Behind the Scenes: Water Metropolis BW


Hello there, my title is Israel, and principally, Blender and your complete realm of artwork have grow to be a faith to me. I like it, research it, observe it, and just about worship it at any time when 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 laptop 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 “thought” was to place as many buildings on a water airplane earlier than the PC begins to decelerate. As soon as the technical facet was completed, I might start with the creative perspective.


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

So, I made a decision to go for the “greeble look” and located a superb tutorial on YouTube by CG Chuck to information the best way.  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 primary 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 achieved, 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 methods to get the constructing lights aligned and on the buildings because the fashions didn’t include refined metropolis mild textures (sci-fi industrial and/or the greeble pack). There are numerous strategies of doing this, however since I like Blender and Photoshop, I made a decision to render two layers of the article. 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 Night time Home windows materials to the constructing and took a separate render.

The ocean was a bit less complicated 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 indicate the reflection of the buildings, I solely wanted a easy shiny airplane in Blender.


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

The background isn’t proven as I used to be going so as to add it in photoshop together with all of the layers.

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


And that is it. Thanks for studying my article.

I hope you will have a pleasant day!

Concerning the Artist

Israel Carrasco, a 3D fanatic, at the moment a full-time receptionist at my favourite name middle. PEACE.