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Motion - Low Poly Abstract Tutorial

Low Poly Abstract Tutorial

What You Will Be Creating

This is a preview of what you will be creating in this tutorial. We hope you like the end result and we hope you learn a thing or two along the way! Lets get started!



Step 1

Start off by deleting the default cube, lamp and camera, we don’t need them. Then make your way to the user preferences window (ctrl + alt + u for windows, cmd + , for mac) and go to the add ons panel. Search for ‘Extra Objects’ and enable the Add Mesh: Extra Objects add-on.

Step 2

Now add a round cube with 6 subdivisions. (Mesh > Round Cube > Sphere)



Step 3

Next, go into edit mode and select half of the model randomly. (Select > Random). Set the percentage of the random selection to anywhere from about 40% to 60%. Then set the pivot point to the 3D Cursor, and make sure the cursor is centred. (Shift + C)

Step 4

Scale the model up by 1.100 on all axis.


Step 5

Now select random again, but this time set the action to Deselect. Then scale the selection up by 1.100 again.

Step 6

Repeat this process one more time.



Step 7

Now deselect everything, and hand select about 10 - 20 random vertices, make sure they are roughly an equal distance apart, and not next to each other (diagonal too). Then scale that selection up by about 1.400. Now would also be a good time to save.

Step 8

Go back to object mode, and add a displace modifier. Click the new texture button to create a texture.

Step 9

Move over to the texture panel, and select the displacement texture. Change the type of texture to ‘clouds’ and make sure your settings for the texture is the same as the image.

Step 10

Rename the current object to something like ‘Inner Sphere’. Then duplicate it once. Rename this one to ‘Balls’. Back in the modifier panel add a second displacement modifier, this time don’t add a texture. Set the strength to 0.500. Now duplicate the object one more time and rename it to ‘Wire’.

Step 11

Add another round cube and rename it to ‘Sphere’. Make sure the cube stays in the centre, this will be important in the step 13.



Step 12

With the round cube still selected, shift select the Inner Sphere. Then parent the round cube to the Inner Sphere by hiting Ctrl + P > Object (Keep Transform)


Step 13

Now the fun part! Go over to the object panel, and make your way down to the duplication section. Choose ‘Verts’. If your spheres are offset, select the original sphere and reset its position to be exactly the same as ‘Balls’.

Step 14

Now select the original sphere and scale it down until the size looks right. While its selected also set the shading to smooth in the tool shelf.


Step 15

Select the ‘Balls’ object again and with it selected hit Ctrl + Shift + A. This will make the dupliverts actual objects. Go ahead and delete the ‘Balls’ object and the original sphere too.

Step 16

Now select the ‘Wire’ object and go to the modifiers panel. Add a wireframe modifier and change the thickness to 0.005.


Step 17

Add a camera and position it as shown in the image. Move over to the render settings and under dimensions change the resolution to any square aspect ratio. I have used 1024 x 1024.

Step 18

Add a sun lamp and position it slightly to the right of the camera. Rotate it so that it is facing the object too.


Step 19

Now go to the sun lamps settings. Set the size to 1cm, check multiple importance is enabled, the color of the lamp to be a warm yellow - orange color and lastly the strength set to 1.400.

Step 20

Go to the world settings and change the color to a light blue and the strength also to 1.400.



Step 21

Now in the camera settings, select limits under display. Then adjust the focal length until the limits marker is near the front of the object. Then set the aperture type to F-Stop and the number to 0.1.

Step 22

You are now ready for a test render, make sure the samples is set to a low 10 or near, just for the sake of time.

Step 23

Now in the scene panel, under Color Management, add some film emulation. Adjust the exposure and gamma to suit your liking.

Step 24

Back in the 3D Viewport select the Inner Sphere and create a new material, name it white, and obviously, make it white. Do the same for the wire, but make it black. Then select all of the spheres, and lastly the wire, the hit Ctrl + L and link the materials.

Step 25

Time for another test render. You can see its really taking shape now!



Step 26

The rest of our work will be done in the compositor. Make sure there is a viewer (Output > Viewer) node with a reroute node (Layout > Reroute) on the end. Lastly enable Background on the bottom of the node editor, you can adjust the size of the background using V and Alt + V.

Step 27

Spread the nodes out to make some space, and then add a Color > Color Balance node. We want to use complimentary colors, so make the lift and the gamma a relatively strong blue color, while the gain is a bright orange. Then lighten the gain and the gamma using the slider next to the color wheel to lighten the image.

Step 28

Now add a touch of lens distortion. Add a Distort > Lens Distortion node and put the distortion value up to 0.05. You will notice the black edges appear around the side. Add a Distort > Scale node and scale up by 1.050 for both X and Y axis, this will remove the black bars.

Step 29

Now add a Filter > Glare node and set the type to Ghosts. Put the quality up to high, the iterations to 2 and the threshold to 1.500.



Step 30

For this step you will need to get our Advanced Vignette Node from blend swap (http:// www.blendswap.com/blends/view/ 79587). To use it go to File > Append and locate the Advanced Vignette Node, click the blend file > Node Tree > Vignette. Now back in the compositor, go Shift A > Group > Vignette. You can now add that to the rest of our setup.

Step 31

Now change the Vignettes Blur Factor to a 1.500, the Color Factor to a 0.100 and lastly the color itself to a warm peach color.



Step 32

Now is the time for any final adjustments. For example I have re done the film emulation and changed the exposure and gamma settings, changed the glare threshold and adjusted the color balance.

Finished!

And there we are, the final render, cranked up to 200 samples. Hope you have enjoyed this tutorial and hope you have learned a thing or two! If you would like to download the model you can download it from Blendswap for free or find it on our store!