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Hello, Manu here! in this tutorial we will talk about stylization of shape. we will start off
with the basic properties of lines and shapes such as roundedness or hardness, then we will apply this
concept to sculpting a rounded mountain in Blender and then on the contrary, we will make our mountain
angular and hard edged. after doing this basic exercise on shape language we will move on
to a more complex example of mixing the shape of a tree with a cube and a sphere, so when we say
'stylization of shape' we usually mean that each shape can have its own character and
basically all shapes in our composition or 3d render can follow a certain visual language or
visual flow. in this image for example i tried to keep all the lines flowing, a little bit swirly and
how should i say, liquid. and once we establish a certain visual language we just follow along
with it and all the new shapes and lines that we add to our composition also conform to this
style, meaning the style of lines and shapes and to show the opposite example, let's have a look
of Brian Miller's artwork, here we can see that the lines and shapes follow a totally different
visual language or visual flow, to the contrary of what we saw before, the lines here are all angular,
very hard edges indeed and if we see something rounded like the clouds it only serves the purpose
of accentuating the hardness of all the other lines and shapes. that's a matter of contrast.
so the stylization of shape works in this image in such way, so all the elements of the composition
become sharp and angular and everything that you will decide to add to this composition will
also take this shape, unlike this type of the shape stylization which obviously is a complete opposite,
rounded smooth and pretty calm overall. now let's do a quick stylization of shape exercise to try
these concepts out. i will start with the cube S and then Z to scale it down on the Z axis
Ctrl A to apply the scale to make sure that we can sculpt on it, then i'm going to jump into the
sculpting mode and choose a brush. let it be the clay strips brush as the most basic, one i will also
go ahead and enable the Dynamic Topology at the top of the user interface and we'll change the
detail size to 8 just to give it slightly more details, the dynamic topology feature means that
the topology of the mesh will be updating on the fly as we are drawing on it, or rather sculpting
and if you wish you can preview the wireframe here in the viewport overlay settings. i'm using a
tablet for sculpting, but you can do the same thing with the mouse if you don't have a tablet around,
so i'm trying to sculpt a simplified mountain with keeping the rounded shape in mind,
i'm trying to filter all the shapes that we need to sculpt through the filter of that
roundedness and softness. imagine that this is like a grammatic rule that we try to follow in
designing all the 3d forms in our scene. this is also kind of dominant stylistic element of how
we treat the shape language. you can write down the keywords that will help you to arrive at
this key feature that you would like to implement, for example roundedness also means that
we can distribute the colony of the spores that that have a spherical shape on top of our mesh
because that roughly corresponds to the shape idea that we are pursuing and this is an example
of adding some very basic property to our model something like smoothness, in this case
but practically this property that we choose, it can be anything and we will explore
some options later on in the tutorial, but for now let's render this mountain out, but first actually
maybe we can do something else with the shape, maybe we can shade it smooth, probably no need
as the hard triangles caused by the flat shading mode create a nice contrast to the overall
fluidity of the shape, i like it a lot, contrasts are still important. ok what else can we do? maybe
we can apply a little bit of spiral rotation if we can put it like that to the model and what if
we want to make things a little bit swirly? we can do it as well, we can get as creative as we like,
chances are it will push the shape in an unexpected direction, but let's try it
by using the Rotate brush i am adding a little bit of swirliness to the whole thing, i think
the result is quite nice, but anyway i have chosen not to go with the spiral thing for the
final render. yeah so here is a quick sculpt of the mountain which has the shape language like that
you name it very flowing rounded, a little bit twisted, something of that sort
and now let's try i wanted to say a more mechanical shaped language, but
rather hard-edged shape language, a little bit more rocky. i will start off with extruding a
polygon in the edit mode and then extruding it a few times more until i get this spike made of
a few polygons and then i will extrude some more edges out to give it a little bit of depth.
you can press S to scale up and down the edges, R to rotate them G to move the vertices and edges
very quick operations indeed and i'm trying to keep a minimal number of polygons here just to
demonstrate the concept of keeping the shape of this mountain very sharp. imagine that this is
our dominant stylistic direction and we are trying to follow it faithfully and we are trying to avoid
the smooth shapes like a plague, just for the purpose of this exercise,
so i'm imagining that this could be claws of some mythical creature or something like that
everything that helps you to arrive at a certain mood,
keeping the model relatively low poly or actually very low poly really helps with maintaining the
sharpness, we can even fracture the form of this thing by copying this spike a few times
because fractured also makes it look sharp i guess so that also helps. so here is a mountain made in
a different technique, poly-modeling instead of sculpting, but mainly what's important it follows
a different shape language, this stylized mountain is made out of triangles, sharp angles and pointy
tips, i hope you enjoyed this exercise, here is a quick comparison of the different attempts at
stylizing the shape in totally different ways i should say. well stylization of shape can be
more complex than that, for example you can add some weird properties to the original idea
for example you can mix the shape of a tree like Braydan Barrett did uh with some other elements
like i don't even know what is it exactly, some guts, it's a matter of blending the original idea
with some unexpected shape to create a highly stylized version of the original thing, the bowel
shaped tree, why not. or a spaghetti shaped tree for that matter, the concept still remains the same
you take the idea of a tree and you add the shape properties of some other object, spaghetti
in this case, to create a spaghetti tree, it's a little bit more complicated than adding a simple
characteristic to the original shape, but not that much complicated, actually it's a very fun process.
or how about the tree mixed with a cube? well you can say with a default cube, if you work in Blender
so the shape of a tree blended with the shape of a cube may produce something like a cubic tree
that is deeply exciting if you ask me, a brilliant example of stylization of shape by Brayden Barrett
actually why not do something like that in our next exercise
so here we go, let's have some fun with stylizing the shape of trees, you'll just need Blender and
some time at your disposal and these are some sketches, you can use them if you wish or you
can create your own blocky tree, basically the point of this exercise is to go beyond a simple
characteristics like smoothness and angularity and combine the totally different unexpected
things together. how would the tree look if this tree was made of cubes or not necessarily made
of cubes like in Minecraft, but what if the idea of a tree was processed using the shape
of the cube as the main rule of how its shape is stylized something along these lines i guess.
feel free to use imagination and don't hesitate to show us the results of this quick little exercise
we would be stoked to see your vendors and models. even feel free to upload them to Sketchfab so we
can have a look in 3d. oh! it will be awesome, i hope you will have fun with creating the cubic trees
i have created something like this after trying a few times and i have rendered it using the
isometric camera. okay, well and if you still feel uh that you may want to explore an opposite idea
then do the same thing, but this time take a sphere as the key idea of stylizing the shape,
make a gorgeous spherical tree to really nail down the concept of the shape stylization. again
i have created something like this and it brings us to the conclusion. thank you so much for
watching this tutorial on stylization of shape from the creating stylized 3d art course by me
Manu Järvinen, Gleb Alexandrov and Aidy Burrows for creativeshrimp.com
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