Blender 3D & Gaea: Environments Crash Course for Beginners | Alaa Eddine ZAIR | Skillshare

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

Blender 3D & Gaea: Environments Crash Course for Beginners

teacher avatar Alaa Eddine ZAIR, CG Artist

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

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.

      Intro

      3:11

    • 2.

      02 Terrain Creation 01

      4:55

    • 3.

      03 Terrain Texturing

      7:27

    • 4.

      04 Exporting Terrain

      6:52

    • 5.

      05 Import And Texturing In Blender

      4:43

    • 6.

      06 Lighting & Camera

      8:45

    • 7.

      07 Rendering

      1:12

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

117

Students

1

Projects

About This Class

Having desire to create, light & render a 3D environment for and with Blender 3D?

Tired of long courses? Want something dead to the point?

Then this course is for you!

I have delved into terrain creation in Blender 3D and made stunning environments, and I am here to share that knowledge with you. In roughly an hour of your time, you'll learn some of the most impactful pieces of information that took me years to accumulate. I look forward to seeing your final result! Do not quit.

What this course is about:

  • Creating and texturing terrains with Blender & Gaea
  • Creating Materials
  • How to setup outdoor realistic lighting without an HDRi
  • Rendering

What you'll learn:

  • Modeling a terrain in Gaea
  • Creating realistic outdoor lighting that is daytime-based
  • How to setup the camera
  • A lot of daily shortcuts
  • How to stay organized
  • How to render

Requirements:

  • You need to be familiar with the interface of Blender
  • Willing to download the free version of GAEA
  • Willing to turn on some built-in addons

Meet Your Teacher

Teacher Profile Image

Alaa Eddine ZAIR

CG Artist

Teacher
Level: Beginner

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Intro: Creating an environment for and blender is one of the hardest endeavors in the treaty industry. In this course, I'll be teaching you the basics of creating a treaty environment. The same techniques that are used in A titles and Hollywood movies. You will finish with a practical treaty environment and a set of skills to tackle any treaty environment in the future. This course requires no plugins and no paid products. You can start working with the default blender and the default Gaya software. So without any delays, let's go into the intro. As you can see on my current viewports. I have an environment rendered in blender in daylight. Now, how do you exactly create an environment like that on your own without any hassle? Well, the answer is using a software such as Gaia or World Machine. Gaia is neare and that's what we are going to be using. There is a free version of the software that you can use? It comes with some limitations, but you can definitely use it to make something as good as this. You not forget to check the assets that you can download. I will leave all links necessary there. Throughout this course, we will also learn how to achieve realistic outdoor lighting for a scene like this. We will not be using an HDRI. We will be using exclusively what's available with Blender. So if we go to the World tab here, we can input our preferred daylight time If we input eight, for example, let's input four. It's completely dark, 56. Let's input 18. Let's input 15. So you can choose your own daytime, if you like, or simply use the daytime that I'm using, which is 7.64 0.9 rather. We will also be setting up the camera for a scene like that. As far as the water is concerned, I will be giving you a blend file that you can download and import into your project. And without further ado, let's get into the lectures. Please do not forget that you can share your own project by the end of this course. And I can personally give my feedback on it. You can also rate my class using the review tab below, leave your honest opinion on the class. It helps me a lot as a skill share teacher, and I hope that you do just that. 2. 02 Terrain Creation 01: So once you open Gaia, you are greeted with this screen, and we can use this space here to create nodes in order to create our environment. Same way you would do to create a material in blender. So I'm going to right click, and I'm going to start typing gradient, and I'm going to press Enter. I can change the type to helix, and I'm going to leave it as it is. Then I can click and drag from here and release, and then search for blur, and I'm going to drag the power all the way to ten. After that, I'm going to click and drag on the blur output and release, and I'm going to type fold, and I'm going to press enter. Now, I need to change some settings here. So maybe I'll change the folding to 0.26, the range to something like 12. I'm going to input a seed number here that I found to work for me. So the seat number is 39497. After that, we are going to create an erosion node. So I'm going to drag here and release and look for erosion. And perhaps I might change some settings, I'm not sure. We can leave it as it is. We can also bump the rendering resolution of our height map. We can go to two d here. This is a lot more detailed now and a lot easier to work with. The next note I want to create is called Sacks, so I will direct from the output and look for Sacks. I'm not sure if I want to change some settings here. Maybe I will leave it as default. It doesn't look too bad. So now I want to combine the environment with the erosion with the version that has the stacks. And you will see why in a moment. So I will drag from the erosion, and I will look for combine and I will select or drag from the stacks and put it on the second input. I'll change some settings here on the combined node to difference, the ratio to 100 and we get a combination of both, but it doesn't look so good as it is. But we don't need to keep it as it is. We will do another combining operation. So the next combining operation is going to combine the output from the tacks, which is the good environment so far, and I'm going to type combine, and I'm going to combine it with the result that we have obtained using the difference method. Maybe I want it I want this to be at the bottom. Um So for this particular combined note, I want to choose the ad method, and I'm going to put 100 here. And if we compare the before and after, I would say this version is a lot better. So there are a lot of tricks that you can use in Gaia to elevate the quality of your environment. 3. 03 Terrain Texturing: Now, what we have to do is create textures for the environment to export and pour into blender. So the first node I'm going to create to that end is the surf text node. So I'm going to drag and drop, and let's type surf surf text. And I'm going to set this one to peaks, and I'm going to leave it at 50%. Some of the notes that you will create will not apply the changes unless you hit apply or simply unlock this button here. Now, any change you make will automatically apply. But this node alone does not do anything. It only feeds the software information. In this case, it's the peaks. So we need to texture that using another node, and I'm going to drag and drop and type set map or set map, actually. And I'm going to look for a particular set map here or set map. I think I want 83. I've had good results with 83. And would you look at that? It looks nice, doesn't it? Additionally, I would like to create another set map this time without the surf text node. So it's going to be generic and without any geological information. So I'm going to drag drop and type set map or set maps, and I'm going to look for perhaps 83 again. You can see we get these nice gradients here that we are not getting with the set map using the surf text. And we are going to combine these two using a combined node. So drag, drop, type, combine, press enter, and let's combine these two. What I will change in this combined node is the method, I'm going to choose multiply and leave it at 50%. Then I will create a soil node. So let's drag from the output of the final combined node of the environment. Let's release and type soil press enter, and I'm going to change the actually the power is perfect. I'm going to leave it at that and I will drag from the output of the soil and create a set map. Note. For this set map, I'm going to go to Sandy and look for actually, this one looks pretty cool. If you want it, this is the number 0207, I'm just going to copy it and leave it aside. So I'm going to change the Sandy set map to zero 0317. That's the one. And now we are going to combine the set map with this group I got here. So let's drag from the first combined. And let's connect it to the second set map, and that will create a combined node for us. And then I'm going to go to the soil and input that into the mask of the combined node that we have just created. For this particular combined, I'm going to change it to subtract, and I'm going to change the ratio to 100. There are multiple ways you could approach texturing. You are free to experiment, but if you would like to follow along, then you're free to do so. This result I obtained here was through experimentations. So you might you might find something else if you experiment on your own. But there is nothing wrong with following you with what I'm doing because it is a sure way to a decent result, if not a good one. Yet, again, we are going to create another combined node. And this time, we are combining the set map that we created earlier with the last combined node that we have created, and I'm going to change the mage to embed and the ratio to 55. I would say that looks a lot better. The next thing that we have to create is a lake because the scene is going to have water in it. And it's important to have a lake here so we can tell the software information that is relevant to there being water. Such as a darker bottom. And that's what we want to create. And for that, and we need to create a lake here. So let's drag from the combined node and drop and type lake or rather lakes. I'm going to change perhaps nothing. It looks good as it is. After the lakes node, I'm going to combine it with the last combined node. So let's drag from the output of the combined node and connect it to the shore output of the lakes node. I don't want it to be on input to, so I will manually do it. Let's drag from shore and connect it to the mask input of the combined node. 4. 04 Exporting Terrain: After having done that, the environment creation process is pretty much over. Now we need to set up GAA to export what we have created. And for that, we need to create a variety of nodes, and that's what we are going to do. For the lake, we have already a darker bottom, so we are done with that. The first node that we are going to be creating is the measure node, and that's the node that will explore the treaty model of the environment. So let's go back to the final combined node before the texturing process. Let's drag and drop and look for measure let's press enter, and I want to change the vertex count to 4099 level of detail to seven. This way, the mesh the measure node is going to explore the original object, but also seven different level of details. The second node is going to be the output texture image. So let's go to the final combined node. Let's drag from the output and look for output. And that will create the node for us. We can choose the file format here. I recommend TIF 16 bit or PNG 16 bit. I'll go for TIF. The next node is going to be the normal map. And for that, we need to go back to the combined node before the texturing process, and let's look for normal map. I think we can leave the options as default. As things are right now, we are pretty much done with the export process setup. The only thing that's left is configuring Gaya to do certain things for us, such as the scale of the environment. Sometimes if you leave it as default, it will be smaller in the Z axis. So the mountains will not be as high as they appear in Gaia. The other thing that you can set up is the resolution. If you are using the free version of Gaia, you are limited to the two k resolution. I myself, I am going to choose four k, and it can go even higher than that. But I will choose four k for now. The range will affect the Z axis, as I mentioned earlier, and I want to change it to raw. Everything else is going to be the same basically. If you want to do one thing, you can rename the output by selecting it and pressing F two, and let's rename it to output image or texture image. And that will make it even clearer for us. The only thing that's left is selecting a build destination and marking these nodes as Export. So let's select them right click, Mark for Export. The measure and the output texture image were already marked, but the normal map was not. And now it appears here. We can select the output format. I recommend T 16 again. Once you're ready, let's click build. It's telling us about the node that we have created earlier, about the sand that that looked cool, but we didn't use. So I'll just click, ignore. And that will initiate the export process. Let's wait for it to finish. Once it's done, it will open the export location, and we can work with the files over there. One thing that I recommend is adding some blur to the final node that carries the information of your terrain. In this case, it's the combined node, and we want to add some blur to it. And that's because once you export this object, you might notice that some areas are sharper than they should be. And the blur effect will mask that for you. So let's highlight the combined node here. And let's click on Blur, and let's type something like 0.05. And if we turn it off, you can see that we get a little bit less details. But if you are exporting at four K, you might really need that. The other thing that I recommend doing is using the seed number that I want to use for the erosion node. And that the seed number is going to be this one. Let's disable the lock. And that changes the terrain a little bit. The other seed number that I recommend changing is for the tax node, and I'm going to use this seed number. Let's disable the lock icon. And that will give you a accurate replica of my own result. 5. 05 Import And Texturing In Blender: Once the export process is finished, we can start working on blender. So let's go to file import OBJ, and let's go to the area where we exported the mesh. I personally prefer using the LOD one or LOD two. The first one can be a little bit too heavy. So I'm going to use LOD one. It might differ for you because you will be probably exporting in two k resolution if you're using GAA free, I'm using the full d version, so I have to be mindful with the level of details. From here, I'm going to create some materials. Actually, I'll create one. And if you have no regular add on, add ons, wrangler. Make sure that it is enabled. You can click and select the principal BSDF, press Control T, and that will enable or create the image texture note for you with the mapping and texture coordinate. So let's open the texture image that we have just exported. And let's open that. Let's go to the viewport shading mode, and look at that. It's our terrain texture for us. For the roughness map. Gaya does not offer that. However, we can export that from the base texture. So let's drag from the color and look for separate color. And let's create that node. Let's drag from red and search for invert color. And let's drag that over there. And then let's create a color ramp. And let's create using the FAC input. And now we can simply connect the color to the roughness. We can preview how this looks like. If it's a little bit too harsh, we can increase the level of white here. I would say that that's good enough. Now control shift and click on the principal BSDF again to reactivate it. Now let's load our normal map. Let's drag from the normal input, and let's look for normal map. Control T on this node here. We don't need the mapping and the texture coordinates, but we will leave it there. Let's open the normal image that we have just created. And before it works properly, we need to change the color space to non color because a normal map is not a color texture. It has way more details, way more data than you can see. And that's why exporting in 16 bit is important for normal maps. That way you conserve all the data, whether you can see it or not. I'm going to rename this to rather. Let's move it to a collection called something like terrain. Let's highlight the object, press M, and let's create a new collection, and let's rename it to terrain. We will need to create another collection here and call it camera. Let's create perhaps another collection, and let's call it lighting. 6. 06 Lighting & Camera: For the lighting, we are not going to be using an HDRI. And that's the reason we are going to delete the one that we already have in Blender. Instead, we are going to go to the world tab and set up the lighting here. But let's first create a sun lamp. So hover on the viewpoard. Shift A, and let's look for a sun doesn't matter where it is in the viewport. Is position does not affect the lighting basically. The other thing that we have to create is a sky texture. So let's go to the world tab again, as I said before. Let's create new. Let's go to surface. For color, let's choose sky texture. After that, you'll need an add on called Sun position. It comes pre installed with blender. If you don't have it enabled, you can enable it here. Now, let's select the sun object and the sky texture is selected for us. Let's go to the rendered viewport mode. It looks blown out, because we haven't selected the appropriate color management profile. Let's go to Render tab. Let's scroll down to color management, and let's select the view transform. I'll go for AGX. You can go for filmic as well. The exposure. I'll bring that down. Let's see AGX, how it looks. AGX looks a lot better. I'll go to the World Map or Word tab brother, and here we can change the time of the day. As we would in the real world. But we can't do that in the real world. It happens for us. That's all about lighting. Next thing I would like to do is create the water. Well, we will not really create it, but I have already figured it out, and I'll be providing you with the blend file that you can simply copy the water from and put it into your scene. So with the terrain collection selected, I'm going to paste what I have just copied from another project. You can go to the object tab here and inspect how the shader is made up. Of course, the water will not be a plane. It will be a rectangle. The other thing that I would like to do is change the resolution, the render resolution because it will help us decide on the camera angle. So I would like to go for 1080 by 1080. If you want this to be even larger, you can tweak the resolution scale. So if you want it to be double, you can input 200%. Now we can select the camera collection. I will hover on the viewport, shift A, and let's create a camera. And let's find an angle here. And with the camera selected and being active, let's press control zero on the numpad. And now the camera will inherit the viewport angle. As well as the settings, perhaps. Let's go and make sure of that. So the camera on Blender also has a focal length in everything. Let me find the options for that. It should be in view. Yeah. Okay. Okay, so the focal length of the viewpoort is 50. And on the camera, it's also 50. But I don't think I want to use that. I want to use 25. And you can keep tweaking the location of the camera. You can also change the clip start and end so that the water does not clip. So let's reduce the clip start to zero. And that way the result you will get is not confusing. You can also shift B and draw a rectangle here around the camera frame, and that will c everything outside of that view. So let's keep tweaking the position of the camera. Let's maybe rotate along the z axis. Um, That looks good enough, I believe. Okay, looks good enough. We might change it later on, but let's leave it as it is. But before we move on, let's go to the Render tab and let's disable the transparent option on film. That's why we will be able to see the sky. I have made some changes to the sun elevation and sun rotation, but now the scene looks a lot darker. So I will have to increase the exposure to something like 2.105, And I will change the look to high contrast. And also, there is a problem with our normal map. When we created the normal map image and the normal map node, we forgot to change the color. Output or rather, we forgot to connect it to the color input of the normal map. And once we fix that, we can reduce the strength to correct the strange result that we just saw. And that will ensure that our normal map is working correctly. I have also created a better camera with a better angle, and this is the result that we have so far. And I would say this is pretty darn good. I have decided to change the time of the day to something like 7.9, and this is the lighting that we get with that. 7. 07 Rendering: Now once you're ready, you can render your project. But before you do that, I recommend that you change the sample count to something like 1,500, and that's enough for the scene. Let's go to render and render image. Now let's wait for the render to finish and then see our result. All right, so the render is finished, and this is our result. If you want to make it even better, you can use some scattering add on to scatter some vegetation on the environment to make it look even more realistic. And with that, we have reached the end of this course. Do not hesitate to share your own project with us. I will personally rate it and leave feedback on it. Also, please do not hesitate to leave a review on the review tab. It helps me a lot as a skill share teacher. I'll be so thankful. I hope you have enjoyed this course, and I hope to see you in future classes. Goodbye.