Building an Isometric SciFi World in Blender 3D: A Complete Beginner's Guide | Steve Lund | Skillshare
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Building an Isometric SciFi World in Blender 3D: A Complete Beginner's Guide

teacher avatar Steve Lund, Founder of CG Geek, and 3D 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.

      Introduction and Setup

      1:16

    • 2.

      Creating 3D Sci Fi Assets

      10:12

    • 3.

      World Building with Easy Geometry Nodes

      11:55

    • 4.

      Rendering the Sci Fi World

      6:43

    • 5.

      Final Thoughts

      0:23

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About This Class

Dive into an exciting sci-fi adventure by learning how to create your own world using Blender 3D! This complete beginner’s guide to creating an isometric world is designed to be customizable, so you can adjust it to wherever your imagination might go. 

 Together, we’ll discuss: 

  • Modeling 3D sci-fi assets 

  • Adding materials 

  • Scattering with geometry nodes 

  • Rending your sci-fi world

All that's needed is a desktop computer (or laptop), keyboard and mouse, and the latest version of Blender! I’ll walk you through the Blender settings necessary to follow along with the lessons. 

For enjoinment lighting in your scene - you'll want to download a free HDRI from: https://polyhaven.com/hdris

By the end of this class, you’ll walk away with your very own 3D isometric world in Blender! I can’t wait to see your projects in the Project Gallery! 

Meet Your Teacher

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Steve Lund

Founder of CG Geek, and 3D Artist

Teacher

I'm Steve, I like to do stuffs like Animation, Blender Tutorials, Visual Effects, and stuffs.

I started learning everything Blender and computer graphics over 15 years ago, and since have founded what is now CG Geek on YouTube, where I've created hundreds of free educational 3D tutorials and gained a following of over 1 Million subscribers. My go to software is Blender (cuz it's awesome and can do everything!), and with it create anything from large 3D environments to hilarious animations. I love inspiring and supporting artists to start their 3D journeys.

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Level: Beginner

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Transcripts

1. Introduction and Setup: Hey, everyone. My name is Steve Land. I'm a three D artist, animator and creator on YouTube. And welcome to my exclusive Skillshare course on creating an isometric Sci fi World in Blender three DD. This beginner friendly course will take you through the entire process of modeling, scattering, and rendering an entire isometric world. Completely customizable, with unlimited possibilities to take it wherever your imagination might go with it. If any of that sounds fun, I hope you're ready to sit back and enjoy learning a few unique features within Blender. Without further ado, let's For starters, what you'll need is, of course, a computer. An computer from within the last decade should be able to run blender just fine. A keyboard and mouse is also handy, but if you're working on a laptop, you can get by with a small keyboard and built in track pad as well. Of course, you'll want to head to blender.org and download the latest version of blender. In this course, we'll be using Blender 4.2, but anything newer should also work just fine. After running the simple install Wizard, you'll want to fire it up and enable a few settings. Head to your user preferences. Starting with enableing GPU computes, if you have a computer that's capable of rendering on the GPU, this will be much faster. Down to add ons and enable the node regular add on. This is basically a material shortcut, which will help visualize your renderings in real time and just kind of speed up the workflow. It's handy to have, so I'd like to enable it. And with that setup, we're ready to start creating. 2. Creating 3D Sci Fi Assets: For the first stage of our isometric world creation, we're going to build out some assets that we can then later scatter across our platform. The first assets are going to be some building parts that we can scatter on top of each other to create these sci fi skyscrapers. We'll start by just using our default cube here and blender to make out these shapes. I'm going to start by scaling it up along the Z axis, to do this, I'll hit S on my keyboard and then Z to scale up along the Z axis, something somewhat tall like that, and then I'm going to hit tab. This switches us into Edit mode, as you can see up here, Tab switches you from object mode to Editde. I'm just going to go control R and put in a few loop cuts. Next, what I'm going to do, and this is the same method that I'll be doing for all of these little buildings is some extrude beveling and in setting. These are really simple techniques to do. I'm just going to select face select, as you can see up here. I'll grab two faces along the side, and I'll hit E to extrude them out. Then I want a slanted angle here. I'm just going to grab that edge there. As you can see, we have a whole face selected. We'll choose edge select, grab just the top edge. Then if you hit control and B on your keyboard, you can bevel that out. Here I'm just going to get a nice beveled angled shape to our building. Now all I'm going to do is grab face select again. Grab two more faces here, extrude them out again and do the same technique by switching to the edge select, grabbing that edge and going control B to be level it out in a nice angular shape. Essentially, that's all we need to do for this shape. You can grab your top face here and maybe make it a little bit taller by hitting G to grab it and then Z to move it up and down. One technique to make this a little bit smoother and nicer looking is if you go to a modifiers tab, give yourself a little bit more space there by grabbing the edge of the window, and go add modifier. We'll choose a generate modifier and choose Bevel. We're just going to change the width type to be percent, and then change that percentage until we get some nice little bevels on our corners. As you can see, that just rounds the edges off a little bit and will make it render a little bit nicer. Speaking of rendering, let's throw a few materials on this now. If you change your viewport shading to material preview up here, and you can see it's all white right now, so we want to add some color to it. I'm going to jump to our material window here. By clicking the color there, I'm going to go to a nice orangey color. And then I'll make a separate material. This will be sort of a window material. So I'm going to click the Plus key here. Click New again. And then this one, we're going to make sort of a slightly blue color. Make it a little bit darker. Make this one completely metallic. Now, if you want to change just certain portions of your mesh to a different material, what you can do is you can tab into edit mode, grab your face select again, and we'll grab these windows here and make them glass windows. So we'll choose our new material there and click sign, and you can see that they now have their own shiny material applied to them. You can change the shininess by adjusting the roughness slider here. I'll change this to about 0.8, and there's our first building for our Sci Fi world. Now you want to make a few variations of this building. Some of them can be extremely basic though. I'm just going to, for example, duplicate this one by going shift D and moving it over, Then I can just tap into edit mode, grab all of the mesh by hitting A, and then just scale it down along the Z axis. And that can be right there another building, just sort of a short squatty building. Now you want to just go ahead and create another building with some different materials. Go shift A and a new cube, and this will be a very similar process to the previous building we just created. I'm just going to hit S and this time scale it along the Y axis. So we have more rectangular cube. I'm going to give this cube a new material as well just so we can see it visualized here. This one will be a light blue sci fi building material. Then all we need to do is some basic deformations again. You can tab into edit mode, hit Control R, add two more loop cuts by using your scroll wheel and changing the value here. If you don't have a scroll wheel, you can also use the page up and page down keys on your keyboard. Then we just grab our face select again. Grab a face there and we can inset it by hitting I and insetting it. As you can see there, we'll just do that with all these faces, hitting and insetting them. Then you can grab the faces and hit extrude to extrude them out. We can go ahead and create a new material. Make this just sort of off gray color and assign it to those. As you can see, there's some good variation there. There we go. A simple building, nothing crazy, but this will add more detail with our other buildings here. The next little asset that we'll model for our scene here is a small low poly tree. I always find it looks good to mix a little bit of nature into your mechanical Sci Fi stuff. This we're going to go really simple on. So go Shift A to bring up your ad menu and add in a mesh cosphere. To deform this, we're just going to tap into edit mode, and then we're going to enable proportional editing. This is a little option you see on the top bar here. Now, if you have a vertex by switching to vertex select, and hit the G key to move it. You can see we move a larger section of the mesh with that one vertex. And you can use the scroll wheel or page up and page down keys to change the size of this. And speaking about variation, what you can do is actually change the fall off here to be random. And by doing this, now if you move it, you can see we get some random shape to that entire mesh. Nothing too crazy. We don't want to be too sharp and, you know, I think that will work just fine there. Now let's add a quick trunk to this tree. So I'm going to tap into edit mode, select face select, grab one of these faces towards the bottom here and scale it down nice and small. I'm just going to extrude that down for a trunk, moving it to be directly underneath the tree there. You can even add a quick branch to this tree then by going control R, adding a loop cut, and then control R again to add a face there. Then if we select face select, grab that face, rotate it. Pull it in a little tighter and extrude it up. You can see we just added a little branch to that tree as well. Now, the one other thing we want to do while we have this tree mesh here is you see that little orange dot, that's the origin point of our mesh, and we want to line up the base of it to be sitting right on that origin point, something like that. Now all it's left is to slap a quick green material on it, so we'll add a new material. Make it in a green color. Slightly blue green maybe. Take the roughness all the way up and then add in one more material. This will be sort of a brownish color. Select the bottom vertices there by hitting B and then clicking to box select. And with that selected, you can just hit Control plus on your keyboard until you get all of the branches selected. With that, you can click a sign, and you can see that that changes the trunk there. And that's that. Now, the last asset, I'm going to show you how to create is a low poly spaceship. Start by hitting seven on your number pad to go into top view, and we're going to add in a new cube, by going shift A and pulling up a cube. We're going to tab into edit mode and then go control R and add a loop cut right down the middle. Just click twice to confirm. Now we're going to box select by hitting B and select the left hand side of our mesh and hit x and delete. We'll do this twice to delete all of verses on the left of the cube. Then we're going to tab out of edit mode, switch to our modifier stack here and add in a new modifier. This will be a generate MR modifier. Just choose clipping. And now you can see this is going to speed up our workflow because we want the left side of the spaceship to look just like the right side. So by doing this, we can control both sides. So I'm just going to tab in the edit mode and scale this down along the Z axis. Then I'm going to switch to face select right here, we'll by hitting the three key on my keyboard and pull this face in along the x axis. We can also disable proportional editing for this. Then I'm going to extrude this out a bit further. Now on this side, I'm going to extrude it up, and now I'm just going to start doing some beveling. So I'm going to switch to edge select. Grab this edge. We'll bevel it by hitting Control B. Grab this edge, bevel it by hitting Control B, and then grab this bottom edge as well and bevel that one in. Next, I'm going to grab that middle edge and pull it up a little bit tighter. So we kind of have, as you can see here, two engines or something side by side next to each other. Then I'm going to hit three to go into space select mode, more selected right there. Grab all three of these faces and extrude them in. And then I'm going to grab this edge here and bevel it in. To select the verses that you can't see, you can choose this button here, and it will give you an x ray of the mesh, and you can select them all. Gul uncheck that then. We're just going to pull these in along the y axis. I'm going to grab these and pull them back along the y as well. Grab, pull you up. And then back here, we're going to add sort of more of an engine area. So I'm going to control R and add two loop cuts. Then I'm going to switch to face select, I'll right click the loop cut and extrude, and I'm going to scale this along the shift y. What this does is it scales it on all the axiss, but Y. So by hitting scale and shift y, that just adds some thickness to it and it looks kind of good. And then back here, we might want a little bit of a jet engine. So I'm going to grab those two faces and hit to inset. I'm going to extrude it out. Then I'm going to hit to inside again, and I'm going to extrude it inwards. I with that kind of cool shape back there. And there we have just a basic looking sort of sci fi ship, nothing crazy, but it's got some character to it, and it's all we really need. Now, the only other thing to do is add a little loop cut here, and we'll start adding some color to this. Add in a new material. This one will be a darker gray, which will be the overall color of the ship, and then we're going to start selecting different areas of this for different colors. So I'm going to to right click this face ring right here. It'll control plus to extend that to the edges as well, and then add in a new material. This one will be sort of a yellowish material, sort of a sci fi yellow, something like that looks kind of cool. Now I want one more material, which is sort of a blue Sif, sort of between green and blue, but a little bit more blue, if you know what I'm talking about. Somewhere along there, that's kind of a Sif color, and some of these rings then will make blue, which just looks kind of nice. Maybe this one back here as well. As you can see very basic, but this is all we need for a sort of little sifi spaceship to add into our scene, and it'll look pretty cool. You can make as many of these different sort of little low poly designs as you want. I recommend doing like two or three at least for your Sipi world. Once you're done with that, you can move on with me to our city generation. 3. World Building with Easy Geometry Nodes: Okay, with our assets created, it's now time to start building out our world. I can delete the lamp as I don't need that in the scene. I'm just going to box select all of our assets. I'm just going to hit G and shift Z to slide them out of frame. So I'm going to go shift A and add in a new plane. We're going to scale it up 20 times to be a nice large base for our low poly world, and then I'm going to tap into edit mode and right click to hit subdivide. Now, I'm just going to repeat this setting four times. Then I'm going to go to top view. And I'm going to hit C on my keyboard to circle select, as you can see here. We're just going to pave out some roads here to kind of go across our scene. You can adjust the size your select with the scroll wheel. So something like this, we'll have a road come across here. This can be however you want. You can just kind of play around with these roads, make something cool, and that looks pretty good. All I'm going to do is add two materials to this. One material will be a little bit more of like a pavement looking darker material. Then I'm going to go control I. To inverse the selection and add in a new material for this. This will be a different shade of pavement, maybe slightly bluish, we'll assign that to that. I can see we have some ground for our world, and it's time to start distributing our assets on it. The way we're going to do this is with geometry nodes, a really cool feature within blender that gives you tons of flexibility over distributing objects. Of course, you can just grab objects and go shift D and put them all over the place, but that is slow and clumsy and you don't have much control later on if you want to adjust it. We're just going to add in a mesh, so we have some points in three D space to randomize our buildings on. I'll place my cursor right around here where I want my first building, and I'm going to shift A and add in a cube. We'll scale this cube down, scale it up along the Z because we want this to be tallest building. And then I'm going to split my window, by grabbing it down in the corner here, clicking and dragging to pull up a new window. Along the bottom here, we're going to change this window to your Geometry node editor. This brings up a blank node editor. You can hit N to Closed Properties tab, and we're just going to click new to edit a new Geometry node system. We're going to go shift A, and then under Point, we're going to choose distribute points on Faces. Go ahead and drop that right in. We don't want these to be points though. We want these to be chunks of our sci fi building. So I'm going to go shift A under instances. We'll choose instances on points. Go ahead and drop that right in there. You can see our points disappear because this is now adding instances to those points. But we need to choose what we want that instance to be. So I'm just going to scroll out, grab this chunk of building here. And as you can see this is cube number one up here. I'm going to click and drag that right into our geometry node window here. Adds a new object info node with the cube selected, and all we do is connect the geometry to the instances. This is great, and all we need is a little bit of random rotation now. To randomize the rotation, we just add two simple nodes. First one being, we can just search this up a random value node by typing out random, because we have it right there. We're going to change it from float to vector. Then we're going to add in a vector math node. So just start searching for vector and choose vector math. We're not going to do anything crazy with this, don't worry. It's going to be pretty simple. So we want the rotation to just be along the Z axis here, as you can see if I change the value it rotates. We want to be randomized. So I'm going to connect the random value to the rotation. And you can see that looks all kind of wonky until we use our vector math node here. I'm going to change it to snap, and we'll just go ahead and drop that right in. And you can see that fixes the rotation, snap it in place, just like we wanted to. And you can see here we have three values, which are x y and z. We want to rotate along the Z, and on the bottom vector here, I'm going to give it a snap increment of 11. And then on the random value here, I'm going to give it a rotation of 25. And just by hitting that, you can see we get some of these now rotating. If I increase that, we get even more of them rotating. We don't need a ton of rotation, though. We just want some of them rotated. We just have maybe too many of them. So I'm just going to take the density from ten on our distribute points on faces down to 0.2. You can see we have a unique sci fi looking building here. Being generated. And we can change the shape of this by changing that underlying mesh. So if you just tab into edit mode, we can grab either the top or bottom face. If we scale it up, it gets bigger at the bottom and more narrow at the top, which is really cool for sort of generating these sci fi buildings. So it might be time to place our camera. I'm just going to move sort of to the side view here, tab out of edit mode, grab our camera and go out to control zero to stamp it to that window. And if you can't see anything, it's because you need to increase the clip end point under the camera settings here. You need to increase the clip end point, give it something large like 500. So we'll just point our camera at our buildings there, and we'll change the focal length to be something like 100. For symmetric world, it's always very zoomed in looking. You can also just manually grab the camera and move it as well. And now it's just a matter of taking this mesh that we added, tapping in edit mode, and adding more of them across our scene. So I might take the default one and kind of move the larger buildings back a little bit further, and then hit shifty, pull it in closer. And every time we duplicate it, it's going to be a little bit different. I'll scale this one down a little bit shorter and then pull it down into the mesh there as you can see. So this one's just kind of poking up a little bit, something that looks pretty good. So I'll just place that there. Again, just playing around the scale of this to add different variation to these buildings. Scale that base up a little bit bigger as well. Scale you down at the tip. Times the buildings will look a little bit wonky until you play around the shape and you just get something that's looking fairly nice. Also, if you feel like they're just too tall, you can adjust the scale right here in your geometry notes, pull everything down a little bit. With some of those buildings distributed, you can play around with your rotation then and see if you get something that you might like a little bit better. Then when it comes to distributing some of the more simple buildings that you might not need a bunch in your scene, you can do this the old fashioned way of just hitting shifty, duplicating it, and placing these in your scene where you think they might look it. So over here, I might add one, hit shifty, duplicate it again. Maybe scale this one along the y, negative one to flip it, as you can see that does right there. And in camera view, we have to make sure it's sitting on the ground, something like that. Having fun with this, building out the scene however you might like. You can change the scale of them. You can scale them up along the Z a little bit to make them a little bit taller in certain areas. Maybe grab our short building there and add a few of these little squatty buildings over on this side, where the buildings might not be quite as tall. That's looking pretty good. Maybe just another small building or two in the front here. Place something like that. Now, if you're feeling pretty happy with your building distribution, it's time to add some of that greenery to your scene. This is going to really help separate the buildings from each other as well. This time, instead of adding a mesh to add or geometry two, we're going to add a curve. I'm going to go shift A and add in a new bezier curve. Then I'm going to click new for a new Geometry node system. I'm going to go shift A and search for curve, and we're just going to choose curve two points, right there. Go ahead and drop it in. I'll change the count to not be quite so many, go down to about eight. Then just like before, we go Shift A and search for the instances on points. Drop that on. The instance that we want is going to be, of course, the tree we created right here. So I'm just going to select the tree here, the cosphere. Go back to our bezier curve, then select the cosphere, and drag it right in. Connect the geometry to the instances. As you can see it adds a bunch of those little trees already on that bit of bezier curve that's added to the scene. And then all we need is some random value nodes to control the rotation and scale. I'll go shift A, add in that random value node again, change it from float to vector and connect it to the rotation. As you can see, this is being a little too crazy on the rotation. What I'm going to do is I'm going to set the maximum on the x and y here to be just a 0.1 by clicking and dragging there. So it won't do too much along these axises to affect the rotation. But I want to spin around the t axis. I can go ahead and increase the bottom one to something high like 40 or so. Now I want to duplicate that node and I want to affect the scale as well. For starters, I'm going to give it a minimum scale, so the trees don't get too tiny. I'll give this a 0.5. That's help little bit, you can see this still crazily stretched out though. That's because we have this value here along his ED set really high. We're going to change that down to a one. Then we'll go ahead and increase these numbers as well until we get a nice shape to our trees. We might just take the count down a little bit so we don't have quite as many, and we can change the height by changing the minimum value along with E there to be a little bit lower. Now this is the fun part. If we grab our Busier curve, go to object mode and switch to edit mode, and then scroll down and select the pen here with the Basier curve options, not the annotate tool, but the draw tool. Go ahead and select it and change it from cursor to surface. Now, wherever you draw on your screen is going to add trees. As you can see, it adds our randomized trees in that location, and it just looks really good, and it's really fun to play around with. You can just click and draw and place trees everywhere you want. This is what I mean by having way more control than if you were duplicating these individually. That would be crazy. It would be way too much work. But doing this is a ton of fun and you can add forests and little parks anyway you want around your sci fi world. And you might want to change the count down a little bit, so you don't have too many of them, and you can always just add more busier curves. To add more trees. Perfect. That's looking really good. If I just move my camera up along the Z axis and kind of fixed rotation. So it's looking downward at our scene a little bit more, get a little better view of what it's really looking like. Now, using these same methods, we can go ahead and distribute our spaceships as well. So what I'm going to do for this is I'm just going to duplicate our besier curve. So it adds a whole bunch more trees, not what we want, but I'm going to tab in edit mode. And delete all of these faces now by going x and delete fertics. So now I have a separate BSer curve, as you can see up here, and I have this geometry node system on it as well already. I'm just going to hit this two button on the new one that we made here to make it its own geometry nodes. So we can affect these geometry nodes without changing the existing ones. And what I'm going to do on these is I'm going to make a collection. So a collection is a group of objects, and I want that to be the Sci Fi space ships here. So I'm just going to box select the three of them and go control G to add in a new collection. And then if you see the create new collection here, you click on that, and we'll just change these to ships. Perfect. Now, instead of an object info node here, I'm just going to hit x to delete that, I will go shift A and add in. I'll just search for this collection. You see we have collection info node. We're just going to click that and choose ships. We'll click separate children and reset children, and we'll choose relative. Then just connect this to be the Instance. Also going to want to reduce the amount of ships here. We'll take that all the way down to two. Now, if we draw, you can see we have ships being placed. Not exactly the way we want quite yet though. First, you want to choose pick instance on your instances, so it's only adding one per besier curve, and then you can see that the rotation is kind of wonky. To fix this, we're going to delete the random value nodes to start. Now you can see they're all pointing the same direction. This is good, but we do want to be able to point the direction that the curve is pointing, so we can have them rotated however we want. So to fix this, we're going to go shift A and add an align node, and you can see we have align rotation to vector. This is exactly what we want. You just going to drop that in there. We can choose the rotation from our curve, put that right into the rotation there, and then just connect this to the rotation there. As you can see, that's all we need to do to have the spaceships follow the curve. Then if we want to select one of these curves, if I tab it there, grab it, we can rotate it, and it's just going to face wherever that curve is. Now all you have to do is side on the scale. Let's drop these down a little bit in size to get the scale right. And now back to edit mode, grabbing our draw tool, go ahead and add these ships wherever you want. So I might have a ship or two kind of just sitting there. I want some in the sky, so I might throw some down this road and then just grab that, pull it up along the Z, so they're in the sky, just to kind of fill out this city with some activity. And that's looking really good. We can switch back to object mode, and we can close off our geometry node editor now. Now it's on to the last few steps to kind of render and finish off this scene. 4. Rendering the Sci Fi World: For starters, let's add a little bit of thickness to our base by lt right clicking all four edges here, just Alt and right clicking those edges. And then we can extrude it downwards a bit. Something like that looks good. Next, we'll go shift A and ad in a plane. Scale us up really big for a white flat base to our world. If you hit G and shift C, you can slide it around to be filling the camera. And we'll give it a material that sort of a off white. Next, we have to work on the lighting. Right now, this is just the material preview. If we click over here, this is actually the rendered result. And we want to change a few settings. Starting with R tracing, we'll go ahead and enable that and that'll add some nice shadows. But of course, we also need some environment lighting. So switch to your world settings here. And under the color here, click that button and we'll choose an environment texture. Click Open. Go ahead and download an HDR texture from Polly Haven. There's all kinds of free ones that you can choose from. This is the one I'm choosing right here. It's partly cloudy, so you have some shadows, but nothing too intense. I'm going to go ahead and open that up. And then I'd like to be able to rotate the HDR to affect the way the shadows are falling on the scene. So do this, I'm just going to split my window. On this new window. I'm going to open up the Shader editor. You can switch it from object to world. And then here you can see we have our HDR connected to our background. All I'm going to do, and this is because I have the node regular add on enabled is select that last texture and go control T, and we'll add in a coordinates node and a mapping node. Now I can just adjust the rotation, and you can see that adjusts the shadows on our HDR. So I'm going to take the Z up to 108, and then I'm going to change the length of the shadows by adjusting the x axis here a little bit as well. That's looking pretty good. You can adjust the strength here as well if you want to brighten it up just a little bit more. Next, let's add a little bit of improved textures to our ground here before finishing our render. What I did and added kind of some cool detail, as well as the low polypeel, is add a checkered texture to our floor here. So I'm just going to select our first material. Under the object shading here, we'll switch to that. I'm going it and to close the property tab. I'm just going to add in two textures. One is going to be a texture, checkered textur the next is going to be an input texture coordinate. You use the UV coordinates into the vector and then the color into the base color. As you can see that adds the texture color there, we just need to change our scale to be 16, and you can see that lines up the cubes nicely across our scene. And then I'm just going to pick two colors that are very similar, but slightly different. So you get that textured look going across your scene, as you can see there, and that just looks kind of cool. And we can do the same for our next material here. Just add in the input texture coordinate node and the texture checkered texture. V to vector, color to base color, and pick kind of a slightly bluish sci fi color for the pavement ground there. Something a little bit different than the roads, so the roads kind of stand out. I find you want to keep them very close to being the same. But they can be slightly different. At this point, you can go ahead and create any sort of sci fi assets that you wanted and continue distributing across your scene. One other thing that I added that was kind of cool is adding a bezier curve. In top view here, I can close off our bottom window here. I'm going to go shift A and add in a bezier curve. We'll just go ahead and grab this. You can see it right here. I'll just kind of keep it to the side, so you can see what I'm doing. Under the curve settings, we're going to take the resolution UI down to one. Then under geometry, scroll down to Bevel here, and we're going to give it some depth. So we'll give it a little bit of thickness here with about a 0.1 or so. This just gives us a round pipe basically, and you can take the resolution all the way down to zero. Now, just give it a new material, change it from the principled BSDF though to an emission shader. And then we're going to give this a nice light blue color, and we'll change the strength to be something brighter as well, like a three. Now, what you can do with this is we're just going to place it along the side of our road here, lift it off the ground a little bit. But then in top view, what you do is you just grab that last bezier curve and you go to the corners and you extrude. And that's all you have to do. We're just extruding and placing it. You can see that adds some outline like hovering sort of lines for these ships to follow maybe. Separates the roads from the buildings and whatnot. And it's super easy. You just tap into edit mode, shift that bezier curve, and start extruding it right along your roads. Then you have it, that adds a nice little extra dimension to your sci fi world. I thought looks pretty cool. Lastly, before we do a final render, what you can do is you can enable mist. You go into your render layers here, and then you choose mist. Then under your camera settings, you're going to go to view, port, display, and choose mist as well. Then for the final setting here, you're going to go to your world settings. And scroll down to mist pass. And now, if you take a look at your camera, I'm just zooming out here, you can see we have a bar. This is where the mis starts and stops. We want the mist to start about halfway through our city there, and then end once it's passed all the way through. Something like that. I just increase the end to 50 and the start to 200. Hit F 12 to do a quick render here. And now to add that mist to it, we're just going to jump to compositing. Click use nodes. We can hit n to close off our properties tab there, and I'm just going to go add Shift A and add any color, mix, mix color. Drop it right in there, take the mist pass into the bottom. And then if I go control shift and click that mix node, you can see what it's looking like. This is just adding the mist 100%, and we want to take the mist and use it as a factor. As you can see there, that's adding a nice layer of mist to our scene, and to control the amount of this, we're just going to duplicate our mix node there. Drop it right in, take the original input into the bottom. And now this factor here will control the amount of mist. So we can go ahead and just give it a bit of mist there. Somewhere around 0.7 is a nice amount. You can also add in a filter glande. Now light up that emission shade that we added, cool. You'll just want to increase the iterations, the color modulation, and then reduce the amount by taking the mix value down. Lastly, you can add a little bit of contrast to the scene by going to your color management, changing the look to a medium high contrast and increasing the exposure a little bit as well. Of course, you can do the color grading in any software that you want, or you can even do it here within blender. Here you can see I went ahead and added a few more pieces of Scipi machinery across the scene, just to add a little bit extra variation using the same methods that I explained, and you can quickly build out your scipi world any way you might imagine it being. 5. Final Thoughts: And that wraps up the creation of our three D isometric world in blender. I hope you guys had fun and created something cool. If you did, we'd love to see what you created. So share it down below in the Skillshare gallery or on social media and Tag CGGek, so we can see what you created. This has been a blast and I hope you guys managed to learn a few things and created something cool. We'll do it for me guys. Be sure to keep on blending and have an amazing day. Please