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The only thing left to do now is to create the water in the riverbed and then add some background and set up a camera.
So let's get right into it and we can start again by adding a plane.
So let's press shift A and add a plane and now I want to scale this up a little bit.
So tab in into the edit mode and I will scale this on the X axis four times. So S then X and
and let's enter four on the numpad and confirm with the enter.
And now we can scale it up on Y axis as well. So press S then Y and scale it up 1.5.
That'll be enough I think to cover the river.
We can check it out from the top by switching to the wireframe view and everything looks good.
So let's go back to the solid view. Let's rotate this a little bit and we'll move this down
so the water surface can go through the rocks there.
So press G then Z and move this down like this and now we can extrude this down.
So press E then Z and extrude down and again as before we can press A to select all
and press shift N to consolidate or recalculate normals.
And now I just want to scale this on the X axis tiny bit so it doesn't go all the way out here.
So let's press S then X and scale it down like this.
This will give us the nice stylized look.
Okay now let's toggle the x-ray and let's go to the edge select
and select these two edges on the top. So I will select this one and shift click here
and now I want to subdivide this twice.
So let's right click, choose subdivide and increase number of cuts to two.
Um the reason why I subdivided only the edges and didn't create loops
I don't want to create any more geometry here.
I'm fine with n-gons there. I just want to subdivide the top
and I wanted to subdivide the top geometry into a more even faces
because now if I right click and choose subdivide we'll get those nice rectangular faces
that are not so long and wouldn't distort the water too much
and we can continue by subdividing this few more times
and you can increase the number of cuts but that's a linear way to subdivide
and often I find it easier to just click few times
and I think five subdivision should be okay.
We did the first one before and now it was four subdivisions
and this is sometimes basically faster way how to do this than set the number of cuts.
That would be linear if you do it repeatedly that's exponential.
So now we have a surface geometry and we can now go to the object data properties
and create the vertex group that will serve as a selection group for the displace modifier.
So let's create a new group and let's click assign and we can name this surface
and really don't forget to click assign and now we can tab out, toggle the x-ray,
let's zoom in a little bit and we can go to the modifiers tab
and add the displace modifier and now we can select the surface vertex group
and don't worry about this first of all we want to switch the direction not to normal.
We don't want to go in the direction of the face normals
of the face normals we just want to go on the z-axis.
So let's choose z and you will see these changes now it only goes up
and one thing left to do is to actually add some texture here.
So let's click new on the texture slot and let's click this
little button to switch to the texture edit and we can choose the clouds texture here.
So as you can see the displacement goes only in the z direction
so we have a nice flat sides here and we can modify the size a little bit.
We can go up here I think to something like 0.5 so the waves are a little bit larger
and now switch to the modifier tab again and we'll reduce the strength to something like 0.2
so we have subtle waves there.
Now the only thing left to right click and shade smooth
and we can go to the object data properties and enable auto smooth
to make this side flat and there's our water.
And if you don't like how this interacts with your rocks you can either move rocks around
which I will do right now or you can move the surface up and down whatever works for you.
So that's the water and now we can set up the camera and you already know in the introduction
episode I've talked about the isocam add-on that I use to quickly set up an orthographic camera
so we can now press N to expand the sidebar go to the PR isocam tab and add the true isocam.
So the true isocam is basically the isometric view which will produce
4 to 3 ratio for your isometric tiles and now we can go ahead and change the resolution
to 4 to 3 ratio as well so let's go to the output properties and let's enter 1600 to 1200
and additionally we can press G then Z and move the camera up a little bit so we better center the scene.
Okay and now let's press shift A and we'll add another plane
and we can just press S and scale it out of bounds of the camera this will serve
as our background and now we can just move it down a little bit so let's look from the front
by pressing one on an armpit and we can press G then Z and move it down to touch the diorama
from the bottom like this and let's hit zero on the numpad to go back to the camera view
and basically this is all of the modeling now all is in place all the objects water
background everything so we can move on onto the next part and add some materials.
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