Create A Japanese Village In Blender! - Concept Art Kitbash Tutorial

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  • Опубликовано: 4 янв 2025
  • My Arstation Store: www.artstation...
    My Japanese Village Kitbash set for Blender is now available on my Artstation store page! This is a personal kitbash set based around Japanese village architecture and props. Visit my store for more information.
    In this video I also provide an overview of the concept art process! I cover everything from the initial question of "Why are you making this?" to the idea, reference gathering, sketching, 3D blockout, and photoshop paintover. Thanks for watching!
    _________________________________________________________________________________________________________
    Follow on Instagram for more concept art updates:
    / kevinjickart
    My Portfolio:
    www.artstation...

Комментарии • 72

  • @shagun_damadia
    @shagun_damadia 7 месяцев назад +22

    That rendering tip from camera clip is so good and clever!

    • @kevinjickart
      @kevinjickart  6 месяцев назад

      Thanks! Im glad you like it! It has helped me a ton / saved me a ton of time

  • @agyab3d
    @agyab3d 13 дней назад

    your process of coming out with the ideas of creating such a stunning concept art / environment inspired me soo much ❤

    • @kevinjickart
      @kevinjickart  11 дней назад +1

      Awesome!! So glad to hear that!!

  • @AdaptAndConquer
    @AdaptAndConquer Месяц назад +1

    AMAZING tutorial thank you so much! I really love how you cover the whole process from research to final it cleared up a lot of questions I had :D Hope you're doing well and thanks again! 🙏💯

    • @kevinjickart
      @kevinjickart  Месяц назад +1

      Thanks so much! I'm glad you liked it and that it was helpful for you! :)

  • @hybridphoenix7766
    @hybridphoenix7766 2 месяца назад +1

    Absolutely fantastic work, really enjoyed your process and I hope you keep uploading more in the future because these types of videos are truly stand-outs and a gem for Blender YT.
    What I really love about your work, besides the techniques to create amazing depth, is just how super sharp and clear all of the details are. It's an issue that I have where some of textures look fuzzy/low res, even in 4K/with 3,000 samples + it still looks odd. With your images everything is easy on the eyes because you can read the detail so easily, for instance the roof tiles are sharp and easy to read.

    • @kevinjickart
      @kevinjickart  2 месяца назад

      Thanks for the kind words and really glad you liked seeing the process!
      Yea I feel you with details - and wow 4k with 3000 samples, that sounds super high res!
      If you feel like that is not the issue, I am wondering if it comes down to lighting and the photoshop paintover. For my stuff, I find that the more time I spend on the paintover the more I can accentuate certain details and pop certain parts forward and push certain parts back (if that makes sense) - It can take some getting used to though for sure

  • @ROCKtheFOREST
    @ROCKtheFOREST 5 месяцев назад +2

    very nice, thx for showing and explaning your process in this work.

    • @kevinjickart
      @kevinjickart  5 месяцев назад

      Thanks! I'm glad to hear you liked it!

  • @AchrafElkhamlichi-q1e
    @AchrafElkhamlichi-q1e Месяц назад

    Please never stop uploading

    • @kevinjickart
      @kevinjickart  Месяц назад

      Im glad you like this! I hope I can get more time to upload more stuff

  • @burninggiraffe9138
    @burninggiraffe9138 6 месяцев назад +1

    Amazing work! This is so helpful and inspiring! Thank you very much!

  • @TheMrLeoniasty
    @TheMrLeoniasty 6 месяцев назад

    A showcase of the workflow AND a commentary on your approach, ideas and techniques. This video is so valuable, thank you! It was great seeing your whole process

    • @kevinjickart
      @kevinjickart  6 месяцев назад +1

      Ah thanks for the kind words! Glad you liked it!

    • @TheMrLeoniasty
      @TheMrLeoniasty 6 месяцев назад

      @@kevinjickart Im interested in the camera clipping technique. Wouldnt using the ZDepth as a mask work the same way but there is no need to rerender?

    • @kevinjickart
      @kevinjickart  6 месяцев назад +1

      @@TheMrLeoniasty Hey! Yea the ZDepth would probably work great as a mask. In the past I have had selection issues where the edges get pixelated, but im sure there are ways around that. If you are fast at it, you can probably save some time like that

    • @TheMrLeoniasty
      @TheMrLeoniasty 6 месяцев назад +1

      @@kevinjickart Makes sense! The zdepth pass in blender can be wonky sometimes. Nice technique, I'll try to use it someday

  • @Purpial
    @Purpial 2 месяца назад

    This is amazing! I'm really trying to get my blender skills to this level so it's just really awesome to see.

    • @kevinjickart
      @kevinjickart  2 месяца назад

      Thanks so much! Keep it up with the Blender stuff!
      What really helped me when learning 3d early on was to make small props. Things like crates, barrels, railings, etc. Then once I got those I started making 1 story buildings or larger props, was great practice :)

  • @HunneyChan
    @HunneyChan 6 месяцев назад

    very information. i will be using some of the tip in my next study

  • @somadardiansyah4981
    @somadardiansyah4981 6 месяцев назад +2

    What an amazing piece, sir! I absolutely love it. The cloud brush looks cool. Would you mind sharing where you found it?

    • @kevinjickart
      @kevinjickart  6 месяцев назад

      Thank you, I'm glad you liked it!! Ahh so I got some of these cloud brushes a while ago from Shaddy Safadi - I am not sure has still has them available for download. I think there are free brushes you can probably download!
      John Park sometimes has brushes with his Gumroad Patreon tutorials, for example 'S2 Assassin tutorial' seems to come with brushes

  • @philjpark
    @philjpark 6 месяцев назад

    Next level my dude!

  • @clomomo5350
    @clomomo5350 7 месяцев назад +1

    amazing! I love it.

  • @russelp9666
    @russelp9666 6 месяцев назад

    Love this tut. Thank u Kevin! ❤

    • @kevinjickart
      @kevinjickart  6 месяцев назад

      Thanks so much! Glad you liked it!!

  • @2110299
    @2110299 6 месяцев назад

    stunning , subscribed !

    • @kevinjickart
      @kevinjickart  6 месяцев назад +1

      Thanks!! Glad you like it!!

  • @BoarsInRome
    @BoarsInRome 6 месяцев назад

    Thank you for the tips. Subscribed

    • @kevinjickart
      @kevinjickart  6 месяцев назад

      For sure! Glad you like it!!

  • @jonathansuparta3857
    @jonathansuparta3857 7 месяцев назад

    really cool

  • @sparshrawt
    @sparshrawt 7 месяцев назад

    thanks a lot for the tutorial sir

  • @Im_a_noob
    @Im_a_noob 3 месяца назад +1

    where did you get that japanese style house? if you don't mind, please let me know :)

    • @kevinjickart
      @kevinjickart  3 месяца назад

      No worries, I'm selling these Japanese 3d models for Blender - you can check out my Attestation store in the description for more info :)

  • @mirandadrake3508
    @mirandadrake3508 4 месяца назад

    Can you do a video on what you wish you knew when you were first building assets? What are some things to keep in mind when building your own personal assets? I’m an environment concept artist. I do most of my work in photoshop, however have found some basic 3d to be helpful. I would love to build up my own library of general assets. Is it worth it? Or should I rely on premade assets?

    • @kevinjickart
      @kevinjickart  4 месяца назад

      Hey! that is a great idea and thanks for this - I definitely think it is great to build your own assets as it will be your own design, this is especially important if you want to work as a concept artist.
      When building personal assets, it really helps to do drawings of them first (or a rough blockout and draw over) so that you can really control the design before you get too detailed.
      If you want to use the assets for an environment concept also - I would reccomend doing a sketch first of what you want, then build the assets to match the sketch. I have run into the issue that I haev built assets first and then when I end up doing the concept, some assets I cant use and I have to make more assets haha. Its not bad for modeling practice though x)

  • @SaNaz900
    @SaNaz900 5 месяцев назад

    Incredible work, it helped me a lot to understand how to compose a scene. How long did it take you to do it?

    • @kevinjickart
      @kevinjickart  5 месяцев назад

      Thanks! Since I already had the kit mostly made it went a bit bit quicker - I would say the 3D was around 6-8 hours (I tried to fit a ton of details in haha) and probably similar for the paintover!

  • @rdraw2067
    @rdraw2067 Месяц назад

    Usou algum kitbash 3d?

  •  6 месяцев назад

    Japan is so clean that birds have learnt to clean up their poop ^^
    Really cool tut. Using canera clip is because your mist doesnt have enough data in 8 bit? Maybe having one in exr in another 32bit psd could be faster to copy masks, that can be soft too unlike the clip?

    • @kevinjickart
      @kevinjickart  6 месяцев назад

      Hahaha, yea thats totally it xD
      And yea, thats why I havent been using mist pass for masks, I felt like the edges would not be as perfect as I liked - but that is a cool idea with the mist pass you laid out here! I think there is definitely room for the mist pass to be used for masks as well, that is super cool

    •  6 месяцев назад

      @@kevinjickart One good thing with the mist for mask, is that you can paint with a soft brush in overlay mode before you contrast the Mist, in order to "bend" it, so it's not a perfect flat plane in front of the camera, but you can push one element so it remains in the mask ect..
      Just in Cycles it will display the volumetrics too, so you can do a render with 1 sample where you deactivated the volumes, and save that as exr 32bits. In the world settings you can set the far & near planes of the mist, and the interpolation, to have more data far or near ect.. This way it should be possible to have super clean flexible Z masks, without the banding / dither you have in 8bit.

    • @kevinjickart
      @kevinjickart  6 месяцев назад +1

      This is awesome - next level stuff man! I gotta try it out, thanks a ton for the tips with this. Hearing your method really opens up the possibilities with just the mist layer and using it for masks and blending, that's awesome

  • @helenyi4401
    @helenyi4401 Месяц назад

    Hi, I am totally in love with your work. Thank you for this video! I just have a few questions: Is rendering with eeve also acceptable(workable) for paintovers for realistic models like this? I don't have a strong pc, and rendering with cycles takes forever for me - so I was wondering if it would still be okay to use eevee instead. I'm an aspiring concept artist who is new to Blender, and I'm afraid that the render differences between the two might affect the quality of the final output.

    • @kevinjickart
      @kevinjickart  Месяц назад +1

      Hey! Thanks for the kind words and glad you like the video! That is a good question - I think if cycles is much too slow, you can definitely use evee! Some things to consider though, evee does not render as realistically as cycles, it doesn't do bounced lights or ambient occlusion as well. It is still good but You may need to do more work in photoshop to fix some of those lighting issues (I also have not used much Evee next but I hear it is better)
      Some things with cycles that could help render speeds
      -Try putting "Max samples" to around 80 - 120, that should be enough for a great render to paint ontop of.
      -Light Paths > Max Bounces > Total > (I put this to 6 as it does not need to bounce much more than 6. You can also put it to 5 and its probably fine)
      -Other tips with cycles is to limit how many unique textures are in your scenes. Cycles feels like it needs to load all texture everytime you render, so the less textures the faster it will render. Since we are concept artists we need to do a lot of work in photoshop anyways :) hope this helps!

    • @helenyi4401
      @helenyi4401 Месяц назад

      @@kevinjickart Thank you for the detailed answer! It helps a lot :DD I also purchased one of your tutorials on artstation and I look forward to studying them over the winter. Thanks again for all these materials!

    • @kevinjickart
      @kevinjickart  Месяц назад

      @@helenyi4401 Of course! I hope some of that helps, and right on - I hope you find the tutorial helpful! Feel free to reach out if you have questions with it!

  • @lisa-ramos-x7n
    @lisa-ramos-x7n 6 месяцев назад +15

    Real art from a real artist, not AI.

  • @LesterPisueña-w1m
    @LesterPisueña-w1m 4 месяца назад

    Im also curious if this is the same method japanese game dev do for their background and buildings in game.

    • @kevinjickart
      @kevinjickart  4 месяца назад

      Hey! I think it might be a slightly similar method, but for game development, models need to be very optimized for game engines. That would be things like models with proper UV's and proper geometry - since I make these models for concept they are a bit rougher haha

  • @Last0wner
    @Last0wner 7 месяцев назад

    what if I can't sketch at all? whats another way I could go about thumbnailing my ideas?

    • @kevinjickart
      @kevinjickart  7 месяцев назад +1

      Hey! I would say even small sketches, such as pen and paper is totally fine even if you are new at it! It can be simple shapes, thats totally okay!
      If for example you know a bit of 3d, you can block out a space in 3D using boxes and cylinders and then start from there.
      Another thing you can try is finding a reference, such as a street on google maps or a cool reference photo and then take a screenshot and draw ontop of it. you can use it as a base and change things up a bit based on your story. The #1 thing is practice!

  • @cg_meleegod
    @cg_meleegod 6 месяцев назад

    is this the same course Environment Concept Art - Japanese Stilt City on ur Artstation? or just a short version of it bro?

    • @kevinjickart
      @kevinjickart  6 месяцев назад +1

      Hey man! This is not exactly the same but it goes over some similar stuff - the Stilt City tutorial is much more in depth and covers also the Blender side of things; such as how I model, texture, navigate in Blender, render, etc.

    • @cg_meleegod
      @cg_meleegod 6 месяцев назад +1

      @@kevinjickart thank you

  • @ferdinandkasangati5089
    @ferdinandkasangati5089 5 месяцев назад

    Hey kevin my nigga,
    How can i improve renders for large scale environment? (Render time, lighting,...)

    • @kevinjickart
      @kevinjickart  4 месяца назад +1

      Hey! Yea for renders / render time, the biggest thing for me is reducing the amount of polygons in the scene and the amount of textures in the scene. sometimes things just get heavy after a while when adding tons of details (especially detailed kitbash models)
      I would play around also with samples in blender - I tend to do around 100 - 200 cycles samples and it should be more than enough for a paintover. Things like particle systems can slow it down also, but the main thing is keeping in mind how many detailed assets are in the scene and how many textures

  • @JuniTechs17
    @JuniTechs17 3 месяца назад

    I was the 1000th like lol

  • @angryITGuy
    @angryITGuy 2 месяца назад

    I'm guessing you're rendering with Cycles ?

    • @kevinjickart
      @kevinjickart  2 месяца назад

      Yes! Rendered with Cycles
      (edit) - It is my go-to renderer with Blender, I use it for almost everything

  • @Parlinzhang
    @Parlinzhang 3 месяца назад

    However, most of these references are from China, not Japan.😁

    • @kevinjickart
      @kevinjickart  3 месяца назад

      Ya! There are such amazing references from China, it was super helpful when putting some of this stuff together

  • @wW-gm6bj
    @wW-gm6bj Месяц назад

    like Chinese,don‘t like Japanese🤣