
Learn to build a procedurally generated city using geometry nodes, seed-driven variations, and lighting workflows in Blender, then compose foreground elements like Batman to create dramatic scenes.
Explore building a city generator in Blender using geometry nodes, starting from a 1000 by 1000 plane and mastering geometry nodes as a flexible modifier for procedural city design.
Learn to build a procedurally generated city by modeling low-poly buildings from cubes, adjusting origins and scales, and using basic extrusions to create windows and doors.
Explore low-poly building modeling and geometry node workflows for large-scale city blocks, employing extrude along normals, loop tool, and subdivision steps to prepare textures later.
Learn a beginner-friendly city workflow in geometry nodes by scattering points on faces, using Poisson disk, instancing buildings from a collection, and randomizing scale and rotation in radians.
Expose density and seeds to control small and big buildings with geometry nodes and grouping, then adjust via sliders in geometry nodes and shader editor to compare before and after.
Configure the camera and lighting for a procedural city scene by switching to camera and viewport views, adjusting end clip, and applying sun and volumetric lighting, HDRI, and brick textures.
Place foreground elements in the procedural city scene, texture the building with concrete texture and roughness/bump maps, and use depth of field to keep the first row in focus.
Learn to texture city roofs by importing industrial assets, assigning them with geometry nodes and vertex groups, and controlling distribution with seeds, density factor, and rotation for realistic silhouettes.
Learn to texture a procedural city building in Blender by using a shader editor, projecting textures onto a low-poly facade, adding dirt, roughness, and glass for lighting.
Create emissive lighting inside buildings by using an emissive object and an empty cube, with UV map issues addressed via object projection, color ramps, and multiply nodes to tune intensity.
Texture a city building in Blender by beveling edges, extruding along normals, applying brick textures, projecting materials, and detailing windows with loop cuts and glass.
Showcases texturing a city building in Blender using projection and extrude along normals, adding emissive windows and glass, refining with loop cuts and reproject for a detailed urban asset.
Apply textures to a small building: project uvs, cut and extrude geometry along normals, and assign glass and emissive materials while detailing windows, brick, and concrete surfaces.
Learn to build a procedural city in Blender using geo nodes, projecting textures, beveling and extruding for detail, and applying glass and emissive materials to lighting-heavy scenes.
Explore practical post-processing in Blender and After Effects, using masking, screen blending, color ramps, mist passes, and overlays to craft city lights, fog, and cinematic mood for a Batman scene.
Learn post-processing techniques in Blender, including lens overlays and color LUTs, mood-boosting contrast with curves, mist passes, ambient occlusion, and emission-based lighting using masks.
Welcome to the new Blender tutorial in which we will create the Batman scene from the introductory video and along the way create a functional modifier that creates an entire city with a lot of details with a few clicks.
The tutorial is divided into two main parts.
- In the first part, we create a City generator using the Geometry nodes modifier
in this part we get to know the basics of the Geometry nodes modifier and through a practical example we create a simple but functional Geometry nodes setup with which we can control the appearance of the city by simply moving the slider or changing the seed.
If you are not yet familiar with geometry nodes in blender, this is an ideal exercise for you. Through a simple and beginner-friendly process, we'll create an interesting and useful modifier that generates an entire city in the background — perfect for our Batman scene, as well as future projects.
In this part we also talk about the modeling and texturing that we need to create buildings.
I will show you how to quickly and efficiently model with the help of shortcut keys and how to achieve that the models are optimized and at the same time look as detailed and realistic as possible. We will also create more advanced shaders and I will show you how we can control the lighting of an entire city within the shader editor.
- In the second part, we mainly deal with creating a scene in blender!
Now that we have a city that makes up a large part of our scene, it's time to create a cinematic composition where we can use the City generator created earlier.
In this part, we talk a lot about the camera, lighting, composition, post-processing and more...everything that is normally needed to create artwork.