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foreign
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[Music]
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welcome to my new tutorial is the first
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one of 2023 and we are going to make
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this cute little snow globe animation
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and I really hope you will enjoy this
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one and if you do please don't forget to
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leave the like it will really help my
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channel and if you're new to the channel
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and you want to see more tutorials like
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this in the future please hit that
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subscribe and additionally Bell button
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if you want to get notified when I
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release something new
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and if you're new to the world of 3D and
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blender and you want to learn in the
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most effective and streamlined way be
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sure to check out my courses I carefully
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designed them to take you from beginner
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skill all the way to full character
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illustration in the shortest time
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possible so if you're interested in
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something like that please go check out
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the link in the description now let's
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jump right into empty blender file and
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first of all I will delete the cube and
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the light here so let's select them
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press X and delete we'll leave the
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camera in place because we'll make use
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of that and now let's press shift a and
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we'll start with the plane I want to
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start modeling the cottage first so
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let's tab into the edit mode press s and
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two we'll scale these two times so four
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by four meters should be enough I think
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and now let's press s then Y and scale
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it down like this a little bit I don't
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want it to be so uniform and now let's
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press e to extrude like this and now
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let's press 2 for Edge select select
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these two edges by holding shift right
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click and subdivide and we can now
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select this Edge right here press G then
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Z and move it up just like that so this
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will serve as a base for a cottage and
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will make use of this geometry so first
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of all let's select this Edge right here
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and hold shift s and snap cursor to
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select it now Tab out and we'll press
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shift a and add a cylinder
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now let's modify the number of vertices
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here to something like 24 we don't need
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it so dense and now tap into the edit
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mode and before we scale it let's press
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R then X and 90 to rotate this 90
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degrees let's confirm and now let's
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press G then Z and one and confirm so I
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move this one winter up because I want
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the origin point at the bottom there and
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now we can Tab out and press s to scale
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this down and it will you know stick to
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the ground there and now press s then Y
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and scale it up on the y-axis like this
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and we'll use this to create the log for
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this hat or for this Cottage so let's go
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into the modifiers panel and let's add
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an array modifier and let's
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set factor x to 0 and Z to 1 and let's
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increase the count to four something
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like this and now to control the scale
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we can press s and then shift y to leave
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out the y-axis and we can just modify
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the diameter of the log just like that
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and now another modifier let's add a
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mirror modifier here and let's use this
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eyedropper tool to pick the house as a
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center of the mirroring so now we have
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something like this in place and now we
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can select the Hat
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tab into the edit mode and select this
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Edge in the front hold shift s and snap
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cursor to select it just like that now
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Tab out and select the logs again we'll
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press alt D to duplicate right click to
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release in place and now let's hold
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shift s and snap selection to cursor and
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we can press R then Z and 90 degrees
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and in the mirror modifier we can switch
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from X to Y and if this overlaps like
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this we can select the original logs
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press s then Y and make them longer a
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little bit just like this okay now let's
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move on and we'll separate the roof so
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select the Hat tab into the edit mode
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and now go for face select by pressing 3
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select these two faces and press p and
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separate selection so now we separated
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this into a new object so we can tap out
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select the new roof object and if you
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move it you will see there's a hole in
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there we basically separated the whole
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geometry from the original object so now
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we can tap into the new object and make
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some changes so first of all let's press
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a to select all press s then Y and scale
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it up like this so it covers you know
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the larger area and to make things
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easier we can just select this Edge on
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the other side press X and delete
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vertices and we can go ahead and add a
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mirror modifier here
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so we don't have to deal with both sides
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at once and now let's select this Edge
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on the side there press G twice to
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enable sliding and now press alt to
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enable sliding out of bounds and slide
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this outside
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just like that
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you can see a little bit of an overlap
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here but that doesn't matter because we
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won't be using this mesh anyway so let's
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step out and first of all enable
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clipping and we can just apply this
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mirror modifier we won't be doing
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anything else with the roof basically so
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let's now take care of the roof Shield
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here so tap into the edit mode and again
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I will go for face select by pressing 3
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select this Shield press B and separate
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selection and we won't be needing the
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bottom part here so let's step out and
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select the new object now tap into the
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edit mode and we can enable x-ray view
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so we better see what we are doing here
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and select the bottom Edge so press 2
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for Edge select select this Edge press X
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and delete vertices and now we can just
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select what's left press F to fill and
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now let's press 1 on an numpad for a
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front view and we can press K to enable
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knife tool click here press a to enable
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angle snap and just do a cut like this
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and confirm with enter and now we can
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press Ctrl R and create two more Cuts
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I'm increasing the number of cuts with
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the mouse wheel here and right click to
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release and now let's hold shift select
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the other one as well press Ctrl B and
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do a bevel like that and we can hold
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shift for smaller increments and let's
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do a really tiny bevel like that press X
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and delete faces so we are creating
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these gaps and now press a to select all
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and E to extrude
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just like this now to make sure our
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normals are in place let's press a to
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select all and shift n to recalculate
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normals now Tab out and one last thing I
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want to separate from the original
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object is the bottom is the floor so
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let's select the original object tab
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into the edit mode Let's go for face
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lock by pressing three select the floor
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press B and enter to separate the
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selection again now we can tap out and
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we can now delete the original object
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the original plane so let's press X and
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delete in the object mode but you can
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see some of our object disappear because
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we were using it as a center for our
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mirror modifier so we will need to
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change that so let's go and select the
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log and here in the mirror modifier you
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can see the mirror object is empty so
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let's just use the eyedropper tool and
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we can use the shield here for the
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center of mirroring because it shares
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the origin point with the original
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object and now we can select the logs in
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the front and do the same there
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and now we'll need few add-ons here to
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make all of this work so let's go to the
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edit preferences and here in the add-on
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section you will need to search for a
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few add-ons so first of all make sure
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you search for Bool and enable bull tool
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make sure it's checked right here
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then we'll search for real snow so let's
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type real and you will see object will
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snow
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make sure it's checked as well and one
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last add-on will be animal
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so you can see animation animal I have
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it disabled right here so let me enable
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it right here and that's the third
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add-on we'll need no need to download
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anything you just go here in the
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preferences and activate them now let's
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close the preferences they should be
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Auto saved and first of all we'll make
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use of the bull tool add-on and we
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should have the cursor still right here
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if you don't just select the locks and
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hold shift s and snap cursor to select
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it now let's press shift a and we'll add
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a plane here now tap into the edit mode
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press s to scale it down a tiny bit
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maybe not so much and now press e to
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extrude it like this and we can of
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course scale it on x-axis a little bit
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more and we'll use this to cut a hole in
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our heart so maybe select the bottom
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face as well press G then Z and move it
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down if you're not able to see through
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make sure you enable the X-ray view
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right here
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and since we created this from plane
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let's press a and shift n now type out
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and we'll make the cut so let's hold
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shift select the logs and we'll hold
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Ctrl and hit minus on an numpad that's
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what the bull tool add-on enables and it
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will do all sorts of things for us but
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the important thing is we have now our
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door cut in and let's take care of the
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roof and I won't be creating any roof
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per se because I want this to be snowy
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scene so I want to create snow so
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instead of a roof we'll have just a
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thick layer of snow there and it will
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look just fine so let's select the roof
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object let's hit n to enable side panel
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and let's locate the real Snow add-on I
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have it right here and basically there
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are just two settings here the coverage
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of the snow and the height so let's set
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the height to something like one I want
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this to be really thick and let's just
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click add snow you might need to wait
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for a second but basically it will
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create layer of snow for you and let me
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exit the X-ray view right here
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but not only it created the snow mesh it
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created the snow material as well if it
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loads a little bit too long when you
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click on the materials don't worry just
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wait it out the snow material is a
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little bit heavy on the notes and one
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last thing I want to take care of here
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is the floor so let's select it let's
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tab in and we'll create few Cuts here so
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let's press Ctrl R and create
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like four cuts that should be just fine
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press Ctrl B to Bevel again and again
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very tiny bevels press X and delete
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faces now press a to select all and E to
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extrude
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like this and now we can make some small
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adjustments we can press 3 for face
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select select this front face press G
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then Y and move it back a little bit so
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it like doesn't overlap here and now
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let's do some bevels here
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um but I think there's a little bit too
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much of a gap here so let's take care of
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these logs let's select them both by
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holding shift and let's press s and then
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Z to scale them tiny bit on a z-axis and
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of course we distorted them a little bit
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but I guess that's okay and there's one
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more thing here in terms of modeling
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let's hold shift and right click here to
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move the cursor there and let's press
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shift a and we'll add a plane we'll
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create the chimney here so tab into the
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edit mode press s to scale it down
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and E to extrude like this now let's
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press Ctrl R to create the cut here
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place it right there press 3 for face
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select alt click here and ALT e and
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extrude faces along normals let's press
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s to enable even scaling to create an
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extrusion like that now let's select
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this face right here press s to make it
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smaller and then e to extrude inside now
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one more thing I want to do here is alt
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click this Loop right here and press
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shift d right click to release and P
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enter to separate into a new object and
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you will see why now I will Tab out
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select the new object and add snow there
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as well so let's add something like 0.5
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and click add snow and I'll create this
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little snow coverage for the chimney and
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now we can just click again until we
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select the separated object and press X
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and delete we don't need it anymore and
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the same applies for the roof so let's
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click through the objects here until we
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select the original roof press X and
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delete no need to to keep it around and
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now let's hold shift s and snap cursor
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to world origin
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and we'll create a Terrain here so let's
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press shift a and let's add a circle now
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we'll reduce the vertices to something
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like 24 press tab into the edit mode and
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press a to select all and just scale it
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up
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until we have something like this here
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and now we can press Ctrl f for face
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menu and choose grid fill that will fill
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our circle with quads which is what we
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want here and now we can right click and
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subdivide if you want a little bit more
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than Smash and now let's go for Edge
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select by pressing 2 alt click this Loop
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and now hold shift additionally and
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let's select these other ones as well
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let's look from the front and enable
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proportional as being here press G and z
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and move it down and you can adjust the
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proportional falloff with the mouse
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wheel here and you can see how much of
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the faces you are affecting so I want to
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create a little bump here like this and
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now we can press e then Z and extrude
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this down tiny bit tap out and press
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Ctrl 2 to add subdivision modifier like
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this and now we'll add some snow
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coverage here as well but before we do
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let's reduce the levels in the viewport
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to one because the denser the mesh the
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longer it will do the snow calculations
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and let's
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get this back to 1 meter of height and
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let's click add snow
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so nice little snow patch and we can
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just select the underlying object now go
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back to the viewport levels too now hold
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shift select both of those let's go for
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a front view by pressing one on an unpad
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press G then Z and move this down and
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you can overlap this a little bit so it looks
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like the hat is kind of sitting in the
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snow there so that's for the environment
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and now shift right click here
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to move the cursor and let's press shift
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a and we'll create a circle again and
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let's reduce to something like 12 and
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tab in press s to scale it down press F
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to fill and E to extrude we will create
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the small tree here and now we can
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select all and press s then shift Z to
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you know work with the thickness of the
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trunk and now let's press 3 for face
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select select this face right here shift
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d to duplicate right click to release
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and P enter to separate again and let's
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Tab out select the new object tab in
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press a to select all and make it larger
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I know it's a lot of steps but you can
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see I'm not doing anything new here it's
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always duplicating separating the
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geometry and then you know using the new
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object
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and now let's press e to extrude and S
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to scale
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and let's press a to select all and
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shift d and Z to duplicate it press s to
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make it a little bit smaller and now
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let's do it again so let's press shift d
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z and final one right here
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now we can add some supporting Loops by
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pressing Ctrl R and sliding them down
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like this
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tap out and press Ctrl 2 to add
00:15:20
subdivision modifier and we have a small
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tree of course something like this can
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happen when you add substitution
00:15:25
modifier so you can always go back and
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try to you know position your meshes a
00:15:30
little bit better let me do this with
00:15:32
x-ray view on and let's just place them
00:15:35
lower you can press L hovering over some
00:15:37
object to select linked
00:15:39
now let's do something like this and
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then maybe make it more narrow and
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larger no play with the shape
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okay so that's the tree
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and maybe let's make it even larger in
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comparison with the trunk
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just like that and now we can tap out
00:15:57
and now let's add some bevels so we have
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a nicer smoother you know rounded shapes
00:16:02
so for example let's select these logs
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here and in the modifiers panel let's go
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ahead and add a bevel modifier
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like this let's scroll down and let's
00:16:14
modify the amount and you can see it's a
00:16:17
little bit protruded like this
00:16:19
um that means that I haven't applied the
00:16:21
scale of the logs before which is very
00:16:24
important when you're working with
00:16:25
something like bevel modifier so if you
00:16:27
press Ctrl a you can apply the scale but
00:16:30
here it will prompt you to create new
00:16:32
object data and apply transformation and
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I will confirm this
00:16:38
and this is because these logs right
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here were linked duplicates of this and
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I want to keep it that way so let's
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select this first of all let's press
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Ctrl a and apply scale as well we need
00:16:50
the same scale there and now hold shift
00:16:52
select the original logs press Ctrl L
00:16:55
and Link object data that will make them
00:16:57
synchronized again so if you go inside
00:16:59
and do changes it will apply to both
00:17:02
objects and now we can go back to the
00:17:04
bevel modifier so let's reduce the
00:17:06
amount to something like this let's add
00:17:08
more segments so we have that nice
00:17:11
rounded shape there let's go into the
00:17:12
geometry and switch this to Arc disable
00:17:15
climb overlap so we can see potential
00:17:17
problem and enable hardened normals in
00:17:19
the shading don't worry about this
00:17:21
warning right here we'll take care of
00:17:22
this now let's select the rest of the
00:17:24
objects we want the bevel to be applied
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to so let's select the floor hold shift
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and select the rest of the logs the
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shields the chimney and the trunk here I
00:17:35
think that's all of them
00:17:37
and now hold shift and select the logs
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as last let's scroll down to the build
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modifier and choose copy to select it
00:17:45
here they will transfer the Bell
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modifier to the other objects as well
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and now we can right click and choose
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shade Auto smooth and increase this all
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the way to 180 degrees so the bow
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modifier can take care of the shading
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for us now we can see this is a little
00:18:01
bit round you know in that snow so we
00:18:03
can press G and z and move it up tiny
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bit
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so that's the first thing I want to do
00:18:07
and this is why I disabled clamp overlap
00:18:10
to see potential issues here and you can
00:18:13
see there are some of them after the
00:18:15
Boolean cut and basically there are
00:18:19
overlapping vertices here when we use
00:18:21
the array modifier so we can fix this by
00:18:25
just nudging this offset tiny bit on the
00:18:30
z-axis something like
00:18:33
1.001 should be enough to you know make
00:18:36
the Gap and separate this vertices and
00:18:39
clean up the mesh so that's for the
00:18:41
bevels and while I was rotating this I
00:18:44
noticed we don't have the shield on the
00:18:46
other side so let's just add the mirror
00:18:48
modifier here as well and enable y-axis
00:18:51
mirroring and now let's shade this
00:18:54
smooth
00:18:55
and we need to move this down so few of
00:18:59
the fixes like that and we should be
00:19:02
good
00:19:03
um with our scene now let's duplicate
00:19:05
some of these trees around the scene so
00:19:07
first of all I will select the three
00:19:09
hold shift and then the trunk press Ctrl
00:19:11
p and parent to object and now let's
00:19:15
hold alt D and shift Z to duplicate
00:19:19
and move on the X and Y axis like this
00:19:22
maybe a little bit closer here and now
00:19:25
let's do one more on the side here and
00:19:28
now we can select the trunk and make one
00:19:30
of these smaller and maybe one of these
00:19:32
larger so we have some variation there
00:19:35
and I don't like the chimney is a little
00:19:39
bit too low now we shifted it down so
00:19:41
let's go into the edit mode I will
00:19:43
enable x-ray View and just move it up
00:19:46
like this in the edit mode
00:19:49
so now I really like the result
00:19:52
um so first of all let's parent some of
00:19:55
these things so we can work with them I
00:19:56
will just drag selection around all the
00:19:58
house objects like this and then hold
00:20:02
shift and select the floor Ctrl p and
00:20:04
parent everything to the object and keep
00:20:06
transformation this way we can just move
00:20:09
the house by just moving the floor
00:20:12
and yeah that's basically it now let's
00:20:15
go for camera view by hitting 0 on an
00:20:17
unpad let's select the camera by
00:20:19
clicking the frame press G then z twice
00:20:22
and move it out
00:20:23
like this and let's go to the output
00:20:25
settings and switch resolution to
00:20:27
something like 1600 to 1200 so we have
00:20:31
like larger viewport here and let's move
00:20:35
it around like this now to better
00:20:37
position the camera we can just go ahead
00:20:39
and enable lock camera to view here in
00:20:42
the view section just check the camera
00:20:45
to view right here and now you can use
00:20:47
your viewport controls to place the
00:20:50
camera
00:20:51
like this
00:20:53
um but don't forget to turn it off when
00:20:55
you're done
00:20:56
so I really like this and now I want to
00:20:58
make this house a little bit more
00:21:00
cartoonish and I want to use lattice
00:21:03
modifier for that
00:21:05
um but before we do we kind of need to
00:21:07
take care of the mesh because right now
00:21:08
if I enable wireframe overlay right here
00:21:11
you can see these logs have these long
00:21:14
faces and those would not deform very
00:21:17
good so let's select those tab in and
00:21:20
let's press Ctrl R and create a few Cuts
00:21:24
like this I don't know like five or four
00:21:27
right click to release and since we have
00:21:30
array modifier in place it gets
00:21:32
transferred to all of those and on the
00:21:34
duplicated object as well and now we can
00:21:36
type out select the chimney tab in press
00:21:38
Ctrl R create two cuts right here
00:21:42
and one on both sides like this so it's
00:21:46
a little bit more subdivided and I will
00:21:48
leave you know the shields um as they
00:21:51
are
00:21:52
um they should be okay
00:21:54
um for what I'm going to do right here
00:21:56
so let's go ahead and turn off the
00:21:59
wireframe overlay and let's select the
00:22:03
floor hold shift as snap cursor to world
00:22:05
origin and let's press shift a and we'll
00:22:07
add a lattice object now let's enable
00:22:09
x-ray View and we'll position it better
00:22:12
around our house so let's press G than Z
00:22:15
and move it here in the middle and now
00:22:17
let's scale it up like this
00:22:20
let's look from the top by pressing 7 on
00:22:22
an armpit and this is quite okay I guess
00:22:26
so let's make it even larger so we catch
00:22:29
the roof as well and of course the
00:22:32
chimney
00:22:33
maybe make it smaller on the z-axis
00:22:38
yeah something like this should be
00:22:41
okay
00:22:43
let's look from the side
00:22:46
okay and now go to the lattice settings
00:22:49
right here and let's set these to four
00:22:51
so we have more divisions right there
00:22:54
now let's disable the X-ray View and
00:22:56
we'll try to have some fun now with the
00:22:58
shape of the house because I want this
00:23:00
to be cartoonish you know to be really
00:23:02
cute and distorted and the lattice
00:23:06
modifier is really great for that but
00:23:09
I'm not sure I want to deal with the
00:23:10
Boolean modifier here so I just want to
00:23:12
select these logs in the front make them
00:23:14
single user and attach them from the
00:23:16
original object now that they're
00:23:18
subdivided so let's press Ctrl a and
00:23:20
apply scale it won't do anything but it
00:23:23
will prompt us to separate the object
00:23:24
and it's very handy and now we can just
00:23:27
go into the modifiers panel and first of
00:23:31
all apply the array the mirror modifier
00:23:33
and the Boolean as well and I'm pressing
00:23:37
Ctrl a hovering over these modifiers and
00:23:39
we can leave bevel in place no need to
00:23:42
remove that and now we can just select
00:23:44
the Boolean object press X and delete we
00:23:46
don't need anymore this is now you know
00:23:49
a custom mesh and we can start right
00:23:51
here we can add new modifier and we can
00:23:53
add lattice modifier use the eyedropper
00:23:55
and choose the lattice object and now we
00:23:59
can select all of these other house
00:24:00
objects and we can help ourselves by
00:24:03
selecting the roof holding shift and
00:24:05
hitting right bracket on a keyboard to
00:24:08
expand the selection to all of the
00:24:10
parent objects and now let's hold shift
00:24:13
select the logs in the front that have
00:24:15
the lightest modifier on them and just
00:24:17
transfer this on the others copy to
00:24:20
select it and now if you select lattice
00:24:23
and start moving things around you will
00:24:25
see you are distorting the object and
00:24:29
this can be animated as well even though
00:24:31
with the workaround that's why I
00:24:33
activated the animal
00:24:35
um and the only way you could do
00:24:38
something like this I think is with the
00:24:40
bones but then again it will be really
00:24:43
tedious to create a rig with the bones
00:24:45
and the slattis modifier is really easy
00:24:48
way how to create nice distortions you
00:24:51
know to create like this kind of
00:24:53
cartoonish distorted house so let's
00:24:55
select for example this row right here
00:24:58
and start compressing it so press s to
00:25:01
scale it down and do something like this
00:25:03
and of course you can drag the chimney
00:25:05
out a little bit if you select these two
00:25:07
press G then Z and move it out and then
00:25:10
you know you can move it to the side if
00:25:12
you wish and with these as well you know
00:25:15
to make it really protruded and
00:25:18
cartoonish
00:25:19
and now we can select the bottom press s
00:25:23
to scale it up to make it a little bit
00:25:25
more bulky at the bottom maybe press G
00:25:28
to shift it down a little bit
00:25:30
you know all sorts of things you can do
00:25:32
with this kind of modifier and then we
00:25:34
can just select all of this and press
00:25:37
GNC and make it a little bit taller if
00:25:39
you want you know so you can really
00:25:40
change the shape of what you have
00:25:42
modeled by just using this modifier
00:25:46
so I really like this and you can see
00:25:49
how this looks
00:25:51
um really different from what we had
00:25:53
before you know it's more interesting
00:25:56
more fun more cartoonish so I'm really
00:25:59
okay with this and now we can create a
00:26:01
simple animation here so let's expand
00:26:04
our timeline here and let's select the
00:26:06
lattice modifier
00:26:07
and first of all I want this to be like
00:26:11
140 frames I don't want this to be too
00:26:14
long because the render would take too
00:26:16
long so let's go to the output settings
00:26:17
and change frame rate to 30 FPS and now
00:26:21
we are ready to start animating we are
00:26:23
on the frame one here and we can locate
00:26:26
our last add-on animal right here in the
00:26:29
animate section of the add-ons and you
00:26:32
can see it's really simple there are a
00:26:34
few options here and basically we need
00:26:36
to use this to animate the points of our
00:26:38
lattice objects this is something that's
00:26:40
not available by default so let's just
00:26:43
go into the edit mode here and we can
00:26:46
select all here and choose points and
00:26:50
their location
00:26:51
and we can choose to key selected only
00:26:55
and with all of them selected make sure
00:26:58
you selected them with a just choose
00:27:01
insert key
00:27:02
and you will see it created this
00:27:04
keyframe so now this shape is saved into
00:27:07
this keyframes here it's a little bit
00:27:10
harder to work with this kind of
00:27:11
Animation because if you look because if
00:27:13
we look at the graph editor with Ctrl
00:27:15
tab you can see a lot of tracks here a
00:27:18
lot of points they all have their X and
00:27:21
Y and Z tracks
00:27:23
so it's a little bit unwieldy at times
00:27:25
but then again really simple way how to
00:27:29
make this the formation animations real
00:27:32
quick so I think that's a great
00:27:34
trade-off so let's try to do something
00:27:36
and what I wanted to create is this kind
00:27:38
of like a jumpy animation in the style
00:27:42
of like 30s and 40s cartoons if you
00:27:45
remember than the old Disney cartoons
00:27:47
where all of these characters and
00:27:49
objects would have these idling
00:27:52
animation this little you know jumpy
00:27:54
movement and I want to replicate that
00:27:57
for the snow globe I thought it would be
00:28:00
you know a cute thing to do so let's try
00:28:03
to do something like that and basically
00:28:05
the movement will be very soft here so
00:28:07
let's move to like frame 60 so it's like
00:28:10
a sudden movement downwards
00:28:12
and we can just select these top two
00:28:16
rows and press G then Z and like move
00:28:19
them down tiny bit and then the top one
00:28:21
a little bit nothing too pronounced and
00:28:25
maybe these two as well so we kind of
00:28:27
lower the chimney as well like this and
00:28:32
now let's just press a to select all
00:28:33
again and insert key
00:28:36
and now we have this animation right
00:28:39
there so I think this is really cute and
00:28:42
imagine a lot of things you can do here
00:28:45
with this stuff so you know go wild try
00:28:49
to do something interesting and now we
00:28:51
can just Tab out and duplicate this
00:28:53
first set of keyframes so let's proceed
00:28:55
D and move them to frame let's say 20.
00:28:59
and now we can select these two and
00:29:02
press shift d and move them like six
00:29:05
frames away
00:29:08
and now let's press shift R and
00:29:10
replicate that towards the end of the
00:29:13
scene so we have something like this
00:29:15
here but now with the snow in place and
00:29:18
with all of the dense mesh you can see
00:29:20
we have really slow FPS so to really see
00:29:23
uh your animation timing in the playback
00:29:26
section instead of play every frame
00:29:28
choose frame dropping though make this a
00:29:31
little bit choppy but at the same time
00:29:33
it will preview you know at the regular
00:29:36
speed of 30 FPS even though your scene
00:29:40
FPS is lower so we have like this small
00:29:43
jumping movement here and I want to do
00:29:45
the same for the trees but there I want
00:29:48
them to kind of like
00:29:50
move from side to side as well so first
00:29:52
of all let's select the trunk let's go
00:29:54
to the frame one and here let's go to
00:29:58
the item menu and let's right click the
00:30:01
Y rotation
00:30:03
and choose insert single keyframe we
00:30:06
don't need any more keyframes right
00:30:07
there
00:30:09
um oh and it created on the frame six so
00:30:11
let's press G then X and move it to the
00:30:13
frame one
00:30:14
and now I'll press Ctrl tab to bring up
00:30:17
our graph editor and we can see our
00:30:20
rotation right here and here in
00:30:22
boniferous I will just add a noise
00:30:24
modifier and now we just need to you
00:30:27
know modify this because it would be
00:30:29
quite erratic so let's reduce the
00:30:33
strength first of all and then let's
00:30:35
increase the scale
00:30:37
so we have something like this and I
00:30:39
think scale of 20
00:30:41
should be okay
00:30:44
and the strength can be even lower
00:30:48
and you can see it like
00:30:50
bumping from side to side but I want to
00:30:54
connect them because I want this
00:30:55
animation to be looping so let's
00:30:57
restrict the frame range first of all I
00:30:59
will set start to 1 and 144 the end and
00:31:03
here we'll choose 15 frames from
00:31:05
blending and blend out and that will
00:31:08
create this kind of connection
00:31:10
and I think this is quite okay and we
00:31:13
can of course play with the offset so we
00:31:15
can find like a better animation here or
00:31:18
something like this maybe
00:31:23
okay like that and now we can select all
00:31:27
of these other trunks
00:31:29
and hold shift select this one as last
00:31:32
press Ctrl L and Link animation data so
00:31:35
they will all do the same movement now
00:31:39
sometimes you might want to
00:31:40
differentiate the movement so it's not
00:31:42
so uniform so in that case you would now
00:31:46
um basically apply you know and separate
00:31:49
them from each other and then try to
00:31:51
modify like for example the offset for
00:31:54
some of these or something like that but
00:31:57
let's just move on and let's play with
00:31:59
the trees themselves so let's select the
00:32:02
top of the tree let's go to the frame
00:32:04
one and we'll insert the Z scale so
00:32:07
right click on a Z scale and insert
00:32:08
single keyframe and now we'll try to you
00:32:13
know copy the timing of the house here
00:32:15
so we have this keyframe right here and
00:32:18
you can see the scale numbers on the
00:32:20
y-axis and if you duplicate this and go
00:32:24
for example let's go to the frame six
00:32:26
because that's what we want to do and we
00:32:28
want to go down we want to compress this
00:32:30
down so let's go tiny bit now we can
00:32:33
select both of these frames and press
00:32:34
period on a numpad
00:32:37
to kind of close in a little bit and now
00:32:40
you can see this is more like it because
00:32:41
we need to be moving between 0 and 1
00:32:44
that's the scale so if you go to the
00:32:47
frame six and you would move to the
00:32:49
frame 0 you would see you flatten this
00:32:51
down
00:32:52
so we kind of need only this range right
00:32:55
here something like point one of the
00:32:58
scale so yeah let's move it to like
00:33:01
point nine
00:33:03
that should be enough and that's
00:33:05
basically all we need to do here now
00:33:06
let's press Ctrl tab to go back to the
00:33:08
keyframes view
00:33:10
select the first one press shift d and
00:33:12
we'll replicate the timing of the house
00:33:15
so let's go to the frame 20. now let's
00:33:17
select these two and press shift d and
00:33:20
go like this so we are ending on the
00:33:23
frame 40 and now let's just hold shift
00:33:25
and press R to replicate this action and
00:33:29
now we have a dancing tree here
00:33:33
in the Rhythm with the house and let's
00:33:35
just select these three tops with this
00:33:37
as last press Ctrl L and Link animation
00:33:40
data
00:33:41
and now we have something like this
00:33:44
okay I quite like it and one last thing
00:33:47
we need to do is to do the actual snow
00:33:49
globe and some snow
00:33:52
um so first of all let's push shift a
00:33:54
and we'll add a mesh
00:33:57
and the round Cube if you don't see this
00:33:59
option here just go to edit preferences
00:34:02
and search for extra objects and you
00:34:05
should see option for Curves and mesh as
00:34:07
well just activate them and now you
00:34:09
should see these options right here
00:34:11
let's choose round Cube and switch to
00:34:14
quad sphere and reduce to something like
00:34:17
four
00:34:18
and we'll move this down make this a
00:34:20
little bit smaller and call this
00:34:22
snowball
00:34:27
or let's call it snowflake that's better
00:34:30
one
00:34:31
and we'll just save it for later and now
00:34:34
let's press shift a and we'll add
00:34:35
another round Cube now let's go back to
00:34:38
the eight subdivisions here and let's
00:34:41
make this larger so go into the edit
00:34:42
mode and let's make it larger like this
00:34:45
and additionally we can press one for
00:34:47
front view and start moving it up so we
00:34:50
can better see
00:34:52
how it will cross with the terrain and I
00:34:55
like something like this so let's press
00:34:57
k for knife tool start your cutting
00:35:00
right here press C then a to enable cut
00:35:03
through and snapping to the angle let's
00:35:05
confirm with the mouse and enter to
00:35:08
confirm the cut now with the X-ray view
00:35:10
we can see which vertices we can delete
00:35:15
and we have a nice Globe like this now
00:35:20
um let's Tab out and we'll press Ctrl 1
00:35:22
to add subdivision modifier maybe even
00:35:24
Ctrl 2 so it's smooth because that will
00:35:27
show nicely with all the reflections
00:35:30
and I want to see through
00:35:33
um during our process so let's go here
00:35:36
and in the viewport display let's switch
00:35:39
this to wire
00:35:41
and the next thing I want to do is to go
00:35:43
to the modifiers panel and add solidify
00:35:46
modifier right here and you will see
00:35:49
it's not so pronounced but if you start
00:35:51
to play with the thickness you will see
00:35:53
you are increasing the thickness of the
00:35:55
object and now I want to right click and choose
00:35:58
Auto smooth
00:36:00
and let's set 30 degrees that will take
00:36:03
care of the smoothing towards the edge
00:36:06
so
00:36:07
that's our globe and now we'll need to
00:36:10
add some actual snow so we can just
00:36:13
press shift d to duplicate this
00:36:15
and we can remove the solidify modifier
00:36:18
tab into the edit mode
00:36:20
go for front view by pressing one going
00:36:22
to the X-ray View and just selecting all
00:36:25
of these vertices press X and delete and
00:36:29
now we have something like this here and
00:36:32
we can press alt s to scale it inside
00:36:35
tiny bit
00:36:37
and they'll be our you know snow
00:36:40
emission plane
00:36:42
so let's step out and we don't need any
00:36:45
subdivision on this
00:36:47
um at all so let's toggle the X-ray
00:36:49
again and I want to go ahead and switch
00:36:52
this back
00:36:53
um to the textured view because I want
00:36:55
to be able to see the particles in the
00:36:57
viewport and now let's go to the
00:36:59
particle settings and let's create some
00:37:01
snow so first of all let's create a
00:37:03
particle system and first thing I want
00:37:05
to do is to go field weight and reduce
00:37:07
the gravity to zero and now in the
00:37:10
velocity I will set normal to zero and
00:37:14
let's set Z to something like one or
00:37:17
maybe something smaller point eight
00:37:19
we'll see
00:37:20
um really depends on how this will look
00:37:22
in the scene and now if we play back the
00:37:25
animation oh they are going up so we
00:37:28
need to go minus 0.8 so they're going
00:37:31
down and the reason I did this is I
00:37:34
don't want to have any acceleration
00:37:35
there I want them to be you know going
00:37:38
at a constant speed because I want to
00:37:40
Loop this animation so let's see how
00:37:42
that looks
00:37:43
um it's quite okay but the lifetime is
00:37:45
too short
00:37:47
um isn't that true for everyone so let's
00:37:50
go 140 and see how far they will travel
00:37:54
now
00:37:56
thank you
00:37:58
okay that's quite okay they basically go
00:38:01
all the way down and of course we don't
00:38:04
need so many of them so let's go
00:38:06
something like 500 maybe even lower
00:38:11
yeah definitely lower something like
00:38:13
150.
00:38:18
okay that's
00:38:21
totally fine
00:38:23
and now let's scroll down and in the
00:38:25
render section we'll switch Halo to
00:38:27
object and choose our snowflake
00:38:31
right here
00:38:33
and now play with the scale right here
00:38:36
and let's go with Randomness all the way
00:38:38
to one and let's
00:38:41
fine tune the scale
00:38:43
and don't forget to go and right click
00:38:45
shade smooth the snowflake so they're
00:38:47
all smooth and nice and now in the
00:38:51
render section don't forget to uncheck
00:38:53
show emitter that will basically make
00:38:56
sure it's not visible in your render so
00:38:59
now we have some snow in place and I
00:39:01
really like this
00:39:03
um so what we can do to Loop this is to
00:39:06
create another particle Mission and the
00:39:08
same as before and then you know shift
00:39:11
it 140 frames
00:39:13
before this animation begins so let's do
00:39:17
that right now and I think we took care
00:39:20
of everything right here
00:39:22
um just make sure you have all the
00:39:24
settings you want because then it's a
00:39:26
little tedious to adjust to particle
00:39:29
emissions at once but I think this is
00:39:31
okay and you can see these are particle
00:39:34
settings zero zero three that's
00:39:36
important to note here because right now
00:39:38
we'll create a new particle system and
00:39:40
choose that zero zero three particle
00:39:43
settings from here and then duplicate it
00:39:46
so we created zero zero five
00:39:49
sometimes this can be a little bit
00:39:51
confusing that there is some name right
00:39:54
here and something right here basically
00:39:56
these are the names for the particle
00:39:58
system in the stack and these are the
00:40:00
names of the actual data of the particle
00:40:02
system so just be careful you are using
00:40:05
the right data and you might have these
00:40:07
numbers a little bit different because I
00:40:09
think the real Snow uses particle system
00:40:11
so depending on how many times you used
00:40:14
it there might be more particle systems
00:40:17
here so just make sure you read out the
00:40:21
name of the particle settings here
00:40:24
um in the first one and then when you
00:40:25
duplicate it you just select it and then
00:40:27
duplicate and now if you have a
00:40:30
duplicated we can just set the frame
00:40:33
start to minus 140 and frame end to one
00:40:37
and leave the lifetime 140 and now let's
00:40:41
open the cache options and we'll bake
00:40:44
all Dynamics here
00:40:46
this can take a while depending on your
00:40:48
CPU
00:40:51
okay that's the bake and you can see on
00:40:54
the frame one we already have a snow
00:40:57
and it should be the same snow that's on
00:41:00
the frame
00:41:01
140. so let's just play back
00:41:04
if the loop works
00:41:08
I think it's a little bit jumpy so maybe
00:41:10
we need to
00:41:12
um play with the seed as well so let's
00:41:15
first delete all bakes
00:41:18
and let's select the first particle
00:41:20
system
00:41:21
and you know let's set the C to
00:41:23
something like one so there is actual
00:41:26
some seed and for the second one let's
00:41:29
do the same thing and with the first
00:41:31
particle system I can see I left the end
00:41:34
of the mission at 200 so let's make it
00:41:37
140 as well and now let's try to bake it
00:41:42
all
00:41:43
okay and let's try to play back our Loop
00:41:49
okay and this is now looping correctly
00:41:52
so we have some nice looping snow we
00:41:55
have some dancing trees and dancing hot
00:41:57
so the only thing left is you know to
00:42:01
add some materials and to make it look
00:42:03
nice to give it some beautiful lighting
00:42:05
so let's go to the render settings and
00:42:07
first of all for the EV preview I will
00:42:10
enable you know ambient occlusion Bloom
00:42:12
some Reflections and a refraction so we
00:42:15
can see what we are doing but the final
00:42:17
will be Cycles anyway so let me switch
00:42:20
to GPU and enable some denoising and I
00:42:23
will use optics denoising for you know
00:42:26
some faster preview renders and
00:42:29
something really small for samples like
00:42:31
64. and then you know when I'm satisfied
00:42:34
with the animation I will ramp up the
00:42:37
samples and you know maybe use another
00:42:39
denoiser and stuff like that so
00:42:42
um yeah and in the performance I will
00:42:44
use lower value here for the tiling and
00:42:48
basically that's it
00:42:50
um so let's hold Z and choose material
00:42:53
preview and let's press shift a and
00:42:55
let's add a plane let's scale it up
00:42:58
and let's move this down like here so we
00:43:02
have some background let's go for a
00:43:04
camera view
00:43:05
and with addition of the globe we need
00:43:07
to reposition our camera so let's press
00:43:10
G then Z move it up tiny bit
00:43:13
and maybe a little bit away and then
00:43:16
make this larger
00:43:21
so the snow object should have already
00:43:23
the material by the snow add-on so let's
00:43:26
select the trees and give them the snow
00:43:28
as well and you can see they're linked
00:43:31
so it gets applied to all of them let me
00:43:34
move this because it's overlapping a
00:43:36
little bit
00:43:37
and now let's make sure our snow flake
00:43:42
object has the same material and now
00:43:44
we'll just need to take care of some of
00:43:47
the wooden material and let's just find
00:43:49
some nice color make it a little bit
00:43:51
darker
00:43:52
maybe more towards red so it's a little
00:43:54
bit stylized
00:43:56
like this
00:43:58
okay and you know let's play with the
00:44:02
roughness a little bit let's increase it
00:44:09
and let's play with the bevel amount as
00:44:12
well so it's a little bit more
00:44:13
pronounced
00:44:18
and now let's choose the material for
00:44:21
the sides for the floor as well and now
00:44:24
here at the top we can choose the same
00:44:25
material but duplicate it and you know
00:44:28
increase the brightness a little bit
00:44:31
like this and then maybe choose it for
00:44:34
the floor as well so there is a little
00:44:37
bit of the differentiation and now let's
00:44:39
select the chimney
00:44:40
let's you know choose something like
00:44:44
this so it looks like a stone maybe and
00:44:47
then the wooden material for the trunk
00:44:49
as well
00:44:51
now for the background we'll go for
00:44:54
something you know
00:44:56
Violet like this
00:44:59
let's go for a camera view let's press
00:45:02
Ctrl B and limit our render preview just
00:45:04
for the camera bounce
00:45:06
and yeah maybe we can give the same
00:45:09
material to the bottom of the globe as
00:45:12
well and now let's select the globe
00:45:14
itself first of all I will go here and
00:45:18
you know switch the wire back to the
00:45:20
textured so we can see the object and
00:45:23
create a glass material
00:45:26
and now let's scroll down and in the
00:45:28
viewport display that's only for the
00:45:30
purpose to see this in EV will enable
00:45:32
screen space refraction
00:45:34
and then you know go with transmission
00:45:37
all the way to one set roughness to
00:45:40
something like 0.01 release something
00:45:42
subtle and set the ior to something
00:45:45
lower like 1.1 I don't want this to be
00:45:48
so distorted and now we'll need some
00:45:50
light of course so let's press shift a
00:45:52
and we'll add an area light and let's
00:45:56
press G then Z move it up and I will
00:45:58
hold period on a keyboard and switch to
00:46:00
3D cursor make this a little bit larger
00:46:02
and let's switch from Square to disk and
00:46:06
let's set something really strong like
00:46:08
750 or maybe even 1500 we'll see about
00:46:11
that and now let's press R then X and 90
00:46:15
degrees so we are able to rotate it all
00:46:17
the way here now press R then Z and
00:46:20
position it better in the scene and G
00:46:22
than Z to bring it up a little bit so we
00:46:25
have this light you know from the side
00:46:27
and now if you look at the render
00:46:29
preview
00:46:30
we have this nice lighting from the side
00:46:33
and it creates a nice reflection on the
00:46:36
globe as well maybe we can make this a
00:46:38
little bit larger so it's more soft
00:46:40
light
00:46:41
and maybe give this like a blue tint
00:46:45
and then press shift d r z and duplicate
00:46:49
this towards the other side find some
00:46:52
nice placement like this and maybe make
00:46:55
it a warmer
00:46:57
light or maybe not so much yeah let's
00:46:59
leave this cold and now let's press
00:47:02
shift d to duplicate this and ALT G and
00:47:05
ALT R to reset it both rotation and
00:47:09
position now let's look from the top and
00:47:12
place it here and I will explain
00:47:15
um just in a second I want to shine a
00:47:17
light on the background but at the same
00:47:19
time I need to get the light
00:47:22
in the snow globe as well and right now
00:47:26
it kind of blocks a lot of light here
00:47:29
um so we can take advantage of the area
00:47:32
light and just bring it up like this and
00:47:36
it will actually shine some light here
00:47:38
on the inside as well as on the outside
00:47:41
and let's bring it up to something like
00:47:43
1500 and make it a warm light here
00:47:46
I will create this nice effect in the
00:47:50
background and I really like this
00:47:52
and now we have the cursor in the middle
00:47:54
so we can just press shift a and add a
00:47:58
point light here and press G then Z and
00:48:00
bring it up in the house towards the
00:48:03
roof
00:48:04
and make it really strong something like
00:48:06
500
00:48:08
and they'll create this kind of light
00:48:09
and make it really warm
00:48:12
so there's a little bit of that contrast
00:48:15
here and we got these nice Reflections
00:48:17
on the trees
00:48:19
maybe not so towards the red side
00:48:23
maybe something like this
00:48:26
okay and right now we can just go to the
00:48:29
world settings and increase the World
00:48:31
Lighting and play with the color
00:48:34
just like that
00:48:38
now let's go for a camera view and in
00:48:41
the render settings we can scroll down
00:48:43
to the color management and enable high
00:48:46
contrast setting and play with exposure
00:48:49
and you should have a result like this
00:48:53
now don't worry about this
00:48:55
um particle emitter if you don't want to
00:48:57
see it in your viewport previews you can
00:49:00
just select the object and give it a new
00:49:02
material and now you can switch
00:49:04
principle to transparent
00:49:08
and basically
00:49:10
um in the EV you need to additionally
00:49:12
choose blend mode to Alpha clip
00:49:16
and it will disappear from your scene
00:49:19
and in the Cycles as well so that's
00:49:22
a way how to get rid of that so that's
00:49:25
our little snow globe scene and I will
00:49:28
now go ahead and render it you can go to
00:49:29
the opposite settings choose your folder
00:49:32
for output and then either render PNG
00:49:35
sequence or switch this to ffmpeg you
00:49:38
know with some MP4 encoding
00:49:42
choose your folder and just hit render
00:49:46
and render animation or Ctrl F12 and
00:49:49
wait it out you know see your preview
00:49:51
animation maybe even go lower on the
00:49:54
sampling like 32 and you know smaller
00:49:57
resolution like 800 by 600 to see your
00:50:00
preview to see your timing whether you
00:50:03
like it whether you like your Lighting
00:50:04
in the end and then when you're
00:50:06
satisfied with your animation just ramp
00:50:08
up these settings and leave it out you
00:50:11
know to render so yeah that's it for the
00:50:14
snow globe animation I guess I really
00:50:17
hope you enjoyed this one it was a
00:50:19
handful but if you did please leave that
00:50:22
like it will really help me and my
00:50:24
channel and again if you're new to the
00:50:26
Channel please hit that subscribe thank
00:50:29
you all for watching and have a
00:50:30
wonderful day
00:50:32
foreign
00:50:34
[Music]

Description:

Let's model and animate a cute stylized snow globe in Blender using lattice modifier and particle systems. Interested in making illustrations like this? I made a course with a detailed explanation of my workflow and all the tricks. And you can use the SUSHIMASTER code at the checkout to get a discount. Get yours here: https://polygonrunway.com/ Join our Discord 🚀https://discord.com/invite/GxcJHmxdJU Download the scene for free on Gumroad: https://polygonrunway.gumroad.com/l/snowglobe-animation Download the Blender scene file on Patreon: https://www.patreon.com/posts/76992622 Tutorials playlist: https://www.youtube.com/playlist?list=PLndvTk6JOzUdgiEawLqGBKmJbH_Ijt9IV Follow me on Instagram: https://www.facebook.com/unsupportedbrowser for more 3D modeling and rendering process videos and low poly 3d illustration tutorials in Blender. 250+ scenes on my Patreon: https://www.patreon.com/cw/polygonrunway Isocam Addon: https://www.dropbox.com/scl/fi/90s4e0x46k7ftewus8w1w/isocam.zip?rlkey=dsch9sw3tihuxh5zjv3pt0wxx&dl=0 To install the Isocam addon, open Blender preferences, go to Addons and click the Install button on the top side to navigate to this zip file. After that just activate the addon with a checkbox.

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