hello everybody and welcome back to another blender made easy tutorial today we’re going to be creating a lighthouse and if you go to google and you type in lighthouse there’s many many different options you can choose to model whatever lighthouse that you want but i found this image right here and i really like it and it might be a render I don’t know but I think it looks really cool so the end result is going to look at this this image on the screen and yeah so let’s get started first thing delete the cube and then add in a cylinder about shift a and add in a cylinder alright and then we’re going to split this view by dragging this little do three lines right here across and bring it out a little bit more and then click this drop-down menu or the yeah this menu and click uv/image editor and i’m going to open up that reference image that I have so open it up go find it it should be right here and open alright so this looks pretty complicated like there’s a bunch of wires and railings and all this stuff up here it’s really not that hard to do all we have to do is add in like a circle extrude and then add a wireframe modifier pretty simple and this window i’m not going to worry about you can do that on your own time if you want to make a window and also this building down here we’re just going to be focusing on the lighthouse and getting the glass up there this this thing and all this stuff alright so let’s go in the front view by pressing one than five on the number pad and then we’re going to scale this up to press s then Z and then scale it up some more like around there all right and go into edit mode press Z to go into wireframe you select everything by pressing a and then draw a box with be around these vertices and scale them down we want to make it so it comes in were just a little bit something like that it doesn’t have to match this exactly i’m just going to cannot go with my own sort of thing then little bit more that’s probably good right there and then I’m going to bring it up so it’s like right I’m going to grid for ok cool so let’s get started with the modeling we’re going to model the model this little thing right here and then we’re going to go up and out and in that up alright and that’s pretty easy first we’re going to bring this down and then we’re going to model this part so just kind of make it like eyeball it try to figure out if that’s the right spot and a little bit lower that’s probably good right there I assume in on this image and then shift amount depends of you ok so first press e to extrude and skill out we’re going to be doing this a lot of time to extrude and then scale it up just like that II and then actually in that one yeah we have to do one more and then either shoot and scale it back in kind of imagine where this would be an excuse extruded up somewhere around there that’s just probably right and now we’re going to do this part right here spread e scale it out something like that in this part is a railing so look on the top and scale it out to where you would think a railing would be something about that a little bit less than that right about there is probably good then extrude up then e2 extrude right click and then scale it down and then you need to extrude again we have this little thing in the middle eat scale and then extrude it up just like that and now we have to extrude in scale all the way in kinda somewhere around there is probably good just kind of imagine it I call it and then extrude this part up a little bit more probably around I’m getting there this part right here and then we have to do this little like railing top it so eat scale extrude e right-click scale and extrude and then more time scale in words and extrude up perfect there we have it good and the bees railings and this glass part we’re going to add a separate object so don’t worry about those right now click smooth shading on the cylinder and then we’re going to add in split modifier to come over to the modifier tab click Add modifier and edge split good look at that that is looking really nice and crisp alright so now we’re going to do these little support means so go into a new layer by clicking the little box right there was a little square and then add in a plane so press shift a mesh and plain we’re going to rotate this plane by 90 degrees surprise our annex the 90 and enter zoom in a little bit ok so going to edit mode and then right click on this versi and we’re going to delete it next press a to select everything and click e.e then right-click and skillet in words just like that now i’m going to right click on this one right click on this one this one and this one and press s and that will create a face between use and then I’m going to add in a lot of vertices right

here about pressing ctrl r been using the scroll wheel i’m going to go with 11 vertices make sure there’s one right in the middle make sure it’s an odd number then right click and then shift right click on these to turn on proportional editing and then move these back to press G and with your scroll wheel you can zoom up and zoom in and also i want to change this to connected instead of enabled because that will just do the connected vertices and not the ones over here suppressed g and make it so it’s like a nice curve something around there doesn’t have to be perfect is this is just going to be a small detail but something like that is probably good actually you know what I forgot to do hold on controls that controls it controls you we have to move these back to bring them back something around there and then also bring this one up turn a hug proportional editing process Jeezy and then bring that up so it fits there we go that’s what i want to then press ctrl R and add a bunch of vertices and i’m going to go with I’m just gonna go with nine doesn’t have to be that many then turn back this connected right click shift right click and then movies something like that yeah that’s perfectly fine all right now go into edit mode press ship date and add in a circle rotate the circle by 90 degrees and then scale it down scale it down there ago and then position it something around there right about there and then as I to infant actually don’t press i press e the first turn off proportional editing then press e right-click and scale in words okay good there we go we got our thing is there’s a little bit of a circle right there and so that’s why I added this and then we’re going to extrude this back to extrude the back right about there give it some thickness and then press a once or try to to select everything and then we have to fix the normal because right now they’re totally messed up so you can do this by hitting control end and now the shading is good great so now press shift one and that will bring back our first layer go to the front view and position this up here we have to zoom in here and scale it down place it right about there get it down a little bit more and position make sure it’s just a little bit inside and then not not sticking out and a little bit in the top as well now going to the side view and then position it right in the center it’s already in the center that we need to almost need to move it a little bit more position it right there awesome ok so the next thing that we’re going to be doing is adding a empty and using that as an offset for an array modifier and then we’re going to move it around this fear if you have no idea what that means don’t worry about it i’ll show you the first thing that we need to do is right click on this and position the origin point of our support in the center that’s really important if the origin points way out here the rain modifier isn’t going to work as well so go into edit mode alt right click this ring and then press shift s cursor to selected now it’s in the center and now we can right-click on our support press ctrl alt shift see control of the sheet and click origin to 3d cursor and that will snap it to right there now we can add in our a modifier look add modifier array change the relative offset 20 and now we have to add in an MP press shift day and click empty plane axes and then right click on here and since we scaled the plane down if we were to click object offset and then click the empty it’s going to look really weird but it’s rotated and it’s scaled completely wrong so what we need to do is apply the scale and the rotation so could control a rotation and then control a and scale good now once we rotate this is going to be the right side and since the origin point is in the center of this is going to rotate completely around the cylinder exactly what I want alright going to the top view and then rotate and holding down control i’m going to go let’s go 20 degrees then right click on your support and turn out this count and it will go all the way around one more 18 look at that very easy and we don’t have to duplicate it a bunch of times and go around this is a very simple and easy way to do alright so now let’s move on to this railing so we have to press shift day ad in a mesh in circle and then we got a scale that circle down to fit where this random would be bring it up a little bit and then scale it out right about their looks pretty good and now we have to

extrude up and add some geometry so go into edit mode and click to extrude bring it up about right there kind of like halfway between this and this yeah probably good right there and then go into edit mode select everything and press W and click subdivide this will give it some more geometry one more let’s see what it looks like with the wireframe modifier right now click Add modifier and wireframe look at that that looks pretty cool i’m going to bring the thickness down just a little bit and then bring this into the ground I think that’s good right there i like that if you want to add more geometry go ahead and do it go into edit mode and click w but i’m going to leave it right there for now next thing I’m going to do is add in this railing up top so press shift a mesh and circle and then move it up position it actually before you move it turn the vertices down to 16 ok because it looks like there’s 16 things going around i’m just guessing but it’s not 32 skills is down and then bring it up top scale down and down a little bit go into edit mode and e2 extrude position it right about there in control a fix the normals with control end and then add in the wireframe look at that i’m going to make it go in just like that it’s perfect exactly what i want i’m going to turn up the thickness just a little bit though just a little yeah look at that very cool alright so now let’s move on to this part this is pretty easy as well I’m just gonna I’m not going to i’m going to add in another circle leave it at 16 vertices and then move it up place it right there and scale it in words look up top and make sure it is a little bit less than the outer outer railing go into edit mode on there is bringing up first right about there going to edit mode and extruded up i’m going to go right there and it looks like from just looking at this there’s three different phases 1 2 & 3 so going to front view on this one and the first one is right here the second one and then this circle in the taller one going to go somewhere around there make sure this was a little bit taller than middle one that’s probably good and then click Add modifier wireframe and instead of just replacing the entire thing I just want the wireframe and the mesh to be together so if you uncheck replace original that will fix it and then we need to fix the normal as well but control end on that great and now i’m going to add in the roof so shifted a circle words that right there circle and then bring it up and it looks like this is a little bit thicker a little bit wider than this i’m just going to go somewhere around there actually you know what I’m going to scale it down to fit it and then I’ll scale it up because it looks like it goes up and then out to go into edit mode extruded up and press e right-click scale it out extruder e scale and extrude and then i’m going to press e extrude up and scale it in words right about there something like that looks pretty similar make sure it’s in and fix the normals by pressing ctrl + great now i’m going to alt right click on this part and extrude this up a little bit he scale it inwards extruded up among the e scale extruded up along the awesome in this as well i’m going to do the wireframe and uncheck replace original cool one last thing that we need to do is add in a UV sphere bring that up and scale it in up and skip position it right on the top bit kind of just eyeball it does that look like the right side a little bit more something like that yeah and then what we can do is go into edit mode alt right click this top part and then shift right click in the middle and extrude this up look at that we got it that looks pretty cool and this is way too thick so I’m going to go into edit mode alt right click our shift alt and then right click and then press as shift Z and then scale this inward so just like a wire look at that we have our lighthouse that is looking really cool alright so now let’s work on the materials the materials aren’t that difficult just a little bit of texturing and some shaders and everything will be good i’m going to leave this window open so I can like view what I’m looking at alright so bring this out and then click on the material body right click on this

to select it and click new the first material that I’m going to be adding is a concrete material to name this one concrete click this little menu and click image texture open and this image is down in the description so go get it this one right here click open i’m also going to split this view and then click here and go to the node editor this will be easier to work with President to close the channel and zoom in alright so what I want to do is add in and glossy shader and then also change the color of the texture just a little bit alright press shift day mix shader and right there then brush it again and glossy shader plug that in and change the factor 2.1 great then press shift day and add in a color hue saturation and I’m going to drop down this previous I can see what it looks like the value I want to come up just a little bit i’m gonna go maybe 1.4 maybe 1.5 yeah 1.5 looks pretty good what happens if I turn up the saturation yeah i’m going to go point nine on the saturation ok let’s come down here a little bit and let’s see what’s next this right here is just a black glossy diffuse shader so I’m going to add that and click the little plus sign click new and i’m just going to call this one black velocity then this is pretty easy all you probably know what to do ship they add in the mixture and alternator of course right there plug this in and then change the factor 2.1 in the color of the diffuse to something dark do not go all the way black go a little bit less than that something something like this it’s probably good alright let’s zoom in here and apply this to this part to go into the front of you bought select this part by pressing B and then click assign when i’m also going to do is change the settings the color I’m going to change it to this and I did that by clicking this this little eyedropper tool and clicking this into now knows the black glossy shader it looks like this part is glossy black glossy as well as the box select it and click Sign and then this part up here all of this actually is black glossy so click assign the railing is too so click the drop-down menu black glossy and the railing up here this one is also that same material and then the supports right there cool so now that’s looking pretty cool you know what I think this might be a little bit too dark so I’m going to bring it up just a cat that looks good all right now let’s work on the glass material so right click on this one and clicking you i’m going to call this glass and this is pretty easy just add in a glass share right there and then plug this in very simple then click the little plus sign click this drop-down menu and click black glossy and you’ll know why I did that come over to the modifier and click this little material offset to one and the wireframe will have the black glossy material that’s exactly what i want and then all three of these have the same are two of these have the same insurance of black coffee and then this one black glossy awesome and right now if we were to render it you want to be able to see the texture and that’s because we haven’t you the unwrapped it yet so right click on this is a once or twice to select everything and then press you can click smart UV project and click ok so now once we go into the texture of view and zoom in here you can see the texture but it’s way way too big so i’m going to close that i’m going to change i’m just going to get rid of this then select everything and scale it up scaling up really big how does that look I think it still needs to be scaled up like that that looks pretty good let me get a drink of water real quick that looks cool all right now let’s add in the points about shift day and add in the plane and then bring it down to the ground ok this plane we’re going to be adding a a lot of geometry to that we’re gonna add be adding a particle system for the grass and then also a displacement modifier to give it some bump so get rid of this window and then scale up the plane i’m going to go for something around there and the next thing I’m going to do is position the camera so I know where to add the bumps on the plane and then also where to add the particles so go into the front view and i’m going to go somewhere around here and then press ctrl alt 20 right click on your camera and then bring it down something

like this i’m going to go really close to the ground and i’m going to impress Double R and then rotate something like this i’m also going to come over here and click the cum cotton composition guides and click thirds and thurs is it’s the rule of thirds and what you that means if you want to position your focus and your subject were these corners are so this right here this one or this one you never wanted it to be centered it is an image looks a lot better if it’s following these rules okay so they’re like this kind of position it G middle mouse to zoom mount something like this i also think this is too tall so I’m going to grab it do you select on and bring it down a little bit yeah and then bring the camera down scale that up ok cool so go into edit mode press W and click subdivide i’m going to do this a bunch of time one more time one more and then I’m going to add in the displacement modifier so click Add modifier and where is it at displacement click new and then we have to apply the scales press ctrl-a and click scale then go into the textured texture panel click this drop-down menu click clouds this is the one that we’re going to be using and right now it looks pretty bad so I’m going to bring the strength way down from around there and then i’m also going to click through shading cool then go into edit mode and then we’re going to kind of play around with how it’s positioned on our on a lighthouse so I’m going to bring it over here so it’s underneath the camera and then go to edit mode right click on this face go turn this on to enabled and then kind of just play around with how tall how tall this is kind of go like this just mess around with this make it look kind of cool summer on there maybe bring this one up something like that just kind of move around and mess with the terrain just get it uneven we don’t want a flat plane that doesn’t look very good maybe this can come up just a little bit more like that yeah that looks cool nice alright so now let’s add the particle system so come over here and click new and actually you know what before we do that i’m going to add in the texture to this ground to click new click this drop-down menu and click image texture actually change this to mix shader diffuse and glossy diffuse and glossy you don’t even have to open up the uv/image editor we can do this right here the diffuse i’m going to change it to an image texture click open and this texture isn’t in the description so go grab that as well this one right here click open and then also i forgot you need to you can wrap it so go ahead and click you and unwrap the factor i’m going to actually change it to point zero three because i think it’s too much glossy open up the uv/image editor and scale it up suppose s scale it up really big zoom in here and see what this looks like still too big scale it up a little bit more yeah that looks good right there how does that look in the yeah cool all right now we’re ready to add in the particle system look like this and change this to hair and then click advanced all right there are many many different options it with this and i’ll show you exactly what to do to make the grass look pretty cool to click random and the hair length i’m going to turn way way down something around there i think is good so that left yeah probably point zero seven then come down here to the Brownian bring the surrounding and just a little bit maybe point2 and come down here to the display and change this actually will do that later come down here to the Children’s and click simple and what children’s does it takes one particle and then surround it by how many you say right now it’s set to a hundred and i forgot to change this and i clicked rendered and it rendered a hundred times the amount of particles that i did so make sure you change this to maybe like 20 and that will fix it ok so grass it doesn’t go like straight up it kind of split into different things and that’s what the clump is for i’m going to bring it down 2.7 or points6 somewhere around there I think it looks pretty cool and then also I think this is too tall so come up here and change it 2.4 okay then come back down here and just mess around with

some of these settings the links gonna go something like that threshold some of these settings i have no idea what they do this radius though I want to bring that up point-to-point that’s probably good right there the roundness okay sighs see a lot of these settings i have no idea what they do i just kind of mess around with them the endpoint yeah okay that’s probably fine right there the shape what does that do ok radius doing that I’m going to change this 2.05 that I think it’s a good radius and yeah that’s that that’s looking more like grass cool so now that is fine i’m going to zoom out and now i’m going to apply a vector Group our vertex group I mean that vector group of vertex group and this will be used to set the particles in the right spot because right now if we were to render it three particles over here over there and like over there and they don’t need to be there because the camera is not going to be looking at them so it’s just going to waste time and memory on your computer to fix this going to wait paint and then go into the top view and then do not testy to open up the properties panel or the toolman on me click wait gradient and then drag where your camera is and drag it out i’m going to do not know I’m going to get one more time drag it out a little bit past something like that cool and then go into the camera view and what you can do is change the weight 20 and i’m going to press f to bring up to make my brush load the bigger and I’m going to paint outside of the camera view like this i’m going to come over here and back that was lookin good ohhh I did way too much right there hold on do men kind of paint don’t feel too much it’s a little bit finicky sometimes but try to make try to do your best at it something like that and then what you can do is come over here and then paint the rest out this is looking really weird fix that kind of like that about their zoom in you can give it more detail that looking good and just paint all the way around where the blue is will be no Bart particles and where the red is will be where the most of the particles are so we don’t really need particles way out here so let’s lighten the weight gradient so there’s not as many over here but they’re closer to the camera there’s a lot more i’m going to presidency and then do this cool look at that alright so now we’re going to apply this to come over to your particle system the vertex group the density and group and that will fix it there we go so now there’s there is still a couple over here and get rid of that I don’t need that there i’ll fix it cool yep and maybe love the right there still some over here get rid of that vertex paint yeah and I don’t need some behind here because you won’t be able to see it and it’s like a health i get rid of those as well and yeah very cool go back into object mode and now i’m going to set the display to like five percent and then i’m going to turn up the particles way way higher I’m going to go with like 40,000 I think 40,000 think is a good number and it’s set to five percent view and that’s just in a 3d view it’s not in the render the rendered will be a hundred percent so you don’t need to worry about that cool and now let the material for the grass so come up here click here and clicking it now we are going to need the UV another UV the node editor for this because this is a little bit more complex material alright i’m going to add in a mix shader shader mix towards that drop that in and i’m going to add in a glossy position it right there and click right there the next thing I’m going to do is add an ad shader and then where did that diffuse go way out there i’m going to add in and add shader and then translucent shader and this will help just make the grass look a lot better plug that in and the factor of this i’m going to change 2.1 the next thing I’m going to do is add in a gradient and by i can do that by using a color ramp note so got a converter color ramp and place it right there take the color output plug that in right there and actually not right not that one ok so now I’m going to add in a node

come over here and change this to like a green color I’m going to go something like that bring it down why did that right about there okay then I’m going to add the same thing bring it over here and then I’m going to go a little bit lighter yeah right about their looks cool and then i’m going to leave the white because at the tip i want a little bit of a little bit of a white I think this could go low the darker actually a little bit darker a little less saturated as long yeah something like that that’s looking pretty cool awesome and now we need to add in a hair info node so blender knows that this is the material for the particles go to input their info and then take the intercept and plug that in okay that should do it and also i want to put this and actually i think that’s what I did yeah all right great right click on your plane to select it come over to the particle system and where this material is change the 22 and now the graphs will have this material great all right now let’s do the lighting going to the top you i’m going to use this lamp i’m going to change it to a sunlamp i’m going to rotate it something around there and position it right about there going to this view rotate it up yeah look at that okay make sure it’s positioned right on our are a lighthouse click use nose and change the strength to three and i’m going to give it a warm look something like this let’s see what this looks like a nice that’s looking pretty cool i think it needs to be rotated a little bit this way yeah so there’s less light right there nice all right now the world ok this is i’m going to be using an HDR where is it right there aren’t and this HDR I can’t give it away but there’s a website where you can get similar HDR so that is link down in the description the press shift day once you find an ATR click environment texture and plug that in click open and go to HDR and 16 is the one that I want cool so now if i render this right now you’ll be able to see it but I want this part over here and i can rotate this by Adonai texture coordinate right about there and then add in a mapping note so go to vector mapping plug that in take the generate a little take the generator out plug that into the vector take this out and plug that into back now once we rotate this you’ll be able to rotate the view to do something a little bit slow i’m going to go into layer 3 so i can see it better so it goes a lot faster day where is it at come on keep going wait there it is there’s where i want it left Oh something like that to the two worst i’m going to be and that’s where I want it and I also i don’t want to be able to see this part i’m going to bring the Y up no not the one I’m going to bring the X up you have the X up so we won’t be able to see that awesome and you know what I want to do one more thing with the node editor i’m going to change the saturation down just a little bit on this color so it’s not so saturated so adding a hue/saturation node and then the saturation i’m going to bring down 2.8 that looks pretty cool alright so there we have it we got our particles we got our materials the land and yeah the last thing that we’re going to be doing before we render is using some depth of field on our camera so come down here and click where that cylinder change the aperture to f-stop and i found that like four or five somewhere around there works pretty well i’m also going to turn on high quality and we’ll see how this book’s shift Z and it’ll render nice that looks pretty cool i might change this up actually two maybe three alright one thing that i forgot to do when we are modeling the lighthouse is add in a cylinder in the middle of our lighthouse so pressured day and in the cylinder and scale it down position it right in the middle somewhere around there then go into edit mode bring it up is easy to extrude skillet in e scale escale something like that i’m not going to scale along the shift Z right where

did it go it’s not in the Middle where the heck is it way over there bring it on right there zoom in on it and position it ok this is going to be using no i didn’t want to do that this is going to be using the glass shader then i’m going to click the little plus click this drop-down menu and click black glossy i’m going to add the wireframe modifier and then set the material offset to one click wireframe and you’re all set to 1 and uncheck replace original great then press shift s click cursor to selected and one more thing that we’re going to be adding is a lint licke lamp and point and it’s way too bright right now so I’m going to turn down the strength to like 8i think that would be pretty cool alright so now it is ready to render to come over to the render panel scroll down the sampling i’m going to turn both the clamp indirect and direct 23 leave the samples that 120 and then click render but save it before you do i’m just going to call this tutorial and then click render ok the render is done and the first thing that I noticed is that there needs to be a lot more particles and then also the ground is a little bit flat so going to the 3d view and i also want to bring this down a little bit and then closer to the ground so we can see more of the grass so i’m going to right click on this one bring it up a little bit turn on proportional editing kind of like physician them over here that look nice but the lighthouse was cut off a little bit i’m going to rotate it up just attend some around their looks cool and then i’m going to go into white paint node and get rid of all the extra particles that we don’t need in the scene to go white paint come over here NZ and then paint over top going to go something like this every go and yeah that looks perfectly fine little bit more though alright there we go and then I’m going to bring this up a little bit more something like that maybe this part down some more should see how that looks cool and then i’m going to hit render one more time all right look at that looks much better than the first one let me show you the before and the after once we position the camera closer to the ground that looks much better alright let’s jump over the to the compositing and right now make sure that you click use nodes and backdrop and click ctrl shift left click and that will snap a viewer node into place alright so now we’re going to be doing some color grading some contrast and making some glare and doing some cool effects so the first thing is the glare so go to filter and Claire plug read and write here make sure this is set in there and let’s zoom in here alright that looks okay right now I want to bring the angle offset so the angle just a little bit and then also the fade I’m going to bring down our and I’m gonna bring up yeah up and then the street i’m going to set to to see the angle is the wrong angle now i need to bring it back look at that looks pretty nice and then the threshold i’m going to bring down a little bit cool so that gives it a nice Claire and then i’m going to can shift do this and change it to fog low let’s see what that looks like a nice that gives it a nice look cool and then I’m going to add in a color balance notes shift a color color balance plug it in right there and drop that into the composite ok so the first note i’m going to bring it down just a little bit into the orange that will give it a nice orange look same thing for this one you bring down and then this one I think i’m going to go up into the blue actually let’s see what both of them looks like just to see which one looks better okay I like that one better but how does this look at it in the blue no I like all of them down into the warmer colors awesome alright then bring that over here the next thing is the brightness/contrast node plug that in and then bring the contrast up to maybe point four or so i think that will be good too much maybe point three the brightness i’m going to bring down 2.3 see how that looks you know what I don’t think I like this node i liked it in my test render and practice tutorial but i don’t really like it in the phone ok so next I’m going to add in a color mix and then do a vignette shift day where’s that distorted lens distortion and then filter blur okay plug that in change those 21 change

this to fast relative why both of these twenty percent like we usually do and then plug it in multiply and i’m going to use the factor of points7 let’s just see ya points7 looks pretty good all right you know i think it might be a little bit too saturated so I’m going to add a hue/saturation node and bring the saturation 2.9 I think that will make it look a little bit better and value may be down yeah that looks pretty cool alright let’s go back to the default so there’s our first one and once we added the composite there we go look at that that looks pretty cool well that is going to be it for this tutorial thank you for all for watching if you made it to the end to go post your image on Twitter or treat it to me and i’ll be sure to like and comment on it alright that’s going to be it thanks for watching and I’ll see you all in the next tutorial go back