Fourth installment of my medieval houses : A Tavern. Only procedural materials, no baked textures. Made for Cycles but the materials should work with Eevee and low Ambient Occlusion. 72 k Tris with subdiv, 32k with Simplify set to 0
Sorry to bother you with a potentially lengthy (maybe whiney) question, but how did you learn how to create any of this? I've looked at your Node set ups for Compositing and Shading... Its an incredibly intricate web of things that makes the final render incredible; especially considering that the model itself is a set of quite simple parts. Of course, I want to reach your level, but feel largely lost in trying to find the logical steps that will help me get there.
If you do decide to reply, big thanks in advanced.
Hello ! Don't sweat it, I'm pleased by your interest :) I'm afraid there is no one-step logical explanation to your question, and it's a neverending journey. I would summarise it like this (in no particular order) :
Familiarize yourself with the software : Watch tutorials, and redo them with your own twist, visit community forums, read the docs
Study the fundamentals : Color, Lighting, Composition, Storytelling, Perspective, Perks and shortcomings of ray-tracing and realtime engines, etc.
Learn from the world : Look at source material pertaining to what you want to achieve, study what other artists make, but don't blindly copy what they do, and don't feel discouraged by seemingly more talented people. Most of the time they simply put more time and energy than you did to get there. Go outside and look, study your environment : Where does moss grow ? Where do cracks appear in a wall ? Where does litter accumulate ? etc.
Start small, iterate, don't be afraid to throw things in the bin. Start with a minimal viable "product", finish an artpiece with it, then go do something else. Set a deadline, keep with it. If you feel like it's going somewhere, expand it. Add cracks, vary the color scheme, give it some personality. Try it on a spaceship maybe !
Invest time and look back from time to time : I spend on average one or two workdays time on each piece, but for instance the bricks shader is the result of many, many materials I started from scratch, developped to a point where it's not manageable (like right now :) ), and threw it in the bin. then I start fresh, using new and improved workflows, trying to keep up with the latest shiniest features of Blender. Remember to be mindful of where you are going with your creations. It helps greatly to have a clear goal in mind. It doesn't have to be set in stone, and it won't because you'll learn new things and keep pushing the goalposts further away.
Hope that was interesting :) I am by no means an expert on the subject, and the more I advance, the more I feel like a newbie in the field, but it's a thrilling journey !
TLDR : Study, Practice, Create, Reflect, rinse and repeat
Love your work. Is it possible to use a modified version of this in a village for a game I'm working on?
Of course, do what you want with it :)
Thank a lot for CC-0
beautiful work. very impressive!
Gorgeous, your work is very beautiful, congratulations, may God continue to bless you, and you have a very good aptitude for giving your best to others. Thank you
You should upload these to BlenderKit as well! So cool!
EDIT: about them not accepting procedural models - they 100% do accept them. I've had several of my own validated that were completely procedural.
Thank you :) That's a good suggestion. Unfortunately, BlenderKit doesn't accept models with procedural textures !
my blender keeps crashing when i try to render it. I need it for a old farming game im making in unity this looks wayy better than the crappy house i am trying to work on. i can figure out how to paint the cartoony rocks on the side of the house so this is a big help
Hey what version are you using ? It was made for 2.92, previous versions may not load correctly
Love it. Looks like it came straight from Tangled!