Blender 3D: Modeling, Texturing & Lighting of a Miniature Planet | Alaa Eddine ZAIR | Skillshare
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Blender 3D: Modeling, Texturing & Lighting of a Miniature Planet

teacher avatar Alaa Eddine ZAIR, CG Artist

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.

      Trailer

      1:05

    • 2.

      00 - Intro

      0:34

    • 3.

      01 Sphere Creation

      1:55

    • 4.

      02 Vdm Brush Setup

      2:20

    • 5.

      03 Sculpting The Planet

      2:01

    • 6.

      04 Texturing The Planet

      3:55

    • 7.

      05 Lighting The Planet

      9:30

    • 8.

      06 Pyramids

      10:31

    • 9.

      07 Oasis And Water

      19:07

    • 10.

      08 Palm Trees

      13:01

    • 11.

      09 Bushes

      11:41

    • 12.

      10 Geoscatter

      8:44

    • 13.

      11 Clouds & Final Lighting

      8:40

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About This Class

Cartoon-style planets can be approached a number of ways—I am familiar with a few of them.

In this course, I'll teach you my most recent breakthrough in miniature planet modeling in Blender.

-What you'll learn:

•Making a perfect sphere with clean topology

•Sculpting planets and other topographic features

•Texturing desert sand

•Modeling and texturing low-poly vegetation

•Creating realistic water

•Lighting

•Camera setup

-Who is this course for?

•Beginner to Intermediate learners

•Learners who know how to navigate the UI, install add-ons, etc...

•Learners who want to improve their lighting skills

•Learners who like cartoon-style renders

•Learners that want to learn the very basics of sculpting with VDM brushes

-Below is my own result achieved at my own pace:

Meet Your Teacher

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Alaa Eddine ZAIR

CG Artist

Teacher
Level: Intermediate

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Transcripts

1. Trailer: If you have ever wanted to create a planet, you must be familiar with the roadblocks. You cannot use a texture because it's not detailed enough. You cannot turn a plane into a sphere because of the seams. And this is where discourse comes in. In this course, you will learn how to create the perfect sphere and how to Sculpt a planet with VDM sand brushes that there will provide you with. We will create an Oasis. We will also create palm trees, bushes, and scatter them around the oasis and the planet. Not only that, but you will learn how to like scene to the best of your ability, as well as Creating the Clouds and setting up your camera. In under 2 h. You will learn all of this anymore 2. 00 - Intro: Hello and welcome to this course. In this course, I'm going to teach you how to create a miniature planet. Namely how to Sculpt one with real sand brushes. How to create an oasis, how to create palm trees and bushes and scatter them around the oasis and along the planet. You will also learn how to create Pyramids, Clouds. And finally, how to perfect the Lighting for this particular scene and set up your camera. Also 3. 01 Sphere Creation: To create our planet, we need to create a sphere, but we cannot do with the regular way which is Shift a, Creating a UV sphere because that can cause shading issues. So if we subdivided a few times and go to the top view, you can see we have shading issues here and that will be problematic for us. Not to mention, this is not a clean topology that we want to work with. So let's delete this sphere. Instead. Let's create a cube. And let's sub-divide this cube, maybe five times. Let's bring up the search menu. Shade smooth. Let's center the view on the cube and rotate the camera. If you pay attention to the edges, you can see it go up and down because some places are protruding more than others. How do we fix that? Let's go to Edit Mode. Actually, let's apply the modifier first. Now let's go to edit mode. Let's press Alt, Shift S and type one. No, it's a perfect sphere. Before rotate the camera, we don't see any parts protruding. Now this sphere will be used for sculpting. And to get it ready for Sculpting, we need to add the multi resolution modifier. Let's subdivided a couple of times. That should be enough 4. 02 Vdm Brush Setup: Now we can start sculpting. But before we move on, I would like to tell you that you have to be on a recent Blender version. Because we are going to Sculpt using what's called VDM. Brushes do require a newer version of Blender. I'm currently on the version 3.5. If you have that or knew where you will be fine if you have older, you might need to update it. If you don't have the version that has this new feature added. So let's go to the Sculpting tab up here. And on the right side of my screen you can see that we have Brush Settings. We are on this icon here. It's how new icon that has been activated. Among the first Brush. I would like to make a copy of this brush. Let's name it our brush. Now you can follow along how to set up a Vdm Brush. Let's go to texture, create a new one. Let's open browser and browse to where we saved our VDM brushes. I'll be including them as a download. You can download them and use them. So I'm going to use the sand VDM. Before we can use these, we need to set them up correctly. For some reason this takes us to this icon. We need to go back up here. Let's change the mapping to maybe a area plane. Let's enable Victor, vector displacement, stroke, maybe anchored. Let's try to Brush to Sculpt now. Networking. But one last thing we need to do is checking the strength. Vdm brushes are designed, designed to work with strength of one. So let's input that we can start Sculpting. As you can see 5. 03 Sculpting The Planet: Let's make our conscious strokes with our brush so that we end up with coherent looking sand. You make a mistake, you can always go back. Alright, let's, let's continue. Looking good so far. Control Z, go back one step. Not bad. Now let's go back to the layout view. And that's all we have to do to Sculpt The Planet. I don't recommend that you and sub-divide the multi-resolution modifier because you will lose details. So if you set it up to, for example, couple of subdivisions, you want to leave it there. If it gets too heavy on your C and you can toggle down the level of subdivision or the viewport. But you don't want to ask sub-divide because you'll lose details doing that. That's it. 6. 04 Texturing The Planet: Okay, Once we have The Planet, Sculpt it, we need to figure out where we want to Sculpt the oasis itself. So you need to actually rotate The Planet and find a view that you want to work with. Maybe rotate the camera. This is the front view. Maybe keep protonating, find a good view that you want. I think I like this view. Yeah, let's keep that texture The Planet. All you have to do is use the textures that I have included in discourse. So to apply them, Let's go to object. Let's select the planet. It's create a new material. Let's call this planet. If you have the Node Wrangler add-on enabled, you can scroll down principled Setup. And let's actually find the textures that you have downloaded. Let's select all of these principles. Setup, can go to the material preview. Let it compile. There it is. Now a few things to make sure of is that your normal map and displacement are setup correctly. So normally you have to bring the shrink down. I'd like to use 0.3. And for the displacement I like to use 0.1, sometimes you need to go lower than that. Depends on the normal map and displacement map that you are using. What you can also do is remove the normal map altogether. Let's go to the shading of preview to see what we are doing. I'm going to increase the contrast too high. I'm going to rotate the preview HDRI. What I wanna do is make the grains look smaller. And how we can do that is by removing the vector connection here. Let's select the displacement Control T. If you have the Node Wrangler add-on, and that gives it its own mapping. So let's increase this to seven. If you pay attention, the grains are actually a lot smaller, but I can see that they are displacing a bit too much. So maybe we can go to the scale and reduce it to 0.01. That will fix it. There we go. The Planet looks great 7. 05 Lighting The Planet: Once we have setup the materials, it's a good time to start lighting the scene and create a camera. So I'm going to go to the world Tab Control T. If you have Node Wrangler. And I'm going to look for studio small 71k. And let's go to the render preview mode. If you get this message here saying updating lights and it stays for too long, then you might want to reduce the level of the subdivision on the planet. And I'm going to rotate the HDRI roughly 160 degrees to get this lighting effect here. Once you have done that, let's height the HDRI by going to film transparent. Now, let's create a new window here. And we're going to use that to control the lights that we are going to Create. Let's create a point light there. I'll maybe bring it a bit to the front. Hold the to make a copy of it. But rather an instance. Let's create another lamp. Make sure that your lamps are white close to the planet to get better. Glare effect. I didn't mean to create a sun, but we will do so in a while. Now I would like to create a sun lamp. Move it up a little bit. It doesn't matter where it is, but for visibility reasons, I would like to move it. And we can go to the side view and rotating this this some lab so that we get some illumination on the front. If you want softer shadows, I think you can play with the angle of the sun I'm not quite happy with this look here, so let's fix that. That looks a lot better. So it can keep playing with the lamps until you get a result that you like. So we have done a few things, mainly increasing the size here. And I also moved a lamp up here. This lamp also needed some size increase and I reduce the strength on the bottom ones, and it looks a lot better. Now what do we need to do is Creating a Camera. So shift a. I'm going to create a photograph or Camera because they have this add-on. If you don't have that, you can use the regular Camera. I'm going to use the square frame. But also I'm going to increase the focal length to 60. And you might find that your camera is now stuck to the planet. And you can simply take the camera back. Planet looks a lot better with this high-value focal length. And that's about it. That's how you set up the light and the Camera. Something else you might want to know is that I have redone the Sculpting of the planet with smaller brushstrokes. So if you find that you're sand is a little bit too big, not much detail. You can simply Sculpt by, make smaller strokes. That will give you a lot of dynamic shadows and pretty look to the planet. At this stage, we have started to get it to get a lot of clutter in our scene. So maybe it's time to start to organize our scene. Let's select the lamps, for example, press M, and create a new collection called Lights and the camera as well. Cameras. And also the planets. I'm going to name the old version V1, V1, V2. And I'm going to move these to a new collection called planets. There it is. 8. 06 Pyramids: Now that we have the Lighting done, we can basically start putting the prompts and getting the oasis ready and stuff like that. So I would like to start with the Pyramids at the top here. For this particular object, I think you will need an extra add-on. It's called, I think extra objects. Let's see if we have it here. Extra. So yeah, it's, it's called extra objects. I think it comes with Blender. Once that's enabled, you can create a simple pyramid. I believe that the default settings are fine for what we are going to do. So I'm going to move this pyramid to crops. And then I'm going to create a new collection. Pyramids. I'm going to move this there. Once we have the pyramid are created, we can use the snap tool on the planet, so enable the snap tool, change it to face up project. And we want to enable a line rotation to target and also enable this button here. Now that we have the pyramid, I'm not sure if it's working as intended. But we can fix that by creating a empty and moving it to the bottom of the pyramid. So now we parent the pyramid to the empty. I'm not sure why the sudden is selected. Okay, Control P and heritage. Like so. Maybe the, the empty is a bit too large, so I'm going to Alt P clear and keep transformation. I'm going to scale this a little bit. That's better. Now you can re-enable the snapping and position the pyramid on top of the planet. If you want to move it down, press G and Z twice. You will have to do some rotating. Good. Now, all we have to do is duplicating. And let's do the same for the second pyramid. Like so. Let's duplicate. Sometimes when you want to rotate, you want to disable snapping. That looks good. Another duplicate. Not too bad. Actually, it looks really good. Now we need a pyramid here. I now want to rotate this a bit like so. Shift D to duplicate. We want this a bit smaller Maybe put it there. Perfect. Let's see how this looks like. Now we need to add lecture is to the Pyramids. And we're going to use a palette picture that I will be including in the resources that you can use. So let's do it together. In order to texture D is with the same material, we will have to create at least one material that's called Pyramids. Then select all of these. Make sure that the one you are attached to material two is re-select it, made active link materials, and now they all share the same material. And you can see the number of users here. So it doesn't matter which one you click. Now, all I'm gonna do is create an image node. And I'm going to open and try. Sometimes Blender doesn't show me the folders. We've got the textures here. You will be able to use them as well. And let's change this window here to UV. Now let's click. Let's select all the Pyramids. Also, we want the mapping nodes enabled. So let's Control T and UV unwrap. Know all the Pyramids or UV unwrapped. And we can use any color here that we want. So maybe discolored there. Maybe let's use this one. Not bad. Can change this anytime you want. I also like to increase the subsurface value to something that we see fit so that we get some light passing through the Pyramids here. I also want the roughness all the way up. Maybe a bit of emission. I'm not sure. Actually, let's disable the emission. Let's increase this a little bit. Change the color. We can create a contrast and brightness note here and manipulate that however we want. Maybe that's too much. It'll blend 02. It looks better 9. 07 Oasis And Water: Now I would like to start working on the waste is and we will have to Sculpt it. And for that reason I would like to duplicate this planet just to have something to fall back to with The Planet selected Shift D. Then let's disable the old one and rename this to V3. Okay. Let's go to Sculpting. Snap back to the camera with zero on your numpad. You remember that we created our brush without overwriting the default one. And that's, that's because we need it now. We will change the direction to subtract and try to Sculpt and oasis. It might take you a few tries. Tried to make it as natural looking as possible. Maybe. Let's go back. Try again. Let's change the strength to one. That works worse. So I'm going to go back 2.5. I like the shape. I'm going to keep working with this. That's good enough. You can always use the planet that we copied to redo the oasis. Let's, let's try again. You have a tablet, it will be a lot easier than using a mouse. I would say that's a lot better. That's enough. Now for the water, we are going to create cube sub-divided control. Maybe three, not on your numpad, but on the keys that are at the top of your keyboard, I'm not sure how they are called. Let's make this into a perfect sphere using Alt Shift S at typing one. No, it's a perfect sphere. Let's preview how that looks like That looks good, but it will look a lot better with the water shader created. So how exactly do we create a water? It's gonna be pretty simple. Let's create a new material. Call it water. And we don't need the principal VSTS, so I'm going to delete it. We're going to create a volume absorption. We're gonna make it 0.1. The surface. Let's create a glass node. Let's change the IOR to 1.33 and create a displacement node. Now let's create a noise texture. And let's create a bump node and connect the noise to the height as well. And the water is starting to appear. But to better, better see what we're doing, I think I need to make some adjustments to the Lighting, namely the sun. I want to change the angle to maybe something like ten. And let's observe the water and see what changes happened to it. Nothing so far. Let's bump the height a little bit. Actually the scale of the noise. Let's try 100. Let's change the bump setting for this particular object. Let's change this to displacement only. And see what happens. That's a lot. Okay, we're starting to get something interesting. Tries it'll one. Let's, let's create a lab here in the middle and get it to face the water. Let's try to adjust sun. We might not need that. So I'm going to delete it. Not bad. I'm going to change the lamps and a little bit earlier I said that we should keep them close to The Planet. I have had other thoughts. I'm going to move this to the back a little bit. 0.1 will do. Because the larger the lights are, the less reflections we are going to get underwater. Probably this the only lamp that they want to make large. We can also try to rotate the lacZ, okay? The HDRI a little bit. Let's see what kind of results we get. Not bad. Let's create another lab. The one that we deleted from the front of the water. Let's enable shadow cost X. The water we can make it so that it casts a shadow cost X and the planet to receive. Perhaps the sun can take a bit more adjustments. Think the location of the cell matters. We might have to make the water or do Oasis less shallow. So let's see if we can hide the water and Sculpt a little bit. Okay, Let's try now. With a shallower Oasis. See how the water it looks like. Actually I forgot something really crucial. Never mind. I was thinking maybe the volume absorption is too much. Buyer looks normal to me. Though, we can try to grease the value a little bit, see what happens. Nothing special, really. Maybe the planets can take a bit of rotation. That's a lot better. We can also increase the size of the water to kinda see how that looks like. Just make sure it does not reach the surface. I also don't till don't Lake placement of this pyramid. Let's take it back a little bit. We don't want to dip Pyramids looking weird when some angles are not. Deepen the sand. I believe this is a lot better. Okay, So let's move on. 10. 08 Palm Trees: Now let's work on the palm tree. Let's create a cylinder. Let's make the resolution maybe 11. Let's press forward, forward slash to go to the isolated mode. Grab that face. It's bring it down. Let's change this to back to global. We need to scale this a little bit. So there is a pattern here that we are going to do and you want to keep doing it until you're Palm Trees high enough. We're tall enough. So scale. After he Extrude. Extrude again, scale, extrude again. Scale. Extrude again. Scale, extrude again. Keep doing this until you're palm tree is high enough. Maybe one more time. Okay, That's good. Now, with the top face, select it. I would like to enable proportional editing. That's what it's called. And rotate. And use your mouse with to expand this circle. And kind of flake. Make the palm trees sway. Like so. Maybe Control plus. And that's good. Now we need to work on the leaves. So the way I would do that is by selecting top face cursor to select it. And then let's create cube. Let's create a cube. Let's make this cube ten. All like that, or long like that. Now let's go to Edit mode. And let's create some edge loops. And let's grab this face. And with proportional editing still selected. Let's scale. Let's make sure that the circle is not too big. And let's do that for the other phase as well. Looks pretty good. Let's, let's select the middle edges maybe. And try to make the leave shorter. We might need to create a few edge loops here. And maybe two edge loops there. No. I think one edge loops is edge loop is enough. Now you want to make some kind of like tears on the leaves. On the leaf. And the way you would do that is by selecting an edge, pressing V and pulling like that. Maybe we can do this here as well. Let's de-select proportional editing. Now, let's select all of these and press F. Did that work? I don't think it did work the way we intended for it to work. So let's do it slowly. Looks good. Let's close this section here as well. Now the leave is quite straight and we don't want that. So what we can do, again is select or enable proportional editing and pulling up. Maybe I need to be looking at the LEA this way. Looks good. So let's bring this down and we will need to duplicate this a few times. So maybe shift D, Let's rotate it one at. But let's enable transform pivot point, cursor, and then duplicate these and rotate 90 degrees. Then we can sort of like duplicate all of these and rotate it this way. And if you want some realism like or variation, you could rotate these manually to Lake, give them an natural look. Looks good so far. Now after we have made all of this, we can simply join them. Or if you prefer, we can texture it first. So let's say we need to join the leaves, at least because they'll be the same color. Now, let's create a new material, call it palm tree, and create an image texture Control T. Let's select six years. I went to work with this one. Again. Let's go to UV editor and select all of these. Maybe it's not required to UV unwrap them. We want to look for a green color. That looks nice. Now, let's select the palm tree, the stem first, and then the leaves. Whichever object had the material created for first needs to be the last selection. Or at least click it again at the end so that it's active. Link materials control L. Now, the stem also has the materials. So let's select a nice brown, maybe a brighter brown. We can disable the the overlays, see better, see what we're doing. We can also UPN the rapid differently. Now it looks good. Let's try to shade smooth. Okay, that doesn't work very well. So let's go back to shade flat. Let's try. Subdivision modifier. Doesn't look too bad by, let's keep it low-poly. Note that the palm tree is created. Let's link or join the stem with the leaves. And maybe make this phase the origin. Set origin to 3D cursor. Now, let's go to normal view. So make the poultry really small. Let's enable snapping. So the palm tree is not quiet snapping correctly. Let's apply all transforms. I'm not sure if if, if the palm tree is not snapping correctly, you can change, snap with two. Before you do one snapping or anything, make sure that the palm trees as small as you want it to be in the scale and rotation are applied. So let's start snapping. That's a bit too big. Let's change this to active element, individual origin. Okay, let's try that again. Origin to 3D cursor. That's still doesn't work even with the origin setup correctly. So let's go back, apply everything. Actually that applying everything is the one messing up with the origin. So make sure that the origin is where you want it to be after we apply. So that's the poultry. And that's good for now. We'll leave it there. And we can work on their own, on the bushes and the rocks 11. 09 Bushes: Now we will work on the bushes and the rocks. But first let's move this to collection called palm tree. Make sure that it's belongs to the prompts collection. Now let's create the rocks. And I got this entry in my menu. I think it's an add-on that comes with Blender. I don't remember installing this, so it must come with blender with a rock created forward slash to isolate. And if you don't like to look, simply delete again, it will create a new one. And then you can play with the settings until you find something that you want. There has to be a seed value here. The more you change the the values, the New World seeds you get. So I'm going to go to isolated mode again with forward slash. Going to make sure that my rock is small enough. Then we can duplicate this few times. Like so. And with all of these selected, we can cursor to select it and then create a new cube. And create a, excuse me, create leaves again. So let's go to Edit mode. Let's try to create enough edge loops this time. Let's keep that last, the middle one. Let's do it later. Create an edge loop there. Actually, let's make this even smaller. Now let's create an edge loop in the middle. And let's grab one and use the proportional editing to bend it. Perfect. Now we can change the rotation or pivot points to cursor. Keep duplicating these. Alright, so let's give this some variation. This one is overlapping with the rock Okay, that's good enough. Let's delete all of these. Now let's select the leaves. Make sure that the rocks are not selected. Actually, they were not selected but we had the Never mind. I thought I had the proportional editing on, but I did not. I was just going to select these manually control J. And let's apply same material as the palm tree. But let's make it single user and call it RAR and leaves. Right, so let's select all of these. It's good to material preview. And for the rocks, we can select them. Select the leaves. Last, Control, L, link material. Join these rocks. Actually, let's apply the material, the modifiers First. I'm sure there is a shortcut to apply all the modifiers first. I'm not aware of it as of the time of recording. So let's go to edit mode again. But only with The Rock selected. Select any phase from each rock and then Control L. And then UV unwrap. Let's try smart UV unwrap. Okay, that's good enough. Now let's go back to object mode. Let's exit the isolation mode. Let's make this small enough. So basically we want the origin to be at bottom of these. So cursor to select it. Let's try again. Selected. It doesn't seem to be working as we hoped. Okay, let's create an empty there. Should select it and then select the bushes. And origin to 3D cursor. Lay the scale rotation. Now, if we tried to snap it, it will or should snap correctly, like so. Except it's a bit too big. But they think looks fine. I think it looks small enough. So that's about it. Let's move this to its own collection called Rags and leaves 12. 10 Geoscatter: Once we have the assets created, we need to scatter them on the planet. And for that, we are going to use the GeoScatter add-on. I have it enabled here. It's a free add-on. And we can use this for scattering the palm tree under rocks and it pushes on the planet effortlessly. Once you have installed it, you will find it on your end panel. So we have it here because I'm using the simple tab add-ons to group my add-ons under categories. So I'm going to select an emitter and it's going to be planet. Once they have selected the emitter. And U menu will appear. And you will need to select the object that you want to scatter and create a new system. Now once you have under the system created, you can change the distribution to manual. Then you can enter manual mode and start using this brush to scatter where you want a palm tree to appear. We can use these shortcuts here to control the brush. That's too much. So let's press Control F, reduce the, That's still too much material F, that's still too much. Shift F to crease the interval maybe. Yeah, that looks a lot better. Once you have something created, you'll notice that the palm trees are a lot bigger than they are supposed to be. You can go to scale and then shrink. And you can shrink all of them together. So maybe 0.5. I think that that's, that's good enough. Once you have shrunk the palm trees, you can enter the manual mode again. And maybe redo. So I'll click Control and press on my mouse to erase what I have just created and make can you attempt? I also want to reduce the brush size a little bit. You can create on Trees anywhere you want. Something else you can do is Making the size of the palm trees randomized. So I think this DIY option where you can do that. So some palm trees will be small, some will be big Once you have to Palm Trees system made, you can create a new system. I'm going to remove this because I did not select the Bushes before creating it. So there has to be a button here. That's the button. Once you have the Bushes selected, you can create a new system. And under distribution, select men or wool, and start drawing where you want the Bushes to appear. I don't want that. So I'm going to delete that with Control. Press. Once that's created, we can again fix the scale. Shrink. Maybe it's seven. And then random scale, maybe 0.7. Again. If you feel like you have a bit, too few of them, you can draw. Bohr. Just like so. Now that we have created two systems am going to preview once we have done squared good 13. 11 Clouds & Final Lighting: I would like to work on the lighting a bit more because as the project of defenses, you will find out Lighting needs more work. The main thing I wanna do is changing these the color of these lamps to something like brown. So the bottom ones and the one in the back. This one, I will not touch. And let's see what changes we get. Its job, the level of the viewport. So it looks more yellowish. And that's the kind of look we are after. So we can take this at any length T want. You can come up with your own assets, own methods, own lighting, especially Lighting. It's something that you can experiment with a lot. And it can increase the visual appeal of your final product a lot. So for example here, I would like it to be a bit darker than that. So maybe we should work on that. So the way I would make it darker here is by messing up with the thumb lab because it's the one responsible for eliminating that area. So let's change the pivot point to current object and maybe rotate the sun a bit. But also we need to adjust these two lamps here and move them back to let's make sure that the sun is not selected. Let's move these to the back. That's a lot better. Now we need to create the Clouds. And Creating the Clouds is quite straightforward. All we have to do is create metal balls. So how do you create metal balls? You bring up this menu again. And I believe the option for measurables is here. Yeah. Let's scale this little bit. And let's disabled snapping. Now we can instance these like so. And just try to imagine what a cloud would look like. Once you have created something that you are happy with, you can bring up the search menu would F3 and convert to mesh. Now that's converted to mesh, you can Instance this with Alt D instead of shift D, because it's the same object, doesn't consume more memory. As opposed to a unique object. How we can create a new mineable here and make a new variation. I'm not sure what happened there. Alright. Instance. That looks quite good. Make sure that all of them are selected. And now let's convert the Michigan. You can achieve any result that you want. If you spend enough time with these. Now these needs and material, it will be quite straightforward to texture these. So let's select all of them and then select the last one. Now all of them share same material. But it only says to users. So I'm not sure what the, what that is about. Let's go to render preview mode. We will not use an image for this. Let's quickly change the color and see if all of them change color. Sure enough, all of them changed color. So let's give them a bluish color here. Also, let's give them some scattering and also make it. Actually that might not be a good idea. It's also a good idea to give it some emission. Let's make them a bit more bluish. There it is. We have the Clouds and a planet with everything setup