here on the left inner corner the shortcuts that I will be using for this course, and they may help you. The first bar that I'm going to model is the tree, because this is what we are going to create a Christmas tree. First thing that we are going to do is we're going to press Shift a. And with that we're going to add a cylinder. Now under the cylinder properties on the left inner corner, I'm just going to turn this arrow. We are going to add eight vertices. Now that we have that, I'm going to click next to it selected now and go into the edit mode by pressing Tab. Then I'm going to go into the X-ray mode by pressing Alt or Option Z. If you're working on Mac computer, also, you can go in and out of the X-ray mode by clicking here on this icon, like two windows next to the wireframe mode and next to the views that is dead. And now I'm going to turn it on, select the bottom and scale it up. Once I did Dad, I'm going to go pattern around the view. I'm going to select a couple of vertices and grabbed him down, grab the slightly up. So they look a little bit random. Like so. Now I'm going to select the bottom and press I to insert a face. As you can see here, I'm going to scale it down and extruded in zed axis. Once I did that, I'm going to go and selected with a go out of the edit mode, shifting duplicated and pull it on top. Now I'm going to scale it a little bit down. I'm going to rotate it in z axis. So you can see that now it is a little bit different. Then I'm going to go up here and scale this top a little bit. Then I'm going to press Shift D again in object mode, scale the top-down, the way rotated in z axis. And we can slightly change it, change the look like so. Okay, and now the last one, so I'm going to go with four rows. Then I'm going to select this one, shifted duplicate on top. Here it is. Okay, So once we have here this part, I'm going to select the top, scale it inside an extruded in z axis. So we want to make a top of the Christmas tree, like so. And now I'm slightly going to extrude it from top and scaly die extruded one more time and scale it all the way down. Here it is. You can also select this one and scale it outwards. Or in x-ray mode, select the tip and move it up a little bit more. Scale this one down. Here we have the Christmas tree, and now we only need this bottom part. So I'm going to press Shift a cylinder, moving down, scale it down, and scale it in zed axis. We can also scale it and make it curved part here. Let's select the inside face and scale it inside a little bit cleaner. I'm going to select this first insert part that we need, and I'm going to re-scale it outwards. From this point. It goes inside. Okay? So this is the first tree, and now we're going to make some imperfections to this cylinder. I'm going to add with Control R or Command R if you're a Mac user. And I'm going to add one loop cut in the middle that I'm going to add one loop cut on the top and one on the bottom. Then I'm going to select this one. Turned on the proportional editing that you may see here on the top of your screen. Then I'm going to grab it in x-axis. For example, if this circle is higher and you cannot see it, just scroll down with your middle click button. And you will change the size of the circle, like so. We want it to be a little bit bended. Okay, this is the first tree. See if here from the top. And I'm going to slightly bring it in x-axis. So you can see now that it is in the center. Now I'm going to select this one and grab it here. Then I'm going to duplicate this tree in x-axis. And you can see automatically that I've duplicated all of these parts. So I'm just going to select this one and delete it. And I'll make a Christmas tree with three rows, going to select these two, re-scaled and down. Grabbed them a little bit up and arrange them so they are not alike all the way. And now I'm going to just scale this one down. For the bottom part here, I'm going to delete this and I'm going to add a new cylinder, and I'm going to change the vertices to 60. Let's grab it in x-axis and bring it here so we can see it. I'm going to scale it down and scale it in z axis. Let's rescale it a little bit more. So you can see that this part has a few more vertices than this one because we increase the number of loops that I'm going to do the same thing with this one. I'm just going to add it here. Let's turn off proportional editing for this one. So I'm just going to grab this point down, and now I'm going to turn it on and grab this one in the opposite direction of this tree. Then let's grab it up here, and let's move this one up as well. So this is like a military. Okay. So we have to Christmas trees done. Now we're going to focus on the other ones. First thing that I'm going to do here is I'm going to add a cube. Let's zoom in. Now we're going to create different tree. So what I'm going to do is I'm going to select this cube. Then I'm going to go into the Edit mode. And I'm going to press M on my keyboard. When I press M, I have this merge panels so I can merge it at center, at cursor collab by distance we are going to use at center. And you can see that all of these vertices from the cube are combined into one. So for example, now I can move this vertices here, you can see it. I'm going to go back, and here it is in the center. I'm still in edit mode. I'm going to extrude it up. I'm going to extrude it two times. You can see it here when I go to the side as well, Let's increase it in size. So I'm going to simply move it up. Then I am going to select this one. I'm going to grab it down and I'm going to extrude it two times on the x-axis. Then I'm going to add one here and one here. So these are the limbs of the tree and these are the branches. So I'm going to move them like so. Then I'm going to select this one, the top one, grab it down and extruded outwards In y-axis. So we are going to move these vertices, grab them, so they are not in the same line. So for example, if I press three, you can see that the branches are not in the same line. They are a little bit like Crockett. Then I'm going to select this one extruded outside. Like so grab this one and y axis at font like this. Then I'm going to select the bottom one. Press three extruded outside in the y-axis. Here. Let's grab it in x and Wallach here we have a tree. One more time. I'm going to grab this one down. It will look something like this. Once I'm done with that, I am going to go here in Modifiers tab, and I'm going to add a skin modifier. Once I added as Kim modifier, I'm going to pan around the view to see if everything is incorrect places. Then I'm going to grab the bottom of the trunk down. And I'm going to apply the skin modifier. Then I'm going to go into the Edit mode. You can see how it looks like. And I'm going to press a to select everything and press S to re-scale it. So you can see if I move it up, it is going to expend. Make it slimmer. And we are going to go in edit mode, and we're going to select all the top faces of the branches. Now what I'm going to do is I'm going to change the pivot point to individual origins. Then I'm going to press S. And you can see that it is going to automatically be scaled down. Also, I'm going to turn on the proportional editing before I scale it. And let's increase circle by going up and down on the scroll wheel on the mouse. I'm going to turn off the proportional editing and move this down. So you can turn on and off the proportional editing by pressing O on the keyboard. Let's move a couple of these vertices down. Let's select the top. Let's make it slimmer by just moving the vertices. Now I'm going to one more time select the tip of the branches, the top of the branches. And I'm going to one more time, turn on the proportional editing and scale it down all the way. Like so. Now I'm going to bring these back, the vertices. You can see how it looks like. And also you can add additional branches by just adding the loop cut, making smaller. And by extruding, extrude and scale. So we have made this branch. And once I'm done with that, I'm going to press one that I'm going to go in x-ray mode by pressing Alt. And I'm going to add a couple of vertices here on the side. And here. You can see how it looks like. Once I'm done, I'm going to select every second one, press right-click Loop tool circle. Then I'm going, if you don't have this option, just go here under render preferences, under add-on, type down loop, loop tools and congest check this box it go here under the settings and save preferences that you have it all time. Now, I'm going to select every forest, so the ones that we didn't select it. And I'm going to press circle. So you can see how it looks like. I'm going to get rid of these, the edge on this one because I added, I think three here and on the side I added two loop cuts. Okay, once I'm done, I'm going to dissolve this one as well. And here we have our trunk of a tree. I'm going to go to the side. And I'm going to select these vertices from here, and I'm going to scale them down a little bit more so that the limbs of the tree, so these points that are connected to the trunk are a little bit slimmer. And also, let's select these vertices from here, scale them down. Grabbed them down. Here, we have it. Let's go to the side. Okay. Now, I'm going to focus on this part here. So I'm going to divide it a little bit. So let's select it and move it inside. So we are going to make limb slimmer. As I said before. I'm going to select these vertices and I'm going to scale them down because the branches need to be a little bit slimmer than the actual limb of a tree. Okay, So let's scale the branches down at a couple of new branches here and there. I'm going to add one here. I'm going to extrude, grab scale, rotate, extrude, grab scale. Let's add one more here and scale it down. You can see it here, how it looks like. Now I'm going to select these vertices from here, except this one. I'm going to scale them down as well. And I'm going to re-scale them in x-axis. And also this one here. I'm actually going to dissolve the vertices from this one, but I'm going to move these vertices in order for them to be next to each other and grab it in y. Ok. Now I'm going to be able to extrude it inside. Extruded on top, re-scale it, add one more loop cut here. And we scale that. Okay, now that we are done with that, I am going to select the bottom of the tree, turn off proportional editing and scale it up so that the trunk looks a little bit wider. On the bottom. You can see that now it resembles a tree more. So now we're going to add the crown of the tree or the leafs. So what I'm going to do is I'm going to press Shift a and then I'm going to add a sphere. Once I added the ecosphere, I'm going to grab it up here and scale it in x-axis, so SX. And then I'm going to go into the Edit mode. I'm going to turn off proportional editing for this one. And also I'm going to change the pivot point to media point. Then I'm going to click anywhere here. And then I'm going to go under this Select button. I'm going to select it and go select random. So here I have the selection of random vertices on the crown. So I'm going to press Shift, select and deselect a couple of them. So I'm going to de-select the couple of them. Select like this. I'm going to turn off proportional editing and I'm going to press S, and I'm going to change the size of my circle. So I'm going to move up with my middle click button. And here I have it. I'm just going to make it larger. And here I have the first crop. This tree is going to be made out of three crowds. So I'm going to add one more. I'm going to pres double R and I'm going to rotate it. You can see that I'm just I'm just eyeballing it. I'm going to scale it, scale it up a little bit more. Let's rotate it. Like so. Awesome. Then I am going to select this branch and move it to the x-axis a little bit like so. So that I'm going to be able to select this one, shifted, duplicate it, move it in y-axis. I'm going to press seven, scale it, rotate it on the opposite direction and grab it here. Like so. Then I'm going to select the trunk and the branches. I'm going to select this part here. This whole branch wrote a rotated in zed axis so that it goes inside. And also this limb here, I'm going to move down. Here, we have the first tree. So I'm also going to select this part here in X axis. I'm going to widen it a little bit. And in, Let's go in y and in x. So this is the third tree. And the second one is going to be a little bit smaller. So you can see, and also while we want to do is we can change it a little bit. So what I'm going to do is I'm going to remove this crown. Let's select the tree and the branches. I'm going to select this one with the proportional editing on. I'm going to move the branches a little bit. I'm going to move the tree down. Like so. Make it a little bit longer. Let's select this one. I'm going to re-scale it in x-axis and I'm going to rotate it inset. Or we can simply dissolve the edge and it will be easier for us to work with the branch. Okay? Now, once it's, once it's there like that, we are going to re-scale this crown here. I'm going to grab it and y-axis and make it really big. Then I'm going to grab it in, in zed axis. And you can see that the branches are peeking into the crowd. I'm just going to move this one in y-axis so that it goes inside. And for this one, while we want to do is we want to select the top, use the proportional lettering for this one and bring it inside of the tree. The crowd. Also, I'm going to add a couple of additional ones peeking out of the tree. I'm just going to duplicate a couple of them and just position them in the tree. Like so. Here we have a different kind of a tree. I'm going to select it. And let's, let's rescale it in zed axis and pull it on top, and let's scale it out. So here we have our trees. So guys, in the next video, I'm going to show you how to make rocks for your scene. 3. Modeling The Rocks And The Tree Logs: Hi guys and welcome back to the second video of this course. As you can see here, we are done modelling the Christmas trees and these random trees here. So the next step are the components that we are going to put into our scene, such as rocks. I'm just going to add in the ecosphere here. So Shift a, then we are going to add ICU sphere. I'm just going to press N. And in this end panel I'm going to turn on the proportional editing. So you can see in the left inner corner Dischord girls that I will be using for this course. Now, I will select the ecosphere. I will go to Edit mode. I will scale it x-axis. So you can see that the procedure of modelling the rock is slightly the same as the crown, but we are going to make some changes to it as well. The first step we are going to do is we're going to click here, select, select random. And I'm not going to de-select any of these now, I will press one, turn onto proportional editing. Let's select with random, and I'm going to scale it outward. Now, I'm going to select these vertices and I'm going to slightly grab them down so that it gets me flat surface here. So you can see, I'm just going to bring these in y-axis, so it looks a little bit pointier. And it should resemble the the rock. Here we have one Brock and we're still going to make two for each, each element. Now I'm going to add a second ecosphere skeleton x-axis. Then go in edit mode, select random, scale it inside, and select everything and scale it outside. Okay, so now that we are done with that, I'm now going to do a tree log. I'm going to add a cylinder and I'm going to change as the number of vertices to eight. Let's see. Yeah. Now what I'm going to do is I'm going to rotate this tree log into the y axis by 90 degrees. You can see now that all these vertices are horizontal, I'm going to grab it in x-axis and scale it down a little bit. Now, I'm going to select these vertices without the proportional editing. I'm going to scale them out. And now I'm simply going to start scaling and extruding in x-axis. You can see I'm scaling it now. Extruding scaling. Let's extrude to our Martin's, kill it inside more. Okay. I'm going to add one more loop cadherin in the middle of these two rows. Then I'm going to select this one. And this one, I'm going to delete the faces of them. Now. I'll be able to select the two of them and extrude in scale inside. But you may see that they are going inside this part. So what we want to do is we want to change the pivot point to individual origins. So now if I press E as they are going to extrude in their axis here. So let me just scale them down. Awesome. Now what I'm going to do an X-ray mode, I'm going to extrude them, enact in x-axis. I'm going to pull them here. And I'm also going to pull this one inside. And also I'm going to go one more time here, select these two and re-scale them so that it is thinner. Now, I'm going to go on top of the tree. Here. I'm going to select this part. I'm going to extrude it, grab it here, rotate it, scale it down. And I'm going to extrude it one more time and scale it all the way there. So you can see the tree log that I have here. Let's rescue this part. Awesome. So this is the first one. Let me just re-scale this part so it looks more like a tree log. Now I'm going to rotate it in, yet, I'm going to move it in x-axis. Let's move it all the way to the Christmas trees. Let's rotate in z axis. And the next one, I'm going to just shift the duplicate, this one. We're going to rotate it in x-axis. So we are going to use a couple of days. We have modeled the two of them. Okay? So these are three logs. Now, the next step is going to be the mushrooms. So the mushrooms we are going to do in the next video. 4. Modeling The Mushroom And The Tree Logs: What's up, guys? And welcome back to the third video of this course. As you can see here, we are done with tree logs, Christmas trees, different types of trees. And also we are done with the rocks. I'm just going to zoom in a little bit here. And I'm going to make some imperfections to this tree here by using the proportional editing. Here on the left inner corner you can see the shortcuts that I will be using for this course. And now I will slightly bend it like so. I will do the same thing here. So I will select a couple of vertices and I will just move them to the side. Now that I'm done with that, I'm going to select everything with box select by pressing left-click, dragging out, and grab it in x-axis, I'm going to zoom in. And now we are going to be able to start modeling the mushroom. I'm going to first of all, breast shift a at a cube. I'm going to scale the cube out. And then I'm going to go here under Modifiers tab, select the Add Modifier button and subdivision surface modifier. I'm going to increase the number of subdivisions to two just to see how it looks like. Then I will go in edit mode, turn off the proportional editing. And now I'm going to add one loop good with Control R. So this O S key means control. So now I'm going to press Alt Z to go to x-ray mode. Or you can click here icon that has two windows on it next to shadings and x two overlays and gizmos. Now what I'm going to do here is I'm going to go in x-ray mode. Then I'm going to select the bottom, scale it out. And now I'm going to select the bottom vertices. So these, the face and I'm going to scale it down all the way. So you can now see that I have curved end of the mushroom. Now I'm also going to scale it a little bit more and let's kill the inside a little bit on the top. Okay? Now that we're done with this, I'm just going to apply the subdivision surface modifier and we will be ready to model the stem. So I'm going to add a cube, or we can add a cylinder. I'm going to add a cylinder and I'm going to change the number of vertices to eight, grab it down, scale it, and scale it in zed axis. So here we have it. Now I will add one more loop cut in the middle, turn on the proportional editing and scale it out. Because you know that the mushrooms have bigger part. And then Skinner Park. Okay. So now I added a two loop cuts in the middle as well, like so. And let's kill it in x-axis. Awesome. Now I'm going to turn, I'm going to go here on pivot point and I'm going to change it to media points so I can scale the boat yards down in the same time, scale it down all the way. So the mushrooms look a little bit. And wallah. Okay guys, so we are done with the mushroom. Now. We are going to focus on the tree log, but it is not going to be like this. It is going to be only this part. So I'm going to duplicate these shifts, each shift D, I'm going to scale it down. And I'm going to rotate it like so you can see how it looks like. And later on we're going to position all of these models. So guys, I will see you in the next video where we will create grass and boat. 5. Modeling The Grass And The Boat: Hey, what's up? Hey guys, and welcome back to the fourth video of this course. Now we are going to create rats. So the first thing that I'm going to do is I'm going to zoom in here and I'm going to turn off the proportional editing. Now, I'm going to press Shift a and I'm going to add a curve as a path. Then I'm going to rotate that curve in y-axis by 90 degrees in order for it to be vertical. Now I'm going to pull it up here. And now in the object data properties, we're going to select it. Now under the geometry, I'm going to scroll down. Here I have bevel. So for example, if I increase the depth, you can see that I'm creating a cylinder looking like mesh like that. Now I'm going to make sure that it is a little bit slimmer. And now I'm going to go into the Edit mode, select the top vertices here, and I'm going to press Alt S. All this, all the way. Let's zoom in. Now let's zoom out. Here we have it, and also we want to fill caps. So on the top here, where we, where are we scaled it inside? You can see that now we have a filled top and also filled bottom. Now I'm going to select the middle, and I'm going to also press Alt S. So we are going to create grass. I'm going to move a couple of vertices from here. So we want to make sure that it looks like grass. Awesome, I'm going to duplicate it. Move it to the side. I'm going to pull this out. I'm going to move these. So I'm going to select the two of them and press R. Let's grab this one in x-axis. So we are just creating grass. I'm going to duplicate it and press G to move it to the side. Let's grab it in zed axis. Let's select it and rotate it in z axis by 90 degrees. So you can see now how it looks like. I'm just going to grab it with more in y-axis so that it is right here in the middle of these two. So I'm going to grab it in x and grab it in y. Here we have it. And now we're going to just duplicate this one and rotate it in z axis by 180 degrees. And let duplicate one more and scale it down. And let's grab it all the way down. Rabbit here. Alt S. To widen it a little bit. Let's grab a couple of vertices and move them. Let's rotate this bright. So this is going to work. Now, let's bring them here next to the, next to the mushroom. And wallah we are going to vocalize, are seen by just duplicating it and leaving it next to each other. As you can see here, if I duplicate it, I just made two of them. And also what I can do is I can look from above, so I will press seven on my number pad. By duplicating it, I'm just going to press our 180 degrees. I'm going to leave it here. Let's grab it a little bit in the x-axis. And wallah, we have grass. I'm going to scale it all the way down like but more. So here we have grass and now we're going to create a boat. I'm going to add a cube, skilled at cubed down. Now in edit mode, I'm going to go in extremal depressing all debt. Or you can click here with two windows as the last time. Now I'm going to select these two and scale them in x-axis. Once I did that, I will press Control R, add one loop that here, and again, scale it in x-axis. Then I will add in the middle, the loop cut in the middle. Then I will select these vertices. Let's add one loop cut in the middle so that I can select the both sides here. Scale then in x-axis. And now I can select the middle, turn on the proportional editing and scale it in y-axis. Okay? Now I will select the bottoms. And skill, skill, the bottom in y-axis all the way inside. So you can now see it resembles a boat. Now I will select the inside and press Control. Plus will allow me to select the vertices next to the vertices that I selected. And now I will press I on the keyboard to insert the faces that I will extrude it inside and scale it. Here I have it. Also, you can select this row by pressing Alt. You can see that this vertices a little bit far off. So I'm going to select these vertices and scale them in y-axis. Okay? We can also scale the bottom on the x-axis so that it looks wider, that we made it wider. I'm just going to select the inside here, scale it in y-axis. Let's look from the top. Let's bring it here, scale it in y-axis and wallet. So because this is the banded, both, we are going to do some imperfections to it, like the crashes and everything. So I'm going to select four vertices and I'm going to press Control B to bevel it. And then I'm going to select the inside, the two vertices that I have inside. I will now change the pivot point to individual origins scaled and down and grab them and say, like they are chipped. Then I'm going to select this bar. I'm going to bring it down. Let's select this part and move it up a little bit. So like it is really abandoned. And we're going to put some crossover it later on. So this is the boat, low poly boat, and now we are going to do the paddle. So I'm just going to add a cube. Scale it in wide, scale it in zed axis because we're going to position it here. Let's watch it from the top. I'm just going to select these vertices here from the side and press S y. So we're going to, this part is like smaller than the middle. I'm going to extrude it one more time in x-axis and I'm going to scale it down. You can see now that it resembles a puddle. Let's kill it a little bit more and y axis now it's better. I'm just going to scale this bar down and extrude it all the way. Let's add one more loop, good here. And wallah. So for the paddle here, I'm just going to go in x-ray mode, select this part and scale it in z axis all the way. So you can see how it looks like. I'm going to press seven. And let's move these vertices in x-axis and a little bit more, because this triangle here is a little bit too much, and now there it is. So we have made a paddle. And guys, we are going to continue on modeling parts of the scene. 6. Modeling The Hill (The Ground Of The Forest): Welcome back to the fifth video of this course. So as you can see here, we are done with all the details for our seed. And now we're going to focus on the ground. We are going to model the ground by just moving to the side and pressing Shift a and adding at play. Then here we have a plane. I'm going to scale it all the way. Okay, Here we have a plane, and now what I'm going to do is I'm going to go and press seven on my number pad to go to top or too graphic view. And also I'm going to press Tab on my keyboard to go in edit mode. Or you can go here next to the edge selection and vertices selection, face election. Here we have a modes. So we have object mode, Edit mode called mold, etc. And we're going to edit mode. Now I'm going to press right-click and sub-divide. I'm going to subdivide it a few times. Let's up the video one more time. This will be enough. Not that I did that. I am now going to select, select a couple of vertices fiscal here under Select and click select random, like so. Now I'm going to press seven and I'm going to press C on my keyboard. And I'm going to de-select these vertices that are on the edge. Okay? Now that I did that, I'm going to turn on the proportional editing and grab these out. As you can see here. Now, I'm going to press seven, and then I'm going to select these vertices from here. And I'm going to grab them all the way up. We're going to make like a hill. Okay? I'm going to add some imperfections to the hill. So I will add some bumps. Let's grab this in. We're going only to move it in z axis, like so. And now I will select this edge here. And Let's select this one as well. With Alt and Shift, I'm just going to click on this edge and select it. And I'm going to press S to flatten it like so. Now I'm going to press three and I'm going to grab it a little bit down and I'm going to rotate it. Now that we did this, I'm now going to select the sides and extrude them down as 0 to flatten it like so, let's grab it a little bit on top. Okay, I will do the same thing here and here. And I will extrude it, accepted these down. S is at 0 without the proportional editing. Okay? Once I did that, now I will select these two vertices in the corner and I will press M at centers, so I will merge the two of them so that I don't have two vertices that I have only one at center. Press one, go in x-ray mode, select the bottom and press S 0. Okay guys, we have made the hill. So you can see how it looks like. This part here is going to be for our river. You may press three and select them here. It is going to be easier. And I'm going to grab this point in y-axis. Now that I did that, I am now going to select this edge here as 0 to flatten it and pull it down. I will also do the same thing here as Without the bottom, only the top, without these two as 0. And move it down. Now that we have that done, we're now going to focus on the river like this. We are going to do the reverse. So I'm going to select the top face faces here. Press Shift D to duplicate, and press P to separate the selection from the selection. So now we have the other selection which is this plane. I'm going to go into the Edit mode and I'm going to sub-divide it a couple of times, but in order for me to sub-divide it, I need to select it first. Then I will press right-click sub-divide. You also can change the number of cuts here. So if I, for example, like, like this and I want to add another one, I will just need to select it and press the white one more time. Okay? And now what I will do is I will press seven, select random, like so. And I will turn on the proportional editing, which will allow me to move a couple of these vertices on top and make whatever. I'm going to grab it on top, select everything and extruded in z axis. I will pull it down. Here, I have it. And now I will press three, select this top edge and we want to merge these two together. So you can see this like Cliff here. I'm just going to move these vertices on top. And I'm going to move these vertices a little bit more inside. So you can now see that they are connecting together. And also we can bring this up. Now it's much better. Also, I will add a loop cut in the middle of all of these. Press seven. Select random. Let's go in x-ray mode. Press C to D, select the bottom. And then I'm going to also de-select this from here, from the edge. Now, I will do the same thing. I will slightly grab it bit. Okay, guys, now that we're done with this, we are now going to assemble all of these little details onto the hill. So before we do that, I'm just going to select these parts, the outside parts. I'm going to select them and press shift D, duplicate them and separate them with P, just like we did with the river. And now what I will do is I will select it. Everything, press seven, extrude and scale. Like so. Now what I will do is I will go into the Edit mode, select each one of these, like so breast as 0, but it is better to do it manually. So I will select it, the heel first of all, pull it down. So we need all the imperfection that we have here. We're just going to make it subtle. Let's grab it and zed axis. You can see how it looks like. Now let's go back here. Let's move these down. I'm just going to bring these down. And also I'm going to press seven, I'm sluggishly going to grab it in y-axis. So I'm going to make this part a little bit more subtle. Now what I will do is I will select these vertices where the river is, and I will bring them up. I will make sure that they are in the right position. Like so. So we are just trying to move a couple of these vertices to make them a little bit more subtle than they are right now. Let's select the both vertices and wallah. So guys, in the next video, we are going to do the first season. So we are going to do this spring and we are going to apply the materials to our object that we are going to include into our scene. 7. Applying The Materials: What's up, guys? And welcome back to the sixth video of this course. And now we're going to put on some materials to our object. Now, the first thing that we're going to do is we're going to go to material preview here. We want to move around these areas, 3D areas. So I'm going to move to the left, this area here, move this one down. And now we want to split this area into two. So it's flipping an area. We'll create a new area that we will work with. By hovering above the corner of the area, the cursor will change to plus, as you can see here. So dragging from the area corner inward, like this will create a split area. And now I have two of these. So for example, I'm going to pull this one down all the way. And here I'm going to change the editor type. So I'm going to go into the editor type and I'm going to go and image editor, I will zoom in. And now here I will open an image that I created for this particular course. So we're going to click here open. Then I'm going to go here, color palette and open. I will zoom out for you to be able to see the winter, spring, summer, and autumn. So we have four different seasons and we are going to start with spring. But before I do anything, the first thing that I will do is I will arrange the models so that it will be easier for you to keep track of how I applied the materials from the image to the objects. Now that I arrange these so you can see how they look like, I will zoom in go-to material preview as we are now. And now we're going to start applying the materials. So you can bring this back here to widen the picture a little bit and we're going to zoom in. So now guys, we are going to apply the materials. The first part that I'm going to add the material, you can see here we have the green ones. So this is the first Christmas tree. I will select one, and then I will add new material that is going to be with this eyedropper tool. I will select this color and it will be that color. So in order for me to have the same material on different, different objects, I will need to join them together. So how will I do that? Is I will select from the bottom to the top, select this one and press Control J. So now you can see that I have this material on the whole crown of the Christmas tree. Then I will select the stem of the tree, and then I will go here, add a new material that is going to be round. So we're done with the first Christmas tree. Now we're going to go with this log and I'm going to add a new material. Select this eyedropper tool in the materials tab. And I'm going to select all, I'm going to do that here. So I'm not going to go here and create a new material. I'm just going to go here under these materials that we have previously added. So broad materials to be linked. And I'm going to apply this material from here. Now. I will select this crown here, and I will go add a new material, and I will select this material though, Control J. And here we have it. So for the stem of this tree, I'm going to use the same one as I have for the Christmas tree. So I'm going to open this one. Here. I have the second tree is done. Now let's move forward and let's select this one. So you can see these little bars that are peeking out of the crown. So we are going to join them together also. But the first thing that we're going to do is we're going to add a new material. So let me turn on the screen cascades here, the left junior corner, you can see the shark is that I will be using, but for now, I am not going to use my keyboard except for moving. So I'm going to press New, add a base color with this eyedropper tool. And we're going to select the second color that is next to this one. And you can see that we have this green. And I'm going to select these three crowns, little crowns, and select this one and press Control J. So you can see now that we have the tree done for this time, we are also going to use the same one as we have for this tree. Now we're going to move forward. And for the grass, we are going to open and creating new material which is going to be this dark green. Okay, so now we're going to focus on the second tree and we are going to add the same material that we have added to the grass Material zeros 06. You can also rename it here on this tab. And I can rename it grass and tree, for example. And I'm going to select the crown of the second Christmas tree. And I'm going to go here, scroll down grass and tree. Here I have it. Now I'm going to select these three. Select them and join them together. Let's go like this. Join them together will look. For this time we are going to use the same material as we have for the rest of the trees and will up. So now the next step is the mushroom. So I'm going to select the mushroom, add a new material, which is going to be this one. I'm also going to do the same material for the bottom here as well. So let me just add it here. So if you want to create pots on the mushroom, select the crown of the mushroom so the top half go into the Edit mode. And let's select a couple of, a couple of quotes. Now I'm going to press plus and add a new material which is going to be white. So I'm just going to slightly move it down to white. And then I'm going to press Assign. Well, I'm going to scale it down. So you can see that it is scaling in there if it points. So I'm going to change the pivot point to media point. So it's not going to be in the individual origins. This media point will follow the 3D cursor. Now I'm going to select the rocks, add a new material, which is going to be this one. I'm going to add. I accidentally added a new material. What will I do is I will get rid of it with minus. And then I'm going to the materials tab, and here I will have it. Okay? So for the logs here, I'm going to use the same material as I have for the tree. Let's add it here. I will select the two of them. I don't want them to be to be joined together. See, awesome. And for the paddle and Florida boat, we're going to use the same material. The second material. Okay. Now we are going to focus on the hill and on the ground here that we have and also the water. So the first thing that I'm going to do is I'm going to select the hill. I'm going to add a new material, which is going to be the last one for this part here, I'm going to add the same material as I have for the stems of my trees. Now for the water, we are going to use the same material as we have for the summer. I'm going to add it and we'll log guys. So you might see that I have a big problem here. So I'm just going to grab these two vertices on top. Let's bring this back, and let's bring this back as well. So guys, we are done with the materials for the spring. 8. Arranging The Objects In The Scene, Adjusting The Final Render Settings And Changing The Materials T: In the time-lapse, I will show you how I arrange the objects on an empty surface. We will create a forest by placing trees and we want to enrich the open areas, will try to harmonize the scene as much as possible using all the space. We will gradually add objects by adding a tree log after the trees, and adding trees without a crown. Next we will add a rocks near the river and at the top and the bottom of the hill. We will then arrange the rocks and later we will focus on the smaller objects which we will lay out to fill in as many areas as possible. We will first start with the grass that we will position around the trees, stones and the tree log. We will also add a metal to the gaps in our scene, such as space between the trees and other objects. Once we've finished adding the grass, we will add a boat, any paddle that we will set up as if the water had thrown them ashore. We will then be able to add the grass next to the boat to make an, an illusion that it has been there for a long time. By adding mushrooms, we tried to fill the scene and add as much detail as possible to make it look even more beautiful. Of course, this is a low poly model that we will return to and correct or add elements that go along with the scene. It is important to experiment as much as possible with the positions and the details to improve the appearance of the render itself. We will start by placing the camera and changing the camera settings to orthographic view. When we add the camera, we will add a plane to the bottom of the whole scene. For the light, we will be using an HDRI that you can find and download on poly haven't dot com. Once we choose the HDRI that compliments the scene, we will hop on to adjust the final render settings. Lenders physical base to root tracer for production rendering is called cycles. We will be using the Cycles Render Engine for the final render. It's made to deliver physically-based results right out of the box while maintaining artistic freedom. So like that, we will automatically have good outcomes. But the patient, because rendering time and cycles is lower than EV, because EVs rendering engine is real-time rendering. We will play with the samples, wants to be changed or render engine to Cycles. Render becomes less noisy and more accurate as more samples we use. In my case, because they seem it's not very hard to process. We will add fewer samples. The default is 4,096. We will change that number and decrease it to 100. De-noising is also very important if you want a good render, the noise uses AI to eliminate the grain in the render before reaching the maximum samples. Also working with both will slow down your computer because they ensured that the end product would be without grains. That it will be clear. Once we are done with those, we will scroll down and play with the color management settings specifically to look section, we can choose an artistic effect from a set of measured film response data that approximates the appearance of specific film types. With this, we will additionally enhance our render. You saw in the course that I provided colors for the season so that we can render the image of spring when we finished the final render by adding the last detail clouds, we will change the colors in the same way as at the beginning with the help of an eyedropper tool. Here I experimented with the colors for each season. And my advice for you guys is to experiment with the colors so that you can find that inner artistic skills. 9. Thank You : I hope that you enjoyed this course and I can't wait to see projects done by you guys. Check out my Skillshare com if you want to learn how to make more low-quality themes, characters, and animation in Blender till the next time, Bye.