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So let's start with the empty Blender scene and what Blender scene it would be
without the default cube, right? So first of all let's delete what we see here. I
will just drag a selection around all those objects, press X and click Delete.
And now we can start by adding a plane. So I'll press Shift A and add the plane
here and you will notice I use a lot of keyboard commands and I think Blender is
really awesome when you really learn all the keyboard shortcuts and incorporate
them in your workflow and get them really in your muzzle memory. You will be
able to create your projects with lighting speed in Blender so I really
recommend doing everything with shortcuts. Now we can continue by
pressing Tab to go into the edit mode and we'll press S to scale and scale
this four times. So while using tool like scale or grab or anything you can use
the numerical values to enter some specific value so press 4 and Enter. So
now we have plane that's 8 by 8 and this will serve as our building block
for the entire scene. And now we can press E to extrude this and I want to
extrude this down and we can enter 0.8 and enter minus additionally so we go
into negative direction and press Enter. But now since we went down probably the
normals are flipped and that might cause problems later so when you extrude in
the negative direction it's always good practice to just press A to select all
and shift N to consolidate or recalculate normals. And now we can look
from the top so press 7 on an umpad and we'll need to create the one loop cut
here. We need to add some more geometry so we can actually create a riverbed in
the middle of the scene so press ctrl R and place a loop cut right here and just
release with the right mouse button so it jumps right in the middle. And now I
want to have two loop cuts there and we can use a bevel tool for that so if you
press ctrl B you can split this into multiple cuts and you can adjust the
number of cuts with the mouse wheel but right here I just want one cut like this
and press 1 on the numpad and Enter. So we beveled 1 meter to either side so
this is 2 meter wide right now and we can continue by adding some more
geometry along the y-axis so we can actually model the riverbed and give it
some variation, some bends and twists and stuff like that. So first of all I
will do a cut here in the middle, click and before confirming I want to move
this to the side a little bit like this and now I want to create one more here
so ctrl R and create a new one there and just release with the right mouse
button and here I want to use bevel once again so ctrl B bevel but I want to do
two segments here so let's increase that with the mouse wheel let's do cuts like
this and I want to do a similar thing here on the other side as well so ctrl R
new loop but shift it more towards the side there like this and now press
ctrl B and bevel this as well. Let's confirm with the left mouse button so
this will give us some more geometry to work with and we can now toggle the
x-ray mode so hold Z and go down to toggle x-ray and let's switch to the
vertex select so I will press 1 or you can click here whatever works for you
and now since we enabled the x-ray if you select vertices you have selected
the bottom ones as well so let's go back to the top view and we will shift this
geometry around a little bit so I will press G then Y and move this up like
this so we create a little bit of a slope there and now we can select these
two pairs and press G then Y and move it down so we create some slope there as
well okay and let's do similar thing on the other side I want to select these
three vertices press G then Y move them up and I want that slope in a similar
angle like here and we can move these two as well so press G and Y and move it
up so this will give our river a little bit of the variation and I want to shift
this a little bit down so it's not that wide in the end and now we can select it
all press G and Y and kind of shift it a little bit so it's it's more in the
middle and I'm eyeballing this you can too you can do your own bends and twist
whatever works for you so no matter how many cuts you create and how many bends
basically the technique is the same in the end and the result will be very
similar so when you're finished with this we can now rotate the scene with
the middle mouse button and hold Z and toggle the x-ray back and now switch to
the face select by pressing 3 and let's select this face right here and hold
ctrl and click here to select this loop and now we want to extrude this down but
if you only press E and extrude this down you will see blender will create
this unnecessary geometry here this unnecessary faces and you would need to
fix that manually which is not that big of an issue but let me go back I will
press ctrl Z since blender 2.9 version there is a new function in the extrude
menu and if you're coming from blender 2.8 this might be a new thing for you so
if you press alt E for extrusion menu and select extrude manifold you can
just push this down and blender will remove that unnecessary geometry for you
so now we can enter 0.5 minus for a little bit of that precision and let's
press enter so it's a minor thing the extrude manifold but sometimes it will
save you some of those precious second you would need to spend to clean up your
mesh so I really love this new function and now we can move on but still there
are some of that cleanup left to do I really don't care about quads here I
want n-gons because I will use bevel modifier later so I want to remove some
of the excess geometry some of these edges that I really don't need here
because this is very geometrical design and for selecting loop you can just go
to the edge select by pressing 2 and alt clicking here to select the loop and by
holding alt and shift you can additionally select more loops like this
but we cannot dissolve this right now because that would destroy our shape as
well so we need to leave some of these edges on the wall there and you can
select these perpendicular loops by holding alt control so this will be a
little bit handful but but if you now hold shift so we want to deselect and
hold alt and ctrl so I'm holding shift alt and ctrl and click here you will see
we deselect all of these perpendicular edges on this face loop here and now if
we take this and hold shift ctrl alt and click here we deselect this as well and
now if you press ctrl X you will dissolve these edges and only the clean
n-gons will be left there but I don't need these as well so let's select these
two edges here as well and the last ones so ctrl X and dissolve okay let's rotate
back and this is our clean terrain model and now to introduce that smooth
toy like feel to make this a little bit more playful because this is too sharp
right now we can add the bubble modifier so I will tab out here to exit edit mode
and switch to the modifier tab click add modifier and add the bubble modifier so
you will see this will create these chiseled edges here and we can increase
the number of segments to three that will round it up a little bit more let's
set the amount to 0.06 so it's a little bit smaller and now if you go here to
the overlays menu you can enable the wireframe view so you will see what the
bubble modifier actually creates what kind of geometry generates and now I
don't like these corners here so I want to switch the geometry and my derailleur
to arc like this and this will give a much more smooth result and now we can
right-click and shape this smooth so let's disable that wireframe overlay and
this looks well but there's weird shading here on those large faces and we
can easily fix that by enabling harden normals here in the shading menu so
let's expand that and click harden normals but nothing will happen yet but
you will see there's a warning here and it says to enable auto smooth in the
object data properties so let's switch to the object data properties right here
go to the normals section and enable auto smooth here and you will see the
shading will get fixed and this is now nice and smooth result and underneath it
there's still that simple geometry we just created now let's go back to that
edit mode so I will press tab and I want to select these top faces so let's
press 3 for face select select this one here and shift click here to select the
other one as well and now we'll reuse this geometry and this is the thing I
like to do very much because instead of creating a new geometry creating a new
place and snapping vertices in places and stuff like that you can just press
shift D to duplicate the geometry in place press ENTER to confirm now you
have same geometry in place and right now you can press P to separate and
click selection and this will separate this geometry into a new object right
here in the outliner you will see that there's the original plane object and
there's a new object right here with that separated geometry so right now if
we tab out and select this new object here you can tab in and you have that
separated geometry here so this is very useful thing that I like to do often and
now let's go to the top view by pressing 7 on an umpad and we'll use knife tool
to create some kind of road here so let's press K for knife and you will see
it will snap here on the edge so let's click here near the y-axis and we'll
start cutting right here and now you can press C to snap this to 90 and 45
degrees angles which is very useful here so let's do a cut like this now continue
this way and let's go all the way to the other side here like this and we'll
create a road here so click here and now before you click anywhere you will need
to confirm this with ENTER and now the cut is actually there and we split this
to separate faces and now we can press K again for knife tool and continue on the
other side as well so let's click here and let's enable that C for that angle
snapping and let's try to create something similar right there can go
higher here and create the road shape like this okay and now we can simply
just select these two faces press X and delete faces let's now rotate the scene
a little bit and we can press A and E to extrude and let's enter 0.2 and enter so
here I'm creating some kind of grass around the road and the river and again
the bevel there will get transferred if you separate the geometry into a new
object the new object will get the same modifiers so we don't need to set up any
bevels we don't need to harden normals or set the auto smooth everything is
exactly set up as with the object before so we are saving a lot of time here now
we can tab out and we have a brand new geometry here and you can see how the
bevel helps to deliver that playful look that this is basically made out of
something and now we can add a little bit more geometry here so let's press
shift a and add a plane and now we can press G and shift Z to exclude the Z
from the movement so right now we are moving only on the X and Y axis and if
you now hold ctrl you will snap to grid and we can move this to the corner here
now let's go into the edit mode so press tab press E and extrude this 0.4 and
enter so here we are missing the bevel modifier so we can tab out and with this
object selected we can shift click the original plane object and press ctrl L
to make link and we can choose modifiers so this will transfer the modifier from
the second object to the first one and now if we click this the only thing left
to do is to shade smooth and enable that auto smooth here as well don't worry
about this overlapping this will look all just fine in render so I just wanted
to create a little bit of the terrain variation and one last thing I want to
do here is to select this going to the edit mode go to edge select by pressing
2 select this edge and press ctrl B and bevel this but just with one segment to
create a slope there something similar so we have some more space here okay
let's tab out so this is for the terrain modeling and now the only thing left
it's good to keep the scene tidy so the one thing left is to name the object so
I will select this one here double click in the outliner and call this ground
let's select this one I will name this grass and this one as well and if you
give a similar name blender will just append the number there so all works
just fine and our turn is complete now we can move on and model some bridge
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