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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:03,660 So let's start with the empty Blender scene and what Blender scene it would be 2 00:00:03,660 --> 00:00:08,160 without the default cube, right? So first of all let's delete what we see here. I 3 00:00:08,160 --> 00:00:12,880 will just drag a selection around all those objects, press X and click Delete. 4 00:00:12,880 --> 00:00:18,480 And now we can start by adding a plane. So I'll press Shift A and add the plane 5 00:00:18,480 --> 00:00:23,960 here and you will notice I use a lot of keyboard commands and I think Blender is 6 00:00:23,960 --> 00:00:28,760 really awesome when you really learn all the keyboard shortcuts and incorporate 7 00:00:28,760 --> 00:00:34,160 them in your workflow and get them really in your muzzle memory. You will be 8 00:00:34,160 --> 00:00:38,640 able to create your projects with lighting speed in Blender so I really 9 00:00:38,640 --> 00:00:42,280 recommend doing everything with shortcuts. Now we can continue by 10 00:00:42,280 --> 00:00:47,600 pressing Tab to go into the edit mode and we'll press S to scale and scale 11 00:00:47,600 --> 00:00:52,720 this four times. So while using tool like scale or grab or anything you can use 12 00:00:52,760 --> 00:00:58,680 the numerical values to enter some specific value so press 4 and Enter. So 13 00:00:58,680 --> 00:01:01,960 now we have plane that's 8 by 8 and this will serve as our building block 14 00:01:01,960 --> 00:01:06,160 for the entire scene. And now we can press E to extrude this and I want to 15 00:01:06,160 --> 00:01:12,180 extrude this down and we can enter 0.8 and enter minus additionally so we go 16 00:01:12,180 --> 00:01:17,860 into negative direction and press Enter. But now since we went down probably the 17 00:01:17,860 --> 00:01:22,680 normals are flipped and that might cause problems later so when you extrude in 18 00:01:22,680 --> 00:01:27,240 the negative direction it's always good practice to just press A to select all 19 00:01:27,240 --> 00:01:31,280 and shift N to consolidate or recalculate normals. And now we can look 20 00:01:31,280 --> 00:01:35,680 from the top so press 7 on an umpad and we'll need to create the one loop cut 21 00:01:35,680 --> 00:01:39,920 here. We need to add some more geometry so we can actually create a riverbed in 22 00:01:39,920 --> 00:01:45,960 the middle of the scene so press ctrl R and place a loop cut right here and just 23 00:01:45,960 --> 00:01:50,440 release with the right mouse button so it jumps right in the middle. And now I 24 00:01:50,480 --> 00:01:54,600 want to have two loop cuts there and we can use a bevel tool for that so if you 25 00:01:54,600 --> 00:02:00,120 press ctrl B you can split this into multiple cuts and you can adjust the 26 00:02:00,120 --> 00:02:04,480 number of cuts with the mouse wheel but right here I just want one cut like this 27 00:02:04,480 --> 00:02:11,120 and press 1 on the numpad and Enter. So we beveled 1 meter to either side so 28 00:02:11,120 --> 00:02:14,880 this is 2 meter wide right now and we can continue by adding some more 29 00:02:14,880 --> 00:02:19,240 geometry along the y-axis so we can actually model the riverbed and give it 30 00:02:19,240 --> 00:02:23,800 some variation, some bends and twists and stuff like that. So first of all I 31 00:02:23,800 --> 00:02:29,400 will do a cut here in the middle, click and before confirming I want to move 32 00:02:29,400 --> 00:02:34,240 this to the side a little bit like this and now I want to create one more here 33 00:02:34,240 --> 00:02:38,800 so ctrl R and create a new one there and just release with the right mouse 34 00:02:38,800 --> 00:02:45,400 button and here I want to use bevel once again so ctrl B bevel but I want to do 35 00:02:45,480 --> 00:02:50,760 two segments here so let's increase that with the mouse wheel let's do cuts like 36 00:02:50,760 --> 00:02:56,200 this and I want to do a similar thing here on the other side as well so ctrl R 37 00:02:56,200 --> 00:03:02,160 new loop but shift it more towards the side there like this and now press 38 00:03:02,160 --> 00:03:06,960 ctrl B and bevel this as well. Let's confirm with the left mouse button so 39 00:03:06,960 --> 00:03:10,800 this will give us some more geometry to work with and we can now toggle the 40 00:03:10,800 --> 00:03:15,520 x-ray mode so hold Z and go down to toggle x-ray and let's switch to the 41 00:03:15,520 --> 00:03:19,240 vertex select so I will press 1 or you can click here whatever works for you 42 00:03:19,240 --> 00:03:24,200 and now since we enabled the x-ray if you select vertices you have selected 43 00:03:24,200 --> 00:03:28,240 the bottom ones as well so let's go back to the top view and we will shift this 44 00:03:28,240 --> 00:03:33,080 geometry around a little bit so I will press G then Y and move this up like 45 00:03:33,080 --> 00:03:38,160 this so we create a little bit of a slope there and now we can select these 46 00:03:38,200 --> 00:03:43,760 two pairs and press G then Y and move it down so we create some slope there as 47 00:03:43,760 --> 00:03:47,760 well okay and let's do similar thing on the other side I want to select these 48 00:03:47,760 --> 00:03:52,960 three vertices press G then Y move them up and I want that slope in a similar 49 00:03:52,960 --> 00:03:58,920 angle like here and we can move these two as well so press G and Y and move it 50 00:03:58,920 --> 00:04:03,840 up so this will give our river a little bit of the variation and I want to shift 51 00:04:03,880 --> 00:04:10,040 this a little bit down so it's not that wide in the end and now we can select it 52 00:04:10,040 --> 00:04:16,620 all press G and Y and kind of shift it a little bit so it's it's more in the 53 00:04:16,620 --> 00:04:20,880 middle and I'm eyeballing this you can too you can do your own bends and twist 54 00:04:20,880 --> 00:04:26,040 whatever works for you so no matter how many cuts you create and how many bends 55 00:04:26,040 --> 00:04:29,760 basically the technique is the same in the end and the result will be very 56 00:04:29,760 --> 00:04:33,060 similar so when you're finished with this we can now rotate the scene with 57 00:04:33,060 --> 00:04:37,700 the middle mouse button and hold Z and toggle the x-ray back and now switch to 58 00:04:37,700 --> 00:04:43,020 the face select by pressing 3 and let's select this face right here and hold 59 00:04:43,020 --> 00:04:48,060 ctrl and click here to select this loop and now we want to extrude this down but 60 00:04:48,060 --> 00:04:51,700 if you only press E and extrude this down you will see blender will create 61 00:04:51,700 --> 00:04:55,680 this unnecessary geometry here this unnecessary faces and you would need to 62 00:04:55,680 --> 00:05:00,220 fix that manually which is not that big of an issue but let me go back I will 63 00:05:00,220 --> 00:05:05,080 press ctrl Z since blender 2.9 version there is a new function in the extrude 64 00:05:05,080 --> 00:05:10,720 menu and if you're coming from blender 2.8 this might be a new thing for you so 65 00:05:10,720 --> 00:05:15,280 if you press alt E for extrusion menu and select extrude manifold you can 66 00:05:15,280 --> 00:05:18,720 just push this down and blender will remove that unnecessary geometry for you 67 00:05:18,720 --> 00:05:25,040 so now we can enter 0.5 minus for a little bit of that precision and let's 68 00:05:25,260 --> 00:05:30,300 press enter so it's a minor thing the extrude manifold but sometimes it will 69 00:05:30,300 --> 00:05:35,780 save you some of those precious second you would need to spend to clean up your 70 00:05:35,780 --> 00:05:40,760 mesh so I really love this new function and now we can move on but still there 71 00:05:40,760 --> 00:05:44,420 are some of that cleanup left to do I really don't care about quads here I 72 00:05:44,420 --> 00:05:49,900 want n-gons because I will use bevel modifier later so I want to remove some 73 00:05:49,900 --> 00:05:54,060 of the excess geometry some of these edges that I really don't need here 74 00:05:54,060 --> 00:05:58,360 because this is very geometrical design and for selecting loop you can just go 75 00:05:58,360 --> 00:06:03,400 to the edge select by pressing 2 and alt clicking here to select the loop and by 76 00:06:03,400 --> 00:06:08,240 holding alt and shift you can additionally select more loops like this 77 00:06:08,240 --> 00:06:12,400 but we cannot dissolve this right now because that would destroy our shape as 78 00:06:12,400 --> 00:06:16,520 well so we need to leave some of these edges on the wall there and you can 79 00:06:16,520 --> 00:06:21,600 select these perpendicular loops by holding alt control so this will be a 80 00:06:21,660 --> 00:06:26,620 little bit handful but but if you now hold shift so we want to deselect and 81 00:06:26,620 --> 00:06:34,080 hold alt and ctrl so I'm holding shift alt and ctrl and click here you will see 82 00:06:34,080 --> 00:06:40,380 we deselect all of these perpendicular edges on this face loop here and now if 83 00:06:40,380 --> 00:06:46,020 we take this and hold shift ctrl alt and click here we deselect this as well and 84 00:06:46,400 --> 00:06:52,880 now if you press ctrl X you will dissolve these edges and only the clean 85 00:06:52,880 --> 00:06:59,460 n-gons will be left there but I don't need these as well so let's select these 86 00:06:59,460 --> 00:07:11,140 two edges here as well and the last ones so ctrl X and dissolve okay let's rotate 87 00:07:11,140 --> 00:07:16,600 back and this is our clean terrain model and now to introduce that smooth 88 00:07:16,600 --> 00:07:21,080 toy like feel to make this a little bit more playful because this is too sharp 89 00:07:21,080 --> 00:07:27,460 right now we can add the bubble modifier so I will tab out here to exit edit mode 90 00:07:27,460 --> 00:07:33,440 and switch to the modifier tab click add modifier and add the bubble modifier so 91 00:07:33,440 --> 00:07:37,280 you will see this will create these chiseled edges here and we can increase 92 00:07:37,380 --> 00:07:42,320 the number of segments to three that will round it up a little bit more let's 93 00:07:42,320 --> 00:07:47,960 set the amount to 0.06 so it's a little bit smaller and now if you go here to 94 00:07:47,960 --> 00:07:53,240 the overlays menu you can enable the wireframe view so you will see what the 95 00:07:53,240 --> 00:07:58,320 bubble modifier actually creates what kind of geometry generates and now I 96 00:07:58,320 --> 00:08:03,120 don't like these corners here so I want to switch the geometry and my derailleur 97 00:08:03,120 --> 00:08:09,400 to arc like this and this will give a much more smooth result and now we can 98 00:08:09,400 --> 00:08:16,680 right-click and shape this smooth so let's disable that wireframe overlay and 99 00:08:16,680 --> 00:08:22,960 this looks well but there's weird shading here on those large faces and we 100 00:08:22,960 --> 00:08:27,700 can easily fix that by enabling harden normals here in the shading menu so 101 00:08:27,700 --> 00:08:31,720 let's expand that and click harden normals but nothing will happen yet but 102 00:08:31,720 --> 00:08:36,080 you will see there's a warning here and it says to enable auto smooth in the 103 00:08:36,080 --> 00:08:39,800 object data properties so let's switch to the object data properties right here 104 00:08:39,800 --> 00:08:45,880 go to the normals section and enable auto smooth here and you will see the 105 00:08:45,880 --> 00:08:52,520 shading will get fixed and this is now nice and smooth result and underneath it 106 00:08:52,520 --> 00:08:57,040 there's still that simple geometry we just created now let's go back to that 107 00:08:57,040 --> 00:09:01,920 edit mode so I will press tab and I want to select these top faces so let's 108 00:09:01,920 --> 00:09:05,960 press 3 for face select select this one here and shift click here to select the 109 00:09:05,960 --> 00:09:10,160 other one as well and now we'll reuse this geometry and this is the thing I 110 00:09:10,160 --> 00:09:14,600 like to do very much because instead of creating a new geometry creating a new 111 00:09:14,600 --> 00:09:18,600 place and snapping vertices in places and stuff like that you can just press 112 00:09:18,600 --> 00:09:23,520 shift D to duplicate the geometry in place press ENTER to confirm now you 113 00:09:23,520 --> 00:09:28,920 have same geometry in place and right now you can press P to separate and 114 00:09:28,920 --> 00:09:33,960 click selection and this will separate this geometry into a new object right 115 00:09:33,960 --> 00:09:37,680 here in the outliner you will see that there's the original plane object and 116 00:09:37,680 --> 00:09:41,760 there's a new object right here with that separated geometry so right now if 117 00:09:41,760 --> 00:09:47,400 we tab out and select this new object here you can tab in and you have that 118 00:09:47,400 --> 00:09:51,560 separated geometry here so this is very useful thing that I like to do often and 119 00:09:52,400 --> 00:09:56,160 now let's go to the top view by pressing 7 on an umpad and we'll use knife tool 120 00:09:56,160 --> 00:10:01,360 to create some kind of road here so let's press K for knife and you will see 121 00:10:01,360 --> 00:10:06,680 it will snap here on the edge so let's click here near the y-axis and we'll 122 00:10:06,680 --> 00:10:12,520 start cutting right here and now you can press C to snap this to 90 and 45 123 00:10:12,520 --> 00:10:19,400 degrees angles which is very useful here so let's do a cut like this now continue 124 00:10:19,400 --> 00:10:26,840 this way and let's go all the way to the other side here like this and we'll 125 00:10:26,840 --> 00:10:33,960 create a road here so click here and now before you click anywhere you will need 126 00:10:33,960 --> 00:10:39,960 to confirm this with ENTER and now the cut is actually there and we split this 127 00:10:39,960 --> 00:10:46,160 to separate faces and now we can press K again for knife tool and continue on the 128 00:10:46,160 --> 00:10:51,600 other side as well so let's click here and let's enable that C for that angle 129 00:10:51,600 --> 00:11:00,440 snapping and let's try to create something similar right there can go 130 00:11:00,440 --> 00:11:10,240 higher here and create the road shape like this okay and now we can simply 131 00:11:10,360 --> 00:11:16,480 just select these two faces press X and delete faces let's now rotate the scene 132 00:11:16,480 --> 00:11:25,520 a little bit and we can press A and E to extrude and let's enter 0.2 and enter so 133 00:11:25,520 --> 00:11:31,680 here I'm creating some kind of grass around the road and the river and again 134 00:11:31,680 --> 00:11:35,800 the bevel there will get transferred if you separate the geometry into a new 135 00:11:35,800 --> 00:11:41,000 object the new object will get the same modifiers so we don't need to set up any 136 00:11:41,000 --> 00:11:45,840 bevels we don't need to harden normals or set the auto smooth everything is 137 00:11:45,840 --> 00:11:52,120 exactly set up as with the object before so we are saving a lot of time here now 138 00:11:52,120 --> 00:11:56,120 we can tab out and we have a brand new geometry here and you can see how the 139 00:11:56,120 --> 00:12:01,080 bevel helps to deliver that playful look that this is basically made out of 140 00:12:01,560 --> 00:12:06,480 something and now we can add a little bit more geometry here so let's press 141 00:12:06,480 --> 00:12:13,640 shift a and add a plane and now we can press G and shift Z to exclude the Z 142 00:12:13,640 --> 00:12:18,520 from the movement so right now we are moving only on the X and Y axis and if 143 00:12:18,520 --> 00:12:23,000 you now hold ctrl you will snap to grid and we can move this to the corner here 144 00:12:23,000 --> 00:12:28,840 now let's go into the edit mode so press tab press E and extrude this 0.4 and 145 00:12:28,960 --> 00:12:35,160 enter so here we are missing the bevel modifier so we can tab out and with this 146 00:12:35,160 --> 00:12:41,440 object selected we can shift click the original plane object and press ctrl L 147 00:12:41,440 --> 00:12:47,680 to make link and we can choose modifiers so this will transfer the modifier from 148 00:12:47,680 --> 00:12:52,560 the second object to the first one and now if we click this the only thing left 149 00:12:52,560 --> 00:12:57,560 to do is to shade smooth and enable that auto smooth here as well don't worry 150 00:12:57,560 --> 00:13:02,680 about this overlapping this will look all just fine in render so I just wanted 151 00:13:02,680 --> 00:13:07,240 to create a little bit of the terrain variation and one last thing I want to 152 00:13:07,240 --> 00:13:11,240 do here is to select this going to the edit mode go to edge select by pressing 153 00:13:11,240 --> 00:13:16,120 2 select this edge and press ctrl B and bevel this but just with one segment to 154 00:13:16,120 --> 00:13:20,960 create a slope there something similar so we have some more space here okay 155 00:13:20,960 --> 00:13:26,120 let's tab out so this is for the terrain modeling and now the only thing left 156 00:13:26,120 --> 00:13:31,840 it's good to keep the scene tidy so the one thing left is to name the object so 157 00:13:31,840 --> 00:13:37,560 I will select this one here double click in the outliner and call this ground 158 00:13:37,560 --> 00:13:44,880 let's select this one I will name this grass and this one as well and if you 159 00:13:44,880 --> 00:13:49,360 give a similar name blender will just append the number there so all works 160 00:13:49,360 --> 00:13:55,960 just fine and our turn is complete now we can move on and model some bridge 17896

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