How to Model a 3D Bakery in Blender 3. 2 | Ziad Sroor | Skillshare

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How to Model a 3D Bakery in Blender 3. 2

teacher avatar Ziad Sroor

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      0:17

    • 2.

      Modeling

      35:52

    • 3.

      Texturing & Rendering

      16:59

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About This Class

This Skillshare class will teach you how to create a 3D bakery in Blender 3.2. You will learn how to use the powerful tools of Blender to create a realistic 3D Model with textures, lighting, and materials. You will also learn how to use the modeling tools to create objects such as Text, Windows and other bakery items. Finally, you will learn how to render your scene and export it for use in other applications. By the end of this class, you will have a complete 3D bakery that you can use for your own projects or share with others.

Meet Your Teacher

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Ziad Sroor

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Level: Beginner

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Transcripts

1. Introduction: Welcome to this course. My name is Ziad roar and I will be your instructor. Today. We're going to create a 3D bakery in Blender in 1 h only modeling, texturing and rendering. So without further ado, let's get started. 2. Modeling: To start, let's head into the 2D animation workspace by clicking on this plus up here, going to 2D animation and selecting it from the list. Let's delete this cube with x, bringing a Grease Pencil object with Shift a grease pencil, and then selecting blank. Now let's go into Draw mode by selecting from the drop-down up here or hitting Control Plus tab and selecting it from the radial menu. The first thing we'll want to do is to adjust the visibility options that will make drawing with grease pencil easier. Let's go to the overlays drop-down here and check grid 3D cursor in Canvas. If this is your first time using grease pencil, the two options here, stroke placement and drawing planes, are extremely important for using this one, success. Depending on what options you have selected in those dropdowns will inform how you'll draw it in 3D. So starting with the drawing planes, if it's set to View, you can draw according to the view you have in your viewport. If it's set to front, the canvas will be situated to front view along the x. And notice how the Canvas doesn't rotate compared to the previous slide. If it's set to side, it will be situated along the side view to the y. And it's set to top. Situated to the top view or perpendicular to the z. Cursor allows you to get really precise angles by adjusting the rotation of the cursor here, which is not possible with the other planes. Let's set the drawing to front for now. Moving on to stroke placement, we have origin, which is what we were using to demonstrate the drawing plants. This option places you're drawing according to the origin point of the object. E.g. I. Drew some strokes here. But if I were to move this object further back in object mode, and then you can draw a stroke. The placement would move accordingly. 3d cursor is the one that I use the most and will allow you to draw anywhere you place the cursor. Now, the next two kind of ignore the drawing plane depending on how their surface allows you to draw on top of meshes. This is really helpful if you're adding details or trying to get strokes to fit a certain shape. And the last one is stroke, where you can draw starting from others. Let's set this to 3D cursor for now. So let's start by creating the walls of our building in object mode, I'm sending you the 3D cursor back to the world origin, easing Shift S then right-clicking and setting the grease pencil origin to the 3D cursor. Before we draw, let's first go into our render properties. And under color management, change this from filmic to standard. This is far more accurate colors. Set the look to medium high contrast, and then go into the world properties and set the background to a pale yellow color or whatever you'd like. Let's create a new layer inside our Grease Pencil object and rename it to main walls and uncheck use lights. Then go into the materials tab, create a new material and human walls. I'm making the stroke a brown color, checking the fill and selecting a light beige color. Enter front view with Notepad one and go into Draw mode, select the box tool by either selecting it from the menu on the left or hitting Shift Spacebar and selecting it from the list for radius, which affects the width of your stroke. I'm going to set it to 35 pixels and uncheck Use pressure than a bump up strength to one and uncheck Use pressure as well. Last thing is the timeline down here. Make sure it's at the beginning. I like to set everything to zero. And because this was a new layer, we created a keyframe is automatically generated. But if you wanted to create another keyframe on another frame, you'll need to have this record button enabled. For now, we can keep it off. So I'm going to create a box that's about eight squares tall and six squares wide. Then tab into edit mode, hit one for points, select, and select a point on the right edge of the square. Hit Shift S and move the cursor to select it. Let's go back into Draw mode and set the drawing plane to side this time and hit numpad three to enter side view, then draw another six by eight box. Again that touches the original, go into edit mode and hit two for stroke select. If you need to make some adjustments, go back into Draw Mode and change the drawing plan to top, hit Num pad seven for top view and draw a box that acts as the top of the walls. We have our walls at this point, I want to set the camera view. This makes drawing with grease pencil a lot easier when set up early on. So I'm going to focus in on our walls and then hit Alt Control numpad zero to set the camera view. Then I'll go into the Animation workspace, set the left screen to my camera view and adjust it with the right. If you want to leave the view like this, you can, but I want to animate this a bit. To do so, set the cursor to world origin and bring in an empty parent, the camera to the empty with Control P, then go to zero and your timeline and select the empty rotated in the z just a bit and then keyframe the rotation with I, then go to frame 125 and rotate it slightly into Z again. And then keyframe, then duplicate the keyframes at zero with Shift D and put them at 02:50. I want to adjust the location and rotation of the camera as well. Let's do the same thing by keyframing at zero, then going to one-to-five, adjusting than keyframing and then duplicating the keyframes at zero to 250. So now we can reference what our drawing looks like in our camera view by hitting numpad zero, you can play this back, but makes sure your play head is at zero when drawing or when creating a new layer, go back into the 2D animation workspace. We're going to create the roof and the base. Let's duplicate this walls layer by clicking this drop-down and selecting. Also, let's enable the option auto lock inactive layers, rename the duplicate to roof in edit mode, select all with a and scale it down into z and S to scale it out, then duplicated again, shifted up in the z and then S to scale it out, Let's create a new material for the roof by selecting it all with a, creating a new material in the materials tab and clicking assign, rename this to roof and copy the stroke color of the walls material by hovering over it, copying with Control C and pasting it with Control V and the new material, then check fill in the roof material and let's pick a dark brownish color moving onto the base, Let's duplicate the walls layer again and move it to the bottom. Just a quick note, the layers here are ordered by visibility. So whatever is on top will take visual priority, e.g. if I move this walls layer to the top, it would appear over the roof. Now, there are options for stroke depth order and the Object Data Properties tab. But for this piece, we're going to stick with 2D layers. Let's move the walls layer back down, rename the walls duplicate to base, and in edit mode, scale it down into z and then scale it out. Let's also create a new material for this name it based and assign it just like we did before. Copy the stroke color and make the fill a light gray color, make any adjustments needed. If you find the stroke of your layers are too big, you can either adjust them in the layers panel under stroke thickness, or you can select any point or stroke individually and scale it with all tests. So now we have this structure and we can add more to it, create a new layer above the walls layer and rename it to wall details, outline, and uncheck. Use lights in the materials tab. Create a new material, rename it to outline and set the stroke color to the one we've been using with no fill. We're going to start drawing the doors and windows on the building. Click back on the walls layer and in edit mode with points, select, select a point on this wall here so that we could move the cursor to it with Shift S. In Draw mode with the box tool selected, go to front view with one, makes sure the stroke placement is set to 3D cursor and the drawing plane is set to one. Right-click or hit Y to make sure you're active layer is the wall detailed outline layer. Let's draw a rectangle for the door on the right here. Then let's draw another rectangle next to it for a large window and then adjust as needed, select the circle tool and create a circle roughly the size of the door. We're going to make these arched windows. So let's move it up in edit mode with stroke select, then go into point select mode with one, select the bottom half of the points and delete them with X, then select the two end points on either side and e then z to extrude downward and then hit F to fill, then go into stroke select and make adjustments as needed. Let's create the shadows for it by selecting the box tool again and creating a rectangle roughly half the size of the window, then duplicate and move it along. In dx, it might be easier to move these to the center of the window frame and then scale them out to get a precise width. Then move them onto either side of the window, select the Windows strokes, duplicate them with Shift D, and move them along the x so we have the window to the right. Now, let's create the bakery sign or the box tool selected. Let's create a rectangle in this empty space here in edit mode with zero points select and holding Shift, I want to select these three points at the top and bottom, then right-click and select sub-divide. Then while holding Shift, select these two points on the left and on the right, then hit S, then x to scale them along the x so that they're closer to that. Then delete the points in the corners and the center top point. We're trying to create these curved in stylized edges. In Draw mode, select the arc tool, and let's draw an arc between these two points from right to left. You draw from left to right. The arc appears on top, but you can switch it with this blue. So I'm drawing the arc and adjusting it with the blue dog. Then in edit mode with stroke select, I'm going to duplicate it and rotate it along the x 180 degrees and position it. Then I'll select both those arcs, duplicated it along the x, and then flip it for the other side. The last thing is adding a half circle here. So I'm going to use the circle tool. I'll roughly draw the circle line to line and then bring it down. Then I'll go into edit mode with points select and then delete the bottom half of the circle. And now we have our side. So let's start filling these in. I want to create three new materials. The first one, I'll make a pale blue color for the Windows. And even accordingly, we can leave stroke unchecked. The second is a dark beige color for the sign. The third is a light brown color for the shutters and door. Let's create a new layer, name it while details fill and uncheck use lights, go into front view and in Draw mode, select the fill tool, right-click or hit you to set the active material too pale blue and start filling in the windows. Then right-click and pick the light brown color, fill in the shutters and door. Then right-click again and select the base color for the side. If it doesn't fill correctly, you might need to join the endpoints with Control J. Just a quick note on this. If you draw a stroke and want to continue it, you can select this option up here, auto merge, and it'll automatically join these strokes by. Now I want to duplicate a few elements to the other side. Let's unlock the outline layer and in edit mode with stroke select, select the window elements and duplicate with Shift D and then move it over, then rotate 90 degrees by hitting R and C and then 90 and place it accordingly. Go into side view if needed. Then do the same with a large bakery window. I want to scale this a bit wider to fit the length of the wall. So S then why to scale it out and position accordingly. Let's make a glare for that large window. Create a new material, name it, white, Leaves stroke unchecked but fill to white, create a new layer above wall details. Fill anemic window glare and uncheck use lights. Draw mode. Let's see, Here's the box tool to create a rectangle that's a little longer than the height of the window. Rotate it and go into your camera view to check it. Then move it back in the y and adjusted the top and bottom aren't seen in the camera view. You can play this back in the timeline. Just make sure you position the playhead at zero when you're done. Another quick note. If you find that you accidentally drew on a frame other than zero, you can just move it back to zero and the timeline. Then we're going to mask this by checking mass under the layers and adding the fill layer. So now the glare appears to move, duplicate it for the other window. Next, we'll create an awning. I want to create a striped awning on the top of the window and door here on this side as well. Create a new layer above the wall details, outline layer, name it, awning and uncheck. Use Lights, then create two new materials. The first will be a read and use the same stroke we've been using. The second will be another white, but with the stroke color enabled, I'm going to name it white dash S to differentiate it from the other one. Let's unlock the wall details, outline layer, and in edit mode, use points select, to select this point at the bottom of the sign here and set cursor to select it. Then going into Draw Mode, change the drawing plane to cursor, hit N in the viewport to bring up this side, go into View, and let's adjust the cursor rotation to get a slant coming out from the building. First, reset everything to zero, and now I'm adjusting the x rotation to about 30 degrees. Go into top view with numpad seven, select the box tool and right-click to make sure you're on the awning layer and have the red material selected. So I'm going to make a rectangle to about here and hide the roof layer if you need to. When you check it, you'll notice it's slanted according to the rotation we set for the cursor, go back into top view and go into edit mode with stroke select, duplicate that rectangle you just made and assign the white dash S material to it. Then select both those rectangles and duplicate them along the x like this. Then to repeat the sequence all the way down, you can hit Shift R. I'll get rid of this last white one here, then makes scale and position adjustments as needed. Now I want to give the awnings, these circular ends hanging down in front view and in edit mode, select one of these points in front and set the cursor to select it and it Draw mode, we're going to set the drawing plaintiff front. So using the circle tool with the active material set to red, I'm going to make a circle, roughly the width of these rectangles. Then I'll delete the top half of the circle and move it up with stroke. Select, duplicate it like we did before. Assign the color to white dash S, and then repeat for the length of the awning. You might need to make some positioning and sizing adjustments. Now, I want to fill in this side here. So in edit mode, select one of the points on the end, then hit cursor to select it, and then draw mode, set the drawing plane to side. Then entering side view with three, select the Line Tool and set the active material to read. Draw a line from the top of the awning to roughly where it starts to bend. Then with zero points select and edit mode, select the bottom point of that line and get e. Then why to extrude, to make a complete adjust as needed. I want to duplicate this awning for the other side in edit mode, hit a to select all Shift D to duplicate, and then shifted over like we did with then rotate it with our Z and then 90 because the awning wasn't drawn in that orientation, we need to flip it by going to grease pencil, mirror and then selecting why global, then it should visually look correct and you can position it accordingly using the same stroke placement and technique as the awnings. I want to create these planters for the Windows, create a new layer on top of the awnings layer, name it planters and uncheck use lights, unlock wall details outlined, and in edit mode, select a point at the bottom of this window to move the cursor to that point with Shift S. Then in Draw mode, set drawing plane to cursor. I want the cursor to be angled upward instead of the other way around about 105 degrees. And the x in front view with the box tool selected, set the active material to roof and draw a rectangle the width of the window, then move it out in the y and adjust as needed. Select a corner point and move the cursor to the selected point with Shift S in Draw mode, set to drawing plane to side and inside view, select the polyline tool, draw a line from the top left the planter by click dragging to where it touches the building and click, you can hold down shift to constrain the angle of it, then down the building. Click and then to the bottom left of the parameter, and click. Then press Enter to confirm. Adjust as needed. Let's duplicate this side to the other side to complete the planter box. So select it with stroke select and edit mode and duplicate it along the x. Notice that when we do that, it doesn't visually appear correct. And that's because there's actually a stroke order within each of the grease pencil layers. So not only do you have a layer order here, the individual strokes within each layer also have a hierarchy as well. So in order to push the shape behind the first two, we drew, select it, right-click, go to arrange, and then send to back. If you've used Adobe Illustrator, it acts the same way. Another quick note, if you'd like to have the strokes populate for them back instead of the front, you can select this option, draw strokes on back and all new strokes will be automatically positioned behind your other strokes. With our plantar finish, I want to duplicate this for the other three windows, make sure all the other layers are locked and in edit mode, hit a to select all, then duplicate along the x for the right window, then select both, duplicate along the x and then rotate with our Z, and then right-click mirror and select wide global and position accordingly, I want a longer planters situated on top of this awning on this side. So I'm going to duplicate this finer here, shifted down into z and then SY to scale it along the y, adjust as needed. Now I want to create these pillars on the corners of the building to add more detail, Let's duplicate the walls layer and move it to the top of the earnings layer and rename it to pillar in edit mode, select all with a and scale it with S, then shift Z to constrain the height of it. Then go into top view and position the pillar at the corner of the building. Again, hide the roof if needed, then duplicate the pillar layer, rename it to pillar rear and move the layer down on top of the walls layer and then move the element in this layer to the rear left of the builder. Duplicate it for the rewrite. Alright, almost done. I want to create a bakery sign that hangs from the left side of the building. So select the point on this pillar and move the cursor to select it. Then create a new layer on top of that duplicate pillars layer, rename it to hanging, sign and uncheck use lights, create a new material, set it to the usual stroke color and fulfill, pick a gold color, enter side view and in Draw Mode, make sure that drawing plaintiffs side-to-side, select the box tool, set the active material to the gold color, and let's create a beam that stems outward from the building. Then take the circle tool and add a circular endpoint here. Take the box tool again, set the active material to outline and create a square that will act as the side. Select all the points in that shape, and right-click, sub-divide, delete the corner points one at a time. Then take your art tool and draw the necessary inset arts like we did before with the other side. Then in Draw mode with the fill tool selected, set the active material to sign and fill it. Then go into edit mode, select that color blog and right-click arrange, send to back like we did before. So it appears behind the strokes. Select the fill and strokes of the sign, duplicate it and size it, it, assign the walls material to the smaller color block. Then in Draw mode with the active material set to gold, let's create the hinges with the box tool. Lastly, with the outlet material and Arc tool, I'm creating an arc to act as a support beam, adjust as needed. So with the crux of our building done, we're going to move on to the plants entries. For this. We're going to install two free add-ons. So go up to Edit Preferences and search grease pencil tools, check it and sapling tree Judd and check it, then X out of this. So it will start with the plants create a new layer on top of the planters layer and name it plants uncheck Use Lights. Then in Draw mode with the draw tool selected, go into active tool and workspace settings. Click this drop-down here and select, download and import texture brush pack. If we go up here, we have more brushes we can work with select the leaves toothbrush. Notice that the color doesn't use any of the materials we created. And that's because it's using vertex color, which is the other way of coloring within grease pencil. You can access this by switching the mode up here to quickly go over this. The difference is that with material Peyton mode, because we've started the color in a material slot, it makes it easier to change all the elements that share that material with vertex color. It's much better if you're freely illustrating because you can easily change colors on the fly and not have to create a new material slot each time. You can also store them in a color palette up here. However, changing color isn't as easy as material paint mode. So back to the plants. The cool thing about this leaves brush is that there is some randomization in it. You can adjust it by going to the options at the top here, but I'm going to leave everything as is. So set the stroke placement to stroke and pick a Peleus green color and then just draw on top of these planters like so. If you wanted to adjust the color of these, you could use the tool here and whatever color you select, you can go over the strokes you made and change the color, or you can go to vertex mode and use the Replace tool. It's important to note that vertex color works alone points. So depending on how many points you have, you could achieve a color change that's gradual or sharp, but you don't really need to worry too much about that here. So now I want to put some greenery at the base just to have something around the building. I'm on the same layer and just going over these elements. I think these brushes are more optimal with a tablet, but because we're still using a mouse to get some size variation, we can go to sculpt mode, select the thickness tool, and go over those strokes. Now for the trees, Let's bring in a sapling tree object by hitting Shift a herb than sapling tree jazz. I think anytime you bring in this tree, it's situated at the world origin. So if you can't see it, the preset I'm selecting is a Japanese maple and in custom shape, all the values will be 0.01. Once you click out, the options will confirm and we have our tree curve. Now, I know I said we were going to make this completely out of grease pencil, but this part works better with a mesh. Let's convert this to him bashed by right-clicking and selecting Convert to mesh. Let's go into material properties, select New and make this an emission shader. Select a color that's light medium brown. Position the tree behind the rear left of the building and Shift plus right-click on it to move to 3D cursor on top of it, bring in a new Grease Pencil, Blink, and uncheck use lights for the layer that's graded. Select the leaves one brush and set the stroke placement to surface and offset to zero. Let's pink or reddish brown color and start drawing on the branches. It'll look a little sparse, but we'll fix that in a bit. If you've seen my grease pencil treat tutorial, I'm using the same technique. Once you're done, go into sculpt mode and go over the leaves with the thickness tool until it resembles a dense tree. Now, I want to duplicate this tree and position it at the rewrite of the building. If you want to adjust the color of these trees, you can again use the tint tool or you can apply a hue and saturation modifier on the Grease Pencil object. Now, we're going to start adding more specific details. And this is the part where I do recommend having a tablet. Again, it's not completely necessary. It'll just make things easier to start creating a new layer on top of the planters layer and Neiman details, uncheck, use lights and hide the plants layer. Set stroke placement to stroke, select the pencil brush, set the active material to outline and have used pressure checked for radius. If you are using a tablet, Let's draw some lines of detail on the shutters and then on the plantaris for the windows. I'm also adding some framing elements. And once that's done, move on to the walls and add lines of details there. And maybe the awnings, then the door and then the corner beans. Now for the main bakery side, we're going to change the vertex color by clicking on the button up here, change the color to white and draw these inner lines. Then we'll write the word bakery or whatever you'd like. Then switch back to material paint mode. Go to the hanging sign and let's add some details to the sides here. With the fill tool selected, set the active material to walls, and we're actually going to use vertex paint. I want to make a muffin icon. For this part, I'm Chuck, use pressure for radius. So let's select a golden brown color and while holding shift, draw the top. Then select a pesto blue or pink color and draw the base. Then in edit mode with stroke select, select the top of the muffin and arrange it to the front. Then enable use pressure again. Go back to material paint mode and set the active material to outline and add details. The last thing we'll do is add flowers onto the plants. Create a new layer above the plant's name it flowers and uncheck use lights, set the stroke placement to stroke and select the fill tool. Set the active material to roof and go into vertex color, picker red color and draw some floral shapes. It might look a little wonky, but you can always redo it. Generally, I would draw these in front view and then individually placed them, but this will work for you. Then pick a yellow color for some variation. And now we have our bakery building. I invite you to add more details using the techniques we've discussed, like a lamppost or roofing. But I'll leave that up to you. Because this is a Grease Pencil object, we can make it suddenly shake with a grease pencil noise modifier. So if you click this wrench, apply noise and play it, it moves. You can lessen the position factor if it's too much. So that's it for the tutorial. Thank you guys so much for watching. I really appreciate it. If I were to approach this project outside of this tutorial, I would probably ModelSim 3D meshes and then use grease pencil to supplement the details. The reason being that it's a bit quicker and better for more complicated camera movements. But I hope this was helpful for understanding how to draw with the tool in terms of stroke placement and the drawing. If you guys have any questions, feel free to comment below or reach out to me on Instagram at Kevin and RAM, I am planning on putting out more tutorials in the future, so let me know what else you'd like to see. In the meantime, you can check out some of the other resources I have, like this 2D and 3D Firebase scene and this grease pencil and geometry node Snowflake. Thanks again and see you guys next time. Let's have a bit of food down. If you feel like I do right now. Don't say. Good. Don't know what you want. Let's add down. If you feel like God do right now. We're on the mat. You say you want to share. But she and Navajo. Sure. 3. Texturing & Rendering: Reasons to try and keep the same amount you can get me Joey, sticks and stones may break my bones. You can get to me, push me down to the ground, goes around, comes around. You won't put the flame out. You can get to me. Say what you want to say. Go take it all the way, but I'm here to stay. You can get to me. Excuse me. Hi guys. In the answer, then I raise my hand. Wrote it's no use because you can stop it from Shannon through in the sky gaze in our answer then I raise my hand. Wrote it's no use because you can stop it from What was that?