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