Transcripts
1. Intro: So you're ready to dive into some speculative freed
alien biology in blunder. You've come to the right place. My name is Jodrey from
PixoFred and with over a decade of
experience working in various freed industries, I've developed a real passion for speculative alien biology. That's why I've created this class to guide you
through the process of bringing your alien
creatures to life in blunder. This class is broken down
into seven focused lessons. Before we break
down what they are, please note that this
course is for those who already have a basic
understanding of blender, specifically modeling
and navigating the user interface
as a very minimum. If you are, however, brand
new to blender, don't worry. Check out my absolute beginner's blender course on Skillshare, and that'll get you up
to speed in no time. Here is what we
will be covering. Part one will be
concept sketching. We'll start with a simple
rough sketch just enough to give us a visual direction
for our alien design. Part two will be modeling. Using our sketch as a guide, we'll create a basic but
effective free Di model of our alien life form. In Part three, we'll dive
into textures to give your alien that extra
lifelike organic feel. Then in Part four, we'll create a basic scene where we'll be putting our alien
creature inside of. We'll also set up
some nice lighting. In Part five, it'll be time
to bring things to life. We'll be using basic
shape keys and particles, which we'll be adding
some dynamics to to really kind of
bring it all together, make it look like it's
moving and alive. And then in part six, we'll
just do some final touches, getting everything
ready, tweaking things, organizing things a little bit. And then finally in Part seven, we'll be rendering
everything out as a final MP four video. And that's the fun part because then you can
share it with people. So this is going to
be a fun course. And don't forget to download
the included resources pack. It contains all of the
dot blend file stages. So if you get stuck
on any of the parts, you can check them out and
use them as a reference. And there'll also be some handy reference images in there that you could use to design
your alien creatures. So let's jump in and
I hope you have fun.
2. Concepting (Part 1): So this is the first part
where we're going to be looking at just creating
a basic concept. Now, you don't have to
be fantastic at drawing. You don't have to use
any specific program. I'm just going to be using Gimp. But the main thing
here is that you just kind of sketch out
an idea, okay? So I'm going to quickly take you through the process of how I got to this concept over here, which is really rough and basic, but it's
all I really need. And hopefully, you can
use the same sort of simple approach with
your own project. Along with this class,
you'll be able to download a folder with some different
resources inside of it. And one of the resources in
there is a reference folder. So it's just called REF. You can click on it once you've downloaded the
resources, and in there, I just have these
four different photos of some soft corals now, I'm just going to go
through them, and I'm just going to be showing
you what they look like. I really like these ones because they have
kind of this sort of worldly kind of out there alien sort of vibe,
which I really liked. And you can see here
this one is kind of like a soft coral if you
sort of branching tentacles. Then the next one, I
really like this one. I really specifically
like the colors here. You can see there's
a lot of blues, some oranges here, and
even a little bit of pink. And then there's
this one over here, which is a colony
of Ziamphits and they're a little
bit more just sort of one kind of colors, a few different shades of
green, a little bit of brown. But they kind of, you know, look really kind of alien,
really kind of cool. And then there's this one
here, which I really like I kind of like the
striking sort of orange. And these are kind of like the things that
I'm going to use as sort of an idea platform to help me just kind of build something with a simple drawing, kind of get a concept together. And you can see here the
cool thing about this one here and a lot of
these they actually have little mouths
in the middle. So that'll kind of be a kind
of key feature I want to focus on when doing
some simple art, just to kind of
design something. The only thing is, I think
I might want to go a little bit bigger than this
mouth over here. And another thing I
really like, like I said, it was the kind of
color scheme here. I kind of really like the blue, the orange, and the
sort of pink here. I think will look
really nice underwater. So looking at
references is always a very handy thing to
kind of give yourself some ideas of how the
biology of something might look like before you
just go ahead and draw it. Now, I'm going to go ahead and I'm going to use a
program called Gimp. Which is free.
However, this tutorial is not about using Gimp. You can use a piece of paper. You could use Photoshop. You can use any sort of
free or paid program that you want. It
really doesn't matter. We can just draw
some simple concepts to kind of give us an idea
of what we want to do. So what I'm going to do? I'm
going to take some elements of everything we sort
and kind of combine it. So what I'm going to do,
I'll just start by drawing. And like I said, you
can do this in any sort of medium that you want, but I'm just going to kind
of, like, draw a circle. And I'll try and get it
as round as possible. There we go. It doesn't
have to be perfect. And then in the middle, I'm going to kind of
make like a mouth. It's going to be
inside the coral. Okay? It's kind of like a slit. And then what I'm going
to do is I really like the concept of these sort of
little hairs that come off, but I want a lot more of them. So what I'm going
to do is I'll just draw so you just get the
idea a whole bunch of these little sort of
tentacles almost look like fine hairs to kind of go around the whole
outside like this. And they're also going
to give us a really nice dynamic because we can also add some forces to them to make them
kind of move in water, and it'll also really
add to our animation. So I'm going to
go make sure, and in my little illustration here, I'm just going to
make a whole bunch of little simple hairs, okay? Just to kind of give me
idea what I'm kind of going for like that. And here it is. It's kind of like a simple idea, but what's really going
to also make this is the color. So what
I'm going to do? Over here, I'm going to
add a little bit of color to and what I said was, I really like kind of,
like, the blue sort of inner part of this. So I'm going to go ahead
and I'll kind of paint the inside of the
coral blue like this. There we go. And then I want the blue to kind of bleed through a little
bit to the hair. I think that'll
kind of look cool. We can add a gradient
going across. I'm going to draw it
around here like that. And then what I'm going
to do is I'll go with a little bit of pink as it
kind of starts going out. So I'll add a
little bit of pink. I think it'll look
kind of really cool, having some pink kind of going around from the blue kind
of blends in really well. And then towards the end, we'll have a nice
bright orange tip to our little hairs. So kind of go on the outside and I'll show that as orange. There we go. Here we go.
So something like that. So you can kind of
see here, we have a very simple
concept here of what we want to do what this
creature is going to look like. And I might just drag the pasity down here
just to kind of see the bottom drawing
a little bit better. But yeah, this
gives me a really, really good idea of
what I want to go for. So this is how I sometimes
work, really basic concepts. You don't have to be
fantastic at illustration. And that's kind of what I
want to get across here. It's just about giving yourself an idea and not just
starting with nothing. So this is kind of what it'll
look like from the top. And I think from the side, it would just be something
really simple like this. It'll just kind of
like a mushroom, probably, like, a simple foot, and then there might just
be some sort of substrate like a rock where
it attaches to. And with the mouth, we'll probably do
something where we have, kind of, like, the mouth is
kind of like a fin slit. And then as the
animation progresses, we'll kind of have it
kind of opening up. That, and it just
kind of looks like it's kind of like breathing
or filter feeding, which will really add
some more life to it. So this is kind of like the
concept I'm going with here. And once again,
it's kind of based off a combination of these
different references here that I think some of them have some really cool features that I think I'd like
to combine together. So is the approach here. Go ahead. Find some
reference images. I'd recommend that
you just follow along for now with
what I'm doing. But once you have
this methodology, it's definitely worth
getting some references of some different biology out
there. Just quickly coming in. You can grab a piece of paper. You can use Photoshop Gimp, draw up a simple concept to give you an idea of
what you want to do, and then we'll
jump into blunder. So in the next part, we'll actually start modeling this little creature here and starting to set up
the basic structure, and we'll go from there progressively adding
more details.
3. Modelling (Part 2): Welcome to part two,
where we're going to be modeling our alien
creature in Blender. Now, one of the things
to keep in mind, like I mentioned in the
intro of this Scotia class, is that this is going
to be dependent on you already knowing
the basics of blender. Now, in this case, I wouldn't
say it's too difficult. So if you're still
new at Blender, it should be relatively simple. If you don't know anything, I'd highly recommend you
just go and check out some of my other
Skillshare courses that are aimed at
absolute beginners. If you go to my Skillshare page, you'll see there I
have courses that are labeled as blender for
absolute beginners, and that'll get you up to scratch on everything
you need to know to follow this
course more easily. Otherwise, you
might get a little bit lost in some of the details, especially when it
comes to modeling here. So let's jump in and model our three D start of
our alien creature. The time of making this
Skillshare course, I'm using Blender 4.4. Now, like I said in the beginning of this
Skillshare class intro, this is for people who already know the
basics of blender. But if for whatever reason you're watching and
you don't know, you can go toblender.org. You can download a
free build of blender. It doesn't cost anything, nor
does it require an account. And then you could
run a blender. I think for the most
part, even with the newer updates
that you'll get after the recording of this
Skillshare course will still be compatible with
this course for some time. So what we're going to do
once you open up blender, you're going to see the
default scene over here, a cube, a camera, and a light. For your convenience and to make things a
little bit simpler, I haven't abled a screencast
key here so you can see the keys that I'm pressing
and my mouse movements. So that should hopefully make things a little bit simpler. Inside the resources folder, I will add that
simple drawing that I made just to kind of give us an idea
of what we're doing. We're going to be modeling
this alien coral creature, and this will be the top view. And from the side, we'll kind
of make it look like a bit of a cup sort of
mushroom like this. We have a mouth
that can open and close. So very, very simple. So in our blender scene, we're going to click
and drag and just select all the objects
and press the let. Then we're going to go Shift A. We're going to go to
our mesh options, and we're going to
add in a circle. Our circle active. You can see up here
it's highlighted. You want to go over
here to object and change it to edit mode. And we have the vertex
select option enabled here, as you can see, it is blue. If it's either face or edge, just make sure to
select the vertex. You're going to
click and drag to make sure all of it is active, so click and drag over it. You can also just press A, and it'll select
everything as well. And once you do that,
you're going to press seven on your number pad to go to
your top or a graphic view. If you don't know that
much about blender yet, if your computer doesn't
have a number pad, you could go to
edit preferences. You can go over to input and you can emulate
a number pad. This is handy if you
have, for example, a laptop with a
limited set of keys. In my case, I'm
using my computer, so I do not need to
emulate the number pad. You can also come
up here to view and then go to the view port
and go to the top view. In our top view with
everything active, we're going to press E on
our keyboard to extrude, and we're going to go to scale. We're going to scale in a
little bit like and then click. Now we're going to go E to
extrude again and S to scale. I want to go about this
much, we're going to click. Now we're going to go S,
and we're going to go X and scale a little bit down on the X like
so and then click. Now we're going to go E
to extrude, S to scale, just a little bit and click and then E to extrude again as to scale and just a little
bit and then click. And then E to extrude
again as to scale. We're going to scale
in about this much. And then click and then
go S and X and just scale down on the X just
a little bit like so, as you can see here. And then E to extrude
again as to scale. And we're just going
to go a little bit again and click and then go S X and scale down on the
X a little bit more like. And then what we're
going to do is before we go extruding
any further, we're going to come in
here and we're going to go Shift Alt and left click to
select this loop, so click on this loop over here. And then we're going to go Alts and scale it in
along the normal. So Alts and then
move your mouse and then click when it
has a divot and then shift Alt left click
on this edge and go Alts and scale it out and
up like so and then click. So we have a bit of
a ridge like that. Then we're going to go back
to our top orthographic view by pressing seven
on a number pad. We're going to go
Shift Alt and left collective loop select this
inner ring by clicking on it. Now we're going to go E
to extrude S to scale, scale a little bit and
click and then go S X, and scale it down like so and then clicktll it's
very narrow like this. Then we're going to
come over here and go Control R by hovering
over this edge over here. And because this
is still a loop, we should see the yellow line appearing for our loop tool. And then we're going to roll
our middle mouse button once just to add in two
segments and then double click. That's going to add it in.
And then we're going to go Alt S and scale it down like say Alt S and scale that down a
little bit, and then click. We're then going to deselect, and we're going to
go Shift left click on this inner loop over here. We're going to go S and then Y and scale it in on the Y just a
little bit and then click. And then what we're going to do, we're going to go Z and go into our Y frame so we can see
better in the inside. And we're going to
go E to extrude and Z and extrude down on the Z and go down
about that much. So I'm going to go Z,
go back into solid. So we've gone down into
Z axis about that much. And then we're going to
go, again, E to extrude, S to scale and make it smaller, and then S X and scale on
the X and click. Like so. And then we're going
to go E to extrude and Z on the Z axis to go down. So you can see the blue
line there for the Z axis, and we're going to bring
it down and click. And then we're going to go Alt S and scale it out along
the nulls and click, and then go S Y and scale it down on the Y just a
little bit and click. And then we're going
to go E to extrude S to scale and scale
it quite small. Then G and Z, bring it down
a little bit, like so, and then E to extrude and Z, and then click and then S Y and flatten it a little bit
on the Y and then click. We're kind of narrowing this
inside part of the mouth, like so, and for now,
we'll leave it as so. And then what we're
going to do is we're going to
deselect everything, and then we're going
to go Shift left, click the loop
selector outside edge. We're going to press
one on the number pad to go into our front
or for graphic. Then we're going to go
E to extrude and follow it by Z to restrain
it to the Z axis. We're going to go down
a little bit and then click and then go S to
scale, and then click. Then E to extrude and
Z to bring it down, and then click and S to
scale just a little bit. And then E to
extrude as to scale, and then click and go, G, Z, and just bring this
edge down a little bit. And now looking at a reference, the top was really simple, but we actually want to come in here and just
kind of make like a cup shape with a little stem that comes
down. So that's very simple. So what we're going to do with
this edge still selected, we're going to go E to
extrude, Z to bring it down, click as to scale, and then E to extrude, Z to bring it down, click
and then A to scale again. And then we're going
to go E to extrude Z and click as to scale, and then E to extrude and
Z go down as to scale. And scale about this much
and then E to extrude and Z, bring it down, click S to scale
and scale it out like so. Then you can come
in here if you need to Control R, click, add in a loop and go Alt S, and then go Control B,
just to create a bevel. If you need to, you can
roll in another segment. So now we've made this
flange over here, and we can keep it
relatively low detail here at the bottom
because we're not really going to see it so
much from the bottom. But if you wanted to, you could always come in here and
just hover over edge, go Control R, double click, and just add in a
loop if you need to. But something like this is fine. That's all we really
need to do. Have this very, very simple shape. And one thing we need to do as well is we're just going to come over here around
the outside of the mouth. We're just going to go
Control R on this edge here, so the loop running just in
the outside of the mouth. You can see we have
to corner here, and then just in
the inside here, we're going to go
Control R. Double click, and we're going to go Alt S and just kind of scale it out
a little bit and click and then go Control B and
create a bevel and roll the middle mouse button
once just to add in an extra segment
just to tighten it up. There you go like that and then click. And there we have that. If you want it to,
you could also just select this inside loop, G, Z, just bring it
down just a little bit. Just something simple like that. Okay, keeping
things very simple. So what we're going to do
now, we're going to go down modifiers over here. We're going to go add modifier, search and type in sub. We're going to give this
a subdivision surface. And now we can see it's
smoothed out a lot. So let's go now and get
out proportional editing. Let's come over here to the drop down and make it connected only, and the proportional
editing will allow us to edit more than one
vertex at a time. There's something
we want to do here. I want to be able to shape this. Soha we're going to do,
we're going to go into our front orthographic view by pressing one on a number pad. We're going to click
on a vertex here at the front along the
lip of this object. And we're going to
go G and kind of just drag it up a little
bit to give it some shape. And then we're going to
press Control one or Command one on the number pads or Command and one or
Control and one. And then in the back,
you're going to select vertex and you can
go G and move it up a little bit to give it
some shape as well, like that. And then what you can do is you can come in here
and you can kind of just grab some of this
and just give it a little bit more volume and make it a little
bit more random. So I'm just kind of, you know, just adding a little bit of organic shape to it. So it doesn't look symmetrical
all the way around. Something organic like this. And I might just select
two verts here in inside and just go
G and just kind of roll my middle
mouse to bring down the influence and
just kind of sag these guys down just a bit. Just create kind of
that sort of shape. That. Just very simple shape. So once you've
done that, you can go back into object mode. You can right click
and go Shade Smooth. And now you can see here,
we have the beginnings of our alien creature here
and it's going to look a lot cooler as we
go on with this. So what I might do, I'm going to tab
back into dit mode. So I'm just heading to tab key. Or you can just
come up here and go back into Edit mode this way. And once again, if any of this
is a little bit confusing, it's because this course is more aimed at people who
know the basics of blender. But for now, what
we'll do is just go Shift Old and we'll left click to select any loop
in the inside of the mouth. We'll just go S Y. And with proportional editing, rolling that middle
mouse button down a bit, I'm just going to kind of scale the mouth in just a
little bit like that. I think that looks a lot better. And there we have it looking
really, really good. So this is the very beginning
of our alien creature. From the top view, by the way, if you want it to edit mode, it looks perfectly round. So you could always
just come here and just shape it a little bit, so it doesn't look
too round, okay? Just a little bit of
organic shape like that is really going to
add more realism to this. So having a look at
our reference again, you can see here this
is what we've achieved. Over here, you can see this is the beginning
of our creature here. But what we're going
to do in the next part is we'll be adding
some shaders and some hair particles to add all these little tentacles
that come off the side, these little tendrils,
and we'll be adding some nice looking
shaders to actually add some color and texture
to this object, so it'll render nicely. So that'll be in the next
part. I'll see you there.
4. Particles & Shaders (Part3): Welcome to part free. And in this part, we're
going to be adding these lovely looking shaders to our alien creature and also these hair
particles to which we'll also add a nice
looking gradient. You can see here this
will be the end result. This is our reference, and this is what we're
going to be making. This is the goal here. I hope you enjoy this part,
and if you get stuck, remember that the different
blend file stages are available in the
provided resources. Now that we're in Part three, we're going to select
our alien creature. With it active, you can
also come up here to your scene collection and
under the collection dropdown, let's double click on
Circle and just call it creature So it's always
important to have a name. Or I guess we could
be more specific. Let's just call it creature body because that's
more specific. So it's a creature body. And what we're going to do
is we're going to come up and click on a
shading workspace. And inside of our
shading workspace, what we're going to do
is we're going to go over to our render properties. We're going to go here
to the render engine and change it from EV to cycles. If you have a GPU
on your computer, at this point, it
would be good to go to Edit preferences. Go to your system and
make sure that you have QDA enabled over here. You can see I have my
graphics card selected. Now you may not have one. In which case, you could
just stick to a CPU option. So once you have that done, make sure just to come here
and save preferences. You can close your preferences, and then you can come here to the device and just
change it to GPU compute. Once again, if you don't have
a GPU and just have a CPU, you can stick with CPU. It's only going to
render a bit slower. So what you can do then as well is come down
to your render. Over here in the Max samples. That's how many samples it's going to take
to render this. Let's just change that to 45, and that's all we
need to do for now. This is not any sort of rendering that we're
going to be doing yet. It's just so we can see in the viewport our materials
as we're working with them. We're also going to
quickly just go Shift A. We're going to go to options
in this window over here. So Shift A go to your light options and
just add in an area light. This area light
active, just go G and Z and move it up and click. And then go Z. Press Z and then click on
the rendered view. And now with your light
selected, make sure it's active, go over to your data properties
for the light over here, and then go ahead
and change it to 120 and increase the size. I'm just going to quickly rotate it a little bit and move
it off to the side. Now, this is not
the lighting part of this Skillshare class. This is just so we can see
for now what we're doing. We'll focus on lighting and
things like that later on. But for now, we're
going to click on the creature body,
make it active. We're going to go
here to the slot and click on new to
create a material, and let's call it body. And over here, if
you drag this up, you can see we have more space. And this is roll our middle
mouse button to zoom in. You're going to
see by default, we have this principle here, which has a white base color. Now we're going to plug
some interesting textures into this to make
it look organic. So we're going to go Shift A. We're going to click on
search and type in wave. And let's get the wave texture. Don't confuse it
with the wavelength, just the wave texture. It over here, and then take the color and plug it
into the base color. You're then going to
come to the distortion and make it 34. You're going to add more
detail by taking it up to 15, and the rest will
leave as they are. But we'll just come up
here to where it says bands and change that to rings. And now we already have something
that looks really cool. Now we want to add
some color to that. So what we're going to do,
we're going to move this up. We're going to go Shift A
search and type in amp. And you're going to see an
option here called color ramp. You're going to click on it, and then just hovering
over this cable click, and it should
automatically add in. So it's now going
to the factor and the color is now going
to the base color input. What we're going to do
is we're just going to drag and select both of
these, move them up a bit. Then we're going to click
on this color ramp. We're going to go
Shift D to duplicate, move it up and place it
on this cable again. And this time, we're
going to go ahead and drag these two values. So sliding the
black value all the way and the white value all
the way down closer to it. And we're going to click on this white or black value first, click on the black value first. There you go. And we're going to come to
this black bar. Click on it. Let's drag the value up, and let's give us a
blue kind of color. So there we got it looks nice. Then let's click on the white
tab, click on the bar here, let's make this a nice, saturated kind of orange. That. And now you can see we have some nice
looking color here. But this looks very
flat and lacks texture. So let's come over,
and let's go down here and go Shift A. Click on
Search and type in bump. Let's get a bump node.
Place it over here. Let's take the color from the gray color ramp and
plug it into the height. So this one over here, so the color is going to
the height of the bump, and let's plug the bump into
the normal of the principle. And let's take the strength
and make it 0.2, two. So 0.2, two. Let's
also come over here to our roughness
and let's make it 0.8. And let's come to
our subsurface, and let's give it
a weight of 0.3. And here you can see this is the skin of our creature so far. It's looking really,
really good. So for now, what
we'll do is we'll go over here in the window and
go Z and then click on solid. Let's drag this window down. Give us a bit more space. And what we're going to do
is we're going to go into Edit mode with our
creature selected. We're going to go Shift Alt, holding those two and then left click on this outer
loop over here. Go to your object
out of properties, which is this one over
here, the green triangle. Then go to your vertex groups and go plus and create a group. Let's call this outer particles. And let's go ahead, with this whole loop selected.
You can see it's orange. Let's click on a sign, and now it's assigned
to that particle group. So if we go Alts just
to deselect here, you should be able to
click on this group and go select and you should
see that becomes active. We're also going to
come in here, so deselect everything and go Shift Alt and left click loop select, this
loop over here. So that's the only one active. Then go plus and
create a new group. Let's just assign it to that group. Let's
call this inner. Particles. There we go. So now we have this
one over here, and we have this one over here. These two selections.
Now what we're going to do is go back
into object mode. With our creature selected, we'll go to our
particle settings. We'll go plus, and let's call this particle group long,
and let's make it hair. Let's click on Advanced. And let's first of
all, go all the way down to our vertex groups. And under the density,
let's click here and select outer particles. So now it's only adding
it to the outer part. But what we need to do is come up all the way to the top
here under remission, and let's just drag that
hair length way down. What we also need
to do is just go over to our modifier stack. Let's just click on the
particles and just drag it above the subdivision
surface, like so. And let's go back to
our particle settings. As you can observe here that the hairs are actually
sticking inwards. Now, this is a
common problem when our object has inverted normals. A simple solution is just
to go into Addit mode. Press eight to select
all of the mesh. Then go over to your dropdown
up here for mesh dit mode, and under normals enable normal. You can currently see many of the normals are
sticking inwards. So if we go Alt N with
everything active, we can go recalculate outside. Now all the normals
are pointing out, and so should our
hair particles. So if we now go back
into object mode, we can see our hair
particles are pointing outwards as they should. Now, going back to our
particle settings, let's go down to the
children drop down. Let's make it interpolated. Let's just go up
to our emission, and let's just change the
number to 200. Like so. Let's just make the length 0.6. And under the children, we're going to go
down to the clumping. We're going to click
on use clump curve. And now we're going to shape
how these curves look. So we want the hair
to kind of point, the little hairs to
point to the tip. So let's come here
and use this curve. We're going to click on this
handle and drag it down, and then click in the middle to add a new handle
and just kind of drag it up like so just to
kind of create this shape. Now, you can see it's
looking very kind of jaggedy because we
don't have enough points. So what we need to do is go
up and we need to go over to our render under the path, we need to enable Bs plane. And then in our view port, we also want to go down here, let's change the strand
steps to five, like so. And now we have
something that stats to look very nice and organic. To have this kind of hang, what we can do is go up and
let's enable hair dynamics, and now it would
be a good time to quickly go back to our layout. Let's come over here and drag on our timeline to drag it up. Make sure your frame
starts at frame one. And now if you hit
the space bar, you're going to see the
hair particles fall. Now, this is not the animation
part of this class yet. However, for now, just
so we can see it hang. I've just showed you
how to enable that. But one thing we do want to do is just under our
hair particles, under the hair dynamics, we want to go to the structure, and under the stiffness, let's just make that 1.5. And now if you go back to frame one again and hit the space bar, you should see it's
not quite as floppy. We can always adjust it
later with the animation. But for now, what
we're going to do is we're going to go back into
our shading workspace, and we want to add some
nice gradient to this hair. So I'll show you quickly here. Remember our reference.
We wanted a sort of nice gradient of colors
going outwards like so. And this is actually
really simple to do. What we're going to do
is we're going to select our alien creature in
our shading workspace. We're going to go to our
material properties. We're going to scroll
up, and then over here, we're going to go plus and
create a new material, and let's call it gradient. And once you create
this gradient material, let's drag this up so we
can see what we're doing. So what we're going
to do is we're going to go shift a search, and we're going to
type in curve info. We're going to get
a curve info node, and the information
we want to take about the hair curve is going
to be the intercept. We're going to
drag the intercept into the base color
of the principle. We're going to go shift a
search and get a color ramp, type in color and go
to the color ramp. Place it on this cable, and
let's move these two up. And then what we're going
to do, we're going to drag this black value
up a little bit. Then let's grab this color ramp and go Shift D to duplicate, place it on the cable again. And this time, we're
going to take this black value, drag it down. Let's come here,
click on the color, and let's make it blue, a
similar blue to the body. Let's go plus to
add in another one. This one, we're going to
drag down a little bit. Let's click here and make
it a nice pink color. And then the one on the
end, we'll drag it down a bit and let's make
that a nice orange. We're then just going to
come to our particles again. Let's drag this down.
And what we need to do is we need to go to the
render under our particles, and we need to go here to the material and
change it from body to gradient because we don't
want these hairs to use the same material as
the body, but instead, this new gradient
that we've created, and this gradient uses
the curve info with the intercept to give us that information
on the particles. So now if we go Z
and we go rendered, you can see we have
this beautiful gradient coming out like so. And you could always come here once you press Z
and go rendered, and you can always adjust the slider so you can adjust how much
of each one you want. Like so. So you can
slide them around. But I think something like
this looks really beautiful. I might just emphasize
the orange a little bit more making it a little
bit more saturated. But there you go. We now have a really
beautiful material. So another thing
we want to do just quickly and it's
really simple to do. I'm going to press Z
and go back into solid. Let's click on our creature. Let's go back over
to our materials. Let's scroll up and
let's click on the body. And what we want to do,
we're going to go plus. And let's with
this new material, make sure it's selected. Come to the drop down
and select body. So now we have body here twice. But in the one
here at the bottom we're going to come and
click on the number. So over here it says two, and
I'm going to click on it. This now makes it
its own material. So I'm just going
to call this body. Inner. Or let's call it mouth because it's really
going to be for our mouth. So I'm going to call it mouth.
And this mouth material is now the exact
same as the body. But what we can do
here is we can come over with this mouth
material selected. And let's just come
and grab this blue. Let's make it a lot
darker in value. And let's grab the orange. Let's bring that
down and make it a lot darker in value as well. And then what we're
going to do is going to come and
go into Edit mode. And we're going to come
down here at the bottom, and let's deselect everything. And we're going to go Shift
Alt and left click and just select a loop in the inside
of the bottom of that mouth, or you could just come in
the inside of the mouth. Any loop, just select
a loop inside. Then go Control plus
or Command plus a few times till the inside of the
mouth is selected, like so. So you have all of these
faces inside selected, then click on a
mouth and a sign. And now if we go back into object mode and we go Z
and then go rendered, you can see we have that
darker mouth material. Now, you could always
come in here and adjust the values if you
think it's too dark. But I think generally,
having it a bit more darker might make it
a bit more purple, just kind of gives it a
little bit more contrast and the inside of the mouth. And there we have it.
We now have created a beautiful looking
alien plant creature that's based on some corals. And I just think it
looks really amazing, and it's also really simple. So I'm going to quickly
pull up the reference, and you can see this is kind
of what we are going for. Here you can see the
two side by side. This is our concept, and over here is the creature
that we've created. So that is really,
really exciting. So in the next part, we'll be doing our scene setup
and our lighting, adding some volume metrics to make it look like the
ocean on the water, and that's going to
be a ton of fun. So I'll see you in
the next part, and I hope you're
enjoying this course.
5. Scene & Lighting (Part 4): Welcome to Part four, where we're going
to be looking at scene setup and lighting. Once again, if any of these
things get confusing, make sure to check out
the provided blend files in the resources so
you can have a look. But this is going to just be a simple approach to setting up a scene and then adding
a bit of volume metrics, some lighting, and really just making this all kind
of come together. So let's jump in, and I hope
you guys enjoy Part four. So now that we're in Part four, we're going to work on the
scene setup and lighting. If you are in the shading workspace from
the previous part, just go back into your
layout workspace. What we're going to do is we'll delete the temporary
light we added in, we'll select it
and press delete, what we're going to do
is we're going to go and press one on a number pad to go into the front
of graphic view, and in the front
orthographic view, we're going to go Shift A. We're going to go
down to our camera option out in the camera. Then we're going to
press seven to go into our top orthographic view. What we're going to do is
in our topographic view, we're going to go G
and move the camera. Pressing G, we're going to
move the camera to outside, click, and then with it active, let's press R and rotate and rotate it
towards the camera. It's about 45 degrees. We're rotating the
camera 45 degrees towards the subject here, which is our alien coral. What we're going to do then
is with our camera active, we're going to
press zero to into camera view and we're
going to go G and Z. G Z and move it up
until it's a bit higher. And then click. And then
in your camera view, so we press zero to go
into our camera view. We're going to double tap
R. So double tapping R, you can rotate a camera,
and we're going to rotate it so it's facing
down a little bit like so. In fact, I think we're
going to go G and Z. Let's go a little bit higher. Double tap R. Let's
go down a bit more. I might just go G and Z again, move your camera up a bit more. So we kind of want it looking
up from the top like this, looking down at our coral, okay? That's what we're
looking for. We also want to take our camera
with it selected. We want to go over to
object data properties for the camera and make it
90 on the focal length. And now if we go into our camera view
we're pressing zero, you can see it's a lot
closer in the focal length. So we're just going
to go G and then hit the middle mouse button and just zoom it a little bit back. And that's looking
like what we want. We're not going to go Shift A. We're gonna go to mesh
options out in a plane. And we're going to go G, Z and move this plane down
a bit, like so. Then we're going to go S, we're going to scale
it up nice and big. And then once it's
about this big, we're going to tap
into Edit mode. We're going to right
click and go subdivide. Then let's come to our
subdivide tab and give it something like 25 subdivisions. Come to the drop down,
drop it down like that, and let's go back
into object mode. And then what we're going to
do is we're going to press free to go into our
right orthographic view, and let's go Z and
then go to Wireframe. And we have a floor
here selected. Let's just go back
into edit mode. Let's enable
proportional editing. And what we'll do is
we'll just select. So going to our top view, we'll just select some verts here in the upper
corner in our top view. Then press free to go back
into the left or graphic. And then just go G and roll your middle mouse button with
that proportional editing and kind of bring this down a
little bit, so that corner. Here we go. And then let's grab this opposite
corner and go G, Z, move it up a little bit. And then in our front. So this is the front here. We're going to shift to left click to Loop select
or just select this whole row of verts and go G Z and just kind of move it
up a little bit, like so. So now we have kind of
like this descending kind of floor, as you can see here. So if we go into
our camera view, this is what we
should see, okay? So we just want
to sort of, like, lowering ocean floor like that. And we're going to go
back into object mode. If you did it a little bit
different, it doesn't matter. We're just kind of
adding a little bit of a dynamic sort of
bend to our floor. We're also with
our floor active. We're going to right click
and just go shades move. In object mode still. And then
we're going to go Shift A. We're going to go to mesh
options and just add in a cube. With this cube selected. We're going to press tab
to go into Edit mode, or you can just come up
here and go into Edit mode. With everything active, you're going to right
click and go subdivide. Go to your subdivision tab, and let's give it
12 subdivisions. Or maybe let's actually go with, I think seven or
maybe even four. I think we can get away
with four in this case. We're going to have
four subdivisions. Then we're just going
to select a vertex, and we're going to kind of
just move it around with the sub proportional editing. So I'm going to grab it
here, maybe bulge it out, make it look a
little bit uneven. That. They're going to go
back into object mode. I'm going to go and give
it under the modifiers. I'm going to go add
Modifier search and type in this for displace and get a displace Click New and then go to your texture properties
and under the type, change it to Cloud, and then
go back into your modifiers. Now you can mess around with
the strength a little bit. Then you can go add
Modifier search and type in sub and give it a
subdivision surface. There we go. Now, right
click and go shades move. And now we have a rock. You can always come
here and increase the strength to make it
more jaggedy like this. So I want to go S to scale
this rock and then click. And then in my front view
or maybe the right view, so I'm just going to my
right or for graphic. I'm just can go G and
move this guy down and just kind of place it
underneath the coral like this. And you can kind of rotate it till it kind of makes sense. I'm going to go something
like this. There we go. It looks good. And then
I'm going to go into my camera view by pressing
zero on the number pad. And then I'm just going to grab this rock and I'm going to
go Shift D to duplicate, move it to the
side, double tap R, and maybe the scale. I'm just going to kind of
make some more of this guy. I'll adjust the
strength a little bit. And I'm just placing
some more rocks in here and I'm going to
do the same over here. Shifty to duplicate,
R to rotate. And then in the top view,
I'll just do that again. Maybe rot it around, kind of creating this sort of
substrate for it to sit on. Maybe scale the sky up a bit, and you can do this as
randomly as you want to. It doesn't have to
be exactly the same. Just kind of give
it a little bit of a nesting area like this. I might just grab this guy, duplicate him,
rotate him around. There we go. That's looking
really good. Keep it simple. You don't have to overcomplicate
any of this at all. So then what we're gonna do is I might actually grab my camera. I'll just rotate it down
a bit more, move it up. But once again, you
can kind of fine tune your own camera
placement all you want. I'm going to kind of go with
something like this. Okay. And then what we're going to
do is in our camera view, we're going to go Control B. We're going to drag
over our camera to limit the rendering
to the camera view. And if you remember in one of the previous parts under
our render properties, we actually change it to cycles, and we set up the GPU. Now, once again, I
did mention you could stick to CPU if
that's all you had. We also changed our render Mac samples to 45,
which it should be. We can now go Shift A. We can go to our light
options out in an area light. Then go G and Z and move it up. So move it up about here. Then you can go to
your light properties, give it a strength of 200. Give it a size of 2.1 meters. And then going back into your camera view
by pressing zero, you can select this light. Because that cursor
is in the middle, you can come here to
your transform pivot, change it to free Dcursor. Now if you double tap R, you can rotate that
light around the cursor. So I'm going to rotate
it off to the side. So now we have kind
of coming off from the back here, just like that. Then I'm going to go Shift
D to duplicate and then R, Z and rotate it
around and have one coming from the side over here. But with this light, we're going to go ahead and
make it a strength of 500 and we're going to
give it a size of 1 meter, and we're going to go
G and move that guy a little bit further
back, like so. So this is kind of
the lighting we have. We're going to change
the transform pivot back to median point. And now if you go into our
camera view by pressing zero, and we go Z and then
click on rendered, we can see this is what we have. Now, it obviously doesn't
look underwater yet, and that's because we need
to add some more materials. So let's click on
one of these rocks. Let's go into our
shading workspace. Let's go press zero
to grano camera view. And then with one of
these rocks selected, let's just go new and
creative material, call it rock, and you
should be able to move over and somewhere
there should be a principal shader like this. And what we're going to do
we're going to go shift a search and get
a noise texture. We're going to plug the factor into the base color
of the principal. Then we're going to go
shift a search and get a ramp, type in ramp, grab the color ramp and
place it on this cable, drag this value up and
change the black value to a brown color. There we go. Maybe not too dark, but something like that, kind of like a
smoky mocha brown. And then come and drag this white value down
to here and then make it kind of like a purplish
kind of pink like this. Dragging the value down
just as a little bit. We're then going to
shift a search and type in ramp again,
get a color ramp. Let's take that
factor and plug it into the factor of
the color ramp here. And at this point,
I'll just grab all of these and just go G and
move them up a bit. Then I'm going to go
shift a search and get a bump node by typing in bump. Wrap it, and then plug the
color into the height. And I'm going to plug the
normal into the normal of the printable
shader, like so. And what I'll do as well, is I'll just quickly
move it over, and I'll take the color
and actually plug it into the factor
of this color ramp. So all we have is this one, the noise going to
the first color ramp. Then I'm going to
drag this black value up for more contrast. I'm also going to come
here to the roughness and make it 0.34, 0.34. And now, if you
come over here in our window and we go Z
and then click rendered, you're going to see
that's what we have. So now to add it to everything, we're just going to
click on the floor we're going to hold and shift and select all of the rocks. So I'm holding and shift
to make them all active, and we want to lastly select the one that has
that rock material. And with the material that has rock active and
everything else selected, we're going to go
Control L or Command L and link the materials. Now if we go to our camera view, we hit Z and go rendered. We can see this is
what we have, but the scale is a bit off. So what we want to do is we
want to come over here to our scale and change
it to ten like that. And we also want to come here to the detail and make it nine. And we want to take the
roughness up to 0.8, like so, as you can see
here on our noise texture. So these are the values
for our noise texture. And now you can see over here, this is what we have,
this is going to look even better now when we
add in some volume metrics. What I might just do
quickly is just select the actual one of these rocks, and I'm just going
to go ahead and just adjust this brown value to add a little bit more brown, and I'm just going
to make it a bit lighter and a bit less
saturated like that. I might just drag this in just
a bit slightly like that. Now we have our rock with some pink underwater
growth on it. Now this is going to
look a lot better once we add some volumetric. So what we're going to do is we're going to go
back into our layout. We're going to go
back into solidy by pressing Z and
clicking on solid. Then we're going to go Shift A. We're going to our mesh
options out in the cube. We're going to go S
to scale the cube as big as our little scene
here and then click. Then we're going to go S, Z
and scale it down on the Z slightly like that. There we go. And then what we're going to
do, we're going to go over to our object properties. We're going to go down
to our visibility. Or router our viewpoint display. We'll go to our
viewport display, and under the display
as we'll make it wire. This way, it won't
get in our way and we can still see through it. But we are going to
go to our properties. We're going to click New
to create a new material, and we're going to come
here to the surface, and we're going to
look through here and we're going to just look
for a principal volume. So over here we can see
the principled volume. Then we're going to go over to our shading workspace again. And you should be able to
move around here and just scroll until you find
the principled volume. And make sure that the
principled volume is plugged into the volume
of the material output, not the surface that's
really important. Then you're going to
come here to the color, and you're going to
make it kind of like a bluish color like this, make it a little bit
darker in value. You're going to come to the
density and make it 0.05. And now, if you're
going to Camera view and you go Z and
you go rendered, you're going to see we
have this underwater look because we now have
these volume metrics. How cool is that? Now, another thing we can do to make this look even cooler, but it is going to make it more computationally
intensive. Is to select our camera, get our object data properties, go to the depth of field and
enable and then click on a little eyedropper
and then actually click on the creature
body over here. You can see now it has a
creature body's a focal point and then make the
F stop point free. Now if you're going
to camera view and you go Z and go rendered, you can see we have
this nice soft focus, and with that high focal length, it's really lending
to this quite well. I will also select the
actual light over here. So I might have to go into
wireframe just to select it. And then I'm just going
to go Z, go rendered. And I'll just increase the
strength there to about 300, and I'll just kind
of rotate it a little bit more like that. But for now, this is looking
really, really good. We kind of have that underwater feel that we were going for. So what we're going to do is we're going to
make sure to save. We're gonna go back
to our layout. And now that we have this, let's just quickly go and go render and render the image just to give it a test render. And here we have our render. Now, keep in mind that the hair physics isn't
quite right yet, so we're still going to
tweak that a little bit. But overall, we really are
getting closer to the end. You can see this is
looking underwater. And if you were to
add some particles, that would really
add to it, as well. But we will tweak this a
little bit going forward, but this has been Part four. I hope you guys enjoyed it, and I'll see you in Part five.
6. Animation & Forces (Part 5): Welcome to part five, where we're going to be
doing some animation by opening and
closing the mouth, and we're also going
to be adding in some force fields here to make the hair particles move so they look like they're moving
in the current underwater. So this bit is going to be
a little bit more involved, but we'll go step
by step and make sure it's nicely explained. And if anything is confusing, feel free to look into
resources to find this blend file at this stage and see how
I've set things up. So let's jump in to part five. So now that we're in part five, we're going to be focusing
on the animation and the forces that make the
particles move in the water. So let's start off
with the animation of our underwater creature,
which is really simple. We're going to select the
body of the creature. We're going to go over here to our object data properties, which you can see here,
the green triangle. Going to come here
to this thing called shape keys. We're
going to click Plus. This is going to add a basis. Now, the basis is just the original untouched
version of this. This is where we
want the changes to revert back to its
initial state. And what we're going to do is we're going to go
ahead and hit plus. By the way, we're in object
mode, while we're doing this. And when we add plus,
we add a shape key. Now you can add many shape keys, but for now, we're just
going to add one shape key. We're going to double click
on it and call it mouth open. And with this mouth
open selected, we're going to go
into Edit mode. And inside of Edit mode, what we're going to do
is we're going to go to our top orthographic view by pressing seven on
the number pad. We're going to make sure
nothing is selected, and then we're going
to make sure up here that our proportional
editing is enabled. Under the drop down,
we want to make sure it also says connected only. And with that done with our
vertex select option up here, you can see, we're going to go and click on this
side over here. Just select the vertex
here near the mouth, and we're going to
go G and move it. If it grabs too much, roll your middle mouse button
to reduce to fall off. And just go to move it over
to the side like this. Then come over here and
select a vertex over here, and then go G and
move this one over, so it doesn't have to be
symmetrical on both sides. In fact, having it a little bit different is
going to really help make it look not too
uniform, like that. So there we have opened it up, and now let's go back
into object mode. Now we have this mouth
open slider here, and we can come down
here to the value, and if we drag it
through to one, you can see at one,
it's all the way, and at zero, it's
just the basis here, which is the original
way it looks. So with the mouth open here, we can now use this value
here and animate it to animate the mouth.
This is really simple. We're going to come over here to our timeline by dragging it up, hovering over the timeline, roll your middle mouse button
just to shrink it a bit, and then you're going to come
to frame zero or frame one. Either one of those. You're
going to make sure that this value of the mouth
open is set to zero, and you're going to click on this little animate property.
And now it goes yellow. And you can see here we
have a yellow keyframe on frame one. We're going to go to frame 250 at the very end where
we want it to loop, and we're going to
with a value of zero, click here again and it
makes a yellow keyframe. Now in between here, we can randomly go
to different spots. I'm going to go to 50, and it's frame 50 or 51
round about there. I'm going to drag this
all the way up to one, and I'm going to hit the
little animate property. Now it adds in a keyframe, and then I'll come to
something like frame 120, and I'll kind of drag it
down, but not all the way, maybe something like 0.28, and I'm going to click
on animated property. And then I'll come
to frame maybe 180, drag it all the way
back up to one, click on the animate property. So what we should
see if we go to frame one and hit the space bar, is we now have the mouth
opening like this, which adds some life
to our alien creature. How cool is that? Another thing we're
going to quickly do that we didn't do in the
previous part, which is, I think, just an
extra little detail is we'll just select
our alien body here. We'll just quickly go
over to our particles. And let's just
scroll up to where we have the particle system. Let's click Plus, and
let's just make it hair, and we're going to create
a second system here. Let's just call it short. Okay? So our previous
system here is long, but this is our short hairs. Let's just also bring the hair length way down on
them like this. Very short, like 0.09 millimeters or meters,
as you can see here. And we're going to go
down to the children, make it interpolated. And we're going
to keep scrolling down to the vertex groups. And under the density,
we're going to click here and make it
inner particles. Remember, we created that
group in an earlier part, and then what we
want to do is we want to go up to
our children again. In the viewport, we
want to make this five under the display
amount for the children, and the render
we'll make that 12. We're also going to go
down to the roughness, and we're going to
make it a little bit rough with the endpoint
and the random, like so. There we go, looking
really good. We're also going to
scroll up to the top, and we're going to enable hair
dynamics for that as well. And under the number of hairs, we want to make sure to
make it something like 100. That's all we need
there. Okay. So now we have this, as you can see. Awesome. Now, if
you want the hairs themselves to actually react
with the mesh of the body, just make sure to go over to your physics, give
it a collision, and now the hairs
will collide with the actual mouth
over here as well. Also, just one thing
before I forget, going back to the particles with the secondary short hairs, make sure to scroll down to the render and
under the material, change it from body
to gradient as well. And make sure to
enable beast blind. There we go. And with our previous hair
system here that we're going to animate now
with the forces, we want to click on
that the long hair. And we also want to scroll
down to our children. And under the clumping, remember we use that curve. We're just going to come here at the end handle and drag
it up a little bit, so it's not too
pointy at the tip. Just kind of even it
all out a little bit, like so. There we go. That's looking a bit better. And we're also going to just
scroll up to the render. And under the Bastblind here, under the path, we're going
to just bump that up to five. We're also going to scroll
up now to our hair dynamics. Previously, we added a stiffness under the structure here, a stiffness level of 1.5. Let's make it 1.2 instead. And then we're going
to go Shift A, in our view port here, Shift A. We're going to go over
to our force fields, and we're going
to add in a wind. We have this wind
selected. We're going to go over to our physics. We're going to give
it a strength of ten. And then what we're going
to do, we're going to go into our right
orthographic view by we're saying free
on a number pad, and then we're going to go R, and we're going to
rotate this in towards, like so and click and then
go G to move it to the side. So now, it's kind of over here, just facing our alien creature. Now, if you press seven to go into your top orthographic view, at this point, you could
always take it and move it. So, for example, if I want the
current to come from here, I can place it over here and rotate it so the arrow is
pointing towards here, and this is where it's going
to blow and create this sort of force field
effect like that. So if I now go into
my camera view, I go to frame one, and I hit the space bar you can see
this is what we have. We now have the hairs
actually moving underwater. Add even more realism, you can select this force over here and you can come
to something like frame one, and with it selected
in the viewport, you can press I to
enter the keyframe. And over here, you
can see a keyframe. You can drag over it and
go Shift D to duplicate, move it to frame 250, and then in between here, you
can enable the auto king. So let's maybe come to frame 60. Press seven to go into your
top orthographic view, and now you can just
go R and rotate it slightly and then maybe move
up to 120 around there. R to rotate it the
other way slightly. Then maybe come to frame 190 and rotate it the other
way a little bit. You can do this
completely randomly and then turn off the
auto key framing. Now, if you come to frame
one and you hit space bar, you're going to see
your force field here is slowly rotating. To see this a little bit
better in real time, we can select our
alien creature. We can go to our particles, and with the top particle
system with the long hairs, we can scroll down
to the children, and under the viewport
display amount, we can make that three, like so, and the render will make 70. So now if we go to frame one
and we hit the space bar, it should be a
little bit faster in our viewport, as
you can see here. And there we have it. We now have the mouth
opening and closing, and we have the animation here. But what we're going
to do, we're going to select our alien creature. We're going to go
over to our physics, and we're going to make sure everything is where we want it to the collision distances. Over here, I can see nothing is interacting, so
I'm happy with that. Then we're going to
go to our particles. And with our long
hairs at the top here, the first particle
system we created, go to scroll to the
bottom to ces cache. And at the moment, it's
one to 250 frames, which is what we have
here, which is correct. And we're going to
come here and click on Bake and it's going to bake this simulation into
our blend file. And now it's baked. If you make any changes, you need to make sure to
delete the bake first. Then change any of
the settings to your hair producles and
then bake it again. But now you can see here, this is what we have.
How cool is that? And if we go Z and
we go rendered, you can see we now
have these hairs around the mouth as well, adding more realism to
our alien creature. So this is starting
to look fantastic. We now have animation here, and this is starting to
look really, really good. I'll see you in Part six.
7. Final Touches (Part 6): Welcome to part six, where we're going to be
finalizing our animation here. So what we're going to
do now is just quickly organize all of our things
into these nice collections. We'll add in some particles
getting emitted here, and we'll just do a
little bit of touch up, a little bit of
compositing setup, as you can see over here to
get this sort of effect, and we're just going
to make it look nicer. So that will make us ready for the next part where we'll
be able to render it out. So let's just quickly jump in. Do part six, where we
do some final touches. Now that we're in
part six, we're going to do a few final touches. Now before we go any further, I think organization
gets very important. So what we're going to do,
we'll start adding these to some collections up here
in our scene collections, our scene outliner,
as you can see. So what we'll do is so far, everything is just in this one collection over here
called collections. So we'll double
click on it and call it let's call it alien. Oops. I had my cap locks
on something alien. And I it's called alien Coral. You can call it
whatever you want. But that's what everything
is currently on. If I hide that by clicking this little I, you can
see everything goes away. So what we're going to
do is we're going to progressively add things
to their own collection. We'll start by selecting
this volume, this big cube, and we're going to press
M. So M for mouse. And we're going to
go a new collection, and this called this
volume and then go create. And now you can see here, we have this volume, so I'm
just going to drop this down. I'm going to click and hold on this volume, and I'm
going to drag it. And it's very
important that you be careful of this because
you don't want to drag it into another collection. But we're just going to
drag it so it's sitting. You'll see a black
line appear like that, and it says, move before collection, and just
going to let go. So now what we have
here, and by the way, I'll just drop this alien
coral down as well. So here we have the alien coral. So if I hide that, you
see all this disappears. If I hide the volume, just
the volume disappears. In fact, I'm going
to take the volume. I'm going to click
and hold on it and drag it until it's just
underneath the alien. I'm going to go move
after collection. You'll see the little
message pop up there. It says move after collection. What you don't want to do is accidentally drag it
into a collection. So make sure it either says before collection or after
collection before you let go. So I alien coral, the volume, and we're
going to keep doing this. Let's now go and we'll
select the floor. Holding in shift, we're going
to select all of the rocks. So holding in
shift. There we go. So you can see if I go,
G, all of these move. And I'm going to press M again. New collection and what's
called this scene. And go create. And
here we can see it. I'm going to go to the drop down like that just to
make it more compact. So clicking on a
little error here. And for now, I'm just
going to hide the scene. I'm also going to
hide the volume. And we're going to
just progressively keep creating more collections. So we're going to
select the lights, or maybe let's select,
let's select lights. Holding and Shift
select both lights. Press, create a new
collection and call it Light and camera and go create. And then let's also come here, drop it down and
just go and hide it. We'll also just select
that camera and press M. And instead of
going new collection, let's just also
quickly add it to that lights and camera
by clicking on it, and you can see the camera gets hidden as well because
it's in that collection. Then let's click on our force
fold here, the force field, and press M, create a
new collection and call it forces. And create. And if you ever want
to create more forces, you could add them
into that collection. Drop it down. Let's
hide it, as well. And for now, we have a
very organized scene. So we have alien coral, which we can turn on and off, and we can bring back any of these utters whenever we want. Now, the things like the volume, we don't need that
to be in our way. As long as that little
camera is enabled, we'll see it in the render. The same goes for our scene, our lights and cameras. We
don't need to see them. As long as this little
camera is enabled, they will render when we
render and render the image. And for now, just make sure
only the eyes are ticked off. You can still press zero on your number pad to go
into your camera view. Now if that done, we'll
bring back quickly the scene lights and camera and also just
the scene itself. Then we're going to press Z
and we're going to go render. And you can see these rocks here look a little
bit too smooth. So I was going to go
Z and go solid again. I'm going to select
these rocks, okay? I'm going to huld and shift and select all of these rocks. Selecting them. You can
see they're all selected, and I'm just going
to go Control J, and that's going to join
them together like that. And then I'm going to go over
here, just drag this up. I'm going to go to my modifiers, and I'm just going to
drag the subdivision surface above the displace. And then I'm just going to
drag the strength down, like so, and if you were
to bump up the viewport, you can see it gets a
little bit smoother. But what we're actually
going to do is just going to leave the level here at one, and the render will
also make one. Like so. And then we're going to
add modifier, search, and type in sub again and get another
subdivision surface. And this one will
also have just one in both the viewport and
the render like that. And now those rocks
look a lot nicer. At least I think they do. It's completely up to you
how you want to do that. You can mess around
with that to adjust the strength and the
smoothness anytime you want. But that's what I'm
going to go with. I'm also going to
select the alien body. I'm going to go to
the modifier stack. I'm going to make
sure this time to actually take the
sub div modifier. And make sure that both
particles are above there. I'm just going to
drag the sub modifier above or below the particle. So we have particle particle, and then we have
the subdivision. And then the collision
should be perhaps, I think, at the very top. So we're going to
drag the collision, or in this case, yeah, just click and drag it
till it's at the very top. And I think that
order is going to work a lot better
for us. There we go. So now that's a lot more
organized, as you can see. We're also going to
select the alien body. We're going to go
to our physics. We're also going to
select our alien body. We're going to go to
the hair particles. We're going to click
on the second system, which is the short hair. We're going to scroll
down to the cache and also click on bake. And now that's baked in as well. Then we're going to
go shift a search, and we're going to add in
under our mesh options. We're going to add
in a UV sphere. We're going to go S to
scale and scale it down. And then we're going
to go G, Z and move it down into the hole here, and we're going to go over
we'll actually just go to particles. We're
going to kick plus. But this time, instead of using
hair, once we click Plus, we're just going to
stick with a miter, and we're going to scroll down all the way scrolling down. Till we get to our
field weights, and we're going to
take the gravity, and we're going to
make it minus one. So, type in minus one. And then scroll up to
the viewport display. Just bring the size of these particles down so
they're a little bit smaller. And now if you go to frame
one and we hit the space bar, you can see we have
all of these particles kind of shooting out
at Wi high speed. If they're going too fast, you can always come back down to the field weights and make it -0.2 or something like
that, a smaller value. So -0.2. And now you can see
they're not as aggressive. Okay. Now, what we can do is just take this emitter
and move it up a little bit. Scale it down a little
bit, make it smaller. Then go to frame one
again, hit the space bar. And essentially we just want these little particles kind of coming out here kind of look like eggs being scattered out, and they're kind of
catching the current here, and that's why they're
kind of moving out. Now, to have these
actually render, what we're going to do is with this sphere selected, we're
going to just select it. And once you have
that sphere selected, you're going to press
M, New collection. And let's call this
emitter. And go create. And now we have this
emitter collection, and we're also going
to shift a layer of mesh options and
add in a circle. And we're going to go
G Z and move it up. Once we have it moved up, we're going to tab into Edit mode. And with all of these
verts selected, you can press F
just to fill that. And let's go back
into object mode. And we're also going
to take this guy, and we're going to press M.
And once you've pressed M, we're going to move it as well
to the emitter collection, and we're also going
to just go G and move it over to the side out
of the way like this. And now what we're
going to do is we're going to go ahead and
click on that emitter. And if you have to
just go Z and then go into Wireframe,
then select it. It can be a bit
tricky to select. And then just with it selected, go over to your particles and then scroll down to the render. Change the render as
from halo to object, and then come here to
the instance object. And what you can do
is you can click here and then just look for
that circle object. Okay. And now just enable
rotation up here as well. Come to the drop down, and then just randomize
the rotation, and also come here to
the render and also just randomize bring down
the scale a little bit, so it's quite small
and also randomize the scale, like that. Okay. Also, with the orientation
access under the rotation, you can change that to normal. And now if you go to frame one
and you hit the space bar, you should see a bit of
randomized rotation as well. I'm still going to go down
to the render and just change that scale even
smaller like that. So now if we go to camera view, you can see we have all of these particles flowing out like that. Now, it's important that we
select that emitter again. And what we do is under
our particles here, which want to go up or down, I think it sits here
under the render. And under the render, we want
to turn off show emitter, which we don't want that
to show in the render. And we also want to come down to the cache or
up here to the cache, and we want to click
on Bake as well to bake that in to
the blend file. Now let's go into
our camera view, and let's just drag
through the scene here to get a shot that we
like, something like that. Make sure to save, and
then let's just go render let's click
on Render Image. And here you can see
is the render now. So we have all these
little particles coming out, and they're
looking pretty good. So this is it. It's
looking quite beautiful. One more thing we can do now
that we have a render going is we can kind of close
this render window. We can go to our composite
we can click on use nodes. We can kind of
scroll zoom in here. Then we can go Shift A, search and get a viewer
node by typing in Viewer, and then place it here and then trag the image into the here. Then holding in
shift, you can right click and just drag for here to cut these two
cables together. You can press V to
zoom out, like so. And then I'm just going to
drag this render layer. I'll zoom out a bit. I'm going to go shift a
search and get a lens, type in lens and get a lens distortion and
place it on this cable, and then give it a
distortion value of 0.05 and a dispersion
value of 0.03. And then click on Fit. And now you can see that's
looking really good. We have a little
bit of dispersion. If I press V or Alt V,
I can zoom in and out. And I think I can hold Alt
and a middle mouse button. So Alt and a middle
mouse button, and you can kind of move around. You can see how much of a difference that
makes the realism. Okay? There we go. So now we have some compositing
done really simply. So what we're going
to do now is just go back to our layout. And now we have
all of this done. One thing you could also do is you can go to your
emitter collection, and you can always grab this emitter object
that we have here. The object that's being emitted, the little particles, and
just give it a material. And then under the base color, you can make it a little
bit more yellowish, a little bit darker in value. So it doesn't look
quite as white. But I think this looks as good as it's
going to get for now, and this is going
to look really nice once we have it rendered
out as an animation. So in the next and final part, we will take all of this, and I'm just going to hide
these by the way. So the only thing
I have active here is the scene and
the alien coral. So in the next and final part, we're going to be rendering
this out as a final video. And that's going
to be really fun.
8. Let's Render (Part 7): So welcome to Part seven, which is the final part of this tutorial series
where we're going to be taking our renders, rendering them out as
individual sequences, and then compiling
them together into a nice MP for animation. So let's jump in, and I hope you guys
enjoy Part seven. So now that we're in Part seven, let's start by
rendering things out. So to do this, we
need to go over to our output properties, and then we need to go down to what we call our output here. So we're going to
click on this file, and this is where
you're going to select a destination in your computer. So I'm going to select
my desktop in this case. I'm going to right
click and over here, I'm just going to go new folder, and I'm going to call
this folder SEQ, which stands for sequences. You can call it whatever you
want and then hit Enter. If that folder selected
on your desktop, go ahead and click Accept
and then click Accept again, and now you have a destination. Now, the file format here, you can change this directly to video and render this
out directly as a video. The only problem with this, if anything fails
or there's a crash, then you lose all of it. So it's much safer
and more practical, especially if you want
to do post compositing, like in something like
Adobe Premiere Pro or DeventureRsolves. It'd be much better just to have something like PNG sequences. So we're just going to
leave it at PNG sequences. And that's why we call
the folder sequences. And what you're going to
do is you're going to make sure that RGB A is selected. Now, you could technically go RGB because we don't need an
Alpha channel in this case. But if it's the default, I usually stick with it. It's nice to have that sort of Alpha channel if
you need it anyway. You can go ahead and give
it 16 on the color depth. I find that eight works fine, and a compression of 15
is usually fine as well. So that's about it. That's
all you need to know, right? At this point, it's worth
just making sure that all of your scene collections here
have the rendering enabled. So it's a little cameras here because we don't want
anything to be left out. You can kind of drag
through here to make sure that
everything looks right. The animation is working. Now, one thing I'll
quickly mention, when I originally did the
practicing for this tutorial, I also added some animation
and movement to my camera. Now, I'm not going to be doing that in the Skillshare course because I feel like that will be a fun little challenge
for you guys. Go ahead and see
what you can do with the camera action and
add some movement. Now that you have sort of, like, the fundamentals of
this kind of nail down, I think it's really cool to
see how you guys can make it your own scene by how you
present the animation. So I'm going to leave it as just a stationary camera
for this Scotia class, but I definitely
encourage you guys to pursue your own sort of camera angles and
movements with key framing. So with that done, make sure that you save. So all of that is saved. And then this time, you're
going to go render. And instead of
going render image, you're going to go and
go render animation. So once you click on you're going to see it's going
to start rendering. Now, obviously, depending on the strength of your computer, this could take a while. So for me, it's taking about 45 seconds to a
minute for each frame. So at 250 frames, I could expect it to
take anywhere 230-250, maybe even more minutes. So it's definitely going
to be a few hours. And that's why I'm doing
this at nighttime now. And I recommend you guys
kind of do the same thing. If there's a time you need
to be using your computer, it's definitely best
to kind of try and let it happen at nighttime or when you're going out
to work or to school. That way, your computer isn't being occupied by you and
it can just kind of render. So here you can see, it's rendered and it goes
on to the next frame. So I'm going to go
to that folder on my desktop, and over
here you can see, we have the first frame,
which is frame one, it'll now just automatically keep rendering these guys out. So I'm going to go ahead
and go to bed now, I'll wake up in the morning
and I'll continue recording this little segment and show you guys how to compile
these frames together. Okay, so it's now the morning, and all of my sequences
are done rendering. What I'm going to
show you here is, I'm just going to minimize this, and I'm going to go to that sequence file
that we created. You can see here,
there should be one through to 250 frames in here, and I'm just going to zoom you can see this is just like
a snapshot of each frame. So what we need to
do now is compile them into a video format. Now, I will tell you this. I
usually use something like Adobe Premier Pro when
I'm compiling sequences. It's just a lot more powerful. However, you can
do it in blender, and because not everybody
has Adobe Premiere Pro, I'm going to show you
how you can use blender. So what you're going to
do is you're going to close your blend file, okay? Go ahead and close it. And then just open up a fresh
document in blender. So a fresh document
doesn't matter. Now you want to make
sure in this document that your end frame value
matches what we had. So we had 250 frames, which was a default and blender. But if for example, you went
to 300 frames or 400 frames, you would need to make sure
you match that on a timeline. You're also then
going to go over to your output properties. You're going to scroll down to the output and
click on a folder, and I'll just select my
desktop and go except. And this time, instead of going
with the file format PNG, we're going to click here and
change it to FFMPEG video. Once we have that done,
we're going to go down to the encoding over here. And under the container type, we're going to change
it to MP four PEG. So MP four, there we go. And once we have that done, we have a destination
now, a file format. What we're going to do is we're going to load in the sequences. So we're going to come
up here to the plus. We're going to click on it. We're going to go to
video editing and add a video editing workspace. Inside of here, we're
going to go down to the ad I want to go
to image sequence, and then we want to
go to our desktop. Then we're going to go over to our sequence folder
where we have all of those sequences or wherever
you render them out to. You can press A, and
that'll select everything. And then you can just
go add Image strip. And now it's going to
add it in like so. And because we have 250 frames, as you can see down here,
it matches perfectly. So if you actually come here
and we hit the space bar, you're going to see we have
the animation playing. How cool is that? So what we need to do
is let's go up here, and let's just go to output. Once again, let's
just double check, make sure everything is correct. We have a output, a file format, and under the encoding,
we have MP four, and then we're going
to go up to render. And this time, we're
going to click on Render Animation again. And now you can see it is compiling this
instead of rendering. So we'll let this finish, and I'll show you what
the mp four looks like. And there we have it.
It's done compiling it. So what I'm going to do is
I'm going to go out of here. We can actually close this up. I'm going to go
ahead and close it. And now on my desk up here, you can see I have
this file here. So it just says 1-250, so I'm going to double click on. And here you can see we have
our finished animation. Now, the cool thing is, if you were to do this in something like Premiere Pro or some
other compositing software, you could always add
different effects to this. You could mess around
with the color, the contrast, the saturation. But just out of the box,
Blender does a really good job, and it's allowed us to make a really cool alien concept
with very little tools. In fact, we've
just used blender. I might have used Gimp in
the beginning to concept, but you don't even
have to do that. A piece of paper
would have been fine. And this sort of simple
blender workflow is what I wanted to get across in
this Skillshare course. Really want you guys
to go out there, do some cool concepting and make some creative
alien creature. Picture a world out
there, make it your own, and then make some of
this sort of organic, imaginative, speculative,
kind of alien life, which is just a fun thing to do. So I really hope
you've enjoyed this, and I'll catch you guys in the outtro where I'll
give you a few tips and encourage you to go a little bit further than
what we've done here.
9. Outro: So I really hope you
have enjoyed and gotten something from
this Skillshare class. Making speculative alien
biology is a ton of fun. And after you finish
this class project, definitely go ahead
and see what you can do in terms of
making it your own. Try making your own concept. Try just following that
concept as close as you can, add some cool shaders,
render it out. And I'm really looking forward, not only to seeing if you guys can follow
along with this class. Seeing what you can
do with the workflow. It's a rock solid workflow. I've used it many times to create simple creature concepts, and it's even got me a lot
of work in the industry. It's a really quick way of just whipping up a cool concept for a project or a game
or something like that. So yeah, thank you for watching. Remember to download the
resources, go through there. There's going to be a ton
of handy stuff in there. And I'll see you guys next time for another Skillshare course.