Transcripts
1. Introduction: Hello and welcome. My name is suzana. I'm a 3D artist and in
this class we're learning how to use Tissue
Tools in Blender. Those tools allow so
many possibilities for so many different
designs and are really, really quick and easy to use. I will show you everything. You don't need previous
experience in Blender, but would be nice if you already know how to
move through that, through that software and
that you know some basics. But even if you
don't, don't worry, I will explain every step and using Screencast Keys so
you can see what I click, what I press on my keyboard
and I will guide you through. I'm always explaining,
solute can hear me and you can
see what I'm doing. A, using this tool. Actually those Tools you
can quickly make simple, yet, as you can see, extremely
interesting designs. This is just one example. And some tiny variety is
not only Material color, but you will see later when
we go through that project, I will do certain
things which will slightly make changes
in that design. And you get very, very interesting and very nicely designed
backgrounds for your, let's say, social media
profiles or for some videos or, or some other projects
you're working on. What I want to actually
solve through this class is Blender is filled
with so many Tools. And some of those
tools are really, really interesting
and yet well hidden. So the more you practice and the more your
work in Blender. Tomorrow you'll
discover every day. Join me on this new adventure and now let's create
something beautiful together. Let's begin
2. Enabling Tissue Tools and Setting Render Properties: In this class,
we're learning how to use Tissue Tools in Blender, open Blender, and create new file by going to
General Electric general. I will enable a Screencast Keys, so can keep up with
what I click and press. Now you can follow
here in this area. And to begin, we need
to enable Tissue Tools. Select click, Edit, Preferences. And here in search bar, left-click and type Tissue. That will bring
up Tissue add-on. Make sure that you are
selecting atoms over here. So one more time. I'll have to pick at it
left week preferences, make sure that you are
in add-ons if you have something else selected,
switch to Add-ons. And then here in search
bar type Tissue. And that will be or here in case this isn't
selected for you. And you'll see empty box. I'll left click here to select. That means you enabled
add-on mesh Tissue. So now we're ready, left vague here to close. First, we will go to set Render. Select Render Engine. This line over here, cycles are more demanding. So for this project, make sure that you
select this one. And here, left-click ambient
occlusion and left big screen space reflections
and left with bloom. And then point
here to this cube. Right-click and delete. And we're ready to begin
with adding new objects
3. Enabling Extra Objects: Another Aldon we need to
enable is called Extras. To enable that add-on
left quick edit, left. Big preferences go here to
Add-ons left with gardens. And in this search bar, type Extra, that will
bring up Extra Objects. We, for this class need meshes. You can enable both. So if those boxes are ticked, tick both boxes like
that and close this. Now, you will see here, if you will have to
click Add and you'll go to Mesh and scroll down. You will see you have Extras. Here on this menu. More objects are enabled. So we don't have just these
over here, but also Extras. As you can see here, we will use honeycomb later for our project
4. Preparing Objects and Materials: To add first object,
Left-click God. And we go to Mesh. And here we will select
Doris, left with Doris. These stars, we
will change allele. So we will have peak
here and change segments to just left-click
here and enter 24. And left-click on the
side. So it applies. Now over here. Go down to this tool. You see modifiers. Left-click that. In over here, left-click
on add modifier. And under Generate, you will
see here subdivision surface left week that switch
levels view here to two. And you see how
smooth this is now. Now, if you'll have to
click here on this arrow, you can apply this. So we apply this on this object. Now while it's selected, just point here, right-click,
left-click, shades, moles. So now it's nice and smooth. You see when I zoom
in, nice and smooth. So we have one nice
and smooth doors. Now, I will have to click
here on this smooth tool. And I will left click
this green arrow, and I will move this side. And I'm freeing up space
here for new object. I will go here to add
left-click guard. And I'm going to mesh
and all the way down to Extras and here to honeycomb. And I left with that welcome
honeycomb over here. And I will change number of
rows to five, several lived, click this arrow
to increase 345, and the same way number
of columns to five. So I left with this arrow, 345. Okay, now we have it. Looking better. It's much better now. I think we could go
with six over here. Let me see. No this way. Okay, Now it's better. And we have a six this
way, five that way. Now, we can minimize this, and we will now make
this look more 3D. And we go here to edit mode. So first, click this arrow
and go here to Edit Mode. Make sure that
honeycomb is selected. Not doors honeycomb. And point here to this
arrow, left-click girl, and left-click to go to Edit
Mode here you swap to face, select slapstick, this one. That's selected faces
on this honeycomb. And now with faces selected, press E on your keyboard and pull this up a little
moving mouse away from you. So we make this more 3D. Now you can decide
how big you run this. It'll be easier for you
to decide about size if you go through all this lesson. So you can see what
happens later. But for the time being, I will make it like this. You can follow this way and
later for your project, you can decide how large you want besides
of this honeycomb to be. So we have it now, it's more like 3D, and we're going back
to object mode. Let's now add some materials. For tours. I will select jurors and
going to heat the material. And I love to hear. And that was first material. I will left with
this base color, lives quickly this dot and
pushing it all the way up. So it's nicely white. And then adding just
the little blue. So that is and now
I will move down. And let's switch this
to render view so you can see what
happens over here. And now here in
metabolical point here and make it a little
metallic like this. Maybe a little more, more, more back to white. Okay. Something like that. And we can hear decrease
roughness a little. And we're done with this one. Now, honeycomb. We will create new material. Left-click on you and
point here to base color. Left-click, and
let's make it red. Are alive, can start and
jogging it all the way down. And then going down here, sprawling using mouse wheel. And here we will make it
metallic point here last week holding and dragging
this to the right. All the way I think. And then let's change
roughness over here. Point left-click,
and I'll drag it up. So I think that's, that's
how I want that to be. And now, the main part, we start with Using
our Tools here. But first, I want to add
some background over here. So I will be key rod, go to Mesh and left with plane. And I will press
S on my keyboard. And then just moving
mouse to expand this, holding gas and
moving the mouse. You can see this is like some string you pull when you
move mouse left and right. So I will adjust about the
same size as this honeycomb. And I let go as I
left-click to stop this. So that's it. Now let's add
some color for this as well. So I will go here to
a plane and material. And here new material
and loved to play it base color and lacked good this dot and drag it down to black. And I won't do anything
else with this. I will leave it as is. And that's it for now. We're moving now to use
those Tissue Tools.
5. Honeycomb Designs Using Tissue Tools: So to start using Tissue Tools, we will select Doris lived
quick terrorists here. Press Control on your keyboard, and then left-click honeycomb. Now we have those to select
it by first dollars, because we want doors to
go on top of honeycomb, not the other way around. So we wanted to play, plays stores on top, filling up all this area around, decorating
this honeycomb. And to do that will go here
to Tissue, landscape Tissue. The first option
you see over here says desolate
landscape, that one. It will bring up this over
here, these settings. And right now it's set on quad. Let's leave it that way. And I will just show you what it happens
when I click here. What happens when I click, Okay? We're reading. Here it is. If I left-click here to
deselect everything, now it will be more
visible to you. I'm zooming in. So this is
what we have right now. And we can now move our
plane a little more down. So it doesn't interfere
with our design. Over here. Let's see it from
this side. Hey, it's okay. Now I just moved my plane down. And you'll see we have
so many rings now. That honeycomb turn in
so many rings right now. And decorated with those
doors is nice and shiny. You see now how it looks. Okay? So now if you want to
use it for something, let's say you want to make
that some nice background. I will show you what
you can do further. You can now select Camera. And here we will
left-click on objects. And we will change
position of our camera. Here. We will set this camera. So we can see this from the top, like from the zed view. Over here. We can set camera
to see that way as well. So we will go here
to camera view. Left-click here, right now
camera is positioned in space, so this is not something we
want to render right now, but if you want to, you can simply place camera
from this angle as well. And let's say bring it closer, like point here and
bring it closer to this plane and move
it down like this. So just point and
move camera around. Point. In holding left-click. You can position camera,
right Very want. And you can then adjust
the view we want nicely. Let's say something like this, a little more down,
something like that. So this is what camera
would render later. So we have here, if you go back to to output, over here, I left-click. You'll see resolution
is set 1920, 1,000 at that for high
definition resolution. If you want to render
photo in that size, that will be enough for, let's say, video
background or something. Or if you want larger
than resolution, you can just left-click here
and enter some other value. If you want to save
that as a large photo, like large illustration or something else, you want to do. This right now. This is suitable
for some thumbnails are for background when you're making something for
background of your video or something for
social networks. But if you want some serious
size for something else, like for stock platforms or
you want to print it out. Daniel would set resolution
a lot larger than this. So just enter values you need. In that case, that will change Frame of this camera and
size it will, It can see. So let's say please enter here 3,840 and we enter here 2160. So we have now new
resolution set over here. And it's a lot larger. And in this case, we can simply now go
to render left-click. And we select render image. And it will render
what we see now. What camera can see
how to zoom out. Now, this is now
Render and you can now just left-click image
and live quick Save As, and save that image wherever
you want on your computer. So this is one Nice, nice, and interesting 3D Design
you can save for later. Now, if you want
to see that from the top and change camera view, you will go here to object. And this is where
you changed camera. Let's see 90 if you want
to set 90 degrees camera. And then your point here, left-click and drag
camera over Y axis. Point the left-click and
drag left and right. That moves camera over Y axis. This moves camera over X-axis. So point here,
left-click and drag. Camera holding left-click, just move mouse and camera
goes this way. That way, it can render interesting images or
anything you need. Or you can change
this to talk to you. Left-click here
and enter a zero. And enter zero as well. And now we will move
this on y-axis. I will point here, and I will enter zero. And I would point here
and enter zero as well. So we're here right
in the middle now. Now we need to live this up. So I will point here
and left-click, and I will drag this
to the right side, goes up all the way. And I will now zoom in. We have now this area set. We can now move Light.
Some other way. I will move now from
camera view two. So we can adjust our light. Light is over here. So again now move
Light this way. Now let's quick to see
what camera can see. Or you can even change
Light completely. You can go here to where
it says that you see these Light world lived big that here you can change
even color of that light. They want to make it more
read or to leave it as it is. You can decrease lights to
make it like, let's say 400. Or you can bring
it back to 1,000. And here we change
type of light. We have can change
the spotlight. We can change to area Light. Now. Area light. I will show right now. Light. It looks this way. And if you go back here, you can see there Anglos
for that area light. So if you swap
these 290 degrees, it goes that way. If you swap this 90 degrees, you see what happens.
It goes this way. So let's say we put this down and pull it
all the way here. And let's say we
swap this night is, well, what will happen now? Now it will be completely
parallel to this. What we created and gives
light from the side. But if we change this to zero, so it goes this way. If we change this zero
and now shines down, Let's try this way. You can adjust that way. Light and a mountain
ally of light, you want to fall on your object. And depending on that light, that will change a lot how
this appears over here. Now, this slide
comes with a size So here you have 0.1 meter. If you change this to one and alive to click here and
change this to run as well. Then Light becomes wider and it doesn't shine so
much in one point but spreads around in a
larger, larger space. So we make this ten and this
ten as well. What happens? So we have here, let's say five and again five. And here you decide what
ways have shadows or not. No shadows. And now not. So let's try with to
something like this, and let's switch to
camera view again. This is what camera
can see right now. So if you move this, hello, Let's say we
decrease this 600. We have something like this, more lit area unless lit
area of this design. So can render top view or you can swap it back to point Light. And we can drag this
back to where it was using Move tool. And we can increase
this light as well to 1,000 to 1 m and here to 500. And we will leave
this up a little. There's not so strong. And this looks a lot there. So let's do it this way then. And let's make this camera
view square for an example. So we go to Output
and we enter here, Let's say you want something for socials and you want
it to be square. Something you would render for, let's say Instagram or song. And here, well, let's
say we add 800. And then we can go even here, see how it looks better
with or without. Pretty much the same. And then you can render image. Now, camera view is
smaller than before. So we changed this to
1,000, 1,000 pixels. And we have camera
view right now, positioned to grab
entire area over here. And if you render image
left big render image. And here's our image over here. Ready for our socials. Let's say Instagram
or something. Where you need that to be. Both, saying the same size. If you need something for, for, let's say YouTube, you would go this
way, this resolution, and you have it ready
now for Rendering. Let the Your video thumbnail, which will look like this. And once you want to save, don't forget left-click image, save as, and then pick a folder where you want to
keep that in save there. So this is the first
thing we created. Now let's see how
we can change this. Now. Over here, you
will see we had honeycomb and that
stores over here. But now we have
here distillation as well and translation, That's what we have right now. That white on top. Now see this, if you hi
this honeycomb over here, and you will make sure to
hide it in renderers as well. Just left-click to hide both. And you go back to camera view. Now, we have it white with this nice background,
black background. And we can even adjust
this plane over here. We select plane and
go to Materials, and we go to metallic And make it more black like this so it doesn't reflect so much. And we can even
increase the roughness. Now we can render nice
background in black and white. So you can see how it
will appear render image. And this is your background. And we can do more. I will enable everything now. What if five, I left-click
honeycomb and I go again to Tissue and hearing Tissue Tools. I say, I want Duo mesh. I'll left click that. And here it says
apply modifiers. And here's his dry and girl
squad faces triangles. Let's leave it as is. Let's see what happens. And I click Okay, Let's
see what happened. And now our design changed. And it's a lot different. Now. What happened here? What if I disable this? And if I enable? Now we can see what
actually happen it. And if I disabled distillation, we can see here what's
actually going on over here. If I left-click this and
I press S to scale it up, I actually see that we have another honeycomb
inside which is white. So I will undo this
and bring it back. And I will go here to, I have selected Duo
mesh over here, and we have this
material over here. And why did five decide? I want I want some
different color. Let's say I don't
want that Materials. I just left-click here. And I add new material. Let's say we want something
which color we cannot hear. To make that more interesting. See something grayish like that. And now we nor desolation,
something like that. And we will point
here and increase metallic and reduce roughness. Something like that. And let's make it well
orangey and less rough. Now let's see what
do we have now? We're going to see from the top, you have some gold over here. Maybe it was better as white. Let's bring it back
to how it boss. And reducing metallic. Sounding like that. Okay, This was better. I didn't like that. Gold. Look. This is better, fully white. So we actually have
that double mesh now. So that's another honeycomb
going away within honeycomb. And now our design
changed a lot. We can now even go to that jewel mesh and we
can make it smaller a little point here and
shrink it a little like that. So it doesn't come
out up so much from those white terraces on top. And now it looks a lot better. So we have one
interesting design now, let's see from the top. And this is how it
looks from this side. So you have another way
to render your image. Pretty much the same, but still different and you
can now even change color Of this honeycomb over here. So let's say we make it
now some different color. Let's make it blue.
And there you go. You are design
completely changed, and you have another new photo
to render you a new image. Surrender. Here it is. And what more we can do here. You can now remove even certain things. And let's say we go
remove dual, dual mesh. Right now, survey, select
duo mesh and we delete. And we want to use honeycomb, but to do something else. So we expand, you
should Tools here. And we go to polyhedra, wireframe, ROLAP, click that. And we loved click. Okay. And I will now deselect so you can
see what happened here. This extended L'Oreal. Everything went up a little. So we can now to adjust this perhaps to
make it a little better. Select honeycomb. And we can now push
it down a little. Or maybe wireframe itself. Let's see how it will appear. Dan. Let's see what happened. Hello more and more. Okay, something like that. I want to see those hidden, but not to hidden. I want to see entire
area here visible. It was a little more
hidden like this. And I wanted to boil
it down a level. So everything shows
nicely over here. Everything is visible.
It was like this. Now, pay attention here
to this area over here. It was a little up like this. So it was like sinking
inside too much. And I use this
transform tool and a point here, drag this down. So I tried this on
the side still, but make this show entirely. And something like that. Night. Now it looks nice. Now it's just the
way it should be. And we can now even
change color here. Somebody says
something like that. Will change from metallic. Just something with this. And you can now
make new renders. And you can play with
changing view for camera. And you can even
do another thing. You can change entire
environment over here. So if you go here to world, left-click world, right now, The world is grayish. So it can point here and
left-click and drag this block, left-click here,
and pull this down. So now everything is black. And now you can even make
some different and even Moody renders this way
or your project. And make this a little
more darker moody. Or you can delete the
way it was earlier. And play with the Light. Play with the light. Anglo of this slight increase, decrease change color, play with colors of your light as well. To make different
different renders. The same same Design
6. Sphere Design Using Tissue Tools: Let's create another design. We're going to start new file by going to file new general. And same as before. We will remove this cube. So point, right-click
and select delete. This time. We will add mesh. And let's use icosphere. And we will, as before, enable ambient occlusion, bloom and screen
space reflections. And let's switch right
away to render a display. And let's change color here. We're going to select voodoo. And here in base color, let's change this to, let's say, something purple. And we can make this metallic. Roughness is fine. Let's add another object. Will move this one. I will select Move tool, and I'll left click this
arrow holding left-click, I will drag it away. And then we add
here another mesh. And let's add one
more icosphere. But I will left glute here
and add one more subdivision, becomes three subdivisions now. And this one, we will
make new material. I'll left click New. And let's add some
other color, something, maybe, something like that. And let's make it
a little metallic. And wrapping says, OK. And now we will try the
same thing as before, and let's see what happens. So we will now left-click
here to open this sidebar. And we select Tissue. And I'm going to select this first icosphere. And then I press Control key
and select second icosphere. Let's go with desolate. So I'll left click this one. And we will go this
time with triangulate. And let's press Okay. This is what we have now. One, purple. Purple will gain a ball. With the blow inside. We can hide this previous icosphere over here if you want to cry, didn't
render later. Make sure that you
click this icon. So we have this right now. And we can go here, modifiers and select
subdivision surface and increase it to. And then left-click
here and Apply. And now it looks a lot better. If you point here and select, and then you right-click. You can shade smooth. So what if we now enable
our previous icosphere? But we also select that. And now we press S for scaling on our
keyboard holding gas. Be make this a little
bigger like that. And let's add some
modifier here as well. So we will add modifier
and nondegenerate as well, going to subdivision
surface increase into two point here,
right-click Shade Smooth. So now we have
Something like that. Like purple, you can change
color to something else. Let's say green or
yellow color you like. And we can go even further. Now. This is already interesting. You can play with that
creating variety of shapes, many different designs
as you can see. We can now create here. Let's say we go with
polyhedra wireframe. And we said segments S2
and 3D solid winners. And I click Okay, now let's see what happens now. I selected second icosphere. This is the blue one. And you see about we have now. So it's completely different. Totally different at this point. We have still visible
previous icosphere. So I will hide it now. So you can see how it looks. We can even hide this as well. Make it completely transparent. So you can hide polyhedra. And you can hide icosphere. That's that blue icosphere
we started with. Now we have one very
interesting design. So now let's see
what we can do more. We can left with this wireframe. I will actually selecting
this over here, that blue. And we can go to modifiers
and left-click modifier. And we can solidify. And you'll see what happened. We have here thickness set. Here's that offset,
two minus one, you can set to zero
7. Sphere Design Using Tissue Tools and Light: If you want to create
another, this should design. You can go to Mesh. And let's say we select at
this point something else. Let's select the cylinder. And we can create here
material right away. Let's leave that on. Something. Let's go
with green this time. And metallic
switching to random. You can see what
we're doing here. And I will move it over here. And whistle arcs here. Let's see 11 mesh. Why did the UV sphere? And I want this
sphere to be smooth. So I'll go here to modifiers, select the modifier subdivision
surface, gracing to do. And I point here,
initiates moths. So now I will make this
one something Orangi. So we're creating new material, base color or something or
a G. Let's hold this up. Or something yellow,
better. Sunday like that. And we will now select cylinder. So once you select first, goes to second objects, so select cylinder and
then reselect sphere. And we go to Tissue and
we select desolate. Let's try something else. Let's select fan now. And let's do this. Here, does have it done. So we have something
like a glove. Barley clubs. All over. Here's
glow, red is sphere. So let's see if we can now lift up this
yellow sphere allele. So I will select sphere and
press S. And let's make it a little more up here. I think that's fair.
It's better now. Or you can simply hide is
sphere and hydrogen Render. Now it's transparent. So let's see. Let's say how you drive
this Light Inside. Like this. We'll select
Light and we're going here. And we put this to 0.0. And this is about zero
to center this slide. So now Light is
inside, within this. And what if we increase
that light to, let say, 5,000,
shines more bright. And now let's say you are add some background here
behind like one plane. And you scale it
to make it larger. You see what's happening. And we make this, let's pick one or these colors. So let's make it yellow. And we have one interesting
design already. If we look at that from the
top left-click zed axis. This is what we see. And this is how it
looks as you zoom in. So we can now set your camera
to see that from the top, you can select camera and then switch camera view
all the way to top. Now we want to
quickly said camera, I want to show you something. Let's say I like this, this view and I want
to render this. I can use Control Alt zero
for camera to set it. So I go Control Alt and
I hit zero numeric pad. And here's my camera. So when you get some good view, you want to keep, I'd say we're turning
this design this way. And you like this view and you would like to render
from this side, you would go control
out holding those, just hit zero numeric pad. And here's our camera. So now you can simply adjust
the little if you want. You can pull this y-axis
more back subpoint, left-click, and adjust
the way you wish. So that's the easy way
to set your camera. So as before, I wanted to
see top view, I zoom in, control out numeric
numeric pad, I hit zero. And here we are. So I can
even change this Light Inside to let say
some other color. Let's see what vulcanized here. This is really distributed. It looks good. Okay. So this is it. And I will move now camera
more higher like that. And let's see how
this looks rendered. We go to render, render image. Here we are. You have something unique for your background, for you. Some other projects
8. Closing Words: I hope you liked this class, and I hope you enjoyed
creating those simple, yet interesting Designs
Using Tissue Tools. Don't forget posterior Projects. That's really important
and also allows you than to prove VW van through
this class all the way. And to get all those
badges for your profile. And also will help you understand how
everything is yours. If you watch video and work on your project at
the same time, or first, your watch entire gloss and then you start
working on your project. Please deliver review. That means a lot to other
students and to me as well. And what's the most
important thing? Keep practicing once you finish this class
or any other class. Go back to that class sometimes and just
refresh your knowledge. And you can even post one
project and then come back amongst later
or Z months layer and post your new project
related to that same topic so we can all see
your progress and how far you moved from that. You post it for his time
to something you both like in couple of
months later or even a year or even a two years. So we can see your progress. How much you manage to learn, how better artist
you're becoming. Until next time. Bye