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