Behind the Scenes: Water Metropolis BW


Hello there, my title is Israel, and mainly, Blender and your entire realm of artwork have develop into a faith to me. I like it, examine it, observe it, and just about worship it each time I’ve the time.


To be sincere, I created “Water Metropolis” to check the efficiency of my new laptop computer, an RTX 3060 with 16GB RAM, i5-12450H 8-core, 12 thread cyberpunk automation. It’s a “template” for future tasks to find out what my pc can and can’t course of. That is all. And all through the expertise, “Water Metropolis” was not solely a take a look at but additionally an OK digital remark.

The “concept” was to place as many buildings on a water aircraft earlier than the PC begins to decelerate. As soon as the technical aspect was completed, I’d start with the creative perspective.


The buildings from sci-fi Industrial of kitbash3d are wonderful fashions, however I nonetheless wanted some stable floor to settle the buildings.

So, I made a decision to go for the “greeble look” and located an excellent tutorial on YouTube by CG Chuck to information the way in which.  The tutorial got here with the Bagapie modifier add-on and a free greeble bundle.

I added a Sci-fi Wall Panel Texture for the ground from CG Dealer.


To arrange the scene, I began by adjusting the origin factors, scaling the buildings, and including fundamental lighting. These are simply the essential Blender navigation.

I used the low-poly ship pack Ultimate Spaceships from Quaternius. I added an array modifier on them to create a highway path for the spaceships.


I moved on to UV unwrapping and including textures to fashions the place wanted. As soon as that was carried out, I picked up some constructing lights known as Night Windows procedural material from ArtStation. Glorious work, Tony Skeor!

Now, the “brainstorm” of the undertaking was the way to get the constructing lights aligned and on the buildings because the fashions didn’t include subtle metropolis gentle textures (sci-fi industrial and/or the greeble pack). There are various strategies of doing this, however since I really like Blender and Photoshop, I made a decision to render two layers of the thing. One layer with the usual textures and the opposite layer (of the identical object) with the sunshine texture and overlap them later in Photoshop.

Right here, I added the Evening Home windows materials to the constructing and took a separate render.

The ocean was a bit easier to create. I used the identical mixing overlap approach in Photoshop that I used for the buildings, together with an HDRI of an ocean.

To point out the reflection of the buildings, I solely wanted a easy shiny aircraft in Blender.


For the ultimate outcome, I took the 2 separate renders of the buildings over to Photoshop and overlapped each layers accordingly with the corrected mix mode.

The background is just not proven as I used to be going so as to add it in photoshop together with all of the layers.

For a unique method to this work, I selected to decolorize the paintings and settled on the Black and White model of it. This model appeared higher with the sci-fi theme.


And that is it. Thanks for studying my article.

I hope you may have a pleasant day!

Concerning the Artist

Israel Carrasco, a 3D fanatic, at present a full-time receptionist at my favourite name heart. PEACE.