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