0:50 If knife project isn't working, there's a bug in 2.93 which means you have to do exactly this: In Object Mode, select only the Plane Go into Edit Mode and in the Outliner, hold Ctrl and select the Circle Now go to Mesh>Knife Project
@@brquackenbush4144 No problem! I knew other people must be having the same problem. I had to make a Reddit thread to get it solved. Great tutorial though
My only nit about this: the sun looks to be at golden hour, but the sky is a very pale blue. Setting the sky to a bit of a Dawn color would help, or altering the sun position/color to match the sky’s time of day.
This Hobbiton set image was my main lighting reference and it has the same effect. Yellow light from a low(ish) sun with a fairly bright blue sky. I think it's caused by New Zealand being so far South geographically (plus a bit of excessive colour correcting to make the Shire look more lush and green). www.alamy.com/hobbiton-movie-set-of-shire-in-the-lord-of-the-rings-and-the-hobbit-trilogies-matamata-image188803430.html
@@DECODEDVFX Terrific content sir. I'm not sure if it's useful to you, (you're probably already aware) but you can go under render settings, film, and hit transparent to make the hdri not show up in the render. I'm assuming it would also cause the sky texture to not appear though. Take care!
@@raghavgupta1118 Probably because his video prior to that got 104k views and his video after that got 47k views. While that video itself only got 15k views. It's definitely one of the more under performing videos on his channel. I found it useful personally but I guess the algorithm didn't like it.
Really nice. I think a bit of more roughness in the wall and a bit of bending to the wood especially to the bars would still help it to look a bit less artificial.
One of the best tutorials on RU-vid! Thank you so much for taking the time to create this amazing tutorial and help us to learn a lot! From this tutorial I also learned many modelling techniques that saved me a lot of time in other modelling projects as well. Thank you again!
I have to admit at first I thought, what's so hard about making a Hobbit Hole? But I'm glad I watched. Some good tricks to augment a not so complicated model. Also, nice to see how far you've progressed. I think that's a nice way to inspire people to keep going, by showing the old attempt and then the new version.
Little denoising hack: you can put normal pass into denoiser node normal socket, with you will have good details with fast render time, but be careful with it when you have volumes in scene
A small tip, instead of using a subsurface (which will increase noise and rendertime) for the grass, you can use the transculsent BSDF mixed with the principaled bsdf for more realistic grass
I wasnt looking for a Hobbit hole at all. But i don't know, i guessed i could find some new useful tips on Blender here. I was not disapointed. Amazing work !
I just started with the Donut Tutorial and 'm about to finish the whole thing. I stumbled upon this vid and I just want to say "WOAH!" seems like I already find my next lesson. KUDOS!
Cool. You might want to try one or two more tutorials before you tackle this one though. It's not really advanced but it might be a bit tough for a beginner.
@@DECODEDVFX yeah men. After I watched the whole thing I can't really make sense for some of it. But yeah it's really cool men. I'll come back to this. Really good stuff, cheers!
Lots of great tips in this tutorial thanks. I've never used the knife project tool in my work so my eyebrow raised as I could see how useful that alone would be...... BTW I did actually watch that grass video lol.
Awesome! I love Hobbit holes! I made one myself a while back, as you may have seen on my Channel. Awesome video! 9:44 I should really try out that addon.
No, I didn't see it. I'm not surprised you made one though, because I've seen you upload quite a few Toilkien-based videos before. I just checked it out, it's a cool video.
Realy excellent tutorial. You layout the techniques very clearly, the video was a pleasure to watch. One point, I thought the house could do with a grunge layer. However, the overall result is excellent!
not buying the 15 min part! hehhe nice vid seeing how you handled all those problems. Like the lead design on the window. Man, I would not have though of just grabbing vertices then giving them thickness but I haven't used blender but a few weeks. Just binging on tutorials. One day I'll try some things. I need to figure out the plant scatter thing. Whether use some add on or make a geometry node setup from a tut.
I don't use blender but I really like this tutorial. Can be applied to other 3D softwares. I subscribed btw. Keep up the good work and make more cool tutorials :)
@@DECODEDVFXnice. I'm in a middle of a project where I was making glass material using principle bsdf but in blender cycles I am getting a lot of noise do you have any solution for that.
Hey there, thanks for the tutorial ! 1.50' i don't understand what i'm doing wrong ? i had 25 loopcuts on my bevel (CTRL+B) but when i'm playing with the curves, nothings happen, any idea why ?
dude awesome tutorial. just one thing, you can enable transparency in film to not get the hdri... is there a difference in doing that and doing what you did?
Enabling transparent will just remove the background entirely. You'd have to add the new background manually in compositing, so you can't view how it looks in the viewport.
How much faster are your render times without that volumetric prism in the background? I've never used it because I've heard it just kills render times. I think other people typically recommend some cloudy transparent texture planes to give a similar effect.
Hi, thanks for awesome video :) I m trying to follow the steps but I am having troubles with creating that nice HDR lighting in min 15:46. What node do you put in front of the HDR Image texture node?
You don't need any nodes before the HDR image. The add-on I use automatically adds a texture coordinate node and a mapping node, but they aren't necessary.
These days you don't need to use particle systems for non-particles (e.g. grass) anymore. Geometry nodes solve this problem a lot more elegantly. (Finally, after all these years, we don't have to abuse particles anymore!)
Hi! I see your blender dose fine when you edit shaders, did you changed any settings? Mine freezes and crashes every time i change any property even if its cube scene and diffuse node
Well, i've watched the hollywood sign video :D why are the N-gons on the door for e.g. no problem? The first tutorials i watched on 3d modelling always told that it is important to make everything in quads? And do you have a tip on when to decide to separate things on a model and not to make everything out of one object? Thx!
13:50 alternatively you could do this in compositing. might be less resource hungry. Does not matter for a still but for an animation it might be handy
DECODED: Create A Hobbit Hole In 15 Minutes Also DECODED: There is not faster way to do it, so just throw on some relaxing music and prepare to spend the next 15-20 minutes just filling in these areas. Great tutorial, I learned a LOT from it, but it kinda ruined my "a tutorial a day" challenge I gave myself, since this is day 3 and I am still working on this.
I'm a Mackem too (Seaburn). I'm thinking of learning Blender. Is it true that Mackems have a natural born Blender proficiency and render times are greatly accelerated? If so, I'm in.
Yeah, the original plan was to have a much more elaborate garden, with a vegetable patch, a chimney on the roof, etc. But the video was overdue, and the runtime was already looking very long.
hey, DECODED, wanted to ask you something quite some time ago and then something distracted me :). There is that face to face snap issue when object's axis get all messed up in edit mode, and those "align to view -> create an empty..." or "create custom plane orientation -> add cube..." are all seem pretty outdated ways to solve that problem, but once I start searching for available scripts or addons, and we are almost in 2021 already, I don't find much information on that. What's your opinion on that feature being ignored? Am I the only one who refuses to average-align stuff manually? I'm not lazy or anything, got patience and all that, but creating those extra objects feels utterly wrong and, to be honest, a bit frustrating. Sorry for such a long-winded comment and thanks in advance for your reply
I agree. The alignment and snapping tools have been neglected for a long time. They definitely need to be overhauled to make more complex transformations easier.
@@DECODEDVFX appreciate your opinion on that topic. **cough** back to align to view. Great upload, it kind of softened my shitty morning, thank you for that
Jayanam has that option in his free fast-carve addon. Shown here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-qhx6C6wGVns.html Or did I understand this topic completely wrong?
@@ChristinaMcKay kind of, but I appreciate your reply. The video from your link shows the most simple scenario for the cylinder to be face-snapped with its axis facing the "correct" way :) More specifically, with its Z following the direction of the normal of the face the cylinder will use to face-snap to some surface. My question was about, say, same cylinder rotated in edit mode with rotation applied, so its axis get messed up and that simple snapping tool won't work anymore as you'd expect. DECODED has another tutorial "How To Realign Objects To An Axis" which is probably the best solution to "reset" your object's previously screwed local orientation so you can now use that face snapping tool again. Sorry for my English, not my strongest