The 3D to 2D Blender Workflow - Game Boy | PIXXO 3D | Skillshare

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The 3D to 2D Blender Workflow - Game Boy

teacher avatar PIXXO 3D, 3D Character Artist, MoGraph Teacher

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Intro

      1:52

    • 2.

      Modelling Start

      9:53

    • 3.

      Modelling Details

      18:16

    • 4.

      Scene Setup

      5:06

    • 5.

      Materials & Line Art

      19:01

    • 6.

      Animation & Export

      5:06

    • 7.

      Outro

      0:44

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About This Class

In this step-by-step course, you'll master the easiest 3D-to-2D workflow in Blender 4.3. We'll start by modeling a simple Game Boy, then apply basic cell shading techniques to bring it to life with color. Finally, we'll set up line art using Blender's powerful line art tools.

A basic understanding of Blender’s interface and navigation will be helpful, but you don’t need to be an expert. If you're completely new to Blender, you can check out my other Skillshare classes, where I cover the fundamentals from an absolute beginner’s perspective.

Meet Your Teacher

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PIXXO 3D

3D Character Artist, MoGraph Teacher

Teacher

Coming from an industry background, I really love the creative arts, especially within 3D and 2D Animation. I passionately enjoy mentoring people and teaching artistic disciplines across several platforms, primarily my YouTube channel (PIXXO 3D). It's never too late to learn graphic design & motion graphics. You can get started with Blender (FREE) a completely capable and industry-tried software available to anyone. Why not get started today and express yourself with digital art.

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Level: Beginner

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Transcripts

1. Intro: Welcome to my Skillshare course, we're going to be looking how to use Blender, a free and open source software to make free D objects look like two D. Now, this is a fantastic workflow. We're going to start by modeling a simple game, and then we're going to take this game. We'll be adding some materials. We'll be adding a outline with a line modifier. This is all something that is relatively simple. However, I do expect that you have a little bit of background with blender. So if you want to check out some other skillshare courses where I approach blender from an absolute beginner's perspective, you're welcome to check those out before doing this course, as this course kind of expects you to know at least the basics of blender. You don't have to be professional, but you at least want to know the basics of the interface, little bit of modeling and things like that. You don't have to be too advanced. So we'll be breaking things down nice and slow, taking it step by step. And all of the different resources as we're working in this project, will be laid out in a file, so you can go ahead and look at the different stages. Should you get stuck on anything. So I will be including a resources folder. Inside of there is going to be a starter file that I've already set up. And the reason we have that is so we have a reference, a front and a side reference that'll make things easier for you when you're modeling. So this is going to be a course that will take you, like I said, from how to take a Fred object and make it look to D. There's a lot of really cool applications for when it comes to media, advertisement, ads and stuff out there, companies that want to do logos, maybe, anything that you can make in Fredy you can pretty much render out as a TD thing, which is really cool. So if you want to learn how to do that in this skill share course, definitely give it a shot, and I really look forward to seeing your projects on the end of this Skillshare course, seeing what you're able to make with it. So let's jump in. 2. Modelling Start: The intro of this Skillshare course, I did mention that this is a course that is intended for people who already know the basics of Blender at least. However, if you are following along and you don't know anything about blender, I will just mention if you did want to download it because this is something that I cover in my absolute beginners course on Skillshare, I'll just quickly do an overview. So you can go online and you can type inblender.org. Once you do that, you just click on the website, and somewhere, you'll see a Download tab, which you can click on. Now, once you're at the Download section, you get the option of just downloading the EXE, but I prefer to go down here to this dropdown, and over here, you get the portable versions. I prefer to go to the Window portable zip because I use Windows. However, there is also the option for MacOS, Linux, and a few other variables here. So you can check that out. But for me, I always download the Windows portable, and then I just extract a zip file like any other zip file and run the blender file inside. Usually once I've done running blender, I'll just pin it to my task bar. But that's just a general overview, and if that's still confusing, I really do recommend you check out my absolute beginners course for blender, but I just wanted to mention that. Now I also quickly mention, along with the Skillshare course, there's going to be in the resources a file you can download called resources, 3d22d. And once you have that downloaded inside of that, you can open that up. You will see that there is something called blend file stages. That's where I'm going to put the progressions of this course in there. So if you want to look at different stages of this progress, then there is going to be a color palette, a reference, and a starter file that I've already set up. I recommend you just drag that downloaded resource folder onto your computer, Summer. In my case, it's just on my desktop. So once you have that and you have blender installed, you can then just go ahead and double click on the starter file. And this is what's going to open up, as you can see here. Now, this is what I've set up in here. I've set up a front and a side reference. I also up here have a collection. Once again, if you don't know what this is, I would definitely recommend you look at my absolute beginner's course. But essentially, here we have a reference, and this is just a scene collection here we can turn on and off. And then over here we have our main collection, wherein at the moment, we have this default cube, which we can use to model our Gameboy. So in this case, we want to go into our front orthographic view. Now, if you want to do that without the shortcuts, you can just go to view, and I'll quickly mention the shortcuts in a second. But for now, I'll just mention you can go to view, then go to your view point here, and in this case, you can choose. So you could go to front, or you can go to View and then viewpoint, and you can go to the right orthographic, which is where we're going to be working as well. But I always recommend just using the shortcuts. In this case, one on the number pad will take you into the front orthographic view, and three on your number pad will take you to the side view. If you have a laptop, for example, you may not have a number pad. In which case, you can go to edit preferences. You can go to input and you can click on Emulate Numpad. In which case, the conventional one, two, three keys all the way through the nine and zero that sent on top of your keyboard, they can be emulated as a number pad. If it's easier for you, you could always just go to view and then go to the viewpoint and do it this way. So we're going to be working in front and right orthographic views most of the time. So let's start by going to the front orthographic view, and we're going to make sure that Acube is selected by clicking on it. You can also see over here in the collection, it's orange because that's where we have selected. And to do anything of this cube, we want to go in to object mode. We want to change it to edit mode. And now we can actually edit this cube. So what we're going to do, we're going to make sure to press A on our keyboard. That'll select everything. So if you press G, you can move it. And we're going to go G and then follow that with Z. G, Z and constrain it to the Z axis and move it up roughly in the middle of our Gameboy and then click. And then we're going to go S, and we're just going to scale it up after pressing S. I'm moving my mouse, and I'm going to make it the same width as the front reference image, and then I'm just going to left click. And then I'm going to go S, Z and scale it to match the front. Now, in this case, I can see that I can't see through, so I want to be able to see what's happening underneath. What I'm going to do before I scale is I'll just go and enable the X ray over here. And now, what I'll do is I'll just click and drag so I can drag and select the top vertices. So click and drag. And for now, I'll just get my move tool here on the side. If you don't see this panel, just press T on your keyboard to bring it up. So we're going to click on the Move tool. And if this selection here at the top, we're going to left click and just drag that cursor till it matches the top. Then we're going to click over here. And I'll just drag this one down of the blue arrow till it sits at the bottom. Okay? So now we've matched those dimensions. We're now going to press free on a number pad. Once again, you can just go to view and then go to Viewport or Viewpoint, and then just go right. We're then going to go ahead and click and drag to select these front vertices here. So click and drag cause we have Xray enabled, it should select all the way through. In our right orthographic view, we're just going to drag on this green arrow and drag it till it goes to the front of our reference, and then click and drag to select these back ones and then go G, and let's move those verts in like so now this is what we have. So we have this shape over here matching the right view and the front view. What we're going to do now is we're going to go up here to our select option, and then we're going to come in here and I'm just moving in my viewport. I'm going to select this bottom edge over here, as you can see. Then I'm going to go to my front orthographic view again. And now we're going to go over here to our Bevel tool. Click on it, and then click over here and drag on this gizmo till we have something that's roughly this size. Then come here to your bevel option and then increase the segment account. So there's segment amount here. So I'm going to go something like 12, and then we can come here to the width and just adjust it till it perfectly matches our reference here. Okay? Just those simple sliders. And then we're going to go and click on this edge. The problem is, if we go onto the next edge, it deselects the previous one. So if we select the first one and then hold and shift, we can keep working our way to the bottom. So one, two, three, select these edges on the corner. Then go into the front of a graphic view with one on the number pad, and then go over to your bevel tool, make sure it's active, which it is, and we can see the gizmo here and we're going to click and drag. And let's just go about this much, and then let's go to a bevel drop down here. We're going to go and add a few segments. Let's go something like ten this time, and let's drag this width until it perfectly matches our reference image, and you can see that now matches up. So let's go to the dropdown. And now we can see this is what we have. So what I'm going to do now is I'm going to go into my right orthographic view by pressing free on another pad. I'm going to go double tap A to deselect everything. And we have this groove running here on the side. So if we zoom in by rolling our middle mouse button in the right orthographic view, we can hover our cursor over this edge and go Control R or command R. You should see a yellow line appear. And what you're going to do is you're just going to double click to add it in. So double click with the left click left mouse button. And then what you're going to do is you're going to go over again to your bevel tool. So it should already be selected. So if you just move back a bit, you should see it a little gizmo. You're going to click and drag and just give this a bevel like that. Okay. And under the bevel settings here, it should only have one segment. So now you can see we have that groove. And now what we're going to do is drop this down. And with this active, we're going to go press E on our keyboard and then right click and it is seal active. And then if you go Alt and S, so Alt S, and you move your mouse, you can see we can scale in along the face normal. So we're going to go to go in a little bit like so and then click. Now we have a little bit of a groove running through here as you can see. I'm going to turn off the X ray for now up here under the X ray toggle, and you can see this is now looking really good. So if you've made it up to this point, you probably already know a little bit about blender. If you struggled, definitely go ahead first and watch one of my absolute beginner courses that's really going to get you up to scratch and you'll be able to completely understand what we're doing here. As the goal, like I said here, is not an absolute beginner's tutorial, but for people who already know at least the very basics. So we now have the body of our Gameboy mate, which is really cool. We're now going to continue, and now we're going to make all of these little buttons and the little screen over here as well. But what we'll do is we'll do that in the second part, so we don't have too long of a modeling video. It's just a little bit easier for students sometimes when these get broken down into smaller segments. So I'll see you in the next part where we model the rest. 3. Modelling Details: Come back to the second part where we're going to continue modeling our game here, and what we're going to do now is we're going to make the buttons. So what you want to do is make sure, obviously, that you have your cube selected and that you're inside of your edit mode. And what we're going to do, we're going to go into a front orthographic view. We're pressing one on the number pad, and we will now go inside of edit mode, Shift A, and then we'll add in a mesh cube. You can see it's now added in, and with it all active, which it should be because we've just added it in. We're going to go S, 0.2, and we're going to hit Enter. S 0.2, and then we're going to press free to go to our right orthographic view, and we're going to go G and Y and just move it forward like so. So G and Y, and then one to go back into our front orthographic view, so one on the number pad. And then we're going to go to our face select option up here, make sure it's active. Then click to select this top face. You might have to just click your Mail Mouse button and move into the view and just click on this top face over here, like so, and then go back to your front orthographic view. Then you're going to press E to extrude and you're going to follow that with 0.4. E 0.4. Then we're going to select this phase over here. And we're going to press E, 0.4 and hit Enter. And then we're going to select this pace over here, and we're going to press E for extrusion and 0.4, it enter, and then we're going to grab this pace over here, we're going to press E to extrude and then 0.4 and hit Enter. There we go. Now we have this. Select the middle phase and then go Control L, and that's going to select the whole piece of mesh, and then go into your front of a graphic view by pressing one on the number pad. Come up here and enable the X ray. Then now what you're going to do is you're going to press G with actors, so press G. Move it roughly in place and then left click and then go S to scale and left click again and just move it so it's in the middle of this button on the reference, and then go S to scale a little bit if you have to. We just want it to match our reference here. So you can scale a little bit and you can press G to move until you get it right about there as the reference shows. Then you're going to go to your right orthographic view and you can go G Y and move it back, so it's sitting inside here, kind like that, out a little bit. Okay, so if that done, let's go to our front of graphic view again. Double Tap A or go Old A just to deselect everything, so it's all unselected. Then go Shift A and now add in a circle. With the circle active, you're going to go RX 90 and hit Enter, RX 90 followed by Enter. And then go G and move the circle here, left click and then go S to scale it down. And if it's not perfectly in the middle, just keep moving it by pressing G. Click as to scale, click and G to move, and just get that roughly in place, matching the reference. You can see there, that's what we have. Then in our right of graphic view, we're going to go G Y and move it forward. Till it's in front of the front of our face here, the front face of the game. And then we're just going to go over make it our vertex select option. You can see you can now see the votes. And in our right view, we're just going to go E to extrude and Y. So E to extrude, followed by Y, and we're going to extrude in and then click. And then we're going to double tap A to deselect everything. Then holding in shift and Alt, you're going to left click on one of the borders over here of this circle, and it's going to loop select all the way around, and then you're going to press F on your keyboard to F to fill that and now let's go over and toggle out of our X ray, and this is what you should see. You can always come to your Face select option and just click on this face here to select it, and you can go G and Y and move it as much as you want to adjust. But I'm just going to have it just sitting above the surface of the game here and just underneath the button. So now let's go into front or graphic again. I'm going to toggle on the X ray, Alt A to deselect everything. And now I'm going to go Shift A under the mesh options. I'm going to add in the circle. I'm going to change it to the vertex select option. It's still active down here and I'm going to go R, x90, and I'm going to hit Enter. And then I'm going to go S, and I'm going to scale it just about this big and click. Then I'm going to go G and just move it up roughly over here. And then in the front view, I'm going to click and drag and just select half of this. So you can see half of these verts and I'm going to E to extrude and X. I'm extrude along the X, and to about here, I'm going to click. And then what I'm going to do, I'm going to click on this vertex here, not the very top one, but the second one down. And then holding in shift and control at the same time or shift and command. I'm going to just click and I'm going to keep working my way down all the way to this one over here, but not the very bottom one, just one above it. Then I'm going to go X, and I'm just going to delete those verts. And now all we have is just this loop of verts over here. And now what we can do is we can go R to rotate. And we're going to rotate it roughly to match our reference and I'm going to go G to move. S to scale. And if yours isn't quite the right length, don't worry about it. Just match one of the ends up. So I'm going to try and match this bottom end up. I'm going to go S to scale, and then I'm going to go R to rotate again. Click G to move, just roughly getting it in place. As to scale maybe a little bit. Once it's roughly in place, I can see up here it's not quite matching. So I'm just going to click and drag and just select these verts, and I'm going to go G and just move them until they match up with the reference, like so. There we have it. And now I'm going to select the whole thing. So just these guys here. And then what I'm going to do is I'm going to go E to extrude and Y and extrude it forward along the Y and then click. So about that much, and then go Control L to select the whole thing. Then go G and Y and move it forward. And if it's easier, just press free to go into your right orthographic view and then go G Y and just move it until it's just sitting like so just embedded here. I'm going to turn off the X ray for now just to see it easier. Old A to deselect and then shift d left click on this edge to loop selected, and then press F to fill that pace. There we go. Now what we're going to do is deselect everything. Click on a vertex on here and go Control L to select the whole thing. In your front orthographic view, go Shift D to duplicate and move it over. Click, G S to scale, click, and then go over to your X ray toggle. And what we want to do here is we just want to go G, and we want to move one of these buttons in here. You can go ask to scale it if you want, but I'm going to make it about this big, just so it's fitting neatly inside of here. And then I'm going to go Shift D to duplicate and I'm going to move this guy up here like that and click. Okay. Now I'm going to turn off my X ray, but they're embedded in there at the moment. So what I can do I can press Z and go into Wireframe. And then I can select a vertex on this button and holding and shift select the vertex on this button. Then go Control L to select them both. And then in your right orthographic view, you can just go G and Y and move them forward a bit. Click. And now I'm going to go Z and go into solid view. Can see over here, they're a bit two forwards. I'm just going to go G, followed by Y and I'm going to move them back on Y and just embed them in here and then click, so they're just sticking out. Now we've re used an object here. Let's do the same with this bottom base plate for the button. I'm going to click select the vertex, Control L to select it by itself. I'm going to go into the front orthographic view, and I'm going to enable the X ray up here. I'm going to go Shift D to duplicate and I'm going to go G to move and move it over one of these slots, and then I'm going to go S to scale it. R to rotate just a little bit. I'm going to move it so it matches the bottom bit here, about the right size there. There we go. And then what I'm going to do is I'm just going to select these top verts, these ones over here, and I'm going to go G and move them up to match the reference. And then I'm going to go into my right orthographic view. With any one of these verts selected, just go Control L and then go S and Y, just to scale out on the Y and then click. And then in the right orthographic view, you can go G, Y, and move it forward, like so. It's sitting right there in the front. And then let's go into our front orthographic view and go Shift D to duplicate, followed by X. Let's just move over the next one and then click to add it in place where the reference shows it, like so, and now I'm going to toggle off the X ray. And you can see now this is what we have so far. When we do this sort of modeling, sometimes our face normals can get inverted. Now, if you don't know what normals are, Sort of stuff is explained in some of my more beginner courses on skill share. But essentially, it's just something that blender uses with the face directions. It comes in handy when it comes to shading or particle distribution. But it doesn't matter if you know what it is. All we want to do for now is just press A to select everything, and then we want to go Alt N, and we want to go recalculate outside and should fix any of those normal issues. Now I'm going to go Alt A just to deselect everything. And this video is getting a little bit long for modeling section, but we can finish off pretty quick with the rest of this. So what we're going to do is to save time, we're going to select a vertex on one of these buttons, Control L, and then shift D to duplicate, move it over here, click and then enable the X ray. And in this case, we're going to go R, I'm going to rotate one of these and click as to scale to make it skinnier and let's move it up here and scale it until it matches the end of one of these. And then I'm going to select these bottom verts. I'm going to go G and just move it till it matches this column like that. Okay. And what I'm going to do with it's still active, I'm going to go Control L, just like the whole thing. I'm going to press P, and I'm going to separate the selection. P and then separate selection. Let's go back into object mode. Let's turn off our X ray. And now, this is its own object. For now, I'm just going to click on our main cube, and I'm going to come to this little I and hide it. Then click on our new cube here, the duplication, and I'm going to tab into Edit mode so you can press Tab or just come up here and go into Edit mode. And then go Shift Alt, holding those two in. Left click on this back edge. You can see it's open over here, and just going to press F to fill that. Then you can go G, Y, and just move that face back. And you're going to just go Control L to select the whole thing and gold N and just recalculate the outside normals, just make sure they're okay. Then let's bring back our cube over here. And then in your right orthographic view, you can go into Xray again, and let's just go G Y and move this. You want to embedded about this much into the game here, maybe a little bit more in, something like that. Okay? Just sticking in there. I'm going to toggle off the X ray. Okay, that's looking good. I'm going to toggle it back on. And then in the front orthographic view, I'm just going to go Shift D to duplicate, and I'm going to move one to where the next one is in the reference, and I'm just going to left click once. And then if you go Shift R, you can repeat that action, and let's go do that two more times like that. Perfect. Doesn't have to be 100%. A little tiny bit off to reference is okay, but those sort of scales, you shouldn't notice anything. So I'm going toggle off the Rgon. Let's go back into object mode. Now let's click on our cube one up here, which is the game. And we're going to go over to our Modifiers, add Modifier. We're going to click on search and type in B O and click on Bollan. Now if you don't know what modifiers is, once again, you should definitely watch my Absolute Beginners Skillshare course, but it just allows us to do these sort of procedures. In this case, I want to come here to the object that we want to cut with. I'm going to go cube.001, which is this object here. So now if we go Z and go IFrame, you can see it's actually cutting into here. So now with that done, wish to come to the drop down and apply. And now we can actually click on this cube.001 and just press delete to get rid of it, and then we're going to go Z and go solid, and now we're back here. By the way, in wireframe, if your wireframe isn't blue, don't worry. I've just changed mine in my custom settings. Yours will be black. It doesn't mean there's anything wrong with your version of blender, just in case anybody was wondering. I just prefer blue outlines. Okay. So now we have those grooves made there. Now the last thing to model here, which is not too hard, is just the screen over here. So what we're going to do, we're going to go into our front orthographic view. We're going to select our game, we're going to go into Edit mode. We're going to go into the X ray mode up here, deselect everything. Then we're going to go Shift Alt and we're going to add in a plane. We have it active. We're going to go RX 90, and we're going to hit Enter and make sure you have your vertex select option enabled up here. They want to go G, Z and move it up roughly to where the screen is when a click. They're going to go S to scale it roughly the same size and then click. And if you have to, you can just come here and select these two vertex at the top. G, Z, move it up, click, then select these two and then go GX. Move them over and click so they're matching the edge, and then select these two and go GX and move them this way. Now all we have to do is select this vertex over here, holding in shifts like this one and this one down here. And now you're going to go Control Shift B or Command Shift B. And now we can create a bevel just on those verts, and I'm going to go and move about this much and then click. Then I'm going to come to the Bevel option, add in about 12 segments, adjust the width to match the reference. And then I'm going to click on this vertex here, Control Shift B. That's the shortcut, and I'm going to click and drag and then just match the reference here. And if you do that, you can always roll your middle mouse button to add in segments instead of doing the numbers in the settings, but I'm going to go about this much and then left click. And this one matches the reference here. It's a bit bigger. Then we're going to go to our face select option. We're going to select just this middle face here and we're going to go I and the I will inset it. We're going to go about this much and then click. Then go to your Vertex select option. Come over here and select a small group over here, and then press F free on your keyboard and type in Merge and then merge at center and then come and click and drag and select these guys over here. Press F free, and you should still see that last selection, so at center. And then let's come over here and select these guys here. You might have to hold and shift just to select all of them. So these guys here, and we go F free, click on Merge at Center, and then click and drag over here, press F free, and you should still see the last option, which is at center. There we go, and these guys here are nice and square. But this one here, we're just going to grab this vertex, and we're going to go G Z and move it down till the bottom edge here looks straight. So these two here, make up this edge, and then select this vertex again over here and then go G, X, and move it over, like so until this line over here looks straight. This line going up here. Then go to your face select option, select this middle phase and go S to scale it. We're going to scale this one about this big and then click, and then we're going to go I to inset it, and we're going to go about this much and then click. Now we're going to go Control L with that face selected to select the whole thing. We're going to go to our right orthographic view and go G, Y, and move it forward just a little bit till it's sitting over here outside of our game, and we go E to extrude and just extrude it back into the game and then click and there we have it. Now let's press, just like everything, Old N, and recalculate the outside normals, turn off the X ray. And now here we have it. O Game Boy is now done. We've modeled it. So what we're going to do in the next part is we're going to be setting up our scene to prepare ourselves for creating our materials and our line art. So that'll be the next part. I'll see you then. 4. Scene Setup: Now we're in part three, we're just going to be setting up our scene real quick, so it's ready for when we want to do our materials and line work. So we're going to make sure we go up, and we're going to go into object mode. And what we're going to do now because we've done with these reference images, we can come up here to our reference collection and click on this I here and turn them off in the view here, so we don't need to see them. Now we just have our game here, a game boy here. And what we're going to do is we're going to go Shift A. We're going to go to our option here called light, and we're just going to add in a sunlight. We have this light active. We're going to go over here to our properties and you can see a little light bulb and the strength here, we're just going to make that 55, zero, then what we want to do is we want to go over to our renderer and we want to make sure the engine is EV, which it should be by default. That's all good. What you can do then is go into your front orthographic view. Like so, and with this light active, you can go R to rotate it and rotate it, so it's kind of flat, just like that. And then in your top of graphic view, so to get that, you're going to press seven on the number pad, so seven on the number pad, or you can go to Viewpoint and then just go to top. In which case, you're going to go G to move that light to move it over here, and then go R and rotate it in, like so off to the side. So here we have the light positioned just like that at an angle. We can always adjust it later. But for now, that's what we're going for. We're then going to come, and we're going to go into a front or graphic view, and we're going to go Shift A. We're going to go to our camera option and add in the camera. And then what we're going to do is we're going to just move away to kind of like the side. So I'm just a normal view. We're going to go to our move tool, and we're just going to click on this green arrow and move this back like so, and then we're going to go drag and move it up like this, move it back a little bit, and then let's go to our camera properties. To change the focal length. It doesn't actually really matter. I'll just leave it at 50 or something. But we're going to change the type here to orthographic, which means we no longer are dealing with perspective, so it doesn't matter how close or how far we are. We see it all the same. So with the orthographic camera here. We want to go over now to our output, and we want to go and make the top value here on the X 1080. So this is very common in all sorts of editing software. This is just your frame resolution. So this is going to be 1080 by 1080, as you can see here. And then what I'm going to do is I'm going to press zero on the number pad, and that's going to take us into the camera view. You can also go to View Viewpoint, and then go to camera. Okay? Now, I went out of camera because I was already in camera, but that's how you could do it. And what we're also going to do we to come up here to this dropdown for the shading, I changed this to MATCAP when I set up this blend file, but we're just going to go to the studio. And in a camera view, if we press zero on the num pad, we can see that it's hard to see some of the details here. So what we're going to do we're just going to come here to the overlays. Click on here, and we're just going to come to the wireframe under the geometry and enable that and just kind of bring down the opacity a little bit. Now we can at least see some of these features here a little bit better. What you could do as well as just go up to your shading and just change the wire color here to them, and you should be able to see that better as well. Okay. That's awesome. So now we at least have a way of seeing this a little bit better. What we're also going to do is in our camera view, we're just going to go Shift A. We're going to go to this empty option here. Empty is just a dummy object, and it doesn't show in the render, and we're going to add in the cube. And what we're going to do is we're going to grab our camera. Holding in shift, we're going to select this empty, and now we're going to go Control P or Command P, and we're going to go Object, keep transform. So now if we select this empty and we go G to move it, you can see the camera goes along. And the reason we have that setup like this is later on, we're going to animate this empty. But for now, if you press zero on your number pad, you can go into a camera view. We have a light. So if you press Z and you go rendered, you can see that the sun is now shining on here. Now obviously, there's no materials on here yet, but we are going to be adding them soon. So I'm just going to go Z, go back to solid. Going to pres zero to go into the camera view, and also just make sure that this empty over here is in this collection, the main collection, so it should be and the sun as well. If they're anywhere else, just click on them and drag them into this collection here. But they should already be in the main collection. So make sure to save. And in the next part, we're going to set up our materials and our line art, which is my favorite part and the most fun part of this whole course. 5. Materials & Line Art: In this part, we're going to be looking at adding our materials and our line art. This is my favorite part by far, and it's very simple. So now let's click on our model. We have our object mode here at the top. That's where we want to be for now. And over here, you're going to come to the side, and you're going to scroll down. You're going to come to this little tab here called the materials properties. You're going to click on it. And now you can just click New to add a material. And what we're going to do, we're going to double click here or just click once and drag, and we're going to call this material, the body B O D Y. Now it's always important that we name things as we're working. It just makes things more organized, and we can quickly make edits if we need to because we know what materials we want to select. So what we're going to do is we're going to come up here to our shading workspace. This workspace is specifically set up so we can work with nodes. Now, this tutorial is, like I said, not an absolute beginner tutorial, so I kind of already expected to know finger or two about nodes. But as far as nodes go, this is going to be very, very simple and not complicated. Up here in this view, you're going to press zero on your number pad to go to camera view. Once again, up here, you go to view and do it that way through the viewpoint. But over here, what we're going to do as well is we're going to go Z on the keyboard. So press Z and then go over here and click on the top option called rendered. And now what we're going to do is over here, come to your materials properties. We have the body, okay? We have that material selected. What we're going to do is we're going to come over here and drag this up just by hovering over this edge and you see the little area, it's going to click and drag. And over here in this node set up, we're going to zoom in. Now, by default, we have the principled shader, and over here you have a color. You can, for example, come here and change the color of your object. And you can give it values like metallic values to make it look metal, or you can change the roughness and reflectivity. There's all sorts of things here that you can change. But for now, we're going to keep this very simple. And we're going to go Shift A over here. You're going to see a search bar, you're going to click on it, and you're going to type in DF, and you're going to get the diffuse shader and place it over here. Then you're going to go Shift A again. You're going to click on search, and you're going to type in shader. Space, two, and you're going to go to the shader to RGB option and click and add it in. Now we're going to take this diffuse and we're going to plug it into the shader input. We're then going to take this color here and we're going to drag on it and plug it into the base color of a principal shader. And now, in your camera view up here, if you were to move, you would see we now have kind of like a shadow being cast at the back. The areas that are white here it's because our light is shining towards there, okay? If we clicked on this light, and we want G to move it, or let's just maybe make this up here. Let's just make the transform pivot fred cursor. And with our light selected, we can double tap R, and you can see if we rotate that, the values change, but we're going to leave our light where we had it. We're going to click on our game here. What we need to do now to add those colors in is we need to come over here and select these two nodes, G to move them over just a bit, and now we're going to go Shift A. We're going to click on search, and we're going to type in ramp, and we're going to click on the color ramp here and then place it on this cable. So now it's connected here. And now this is the fun part. We want to come here to the linear. We want to change that to constant because we don't need a gradient. We just need one color and then the other. And then we want to click on this black tab, click on it, and drag it up a little bit. And then click on this white tab and drag it down a bit. And both of these are going to get assigned a color. But we want to work with our color palette so we're going to come over here to this window here. We're going to drag and expand it just a bit. We're going to click here on open, and then you're going to go to wherever you downloaded that resources folder. For me, it's on my desktop. And I'm going to go ahead and click on it. So resources freed tto Di. And inside of there is this Gameboy color palette. You're going to click on it and you're going to go open image. Over here, you can kind of roll back with your middle mouse button. Do you see the whole thing? There we go. And now we have a color palette. So all we have to do now is with this body material selected, is we can come here and click on the black value. I guess we have it active, this little black tab. We click on this color bar, click on the eyedropper and then click on this over here. See the top blue color here. And then we're going to click on the next tab, and we click on this white bar here, click on the Eyedropper. And now let's select the darker value of the blue. Like so. Now, if you go over here in your viewport, you can see this is what we have. The lighter value is where the light is hitting the darker values here are just one here. You can adjust these and drag them closer to each other a little bit, but more or less they're in the right place. By the way, with your game selected, just right click and go shade Autosmooth. That's also important. Now, this value seems quite bright here. Now, we could come here and change it, but actually what we can do instead is just select our sun. Come over here to your light properties over here with a lot of light bulbs, and just give it a strength of maybe 25 instead. And that looks a bit better. So I'm going to go into my camera view. I'm going to click on the game here. Going to make sure we're still in rendered mode, but going Z and then going rendered. And now we have this node set up ready to go. So the cool thing is if we now come to our material properties and we go plus and we go new to create a new material. We can now double click on here and we're going to call it back plate. And what we can do now is we can go over to our body. We can click and drag and select all of these nodes over here. We can right click and go copy. So make sure to copy them. Click on the back plate material, click and drag and select these two nodes and press delete, then right click and go paste. And now what we're going to do is we're actually just going to make a slight value adjustment to this. So we won't actually use the color palette for now. So what we're going to do is we're just going to click on this lighter value here. We'll come to a drop down, and we're just going to make it a little bit darker in value and bring it a little bit more into the blue over here just a little bit. And then we're going to click on this one here. And we're going to make it a lot darker in value and bring it a little bit more into the blue over here. That's it. Now, what we're going to do is we're going to come up here and go into Edit mode with our game selected. We're going to go to our vertex select option, and then let's select a vertex on here. Holding and shift, select the vertex on this back plate. So any of these little back plates under the buttons. And that's all we need to do is just these two for now, and we're going to go Control L or Command L. Let's go to select only that. We're going to make sure to select the back plate material, and we're going to go assign. Very, very easy. Now we're going to scroll back over here. We're going to come over here and go plus. We're going to create a new material. We're going to click and we're going to call it button. And then space, and we're going to go X. So button X. And then we're going to we select a vertex on this X button here. We're going to hold in shift and click here and then click on this button over here. So we have a vertex here, here, and on this X button, and we're going to go Control L or Command L. That's going to select all of it. All the loose parts we selected a vertex on. And we're going to go ahead and we're going to assign that button X with it selected. Then over here, we're just going to come and select the two generated nodes, click Delete. We're going to right click and we're going to go paste. Now we're going to click over here on this light value here. When it comes to the bar, click on the eyedropper and let's select this gray material. Then click on this one over here, click on its tab, click on eyedropper and then select the darker value, like so. And then old A to deselect. And there we have that assigned. Now one thing we're going to do is, I think we have this a little bit the wrong way around. I'm just going to drag this one, drag it up, and then drag this one down, okay? And now you can see this is more of what we have in mind, okay? So this value here, the lighter value. In fact, if I grab it and I click on it and I change it to a pink, just for example, you can see that's where the light is heading, and then this is just shadow color. So I'm just going to click click on this one I made pink click on the eyedropper and just select this gray again. So we have this like that. And what I'm going to do is I'm just going to click on a backplate and I'll just swap these two around. Not a big deal. This is really, really not a big deal at all, very easy to fix, and then just click on the body and then come and drag it around like this. It. That's all there is to it. There's no big deal. So another thing we also want to do quickly, just go to our world properties. We want to come here to this color, and we just want to drag the value up. There we go all the way up to one. And that's going to kind of help with the color looking a little bit better. We're going to come here to the color, and we're going to make it kind of like a green for now and drag this value down. Now, this is optional. You can do that, however you can make the background, whatever color you want, but that's what I'm going to go with. Okay. And then I'm going to go into my camera. And we're going to go back to our materials tab. We're going to click on our button X, which has already been added. And now let's keep working. So let's now go and click on the Plus, create a new material. Let's call it button, red. We're still in edit mode over here, and we're going to go ahead and with the vertex select option, we're going to select the vertex on here, holding and shift, select the vertex on the next button, Control L or Command L, and then assign that to the button. Come over here and select the two generated nodes and press the let, right click and go paste. And then let's come here and grab this value here. Click on it. Click on the Eyedropper, and then select the light red. Click on the one down here, click on its bar, click on the eyedropper, and then select the dark red. And now we have the red button added. Now, here's something I've been doing the whole time. The whole time I've been adding in or leaving in the principal BSDF which is not really necessary. The only reason I added in is that sometimes I'd like to give these colors a little bit of a roughness value or a metallic if I want to make certain kind of effects, but what we're going to do, in this case, we probably don't need it. So we'll just go ahead, and we're going to go to the body, and we're just going to click on the principle, and we're going to go ahead, press X to delete. Let's plug this color directly into the surface. Let's go to the back plate. We're going to also delete the principle by pressing X, plug the color directly to the surface here, and I'm going to go to the button X. Going to plug that one in here into the surface, and then with the button red here, I'm just going to delete the principle as well and plug the color directly into the surface. But there might be some cases where you want that principle in there if you're trying to do certain kind of effects. But for now, I think we probably don't need it, and our colors come through a lot better like that as well, because it's just either this color or that color. There's no sort of like reflectivity or metallic. But when we were beginning, we kind of kept that in, in case we needed to do something. I always try to kind of keep notes in and not get rid of them if it's not necessary, just in case I want to make certain adjustments. But in this case, what we're doing, we don't need those. So from now on, what we'll do we'll come to that button red. We'll just select these nodes. We'll right click and go copy. We'll come here and add another material. We'll go new. We'll double click and call the screen. And what we're going to do is we're going to come and delete these two nodes. We're going to right click and go paste. Then we're going to select a vertex on this screen here and go Control L, and we're going to go ahead and assign the screen material. And then we're just going to come here and click on one of these tabs, click on an eyedropper, and then let's come and select the dark value here on this screen over here. And then click on this one over here and then get the lighter value. And now we have that, okay? But what I think I'm going to do is swap them around. There we go. So now we have that back screen. I'll probably come over here in this case and make both of them kind of, like, really dark like that. And I'll probably turn down the saturation just a little bit on this one as well. Just bring down that saturation. And maybe bring the value down just a little bit more on both of them. Just like that. But we still want a little bit of green kind of coming for you, but I want to get rid of that completely. Mm. Maybe I'll just make it a bit lighter. It's just one of those things. Honestly, it's personal preference, sometimes with these sort of things, what you're trying to do, but that's what I'm going to go with, okay? Cool. Now we have that done, and we're going to go to our face like option now. We're gonna select this face over here, and we're going to go plus and create a new material we're called inner screen. And we're going to go ahead and assign that material. We're going to select the two nodes that are generated, delete, we're going to right click and go paste. And with this one, we're going to set it up a little bit differently. We're going to go ahead and we're going to take out diffuse and bring it over here, and we're going to plug the BSDF directly into the surface. And then we're going to take our color ramp and plug that into the color of the diffuse. So we have diffuse, the color ramp going into here, and then we're going to get rid of this shader to RGB by deleting. And then we're going to go shift a search and get a wave and get a wave texture, place it over here, and then plug the color into the factor of the color ramp. And then we're going to go shift a search and get a texture coordinate, type in texture CO, get a texture coordinate, plug to generate it into the vector, and then move it over and then go shift a search and type in M able P, get a mapping node and then place it on this cable, so it's now connected for the vectors. And we're going to come here to the Y value on the rotation and type in 45. So it rotates 45 degrees. And now all we have to do over here is come and click on this one over here, click and let's come to the eyedropper and select this light green. And then click on this one over here, click on the eyedropper and then select the dark green. And now we kind of have our screen like this. Okay? Pretty, pretty cool. I love it. So now we have our things out of here, one more thing. We're just going to go to our Face select option, deselect everything, and go to go Shift Alt. Holding Shift and Alt and we're going to left click to just loop select this inside band. And we're going to go to just the back plate. We're going to assign that material like so. And now we have our materials added. We're going to go back into object mode. In fact, we're going to save by going Controls. We're going to go back to our layout. And now if we go Z and we go rendered, you can see this is what we have, okay. For now, I'm going to also go up to my overlays. I'm going to turn off the wire frame in the geometry, so we don't need to see that in object mode. And now we have our game boy here. So really, really awesome. So now we can go ahead and quickly add our outline thing, which is really simple, which is going to really make this look cool. So what we're going to do, we're going to go Z and then go into a solid view. We're gonna go Shift A over here, and we're going to go over and add in a grease pencil object. We're going to add in empty. And now over here, you can see we have the G pencil up here in the collection. We're just going to right click on it. We're going to go new collection and just double click let's just call it lines and hit Enter. And make sure just to grab that G pencil if it's not in there and just drag it into that lines collection. So you can see here it's inside of that collection. And then what we want to do is we want to come to this dropdown under the G pencil, click on the G Pencil object. Then we want to come to modifiers. We want to go add modifier, click on search and type in line and select a line art modifier. And then come here to the collection, and then select our main collection. This is this collection that has the cube or the game in here. That's the most important thing. So we want to make sure it's selected. Okay, so we have that now selected here. And then we're going to come here to the layers. Click on layer. We want to come to the material and just select the black material that's already there. And then you're going to come to the line thickness. Let's go with a value of ten. Okay. And now you can see there's some sort of line happening here. Pretty cool. However, to see it properly, you need to go into your camera view. So press zero to go into your camera view. And the line art modifier only works from the perspective of the camera. So you always need to be in camera to see it. But now, if we go Z and we go rendered, this is what you can see. So in Z and then going rendered, you can see this view. And now you can also come here and adjust the thickness. If I make this 20, you can see it's 20 pixels thick. Or I'm going to come here and just make it ten. I prefer to go something like ten. And now we have this done. Really, really awesome stuff. So in the next part, we're going to set up our animation and then render this out as a final animation. Just one last thing I'll do for now is just select a game. I'm going to quickly go over to my shading. I'm just going to come down to over my materials table. I'm just going to go to the inner screen material. I'm just going to come here and just make the scale on over here, maybe two or three on the game. So I might go with 2.5 just to make those bars look a little bit bigger. I just think that looks a bit cuter with the wave texture. But that's optional, completely up to you. You can finest these materials as much as you want. The color palette was more of just like a rough guide for us, but now we have this done. It's all good. And in the next part, like I said, animation and final render. So I'll see you guys for that. 6. Animation & Export: So now we're in part five, which is where we're going to be doing our animation and exporting this as a video. Now, this is really simple. What we're going to do in our main layout is we're going to come over here, and by the way, we are in object mode. We're to select this empty. And remember a few parts ago, we parented we're doing a scene setup. We parented the camera here to dis empty. So what we're going to do is with this empty selected. We're going to come here and drag up this bar here so we can see our timeline better. Currently, we have one through to 250 frames. We're actually going to come here and change the end value here to 150 frames. So we have less frames. And down here, you can hold in your middle mouse button and click to move it. You can also roll your middle mouse button to zoom in or zoom out. And we're going to click on this slider. We're going to make sure it's at frame one. And on frame one, with this empty active, we're going to go and press N to bring up our properties. So N brings up our properties. We're going to go here to the item. And when it come here to the rotation, we're on frame one and hovering over this rotation, we're going to press I, and it now turns yellow. We're then going to come to the end frame, which is frame 150, and now we're going to come here to the Z value on the rotation and make it 360, hit Enter, and then hovering over it, we're going to press I to enter the keyframe, and now all of these turn yellow. So essentially, if we go to frame one now and we hit the spacebar, this empty rotates. And if we get press zero on a numpad, we go into the camera view. However, this is starting a bit slow, speeding up and then slowing down. This is a Bezier interpolation. So what we can do is we can click and drag and select both of these keyframes. Hovering over this bar, we can press T to bring up our set keyframe interpolation and we can change it to linear. Now we have one consistent movement. So if we're in camera view and you go to frame one and you hit the space bar, you can see here now we should have a perfectly looping rotation. It'll just keep going 150 frames, and then 150 frames, and it's perfectly looped. I'm also going to come up here to the shading. I'm just going to come here and make the color material just so we see these lines better in the viewport. Like that. It's a lot better. And that's it. Now we have the animation. So let's also quickly just move through our timeline here. So I'm just going to drag through, maybe get to a point where it's at an angle. And then I'm just going to go here quickly to render and just render the image as a test render. And there you can see this is what we have. So now you're going to see what this is actually going to look like when it's rendered, and I'm very happy with this result. So for me, that now means what I'm going to do is I'm going to go and close this. And what we're going to do to render this out is we're going to go over to our output. We're going to go down to what we call here our output folder. I'm going to click on it. We go to my desktop, you can select any destination on your computer, but for me, I'm going to go with my desktop. Click on Except and then go to your file format. Now, sometimes you can render out as PNG sequences, and then you compile that sequence together in Blender or adobe premiere. There's a lot of different ways you can do it. But because this is a really quick rendering thing, it's not very processor intensive. We're just going to go directly into the video format over here. So the FF mpeg video. Then we're going to go over to the encoding, and our container type, we're going to change to MPEG four, which is an MP four format. So now we have a destination. We have the type of media we're going to be exporting. Make sure to save, and then you're going to go to render and you're going to click on Render Animation. And now you can see here it's rendering frame by frame and formatting it into an MP four. So when this is done in a minute or so, I'll come back and show you the result. And there we have it. It is now complete. It only took like a minute, so I'm going to close this and minimize this as well. And I'm going to go to my desktop, and you can see here it is. Is 1-150 frames. You can call the video whatever you want. But if you now click on it and you run it on whatever media player you have on your computer, you should be able to see this looping animation here. So you can see, it is now a nice freedi effect that has been turned into a toot looking effect, which I think is absolutely fantastic. Now, in the final video, which will be the Otro, I'll just encourage you guys to do a few extra things on top of this project. I'm really looking for you guys to take this concept and really run with it and make it your own. But I will see you in the outtro we'll talk a little bit more about that. 7. Outro: Congratulations. You have now finished this skill show course, and now I'm going to challenge you guys to take all the things that you've learned and make a project. So you're going to start by actually making the game asset, turning it into a two D looking render. And then once you've done that, my challenge to you on top of that project is to go ahead and take that workflow and apply it to your own free D model. Maybe you can make a couch, a chair, a little free D diorama, anything you want to, you can go ahead and render it out in the two D style. Looking really forward to seeing your projects uploaded, what you guys are able to make, and thank you for following me along with this skill share course. I really hope you enjoyed it.