Hey everybody. It feels pretty loud. Yeah. So my name is Mike. I make work under
Beeple. So today, I wanted...well, I guess, probably, should play this reel.
This is kind of some of the work I've done. Some of it is sort of representative
of the type of thing that I'm going to be kind of showing you how to make today.
But yeah, here's some of the stuff that I've done.
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So today, we're going to be going over how to make a...
okay, that's loud...make a VJ tunnel like this. A lot of the stuff that
I do is like concert visuals, so this is kind of a staple of the concert visual
world, I guess. Just kind of having something moving through a space,
and you can kind of style that a number of different ways, and we'll kind of talk
about some different sort of techniques to sort of get you started with making
something like this. I also kind of wanted to sort of make things a little more...
I get a lot of emails and stuff from people who are kind of asking what
software I use and sort of very much at the beginning of, you know, sort of
learning. So I kind of wanted to start from like someone who doesn't fully
understand like a 3D software maybe, and sort of go through some of these very
simple core building blocks. So if you're advanced, you'll probably find this maybe
a little boring. Some parts or all parts of it. So the first thing we want to do if
we're going to build out something like that is take and make a spline.
So a spline is kind of like a...we're going to turn on the grid here.
A spline is kind of like an invisible line I guess, and what we want to do is kind of
build out the sort of path of the tunnel that we're going to be going through.
So if you click the middle mouse button, you can switch to different perspectives
here. And you can...the easiest way I think is to go to this top-down view and
sort of just build out sort of a blobby circle. So if you just kind of click
Points here, and this is just sort of a regular Bézier curve that you'd find in
like Photoshop or Illustrator. And just kind of make a couple points and make sort
of a blobby sort of shape. You can see this last point has got kind of like a
hard point like this. That you can...you want it to be smooth,
otherwise, the camera's going to have kind of like a jerky motion.
So what you can do then is right-click there and set that to a soft
interpolation, and then it'll make it sort of blobby. You want to try,
when you're doing this, to not make too many like kind of sharp edges.
Like sort of like this. If you did that, it would be kind of wonky and the camera
would kind of like whip around real fast, so if you kind of make it just sort of a
nebulous blob here, that's kind of your best bet. Then from here, we can also drag
out some of these points. Drag them up or down to just kind of give it a little more
extra variation. So this is looking pretty sweet. So from here, we can build out the
sort of tunnel geometry. And the way you do that is with Sweep Nurbs.
So what that basically does is it takes another shape and sort of wraps it around
the first shape. So in this case, we're just going to use the circle, but you
could use a square, you could use a star, you could use whatever shape you want.
In this instance we're just going to use a circle. So you take both of these and make
them children of the Sweep Nurbs object and then you get it. So the reason it
looks super blobby is because this circle's really big. So you can just scale
that down. And actually we should probably scale this entire thing up because I ran
into problems before. So you could see it's kind of chunky right there.
So if you take and just scale the circle down a bit more, it will get down to like
a region where it's not sort of clipping like that. So the next thing you want to
do is sort of change the way that this sort of spline is interpolated or I'm not
sure what the right word is. If you change it to a cubic, it's just going to kind of
smooth everything out a little bit and it's going to make your camera animation
and everything seem a bit smoother. So the other thing you can do is to sort of see
exactly what we have now is change the way the viewport is displaying this so that
you can see the polygons. So if you change this to Lines, then you can see sort of
what the actual geometry is made up of. So for this here, we don't need...well,
actually no, I'll keep that like that. Okay. So now, we're ready to put in the
camera to kind of sweep along there. Kind of fly through this tunnel.
So the way you can do that is to add an Align to Spline on the camera and align it
to this middle sort of path. And so what that will do, if you drag this in here,
and then we click this little button, kind of puts you in camera mode.
So now you're sort of inside the tube. What we want to do is change it so that
the spline is sort of pointing along the path. So here's...you can see the spline
is in the tube and it's going to kind of go around the tube. That's the thing we
need to animate. So we need to add in some key frames here. We'll set this to,
we'll say 600 frames. So 20 seconds. And so what we need to do then to animate that
is go from position 0 on the first frame all the way to position 100 on the end.
So then it will animate hopefully along the path. So here you can see you've
already got sort of a tunnel that you can fly the camera through.
It's a pretty boring tunnel at the moment, but kind of do some stuff to hopefully
make it less boring. So one of the things you'll notice with this is,
it kind of slows down and stops at the beginning and then speeds up.
Just the way it's moving, it's kind of...the animation is not linear.
So what we want it to be, to be a nice smooth loop, is to change that to linear.
So what we need to do is go into the animation timeline and change this
key frame to Linear. So now when it stops at the beginning and it starts at the
beginning, it's going to going to have a nice linear speed the entire time.
The other thing we need to do to make sure that it's fully staying at the same speed,
is change this intermediate points to uniform, and then maybe put it up a little
bit higher. So now it's going to be at a nice uniform speed the entire time.
There we're sort of going through the tunnel. Yeah. So from here, we're kind of
styling the tunnel and sort of coming up with things to make it look a little more
interesting. Here's what it looks like if you would render it now.
It's pretty much just a blob. So we'll probably make it a little better than
that. So some of the things you can do to sort of change this space is change the
size of the tunnel. That's going to make it look like it's going a lot faster.
You can make it look like it you're going through some sort of like warp-hole or
something sweet like that. Or you can change the focal length on the camera.
So you could change this to like 15 or put it like a real exaggerated focal length
will also make it kind look like you're faster...going faster versus like a sort
of bigger focal length will kind of make it seem like you're going a bit slower.
We're going to leave it at like 35 and not get too crazy with it.
So then if we make this circle a bit bigger, what we want to do now is just
kind of add in some additional geometry to make it look a little more interesting.
So one of the things we're going to do with that is take and copy this Sweep
Nurbs, if you hold down CTRL+ Copy it. Now you've got another copy of it.
And what we want to do from there is sort of build in this kind of like a sort of
scaffolding throughout the tunnel so that it will kind of make it just not like a
plain tunnel. So from here, we're going to make this circle a little smaller so that
the scaffolding is sort of inside the rest of it. And then we're going to turn off
these caps because we don't need any caps on the beginning and end of our sweep
nurbs. And then we're going to make the geometry of this a little bit less,
because we don't want this to be such a dense mesh of scaffolding.
So what we're going to do is change this angle up a little bit.
And then we're going to change this spline. Have a few less points.
That's too many...too less. Let me change to like 25. So now we're going to take and
make this editable so that we can actually change the geometry of this sweep nurbs.
So if you press C, you can make it editable. So now if we just throw this
into an atom array, we've got a...okay, it's very big because this cylinder and
radius is too big. So if we put this down to like 0.2 and maybe like 0.5.
Okay. There you can see that it's kind of like a scaffolding inside it going
throughout the entire thing.
But one of the things we can do to maybe make this a little
more interesting, is not have it be everywhere in the tunnel. So we can kind
of take away some of it to give it a little more variation. So what we're going
to do is just go ahead and press Spacebar and you can kind of select groups of
polygons at one time. And we're going to go through and just kind of grab pieces of
it. The other thing we can check is this, Only Select Visible Elements.
We want to select things all the way through it. So if we uncheck that and then
just kind of...whoop, we also have to go on polygon mode. Check and just sort of
hold down Select and grab pieces of it and just sort of paint in some sort of
variation here. Just slowly go through painting.
Just kind of keeping it on each side just to kind of change things out a bit.
Okay. So we'll just assume I painted this other side because it's taking too long.
So then if we just invert this selection, press U + I and now we've selected all the
other polygons, and then we want to just delete those. So from here, now we just
have the other polygons. And so the scaffolding is kind of a little more
interesting in terms of having some variation and not just being the same
thing throughout the entire tunnel. The other thing you'll notice is these balls
are still here. The reason that is, is because it...these points still exists.
You only deleted the polygons, not the points of the actual thing.
So if you go ahead and just...the simple way to get rid of those is if you just
right-click Optimize, it will get rid of all those points. So now you just have the
scaffolding pieces left over. So another thing we could do if we want to add in a
little more detail to some of this scaffolding is maybe make some of the
scaffolding a little more sort of dense. So what we can do for that is
grab...there's a couple ways we can do that. We can just sort of grab this and
take pieces of it and highlight again like we did, and then just subdivide those
pieces. Basically make each piece have more polygons. So that's one way to do it.
So if we do that and click subdivide...the thing that I don't like if you do it this
way, is it makes these kind of weird jaggy triangles, because it's trying to
triangulate the pieces that haven't been subdivided or near the subdivision.
So that doesn't really look sort of good for what we're kind of going for here.
So the other way I would do that... I'm going to just undo that.
The other way I would do this is to take and make this, kind of like what we did
before, make another copy of this, and actually maybe we'll keep a copy for like
another texture. So I'll make another copy of this. We're going to hide this.
These two little buttons hide the thing. So we're going to hide this and then just
do what we did before, and take and grab some of these polygons. Grab some pieces
here. Looking good. Looking sweet.
And then we're going to take and split those...
actually, we already have grabbed it, we don't need to split those.
We're going to take and do what we did before and invert that selection and then
delete the pieces. Go to the point mode. Optimize to get rid of the points.
Now we've got a sort of subset of those pieces that we can take and apply a
subdivide to. So we can see some of the pieces somewhere. Okay, that did not
happen. Where's the camera? Oh. Here we go. So some of these pieces here are
subdivided and they've got kind of a little extra sort of...maybe we'll
subdivide them one more time. Okay. So now, if we put these under an atom array,
then we've got kind of extra little detail in the like grid here.
Maybe we'll make these lines a bit smaller like 0.1, 0.2. So now you've got sort of
bigger grids and some smaller grids and it's got a little more sort of variation
through the sort of look of it. From here, we are going to take and add in a texture
to kind of give the look of the shell a little more sort of depth.
I think we're going to take and put this in a...maybe we'll try putting it in the
color channel. And we're going to give it kind of like a tacky sort of look.
So there's one texture that I use quite a bit, partially because I'm too lazy to
make more textures, and partially because it seems to work pretty good.
But there's this like super, just kind of a greeble texture.
And if I go to the thing, I can kind of show you what it looks like a bit closer.
But it's just sort of semi-random kind of texture that has some patterns and some
geometric sort of shapes. But it's got a lot of straight lines so it kind of
can work on a number of different surfaces and still sort of look good and not look
like weird. So I'll post this texture in Twitter or something and you can download
it. But this is the texture we're going to apply to the outside here.
So if you look at it, it looks a bit sort of wonky in the viewport here
just because it's kind of low-res.
They just kind of just set it to be low-res just to sort of keep the viewport
speed up. But if we go to the editor here and change this texture preview size to
like 4000 by 4000, you can see it a bit better. So it still looks a little
stretched out. What we can do there is just kind of change the tiling here.
I don't know if it's this one or the other one. Is that changing it?
Yeah. So there is just sort of a basic...now if we kind of render it,
it's starting to kind of look a little more interesting. So if we put this
color...now we're going to maybe add some color to this sort of grid.
Maybe we'll do kind of a reflective sort of look to these. I'm not going to get too
crazy with the kind of style because this is...you can kind of style it to more what
you're looking for. There we've got kind of a sort of...looks a bit better.
So from here maybe we'll add like...to add some like more brighter pops of sort of
light. Add a bit luminance. And I've got another variation of this just with
certain pieces of it. Kind of popped out so that there's sort of a bit of
variations that make it a little more interesting. There's kind of some very
bright spots. Okay. So I think we can put color in with like lights.
So from here, maybe it would be good to add like some particles that you're kind
of like flying through particles. If we take and add a...so first, we're going to
make...if we add a cloner. And then take and we'll just put in some cubes to start
with. Put these cubes under the cloner and then change this to object mode,
and then put in the sweep mode. It will put those cubes along our path.
So if we go, we're going to keep running into these giant cubes.
So if we kind of scale these down, you could see they're way, way too big.
Scale these way down. Now we've got these nice cubes. Kind of the problem with this
is...and we can sort of make more of them. Right now there's 10.
Can make a bunch more. The problem is they keep whacking you in the face.
So that doesn't really look super great. So if we change...what we can do there is
kind of scatter them around so that they're not all just kind of whacking you
in the face as you're going along here. So we can change and add a random effector
and that will sort of scatter them along the cube. So we've got it at 50.
I think that's too much that they are getting pushed outside of the thing.
So we'll just change this to say five. Oh, that's too small. We'll say 10.
Okay. So we're going to make these a little smaller too. And maybe we'll make
these blue so we can get our color in there.
Okay. Actually, let's put that in the luminous channel.
Okay. There's very little blue cubes there. If you put on these render
instances, you can put quite a few more and it will still be pretty fast.
Another thing we can do is change the size of them to give a little more variation.
If you change this to uniform scale, maybe we'll say two. Maybe we'll say three.
Okay. So now we've got our cubes in there. Now maybe we'll make another sort of tack
element to...or another cube element to just give a little more variation
Maybe we'll take this cube and we'll turn on...we'll go to this view.
And what we're going to do is extrude out this cube here. We're going to grab all
the sides of it, all the faces of it, and extrude out. Oops. Extrude out.
Turn off this preserved groups and extrude out to make it a little bit of like kind
of a "+" sign. Feels like kind of a tacky thing, "+" signs. So we got our "+"
signs there. Okay. So we're going through. We got our sweep "+" signs.
Our cubes. Yeah. So the next thing I think would be to add some lights in here.
If we go ahead and take these out and just throw a light in there...it's going to be
way too many. That's definitely a shocking amount. That's still way too many.
So we're going to put in say 20. So just enough to give it sort of some variation
between different sections of it. We're going to throw a little shadow on here.
Maybe we'll do...actually, let's just do this. Nope, that's a little dark.
So maybe we need some more lights in that.
Still a little dark.
So why don't we change the...take off this shadow, and then maybe change this visible
light to volumetric. And that gives us kind of a slightly more look.
Maybe we'll drag these down a little bit. I don't know if these lights are super
big. I think this will give us a little more...still kind of looks like crap.
I think if we change these lights to be a bit bigger, that might give them like a
little more of the look we're looking for. No, that didn't do it either.
Okay. I'm not really sure why these lights are kind of not affecting this,
but I think what we can do is sort of put in some other textures that will give a
bit of lighting to this in terms of like...maybe put in...change this to...we
can kind of change the color in the atom array to a blue. That will give us a bit
more color as well. Yeah, but I think from here, it's kind of just styling different
sort of elements to dial in the exact look that you want based on kind of the style
of the person you're looking or making visuals for. What you're kind of going
after. Yeah. I'd say that's about it.