Recently, I made a brief video tutorial on how to achieve a simple clay/matte look using Blender. When it comes to the technicality of accomplishing such a task, there really isn’t much to be found. Instead it boils down to tinkering with the parameters and values until the 3D artist becomes happy with the aesthetic.
-First, start a new project in Blender (Ctrl-N).
-Click the drop-down list that says Blender Render near the top, and select Cycles Render.
-Remove the Lamp object by right-clicking it in the 3D viewport or left-clicking its name in the Outliner/Scene.
-Select the small tab with the World icon, find the checkbox that says Ambient Occlusion, and click it.
-Set the Factor to whatever value you need: higher values result in less shadows, whereas lower values result in more shadows.
– For every model/object, your shader/surface should be Diffuse BSDF: set the Color to your liking and the Roughness to 1.
-Create a new mesh, a UV Sphere or a Plane, give it a new material by selecting the Material tab and clicking New, and name it “Lamp”.
-Select the Emission shader from the Surface drop-down list, and set the Color and Strength to preferred values.
-Move the “Lamp” either close up to the object(s)/model(s), or further away to create a look.
-To hide the light source mesh from the camera while retaining its emission, select your “Lamp,” click the tab with the orange cube icon: the Object tab.
-Go the bottom where it says Cycles Settings, under Ray Visibility uncheck Camera, and this will make lighting a scene much easier.
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