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"Easy" 2D/3D Typography Tutorial - Blender Grease Pencil

Hey Everyone! Here's a new tutorial to create this 2D/3D typgraphy in Blender 3D with Grease Pencil. It's been a while since I create a tutorial and thought I would do one on this type piece I created recently. To do it, make sure you grab the project files below. This includes the start and end project files. Hope you enjoy! ◈ LINK TO PROJECT FILES ◈ ❚ https://kevandram.gumroad.com/l/easy ◈ TIMESTAMPS ◈ 00:00 - Intro 00:56 - Tutorial 01:48 - Importing .svg's 03:40 - Shading 05:55 - Outlines 07:50 - Sculpting 11:15 - Grease Pencil 12:20 - Grease Pencil Overview 17:15 - Additional Grease Pencil Elements 24:26 - Camera and Exporting 26:37 - Wrap Up ◈ MY GREASE PENCIL COURSE “MAGIC STORYBOOK” ◈ ❚ CG Boost: https://www.cgboost.com/courses/magic-storybook ◈ VIDEOS MENTIONED ◈ ❚ "Easy" Process: https://youtu.be/HKvui4ow4VU ❚ Cyberpunk City: https://youtu.be/6N0XA3hUc6s ❚ "Galaxy" Type: https://youtu.be/5P8e-qQgJHA ❚ "Next Level" Type: https://youtu.be/4s35hVFlkqc ◈ BLENDER TUTORIALS ◈ ❚ Magic Storybook Course Introduction: https://youtu.be/eCkZ1lemSlo ❚ Simple Stylized Shaders: https://youtu.be/vRALvQSS1vw ❚ Blooming Roses: https://youtu.be/hWjnhy-pE5k ❚ 2D/3D Stylized Microscope (on CGBoost): https://youtu.be/_pluDZToHNM?si=4kspoXVkY2gB0d_- ❚ Valentines Day Galaxy Balloons: https://youtu.be/pft4sipSqgU ❚ Cake: https://youtu.be/XKM43KkyWeY ❚ Bakery: https://youtu.be/nZyB30-xZFs ◈ LITTLE MAXWELL & THEO ◈ ❚ Little Maxwell: https://www.instagram.com/littlemaxwellthedog/ ❚ Theo: https://www.instagram.com/heycalatheo/ ◈ FIND ME ◈ ❚ Instagram: http://www.instagram.com/kevandram ❚ Twitter: https://www.twitter.com/kevandram ❚ Personal Website: [http://www.kevinramirez.com](http://www.kevinramirez.com/) ❚ Gumroad: https://kevandram.gumroad.com/ ❚ Twitch: https://www.twitch.tv/kevandram ❚ TikTok: https://www.tiktok.com/@kevandram ◈ SUPPORT THE CHANNEL ◈ ❚ https://www.buymeacoffee.com/kevandram ◈ EQUIPMENT ◈ ❚ Sony Alpha ZV-E10: https://amzn.to/3IcCfA7 ❚ Key Light: https://amzn.to/3jP6TY2 ❚ Ring Light: https://amzn.to/3HRvseL ❚ Monitor Stand: https://amzn.to/3wOigSY ❚ Keyboard: https://amzn.to/3JxrXfW ❚ XP Pen Tablet Artist 13.3 Pro: https://amzn.to/3HTK2SV ❚ Microphone Shure MV7: https://amzn.to/3jlGT6b ❚ Mic Stand Rode PSA1: https://amzn.to/3HQklnq ❚ Camera Holder Gooseneck Mount: https://amzn.to/3l1wope ❚ Desk Light: https://amzn.to/3Yk0K4J ◈ MUSIC & SOUND EFFECTS ◈ ❚ Royalty Free Music from by HookSounds ❚ Sign Up Here: https://www.hooksounds.com/ref/kevandram/ with code ”KEV10” for a discount #blender3d #blendertutorial #greasepencil

Kevandram

2 weeks ago

Hey, everyone, it's Kevin. Welcome back to the channel. in this video, we're going to create this liquid 3D typography in blender with grease pencil. This piece was actually featured in my Cyberpunk city as a billboard. And if you'd like to check out that process video, I'll leave a link below. Now, if you don't know what grease pencil is, it's an object in blender that allows you to draw and animate directly in 3D space. And this makes Blender and a deal program for hybrid workflows. This piece
is comprised of 3D meshes with a tuned shader added and supplemented with grease pencil elements similar to these other pieces here. this material is perfect for those either skilled in 3D or wanting to learn 3D, but have a more traditional 2D background. It's not necessary to have a tablet, although it might be helpful to have one for some of the sculpting and grease pencil sections. I'll have a link below to a free download that includes the start and end project files. Let's get started Here
. I'm in Blender using version 4.0 and with the START project file open again, you can grab this file from the free download found in the link below. The file will be denoted with underscore start. This start file includes a grease pencil object named background which will be used as a reference point to position or 3D type. The focus of this tutorial makes sure the viewport shading is set to solid and we'll start configuring some render options. Go to the Render Properties tab and we'll be usin
g Eevee. Scroll down to color management and change the view. Transform dropdown to standard. This will make the colors appear accurate according to the ones in the picker. Then change the look to medium high contrast. This is a personal preference, but it'll make your colors appear more vibrant. Now we'll import the SVG file which contains the vector paths. For the easy lettering, This is custom type I created in another program and it's included in the free download as well. To import it, go t
o file import scalable vector graphic and select easy svg. will import as very small curves for each letter. And behind this great pencil object in the viewport. Select all the curves by selecting them in the outlier right click set origin to geometry, then bring them forward in the Y and let's rotated upright with our x 90 in front view with Numpad one. Scale it out until it stretches over the quick lettering and rotated slightly to the right. Make any other adjustments needed. With all the cur
ves still selected, right click and convert to mesh tab into edit mode. Hit eight to select all the meshes and e to extrude back in the Y to give it some thickness. Go back into object mode. Now the texture on this lettering is a combination of sculpting the meshes and adding a tune shader, but there isn't a lot of geometry to sculpt, so we'll need to re mesh them first. select the E, go to the modifiers tab, which is this wrench icon. Click add modifier type re mesh and select it with voxels se
lected. Set the size to a very small value. I'm setting mine 2.0004 meters and check smooth shading when you're finished. Link this to the other letters by selecting them. The e last to make it the active object and hitting control l to copy modifiers after hit control A and select visual geometry to mesh to apply the Ramesh modifiers on all of them. To help visualize this better, we'll add a tuned shader onto the letters. switch the viewport shading to material preview and in the dropdown toggl
e scene lights and scene world. Go to the World Properties tab and set the background color to a dark blue, almost navy under viewport display. Let's also set the color to white. This will be important for a grease pencil strokes later on as they can be affected by this value. Bring in a point light with shift a little bit closer in the Y in front of the lettering and a bit higher in the C in the Object Data Properties tab. Set the power to a higher value around 50 watts. Change the dope sheet d
own here to the shader editor by clicking this button and selecting it from the list. Select the image and you'll notice it already has a material on it. Rename it to easy tune and check the used notes box to the left. Now there are many methods for creating a tune shader, so feel free to use whichever one you'd like. I'll be showing the simplest way to do so. Delete the principle BSD off with X and bring in a diffuse BSD off with shift a connected to the material output surface. This is to make
sure we don't have any unwanted artifacts from the principle shader. Bringing a shader to RG B node and place it after the diffuse BSD. If the shader to RG P node is specific TV and will not work in cycles, it simplifies shading details into colors resulting in a tune look. Lastly, bring in a color ramp and place it after the shader to RG node. change the dropdown from linear to constant. And when we move these sliders you'll see it affects the color coverage on the letters using the color spec
ified black and white. I'm going to add two more sliders and I'll set them to random colors for now to help in adjusting their positions. when you're finished, set the sliders to your desired colors. I'll make the far left a dark blue the next a medium purple, the next a green and the far right white. we'll move on to adding outlines around the letters, and we'll use the inverted home method, which consists of using a solidify modifier and a material with back face calling toggled like the tune
shader. There are many methods for creating outlines, but I do prefer this one since it's simple to set up and the easiest to work with in real time. First, select all the letters and control A to apply scale. This is to ensure that the solidify modifier will display correctly. Secondly, go up to the overlays dropdown and check face orientation. For the outlines to appear. The faces will need to be in the correct orientation. If they appear blue, they're correct, but if they're red, select the m
esh tab into edit mode. Select all and hit shift and to recalculate normals when you're finished. Toggle off the face orientation overlay with the selected. Create a new material in the material Properties tab Name outline. Change the surface to an emission and select a very dark blue color or whatever you want the outline color to be under settings. Check back face calling and set the shadow mode to none. go to the Modifier properties tab and add a solidify modifier. Under normals check, flip a
nd under materials. Set the offset to one which corresponds to the material in that slide. To have this display correctly, set the thickness to a negative value, I'm setting mine to negative .01 meters and then you should see the outline shift. Select the remaining letters, then the mesh last and copy over the modifiers and link the materials. I'm going to shift all the letters back towards the grease pencil object, but we'll pull the A and Y a bit closer for some depth variation. Make any other
adjustments needed now to give the letters texture. We'll move on to sculpting, select the E and go into sculpt mode. we can access scope mode by clicking the dropdown up here or by hitting control tab and selecting it from the radial menu and to start, it might be easier to switch the viewport shading to solid view. Now, there's quite a few options here, but I want to start by getting rid of the jagged ness. So select the smooth tool, which is this button here. You can also access it by holdin
g Don't shift and click dragging and in general to select any of the tools in a workspace you can hit shift spacebar here to bring up a list. We can also adjust the radius with F or the strength with shift F. If you're using a tablet, you can use pressure controls. Which are these buttons located here. When you're finished, move on to the remaining letters intermittently, switch to material preview to see how it affects the shading. And to help us, let's just bring in a new window by hovering in
the top right of the viewport until we see a crosshair, then click drag to the left, Set the left viewport shading to material preview. and the right to solid and continue. When you're finished, click back on the E and go on to scope mode. Now we'll start creating more texture detail. This is where we'll use the other sculpting tools alter the geometry and effect the color coverage. Here I like to use a combination of the draw, draw sharp and blob tools, but feel free to experiment and use what
ever tools work for your desired. Look, I'm not going to alter the meshes too much, just enough to vary the coverage a bit. So I'm just going over each letter very loosely. now, if this light source isn't working right with your coverage, feel free to move it or bring in another one to help and adjust the power until you get a look you're happy with. It is easy to get carried away here, so just be mindful with how much you're sculpting when you're finished, go back into object mode. Now let's br
ing in another mesh to create a supporting design element. Bring in a cube and add a subdivision surface modifier with levels two. you can do this easily by hitting control to apply the modifier, then scale down the mesh and then again in the x to lengthen it, bring it forward in the Y roughly line with our lettering in front of you, place it near the top left of the quick lettering, rotating it to match the slanted orientation like before. Add a rematch modifier set to voxel, but this time set
the size 2.01 meters or whatever your system can handle. Check the smooth shading and apply the modifier. Apply scale and shift. Select the new mesh element, then a letter and hit control L to link over the materials and copy the solidify modifier sculpt as needed, starting with smoothing first. Then I'm just using the draw sharp snake hook and multiplying scrape tools to try forming an interesting shape. when finished, duplicate it an object mode and place it at the bottom right. Then make any
other adjustments with our sculpting. Done. We'll move on to working with grease pencil. Here's where I would suggest having a tablet. But if you don't have one, no worries as this part is completely doable with just a mouse. So let's switch the window down here to the dope sheet. Now we'll just use the grease pencil object already in here. But if you'd like to bring in a new one, make sure your play head is at frame one. It's important to do this because grease, pencil strokes can only exist wh
ere there is a keyframe. So once you bring in a new object, a keyframe is automatically created wherever your play head is. This can cause some confusion to those that haven't used this tool before. So, for example, I move the play head to frame 70 and bring in a new grease pencil Monkey. If I move the play head before that frame in the timeline, it disappears and only appears at frame 70. So it just always makes sure that any time you bring in a new grease pencil object, it's on frame one. And
to bring in a new object hit, shift a grease pencil and select the appropriate one. if you're familiar with grease pencil, you can skip this part. But as a quick overview, let's click on the background Grease pencil object. So each object consists of layers that can be found in the Object Data Properties tab and a list of materials that can be found in the Material Properties tab. So the layers are how strokes are displayed in 3D space and by default this show from top to bottom in a 2D orientat
ion. Here we have the quick layer displaying in front of the background layer and it's on top in the panel. So it maintains this visual hierarchy from every angle. This is very relative to other 2D design programs, But there is a way to have these strokes display according to their 3D location, regardless of the layer order. And you can do that here under strokes and changing the depth order to 3D location. So when I do that, it'll look glitchy. But if I move the quick lettering forward a bit, y
ou'll notice it's gone. and if I move around it, it'll be obscured by the background. Unlike the previous option, however, we're going to stick with the default depth order, which is 2D layers There are many things to keep in mind when using 3D location, and I'll probably go over that in another video and lastly, for the materials, I've already prepared them based on the original piece, but it's important to know that these are different from mesh materials. Grease pencil materials are also clas
sified as either stroke and or fill materials. Now, for this part, we'll work on adding the liquid drips on the letters first, and then we'll finish off with the other design elements. Go to the Layers panel and with your play head at one. Create a new layer name liquid in draw mode. Switch the viewport shading to material preview so we can actually see where to draw. Let's also toggle the canvas overlay to see where our 3D cursor is, which is going to help us in stroke placement. They've recent
ly separated the grease pencil overlays from the regular viewport ones, so it's now under their respective button denoted by the grease pencil icon. Now, if you've never used grease pencil before, the two options here are your stroke location and Orient Station controls these to determine how and where your strokes are drawn in 3D space. If you want a more in-depth walkthrough, you can check out my bakery tutorial in my channel playlist. So let's switch the stroke placement to 3D cursor and the
drawing plain to front. This means that our 3D cursor will determine the stroke location in 3D space and they'll be oriented to front view. Facing the Y, I'll set the string to one uncheck use pressure and radius to eight pixels. Uncheck use pressure with the draw tool selected right click to make sure you're on the liquid layer. And we'll start with the white paint material first and I'll set both viewport to front view with Numpad one I'll use my left viewport for reference and I'll toggle off
overlays there by clicking this button. shift. Right click on a white section of the lettering to place the cursor and draw these dripping strokes. Now you can adjust these strokes in edit mode or go into sculpt mode using tools like smooth or grab until you get a nice shape. Move around this stroke to make sure it's sitting nicely on the mesh face. And if it isn't going to edit mode to position it. Also, if your rotation seems off, you can hit numpad decimal to reset it. When you're finished,
continue adding more drips to the white sections. Again, place the 3D cursor with shift, right click draw and then adjust in edit or sculpt mode. if you like the look of one of your strokes, you can duplicate it in edit mode and place it as needed. Also, if your colors are different from mine, you can change them in your material properties tab. So let's say this White was actually a red. Just go to the tab, select the material from the list and change the fill color as needed. You can use the c
olor picker, but it may not be entirely accurate, so keep that in mind. Now I'll move on to adding green drips. So in draw mode, place the 3D cursor over a green section and I'll right click to change the active material to green paint. Then I'll draw, check the placement, make adjustments as needed, and then continue drawing. Lastly, I'll move on to the purple sections. Selecting the purple paint material. It helps to make the drips non-uniform and varied in length. Also add the drops to the me
sh design elements. This might be tricky depending on your mesh With the drips finished, we'll move on to creating the additional grease pencil elements, most of which are in the background. Click on the background layer and in edit mode. Select the background stroke, set the cursor to it with shift s and with your play head at frame one. Create a new layer named wave, place it right below the liquid layer and draw mode. Right click to set the radius to 20 An active material to purple dash O, wh
ich means purple outline. Create a wavy line that cuts to the middle of the composition, then go on to sculpt mode, smooth it out and adjust its positioning with the grab and push tool. When you're done, select the thickness tool and go over this stroke focusing on the ends. When you're finished, go back into draw mode. Right Click to set the active material to green dash. and create another wavy line. Then in edit mode, let's actually select that stroke and go into sculpt mode, toggle the strok
e select mask here at the top. So we only affect the green stroke and make your adjustments as needed. Again, I'm smoothing it out and then shifting its position. I don't really want it to follow the exact path as the purple stroke as I want it to feel loose and organic. Then I'll switch to the thickness tool and go over the stroke. I wanted to stay relatively thin, so I'll thick in the ends a bit but will lessen them in the center and you can hold control or click dragging to switch between thi
ckening and lessening. Go back into draw mode, right click and set the radius to a smaller value like ten and set the active material to dark blue dash. Create another wavy line overlapping the previous green and purple line in edit mode. Select this stroke going to sculpt mode and adjust it as needed. Now to finish off this wavy line, go back into draw mode. Right click. Just set the radius to another smaller value around seven pixels and the active material to white dash. Create these white li
nes and dots within the purple one to emphasize it. Then set the radius to five pixels and create a few outside of it in edit mode d Select all the strokes, go to the Material Properties tab and under the white dash on material press, select a select All the strokes go into scope mode to make your adjustments as needed. Next, we're going to create some colored paint trails lining the wave create a new layer above the wave layer animate paint trails in draw mode. Right click. Just set your radius
to a thicker value around ten pixels and set the active material to light purple dash. then create trails lining the wave line, Make any other adjustments black in draw mode. Switch the material to green dash. and repeat. Lastly, repeat this process with a white dash o material. Now I want these strokes to be slightly thicker and tapered at the ends. To do that we can use a modifier, go to the modifiers tab and add a thickness modifier, set the thickness to three but under influence, specify th
e paint trails layer check custom curve and create this downward bell shape with the handles. Now I want to add an outline around these trails and to do that, go back to the Layers panel and duplicate this layer by clicking this dropdown. Place it underneath the original layer and in the adjustments set the factor to one. Go to the Material Properties tab. Copy the dark blue outline from one of the paint materials by hovering over the color box and hitting control key, then paste it with control
V in the tent color box. Set the thickness to 20 pixels and now we'll see the outline. However, it doesn't match the trails. Exactly. And this is because the thickness modifier is only affecting the layer above it To make sure it affects this layer as well. We can use a pass index under relations, specify a pass index of one, click back on the original layer and do the same. Go to the modifiers tab and under influence. Remove the paint trails layer and underneath that specify a layer pass index
of one and it'll effect both layers. The next thing to add are paint drops to accentuate the trails. create a new layer of of paint trails, name paint drops in draw mode. Select the circle tool and right click to set the radius to eight pixels in active material to purple paint. Create an oval and in edit mode, rotate it to be slanted, then duplicate and add some around the composition varying them. In size. You can assign a different paint material to each duplicate by right clicking, going to
assign and selecting the desired material. And I'll just cycle through the purple, white and green paint materials. I do like adding a drop shadow to these, so let's duplicate the drops layer and place it underneath the original in edit mode. Hit eight to select all and shift the duplicate drops at a downward right angle. then go to the material properties tab. Copy the stroke color of the paint materials, paste it in the tent, color of the duplicates and set the factor to one. And now we have
a drop shadow. All right, almost done. The next thing we'll do is add white dots to tie the elements together, create a new layer above the drops layer animate stars and draw mode. Select the draw tool. Then right click just set the radius to 15 pixels and the active material to white dash. Click around the composition to add these dots and fill up the background after. Set the radius to ten pixels and repeat. Lastly, I want to add some diagonal stripes to the background to make it more interest
ing. Create a new layer above the background layer. Animate stripes. Set the blending mode to hard light and opacity. 2.35 In draw mode select the box tool and right click to set the material to white dash F Create a rectangle about the width of the background and in edit mode. Rotate it to fit the slanted angle of the other elements. Place it at the top, right and bottom left. Parts of the composition duplicate it or add a few more and scale them as needed. Go into object mode to check your wor
k now to make sure the strokes stay within the confines of the background toggle masks and add the background layer by clicking the plus button and I'm just adding them on the layers that actually come outside this stroke. There are many things you can do with mask, so feel free to experiment. And that completes our piece. Now we'll set up a camera with some simple movement hit shift, see to set the cursor back to the world origin and bring in an empty select the camera and nurse scene and hit a
ll g and all our to reset its location and rotation respectively. Then hit our x 92, rotated upright and set the left viewport to the camera view shifted in the Y until the piece is within frame parent the camera to the empty by shift selecting it, then the empty and heading control. P When we rotate the empty, you'll see it rotates camera view at frame one rotate this empty to the left and hit it to keyframe it's rotation. I do think this might change to K in a future version, so keep that in m
ind then go to frame 125, rotate the empty to the right and keyframe the rotation again, then duplicate the frames at one and place them at 250 and will have a repeating camera animation. And now we can render. But before we do go to the View their properties tab first and under data, make sure Z is checked. This will ensure grease pencil respects the Z space of meshes. If this option isn't checked, your meshes will not appear going to the render properties tab check Blum. Then go to the output
properties tab and you can change the resolution here. and to make it higher quality, you can change the percentage to 150 or 200, but feel free to do what your system can handle to output this. It's generally recommended to do a series of images. Then you can take it back into blender and export it via the video editor. But to do just a video, specify a file location then in file format select f mpeg video under encoding, specify MPEG four for container and for output quality. I like to use per
ceptually lossless then you can go to render at the top and select render animation. and that's it for the tutorial. Thank you so much for watching. I really appreciate it. if you do end up creating this, feel free to tag me on social media at Kev and Ram. and if you want to check out my other tutorials, you can find links to them below. But if you want something more in-depth, you can check out my course. Magic storybook over at CG books dot com. In it, I'll walk through everything you need to
know to get started with grease pencil and we'll end up exploring techniques to create vibrant 2.5 D scenes that move from beyond the flat page into dimensional space. Don't worry if you're not a drawing pro or are new to 3D. This course is totally beginner friendly. There's over 10 hours of content, downloadable project files and access to help any time you need it Anyways, if you have any questions or comments, feel free to leave them below. Thanks again and see you guys next time.

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