3D/Digital fashion workflow with CLO 3D. | Vivek Pujari | Skillshare

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3D/Digital fashion workflow with CLO 3D.

teacher avatar Vivek Pujari

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction to the course!

      0:49

    • 2.

      3D Fashion structure

      7:36

    • 3.

      Stage 1: Modelling Process

      14:27

    • 4.

      Stage 2: Finishing Process

      9:53

    • 5.

      Stage 3: Texturing Process

      10:26

    • 6.

      Stage 4: Rendering Process

      16:42

    • 7.

      Stage 5: Animation Process

      13:44

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About This Class

As the old saying goes " "If you give me six hours to chop down a tree, I'll spend four hours sharpening the axe." - Abraham Lincoln. With this course, I want to give you a structure for learning 3D fashion and save you 100+ hours. If you are doing 3D for the first time or at a beginner level then this is a must-course that you need to go through. Learning 3D is going to be difficult but it would be an extremely satisfying and important skill for your future.

Technology is becoming an integral part of every industry and the fashion industry is no exception. One such advancement is happening in the 3D-Fashion space. Every major brand, export house, and the manufacturer is adopting 3D technology for better design communication, lead time, and sustainability.

Digital fashion is revolutionizing the fashion industry by transforming the way that consumers interact with fashion and how fashion brands create and market their products. It is making the industry more sustainable by reducing waste in the production process and allowing for experimentation with different materials and designs before committing to physical production.

Digital fashion is also making fashion more accessible to people through virtual try-on technology, allowing consumers to try on clothes digitally without leaving their homes. It is also enabling greater customization and interactivity with augmented reality experiences. Finally, digital fashion is giving rise to new business models, such as virtual fashion shows and digital clothing collections that can be purchased as non-fungible tokens (NFTs).

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Vivek Pujari

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Transcripts

1. Introduction to the course!: Welcome to the introduction of 3D digital fashion. Whether you are a seasoned fashion designer or just starting out in 3D fashion space. This course will help you to take your design and learning to the next level. The courts will give you a workflow of a 3D fashion designer and save hundreds of hours in your 3D fashion journey. How do I know? I have we said mine. So if I have to start learning again, I will start from here. The goals are designed for fashion students, entrepreneurs and professionals to understand 3D and digital fashion workflow, you will learn the different stages of 3D fashion, like modelling, finishing, texturing, rendering an animation, and how to combine all those stages to create stunning design and digital work. So what you're really for Join now and start your journey in 3D digital fashion. Now. 2. 3D Fashion structure: Let me repeat myself. The overall idea behind doing this course is to understand, make you understand that how the workflow of a 3D fashion designer looks like. And also before you even start learning 3D, right, you need to go through this course to understand how this is, how the structure is really important for you. Just to understand so that you can be more efficient in the learning process. Now, let's look into the different stages of 3D fashion. And I give you all the open-source software is less tall so that you can use, achieve all those trees, all these stages of data. Let's, let's, let's look into the stages. Okay, so big are five stages of 3D fashion. The five stages are modelling, finishing, texturing, rendering an animation. So these are the five different stages. Now, modelling is about taking your basic shape and converting that basic shape into a desired shape. So e.g. when I'm saying modelling, modelling looks very different in terms of journals and e.g. suppose you are a 3D artist, you are trying to model a bottle. Maybe it's not important for you to exactly match the size side. But as a fashion designer, we are looking into the mood, reduce the ability side of it. So when I say modeling, we're also understanding that cookie, whatever we are designing, we can also produce or fake. So we are also looking into the producer side. So now when I say produce it and the T side of it now pattern-making becomes important. If we have a basic torso now we can take that basic torso and we can edit the dots. We can give fullness through the dots, right? We can edit and my ARC buttons tried to get our desired shape, get our desired dress. So that stage is called modeling. And it's a very important stage. And one of the importance of part of this stage is called pattern-making. So whatever you are doing, you need to make it precise, right? So e.g. if you are changing the measurements, you are doing anything, just make it precise. So that's for us, that's is modelling. And now let's look into the second stage. The second stage is called finishing supported. Let's take a short, right? So once we have created the path as we all just those patterns, when we stitch those patterns, we have seems like, so e.g. this is a scene, right? This France seems right. All of these buttons, right? All these things are bought off finishing. So what I mean by finishing one sharp patterns are ready now. You need to give seams, are on the edges. You need to provide zippers, you need to provide buttons, you need to provide all the different kinds of trims. All these things comes under finishing. Now finishing is a very important part, but it's mostly, it's a visual part, right? So you can't, so there is no matrics like there is no exact measurement, but you have to see the sample. You have to create a visual thing that you do. So you have to do that visually and then you have to, like that's all you've created design. So I, as I said, this is a basic shirt. Let's see. In the upcoming videos we have a separate video on finishing, so I'll show you how the finishing process works. So no worries just right now for the timings. Understand furnishings are really important process because if you're finishing this, not write your garment is not going to look realistic, right? Perfect. Now the next stage is lecturing. So in the texturing stage, Erikson stages all about giving fabrics, giving the feel how your fabric looks, right? So e.g. a. Cotton is going to behave separately versus bolting visual tones also, but also in terms of V, even all these things, right? So how much it's going to shine, however, it's not going to sign. So all this part is comes under texturing. Texturing is all about the look and feel of the fabric. Now the next stage is congruent. During the fourth stage is called rendering. Rendering is all about creating stories. You create stories through camera, you create stories through lights you create, you create stories through different pieces, like creating environments and all these things. So this is about stoic creating part, right? So you can render in any software. We'll go in more depth in upcoming videos. But it's more about you have an object. You set up, the light is set up the camera, you create an environment, right? And take up, and you'll create a really nice image of it or animation out of it. So that's all rendering rendering is. It takes buying in rendering a look. Because it's a very visual thing. Everybody has their own tastes and designing, right? So it's a little, It's about you, like how you feel about things, right? So it's more about communicating through our right are, and what do you want to communicate with those designs? So rendering is very personal rights. Some people like it, that some people like this, but you have to discover your own style and you have to learn it right by, by watching other people's work and all these sticks perfect. Now the final stage is called an emission. So now basically in animation, so e.g. if you have an avatar, you need to make that avatar move. It's called rigging, right? We'll go through like what animation is, what rigging is all these things. But it's like you have an avatar, it's moving and you haven't garment, or you are going to simulate that garment on top of it. It's a very easy and it's really fun. So it's not really that complicated. But animation mostly takes to competence to picture one or one is the Avatar, The second is that garment. And once those two things get combined together, it looked really fun. So these are the five different stages of the structure of 3D fashion, right? Mottling or second is finishing. Third is texturing, fourth is rendering and 50s animation. So you need to take care of each of this segment. And now in the next site and now the next videos, we are going to individually go to these individual parts of modeling, of finishing, texturing, rendering an animation. And we're going to discuss more in detail. Also, I show you the softwares. Also I'll tell you different kinds of software that you can use. What are the alternatives? Everything. But when you are learning right, you need to keep this in your mind that which stage you are in. Very important. If you are, if you're in the stage of modelling, you are not thinking about texturing. So don't think about texturing and that particular time when you are in finishing, don't think about modelling or don't think about rendering, right? So all the stages are different. You have to think about it also, but not exactly. You're not worrying about all those things. So you have to be individual stage in every individual stage has different softwares to achieve the best quality that you can. I'll show you that. So guys, let's meet in the next next tutorial, right? Till then, these are the structure. Keep this in your mind also, and I'll also put this whole thing in the format and the article below so you can read that also and keep this structure in mind. Let's get going. 3. Stage 1: Modelling Process: Alright, so this is the first part of the five different sections that we have of learning 3D fashion. So first is modeling, second is finishing, third is texturing, fourth is rendering. And fifth, this animation, right? In the first part, we are going to understand that how to do modelling. What are different softwares that you need? What are the different topics that you need to understand within the modeling segment? Okay, so let's, let start. Modelling is about converting your basic shape into your desired shapes. So that's what this modelling is all about, right? And every 3D artists does Imodium e.g. if you want to convert a cylinder into a bottle, right? So that's process called modeling. But for us as a fashion designers, so our processes to take a basic shape that can be a torso, right? And convert that basic shape into a dress, right? So that's our desired shape, right? And we do that by understanding the pattern-making concept, right? So how do, how do you convert the shape into a desired shape by undecided like pattern-making, right? So these two things are linked together. Before understanding how this works, what we're going to do is we're going to see that what other softwares that are required for achieving the mortgage. So there are four basic software that is available in the market and everybody can try. So the force is Clue and marvelous glue and maleness are saying they're from the same company. It's just a usability. They have muted separate. So the interface, everything is saying, if you use clue, you can use marvelous, if you use mountainous, you can use chlorides visable. Second is browse, where third is architects to cardiac 3D to Caltech an optics have been providing industry with other softwares, other theories offers to lead to add softness. And now they have also started getting 3D because 3D is so important. Now look, I have used all the force offers, but I will recommend that if you had using it, if you haven't used any other software and you want to try the first software that you should go with clue. It's a very intuitive software and you are going to understand things in a way, much more smoother way, right? And one more thing guys, look, software are just the tools of achieving what we want to do, right? So please don't be too much PEA focused on learning software. I think you should learn the concepts. And once you have learned the concept, you can always change the software. So software and learning is not a big TV. Understanding the concept is a big team. That's it. So our purpose is modelling. And we have different tools like glow browser, choose any tool and understand the concept of modeling. We are not learning software. We're learning modelling, right? We're learning the concept with a software. So perfect. So go with glue if you haven't used anything else. But if you have already used browser, you can go with drugs with a concept are going to be the same. Perfect. Now, what are the topics that you need to understand to do modelling? Meta topics is the garment construction pattern-making. Like why garment construction is important? Because look in fashion. If you have athleisure wear, if you have laundry where if you have knitwear, if you have woven fabric on these fabrics, all the construction of DES types of fashion, right? It's, it's different, right? So we need to understand the construction process of the different kinds of comments. Because once we understand the construction process, we also understand the pattern making Cytotec different processes that are involved, right? So how the seams are finished and all these things. So this is going to help you all the different parts. Now. The second is pattern making pattern becomes really important. So you need to understand how to manipulate a basic torso, how to manipulate a pattern, how to manipulate a diet, how to do gathering styles, lines for less yolk, spin ducks, all these things. And believe me, this is a small story. When I was learning fashion pattern-making with the most boring thing in my life. And I thought I was not able to visualize because then you make patterns in the physical space like by cutting papers. I don't I don't see I was not able to visualize it that how it's going to look, what are the genius I'm doing. But it's very intuitive in 3D. And I'll show you just in a bit. I'll show you how intuitive it does. So pattern-making becomes so much fun or learning in 3D, it's amazingly fun and you understand the concept. So when you are manipulating a diet, your understanding, oh wow, this is happening. So it's really cool. So if you hate pattern-making, you're going to love pattern-making 3D, believe me, I used to hate it. Okay. Let me now quickly show you the basic interface of clue 3D software and how this, how you can use it, right? And also look, the idea behind the CDS is not that I'm going to teach you how to use glue. The idea is that I'm gonna give you a glimpse of what does, what it does it, what it feels like to work in 3D, and what are the different components that you need to get right, right, That sought. Whenever we learn any new 3D software. So there are three things that killed mosque to consider. The first thing is understanding the interface, okay, So that's a very important part. So forth. Whenever you open any 3D software and this is going to be steak, same width, multiple sulfurs. Okay? So understand the interface of it. Great. Once you have got the interface with the ones you know, where are things? Maybe you don't know which tool the cells, but you know, okay, this is, the stool is used somewhere like this, right? So understanding the interface becomes really important because that hype you segment your things. And second is, how do we navigate in the environment? Our because look, navigation become important because in 3D software you have 3D navigation, right? Like you can. Mostly a clue has two pieces, like they have a 2D window and they have a 3D window, so it should become important to navigate. And the third thing is how to bring objects and how to edit those objects. These three things domain common for all those news offer that is started dawning. So let's go through these three things in. So first the interface. So the interface you see here is like this is a 2D pattern window. This is a 3D window. And all the tools listed here we'll be using the 3D older tools illustrate here will be used in the 2D. And all these internal, older tools that you see inside the window will be used are four different visual purposes, okay, So all the visual things will be controlled by this inside whatever happening inside the thoughts are supported like we have this mesh here in the bottom right. If you want to hide this, you can hide this. So all the visual things are controlled by these tool. Although visual things controlled in this is what these tools are very simple. Let me minimize these things. So let me finally show you, okay. So you have these two windows. You have all these tools used for this, all these tools they use for this visual library history, we have five tabs, library history, modular configurator, optic browser and property editor. All these things are linked with each other. So library, in library you have all the assets faceless state. Okay, So like e.g. if you want to bring in appetite, click to library, go to Avatar, click on female V2, just bring an avatar and go to garments. And you can bring a garment also like we'll bring our basic torso. And okay, so now you have a garment, you have a basic torso. Perfect. Minimize. Whenever you bring any assets or to the, to the window, to the soft ferrite. All the objects are related to that asset, right? So what are objects? So e.g. the fabric is one of the object, right? If you drag a button, the button like all these listed in the top, these are all the objects that you get with acids. And whenever you click anything, it's property will be reflected in the property data. So if you click on the pattern, it's property will be in the pattern. Look proper data it will take on the face. It's property in this property editor. So we have, you have clicked on the face now you can just see what are the different properties and there will be some property called color, right? You can change this color to something like this. You see, you can change the color, right? Dan. So you can see how genes eye color. So in this way you can apply, you can, this is how these three tabs and listed in the modular configurator clue, has given you some modular garments or a jacket, t-shirt short that you can use. Perfect. Now let's quickly do modeling. So when I say modelling, what do you need to take care about? As I said, we have to be technically a little bit correct. Right. So I'm not going to go in kind of like a tutorial mood, right? I'm just quickly doing it. But what I'm saying is this, whenever you are editing anything, you have to be precise, right? So maybe we want to move this, or how much we want to move this. This, this value is right now is in centimeter. So maybe let's do it or 20 cm side. Okay? And in the same way we are going to move this also in 40 centimeter. Perfect. So let's play the simulation and you can see the perfect. So now we have given them to address right? Now let's change the neck line also. So neckline, we're going to select this point, drag it, right-click, and we're going to move this line by six or 9 ", right? So this is what we want. Also we want to do like this is going to happen same because these two patterns are linked together. So whatever you Change, make the change in this, it's going to automatically happen here. Then second we're going to drop it and we're going to make it forward, right? Perfect. I'll look if you have made changes and this is why it's important, right? You can just drag and drop things. So if you have made changes on this side, you also have to make changes on the site, right? So in the same way you have to make changes here also, right? And you can just type four. Let me just control Z this, Let's just move this point a little bit closer, right? Let's drag it. Let's make it perfect. Just a very simple, just a very simple example. And then you can just quickly change the curved lines, right? And you can just work around with this leg, whichever works best, best for you, right? So one more thing, e.g. you can now select this line. You can cut your patterns, right? Again, guys, look, you can't cut patterns from anywhere because at the end of the day the Spartans had to go and the like, like you know, right? How like a, once you have made a pattern, it will go and you will take that pattern, right? Either scissors or anything. In the mass production, there is some limitations that how you can cut the pattern so you just need to take care of Donald zone. But that's fine. Initially, just have fun style. They don't just make things too complicated. But definitely you have to take care. So normally like what I should have done is I should have converted these two dots. It was singled out tight then I could have moved forward. It would be it would have been a way, much more better way. Okay, so now we can add some fullness to address. So you can click on this, you can click on this. And by the way, you can exactly make a point here, right? So maybe you want, or you want to, you want the fullness after like 2 ", right? So you can add a point and you can do with that. So, but for the time being, I'm just going to do this, select this right-click and you can make it 12 " right fullness from here. And I'm going to just do well benches from period I'm going to do develop benches. Perfect. If you play this now, you can see you have fullness to your chest, right? I'm not going to do in the back. Okay? So this is how you are capped with particular patterns. And while editing your patterns, you have to understand this concept of e.g. of pattern-making. I, so let me show you a very simple example of direct manipulation, right? So you can right-click on this and you can do rotate dot. So you can at this point select this, select this move this up, move it down. And now you see that you have completely converted that into the arm hole, right? And this is so easy. This is so intuitive also n Now you can shift your dots. So e.g. now what you can do, you can either shift your doubt or you can make the dart convert that data into the fullness, right? So you can move that data in a very smooth way. And by doing it in the physical form, it becomes really difficult to understand, okay, if I'm doing this, what's going to happen? But now you see all the changes happening here. Take whatever you make, the changes in the button that automatically happens here. So the pattern-making learnings is really fast. Okay, so that's it, guys, look, this is not a tutorial video, so I'm not going to go for it though. But what I'm trying to say to you is this, that we have to consider the two aspects. We have to consider the pattern-making aspect. We have to understand the garment construction aspect because at leisure we are going to construct it and little different way, then knitwear, then a woven fabric and all these things. So that's it. That's all in the modelling segment. And this is what you need to take care about modelling. And the idea is that you take a dress, simple torso, basic torso, and that convert that into a beautiful dress. That's the idea. Okay, So guys are in the next assignment, or, sorry, I always say unsigned int because I always give assignments repeatedly. In the next video, we're gonna talk about how to do finishing and finishing. Why finishing is such an important topic grid. So let's catch up on the next assignment. And yeah, I think we're good to go. Bye-bye. 4. Stage 2: Finishing Process: Okay, So after modeling the second step in 3D designing process is called finishing. Finishing is a very important aspect of our 3D designing because it brings the realism to your comments. Okay, so we'll try to see that how we can bring that realism, do a simple handbag. Okay? So the first image that you see here is clearly like the handbag is designed like that. We have modeled at hand back. Now. It's missing some things, right? It's missing the new system, missing those zippers, and adopt stitches and everything. So the first image compared to the second image, we give you an idea that what finishing process is so they can address. And then finishing that dress is by adding a trims, by adding seams and all those finishing processes. So now let's understand what are the very important topics for the, for the finishing process, right? So the first important topic is garment seems and construction. Look. E.g. at leisure wear garments are designed differently. There seems a finished differently, different kinds of machines are used rate versus a knit wear garment versus a woven garment, right? So different garments or have different scenes. Those seams are finished by different machines and the output is different. So you need to understand the construction process of a garment and different kinds of comments. So that's the first very important topic. Second is understanding trims and accessories. So what are different kinds of trims? What are different kinds of zipper? What are the different parts of zippers? How to change all these. So these are understanding buttons, zippers, right? Or top stitches, different kinds of top stitches, all these things. So leaning into lining of sliders, beads, draw strings, labels, patches, all these things comes under trims and accessories. So second topic that you need to understand is trims and XSLT. So once you combine these two topics together, now you have a fairly good understanding of how to finish a government, right? So these are the two important topics. So what we will do here is we'll try to understand that okay, How assured is finished, okay? Specificity that how the shirt color is finished, that you'd get an idea that okay, How does that so I'm going to quickly open, close and I'll try to finish this short column. Okay, so let's jump into kilo. Let's go to modular configurator. Let's try to bring a simple short, right? Assured. Let's do word. Single click, single click, single click, single click, and singles. Like I'm not eating here. Okay? What I'm doing here is I'm showing you how to finish us simple color of our short. Let's quickly go to avatars. Let's bring amino EBITDA also. Now, I'm going to quickly hide this habitat so that if I play the simulation, the garment on file. So let's do. The first thing is this data thickness is not bound on, so I'm going to just quickly turn on the thickness of the fabric. Okay? Now, the second thing, as you can see, this color is not looking that great. You can see there's a top stitch in this carload when you finish your color, right? So you stitch in the opposite direction then you turn it inside out, right? So that's what you do. So all these things are missing properties. So first thing I'm going to do is I'm going to quickly open up the color, right? I'm just quickly going to delete this. I'm going to open this up right? At the same time. My uncle also going to open. Let's delete the seams also. Right now you can see that the first, let me open the first packet. Not so perfect. This is what I wanted just to corners and it'll open right now. The first thing is that we can see is that our colon is having no thickness. So let's add thickness forest. So you can select the pattern. You can go to the property editor. Okay? How does this everything works just like anything that you select. All the properties of that particular object will be listed in the property editor. I'm going quickly hide this and just the proper data will open. So now you've seen here add on thickness, right? So I can just do it 2.5. So now you see right, you have a thickness. This thickness is different. And you can see that it has a thickness. Just tried to reduce it a little bit more 1.5 v. Now the next thing that I'm going to do is now you see the problem here is that the thickness edges are really sharp, right? So we want to just smooth doses are edges, right? So the next thing that we're going to do is we're going to quickly go to the top section and we're going to turn on the curved side geometry. So as soon as the cough cytometry, this will be curved, right? The edges will be curved. And because the follower is kind of, it's, it's turned inside, out. There is a line in the thickness, as you can see here of HIV. I just going to quickly duplicate that. So to replicate that you can do double-sided. So once you turn this on, now you see here that it looks like it's folded from inside. So nice. So this is a simple folding. Now the next thing, as you can see here, this, you can see if tops to start this going here, right? So we want to add a top stitch also. I'll get it opposite adding dots. That is quite simple. That we can go to the top says section here, three top stitch and begins. What opposite? Now look one more thing. Okay. If you see the color, the stitch don't like the stitches not broken in the edge, right. So it's a complete stage. It's coming from here, it's going up. Okay. So the stitches not like it will not break right in the edges. So that's why we are selecting a free stitching. Now, sorry, Fleet officers now will go like this. And you can see you can't see any top stitch, but you can see it in the bottom right. The reason is because this is the, this is the opposite, right? This is the backside of the fabric. So you have to tell explicitly into clue. I want to see the top sinner backside also. So for that, what you can do, you can select the default top stitch and you can come down and you can see configuration phase, you can do both. So now inverse c in both the phases, right? One last thing that we're going to do because whenever the switch happens, right? So there is some kind of pressure that stitch, that threads apply, right? So there's a depth that goes. So what we're going to do, we're going to quickly turn on the 3D also. So now you see that there's a depth here that is going and you can control the intensity and thickness by here. So we can do geo 0.10. This will be smaller. You can also change the density minus mu that's going to come out. Positive means it's going to go down, right? Okay, perfect. Now the last thing is because of garner need move particles, right? So we're going to just select this and we're going to quickly done. We're just going to add some more pipe because right, so we're just going to make it five. And if we play this now, you see this is a little bit more, better. And this is how you finish your color. Okay? So a very simple process. Nothing really complicated here. But even if you don't know this, just watch it or games. So what I mean by saying that is that every step, once you model your design or a garment, you need to finish that garment, right? And that's finishing processes requests some kind of an understanding of how the government is constructed. What can we do? Different trims and buttons. So e.g. this simple light, the button can not be here, right? The button has to be here. Say this is wrong actually. So just to understand the different technicalities of thing, That's all, that's all the finishing processes about. And then to replicate that, as I said, really finishing processes are very visual process. So sometimes you need to have some reference images like e.g. I. Was having the reference image of a shirt. You also need to have a reference image of a shirt or something that the garment that you're trying to make, it will give you a very good understanding of how things are working hard. Okay. So this is how you finish a color of her shirt. And in the same way, you're going to finish the black X, you're going to finish the cuff, you're going to finish the shoulders and everything, and that's it. So this process is called furnishing and it's a very important process. In the next process, we can see how we apply textures and what's the important of textures in the 3D process? And I'll revise it again. Okay? So there are five different steps of 3D designing. So first is modelling. Modelling is like you have taken a basic design, your converted that basic design into your desired shape. That's modelling. Second processes finishing now you're adding trims, you're adding seams, all those things. Now, after that you will be doing texturing. After that we will be doing rendering and then animation. All the steps. Okay, Great. We'll catch up on the next next assignment. Tutorial is bear witness. 5. Stage 3: Texturing Process: Now in the third part, we are going to understand that how textures are created in for your government and what are the different components that are involved in texture creations? There are a lot of open source softwares that are available from GitHub, from different resources that you can use to create all these textures. Okay? So, uh, don't worry about a specific software in this, but understand the concept so that you can use different open source softwares to go forward. Now, let's quickly understand that. What are the different topics that you need to understand before learning how to create those things. So first thing is the fabric construction. So look the way cottons are created, different kinds of Vive, the polyester fabric. So understanding different kinds of fabric, understanding different structures we use structures, okay? Those are the really important things that you need to understand. So e.g. just, let's understand why one example, okay, so suppose if we are talking about the screen printing process, so suppose you have a fabric on top of that fabric, you apply the screen printing, right? So whenever there's a screen printing or surface printing happening in a fabric, the bottom, the back side of the fabric will be little faded away. So you need to understand those concept that okay, What kind of different fabrics are there, how those fabrics or process and there are enough material out there to understand, like just Google it, okay? And you will understand so many different topics. So that's the first thing. So understanding different kinds of understanding different kinds of printing processes or graft, right? If we give you a good idea that how this fabric is created. The second topic is now, how do you communicate the information that a fabric has in 3D, right? And that met, that communication is done by different maps. So I quickly show you what kind of different maps are there. If you see the inmates, they are different maps that are combined together in 3D so that they will look realistic. They will give you a fabric feet. I'll show you it also, despite not just good, Let's go through some of the basic maps. So first map is called a base color. So base color is basically it's a colorful image. By that, That's how your fabric looks. So it's the colorful image to add your fabric have. Now second is a normal map. So suppose you have created a simple striped fabric in Photoshop. Now that, that fabric print, basically it's not going to look realistic because it doesn't have those bumps into surfaces, right? It doesn't have the right shirt to give to ingrain that we restructure or K, the bumpiness we add normal map. I'm simplifying a little bit more, but I hope you get my point. Now. The third map is height map. So suppose you have an embroidery or if you have an embossing done in the fabric. So how do you represent the height or the width? I have added in the fabric? So that's called a height map. Next is opacity maps. Suppose you have a lace fabric, now you have an opacity. All right, so how do you communicate that? Poet is roughness maps. So suppose if you have a cotton fabric, it has a different roughness versus a polyester base fabric. So different maps have different roughness and that is what you communicate. And the last is metallic maps and you communicate any, suppose you have a fabric in which data, so you have done embroidery through metal, right? So obviously the part that has metal, it's going to shine mood so you need to communicate. So that's how you communicate the metallic map, they don't melt, as I said previously, also, there are multiple open source software that you can use to communicate these properties. Okay? So nobody's about it, just, just for the sake of understanding that you have to always understand that when you are creating a fabric, right? You have to understand different confidence and you have to communicate different properties of fabric. Like high eat alike, color, right? Normal map, right? Roughness, metallic map, all these things. And these are basic maps, right? So you can create a very realistic fabrics or by using all these things. Now, let me quickly take you to another. It's a basic software sampler. And I'll show you they called these information are included in a fabric. Okay? So right now if you see in this fabric is really right, It's, it's, it, it looks like a fabric where it's a very plain fabric. It doesn't look like it doesn't give you a feeling of fabric, right? So suppose of the turn on the VIF for this side. Now you have a structure here. And you can also create a plain v, v, all these things you can create. And now this looks a little boring, right? Because it doesn't have the brains. So suppose we want to put a pattern on top of it. So now if we turn on the pattern, now there is a pattern. Our fabric. Now this looks a little bit more interesting. Okay? Suppose you, suppose we have added a view, also want to add a different kind of a V rated. This is a different kind of view, and now we have also added some print. So look what's happening here it is. You just have this fabric, okay? Suppose you have a basic fabric, right? You can give it some kind of a v like this. And then you can also turn on the patent rights are now there's an image, right? And suppose we will add some metallic embossing on top of it, right? So this is a metallic embossing. So now you can see that like this is a little bit rough, like this surface versus this. This is more metallic. And this metallic thing that is created, I can stick in the shape of that nominal amount that is in the bottom. So this fabric is created by each of their different maps that are associated with this fabric. And you can export all those maps or you can create it. So e.g. you can create it individually also when you can exclude. So what you need to remember is a very simple stack. By creating textures, you need to communicate different information. Those informations are communicated with difference map that you can produce separately also or by using a software, you can get all the maps altogether. Okay, So there is a base. So let's go through it again. So it's a base color, so it's going to communicate the color of the fabric and everything, all the pins and everything, right? So base color, normal map, going to add some depth to your garment, sorry, fabric, right? It's going to give you two Avi you sat and we've all different kinds of structures form, right? Height map is going to communicate the height. Suppose that there is an embroidery done. If there's an embossing them that it's going to communicate that opacity map is going to communicate the opacity. The height map is a black and white image. Like it's a black to white. It can be gray ovals. Okay, so it's a black and white map saying that opacity. Then now we can see roughness is also a black and white, right? Same goes with metallic luster. Metallic is black and white. So this is how they are different maps. And you can get all these maps using open source software is nobody's about it. Okay, so great. In the next, in the next lecture, in the next tutorial, we'll try to understand the next property, okay? And that is rendering, like how rendering is important, right? And what are different components of rendering so that you can take that also into picture. I'll say 1 mol. Again, this thing is, the overall idea is that when you are learning 3D fashion, there are different competence. There are different topics that you need to tackle individually, okay? So it's not like that you have learned like you open close radio vows where software and you just create something and you just put it out there, right? It gives you a very shallow understanding of different components. So what we are going through with this whole series is I'm going to, I'm trying to help you to understand that these are the different components. And you need to tackle them one by one. So you can do like you can tackle all them one on one goal, right? So you need to set an unit to say, Okay, right now I'm in modeling stage. I'm only going to focus on modelling. Now second stage is finishing, so I'm only going to sit and I'm going to focus on finishing. Okay. I'm not going to focus on like how to create fabrics and all these things. Once the finishing is done now yours, you're going to sit and you gotta only going to focus on texturing. And there are so many resources out there, free resources out there that you can choose, okay? Just that you need dying to sit and you just need focus on a specific thing, one specific needs. Now once the reaction is done, now you focus on rendering. Rendering is done now you focus on animation. So one by one you need to go and you need to tackle all those things. I hope that when I was learning for the first time, I was just learning anything. I didn't have any structure to my learning. And with this whole series, I want to give a structure because I have really, I have not found any, unlike explaining people explaining the different stages right. That you need to go through. So that's just my attempt to give you a better understanding. Because you like if you had doing it for the first time, don't don't. I knew this would you will feel like, can I do this or not? And this looks so difficult, like what are different maps? How to produce different maps? All of these things, don't worry. Tackle everything one by one. Breathing is it's easy, it's possible. No worries. Okay, great. So we're going to catch up on the next assignment. The next assignment is going to be about rendering lights camera action. Okay? Take care. 6. Stage 4: Rendering Process: Alright, so the next stage that we'll talk about the food state is called the rendering. Right after this, we just have ammunition. So now let's understand what rendering is. It's a very important stage because two of the major components comes into the picture. First is light and the camera, right? Because once you have created the things you've applied texture to those garments, to Avatar everything. Now the time is there to apply to do a rendering, okay, to put the lights. And generally, every 3D softwares give you this option of rendering. In the same software. H ACLU has its own engine, browser has its own engine. I'm going to show you the rendering in Blender because it's more intuitive there, because you can see delights, you can see things working in a way, much more, better way. So we'll go through blender. Okay, but before that, let's first understand what rendering is. So now once you have finished the bag, you've applied all the texture. So now you can see that you can create some environment and you can quickly arrange some objects around that object, right? You can give a story, okay? Rendering is also about its kidnapping story. Okay? So you have, you are setting up the scenes, you are setting up giving the dextrose and everything. Now you rendered out a mess so that your design is way much more interesting. There are major two topics that you need to understand before you tackle this topic. First is understanding the environment. Look like Photoshop when you do, like when you do 2D art, there are so many resources out day in the same way. By creating environment, there are so many free resources out there, e.g. there's a website called Sketchfab that's completely free. You can have so many assets, like completely 3D assets you can import into clue, into Blender, all 3D software. So their major, if our mindset going to give you. Second is you have bridge, right? By Unity, you can use that It's completely free. They are more than 20,003 data sources for the resources. So that is Blender kids. There's so many other resources, nobody's about it for the HDR, HDR heaven. So there are so many website for individual things that you can get completely for free. And that showed a 3D communities also doing amazing. So first thing is understanding how to create environment. And the second thing is the lights in the camera, how liked affect your seat? And how to understand light. And light is a very, very, very crucial parts and you need to get that thing right. Okay, now, let's look into some of the rendered images that we have done while doing the coast, right? So let's jump right, the dance jump that you can see on the image on the left, right. So you see right. Like I could have also done it like I could have removed this slide, right? Spherical, right. And I could have just made a plane light, right? But the scene right, what I want to create, I want you to read it. I want to create a stage, right? I want to make this woman, she's flying, right? So the story that you want to create, you do it with environment, right? The floors are the dark background delights and it's very important. So e.g. the same light condition that you have used for the handbag will not work for this image. That's where these two things are really important. Okay? Next is sometimes what you can do. You can create a little bit more elaborated scene right on the, on the right hand side you can see that you can create a complete scene like so. You can see there's a table lambda light is falling here. So there are multiple lights which are there in the scene, okay, there's not just one light. So multiple lights create multiple scenes and they could do different shadows. It brings realism to your fight. So what we're going to do is we're going to quickly go into Blender or came and gave him to see that how these are fighting bite, how the slides environment holds, everything works. So this is my basic scene, this garment and avatars exported from our clue, right? And now you see that this looks dull because there is no texture. I applied everything right? So let me go to the rendering mode. So in this rendering mode, What's happening here is you see the light, right? This is my light. This light is projected grade on this avatar. So I think quickly, if you want, I can hide this slide, okay, Now this has completely dark. I can bring different kinds of light. So I can bring up ad, I can bring up a point light, right? So this is my point light. Let's move it up. I can increase the intensity of this light through 200. Okay? I can move the slide, right? So when you are moving the slide, you're creating different kinds of like you're getting different shadows. You're creating all these things so simple. This is the, this is the one way of looking into this particular image. Right? Now, maybe this image looks to you, okay? So what you can do is you can put this slide a little bit more far ahead. And like, yeah, like, like here, you can increase the light a little bit. Fade. And you can click any again, go to the light and increase the stroke. Are 1,200 Tibet up differently. You can also copy when mood light and you can put it here, right? You have now two lights. As you can see, the shadows are falling. So I want to create a US. I just created a soft tag array. So I can increase the radius of the light rates and can see the shadows are non die-hard. Okay? Control C, control V. And I can just quickly put this arrow or the ten. And Let's see. Yeah. Okay. So this is my scene and, uh, one more thing I can do wish I can quickly I can quickly bring one more plane data. This is, this is going to look a little bit more interesting to show. Now. This is your read this. This is your complete see, okay. This is your one scene. Okay? Now compare this C, okay? Now, basically, now you can increase and decrease the light. So you can select the light, you can increase it. Don't worry about like what's happening here, like how I'm using the light. Just look into the different aspect of it, right? So okay. So what I have done is this that I'll show you the another rendered image, okay, so that you get a better idea what's happening. Look this image versus this image. Okay? The images are same. It's just that the background. The lights, they are, they are having different effect, different visual effects side you can, I hope you're all able to see it. So this is what light does. It Good Eats different visual effects. And it gives us, it gives more story to your work, right? So that's the light does not just there to, just to make this space brighten up like it. It's used for different things. Again, suppose this is your, this is your scene, right? You can go to the material and you can add some. Just look, I am not expecting you guys to understand like the blender because maybe you haven't used it before. But what I'm trying to tell you is this that every okay. Let me open that image again. Yeah. So the thing that I'm trying to communicate with you is that lights play a very crucial role in communicating that. What kind of story you want to tell about the whole scene and also the other objects, the background, these are all play a very major role and it's not going to come up on the first day. So the more visual cues that you take, the more inspiration that you take, it's going to get better and better with the more work you did. Okay, so, but there are few standards. There are few standards that always work. So e.g. a. Plane light on the top of the head, right. It always sobering time. The studio lights like Toby, this to do that, I just set up it always work, right? So there are few methods which always work. You can set up like three lights that there are different kinds of setup, like e.g. in a studio, they are different than setup. You can follow those and it will look good. Okay, perfect. Now let me also show you some other quick work so that you can Wiki understand more like how those things are. Also, this is another scene that is, and I'll show you the output of this particular image, right? So that you get a better idea. So this is the output of this image. Okay? So what I wanted in this images, I wanted a background, obviously, right? But I didn't want it up, lean back on. I wanted some textures. I wanted some kind of finishing date and I wanted the fluid because that's what was visible. So now I have this object, these objects that you see here, this object, all of these objects are from Sketchfab and bridge. These are the two free open-source platform that if in Jewish, okay, the garment is from clue, the hat is from Blender kit and the avatar is from dad. So these are different combination that I have used. Now. This pink that you see here is a window. Basically, if I go to the rendering mode, now you will be able to see that. Great. So this is the window and there is disliked. So there are different setups. Okay? So there is this one setup of a light here. This is the light. So if I hide this, you can see, right. So now it's a little bit dark and dry, but I had given this light so that this piece is a little bit more upright. Second is the, the sunlight. The sunlight is coming directly from this area. This area, the sunlight is coming directly from here. Okay? So if I suppose, if I take this pen and ink, if I move this panel here, now you can see there is no light that is coming, right? There is very little light that is coming here because it's blocking the sunlight. So now there is this one moonlight form that is called sunlight plywood. And different kinds of, as I said, different kinds of light forms that work. Okay, so now you see I have created this window for the sun, right? And then there is also a point light, which I have also. If I turn on this now notice space would become a little bit more and prayed, they tax what I have done. And the final output, as I've already previously shown you, is this is okay, where it is. Let me quickly try to bring that. It's something like this. So I needed this back on. I needed the fluids. So this is how you do it. Okay. So this is the second kind of a setup and the final setup is File Open. I have already prepared some projects file for you so that you can understand and take away. Okay, So now this is the next step. It's a very simple set of data can you do? Let me hide the camera, which are very simple setup that this is the light vape, simple plane like this is a float. This is the basically and I can just move it a little bit more forward actually. Yeah. So if I turn this on, if I turn that entering Lake now you can see that a very, a very simple set of like Nothing, Nothing much complex. Okay, so the output of this is going to look something like this. Okay? Easy, simple. Now again, one last thing that I want to show you is this, that as I said, light plays a crucial part in telling the story. Sometimes you want to remove the background. You also want to bring a HDR images to the background. You wanted to create a kind of a field, right? So to give the background, the sky and all these things. So these images are called HDR images. Okay? So you can get, there's a website called a wavelength here. I've got a HDR heaven pre-op. So you can get a lot of 3D or let me open that file for you. Let me show that. As toll on HDR. It should be heaven. It's, the name is see it's spotty heaven now. So what you can do is you can quickly come here, right? And you can see they give a lot of environments to you, right? So it's completely free. You can download and you can install this environment. So these are different kinds of environment that you can use are in the same way. There are multiple 3D resources out there that you can obviously use accommodated for feet. So what I mean vector with this, with this assignment over this particular part for rendering, what I wanted you to communicate was satellites are really important. Every software is going to find sample clue is also going to have the setup of lights that you can use. Indices in the browser also have this or every major software is going to have it. So you need to take light into consideration of not just illuminating the space. Okay. It's not like that. So you need to take a light into consideration of what kind of story you want to tell it. And then you need to use if you don't know what kind of story you want to tell, origin or what kind of a story, but how to do that? So you can just go to, go to online, right? Go to Google and just search, search the inspirational image that you're like, Yeah, this is image that I am looking forward. Then try to understand how the light must have been set up right, like where the other lights happy. And then go forward that great guys. In the next and the final CVs of this assignment series. Like what we're going to do is we're going to understand how animations are created with what are the different components of animation. And then I think this re-enter with this whole structure, right? From modeling to finishing, to shrink, to rendering to animation. This whole series right now we haven't rendering stage. And then the final animation, animation is just an extended version of rendering bonding. So it's quite easy. So do all these things properly and understand all if you don't, like, if you want to revise something, you can go back, you can quickly look. And then once you are in a particular topic, right, then just be in that topic. So e.g. if you are in the stage of texturing, don't worry about rendering. All though those two things are related because you live it does being texturing. Don't worry too much about rendering. If you are in finishing, don't worry too much powder entering or texture in tight, complete individual stages very nicely and then move on to the next segment grid. So guys enjoy, we are going to catch up in the final next assignment, or that this animation. 7. Stage 5: Animation Process: Okay, So we are now in the final stage of our CDS. And this is animation. You can see the animation on your screen console. Animation is an extended version of a single image such that the complete image is moving. Okay? So in animation there are, if you will see right in this particular animation. So there are two things that are happening. One is the avatar is animated, right? And based on that avatar animation that plots the garments are also animator to data to different parts and they are done separately. Okay, so let's quickly jump into how it works. So I'm going to quickly show you a simple workflow of the same animation that you have seen before. Let's quickly see this. So this avatar is already having an emotion. Ok, so now we are giving the government, we are trying to play the garment now. Look. Now once we add a lake, because this avatar is also already having the motion right now once we have given the garment, we have, like we have done on the simulation. So based on the motion of P Avatar, the Gamma tilde are going to move, right? And this is happening obviously include, you can also do this the same thing in browser where to cut 3D or any other software. So now you've got the animation of the gamut. So before you had the animation of the EBITDA, now you have the animation of the garment odd. So now what you have done is you have taken those two things together. You have put it on a blender. Or you can use Maya or whatever 3D software you're using. It's just that you need to understand that you need to put those two things together somewhere. And now based on that, what you had before this what we did, as you can see here, we had just like we have given the shoes and the shoes are going to move according to the foot. Okay, So now, now you can see, now we have also animated the football also, okay? And this is how the complete animation looks like. So this is how a simple admission and stack will look into one more simple animation. So now let's look into this. So this is a very pretty simple animation. It's called wind. Okay, so the tool that we're using here is called wind animation. Okay? So now you have this garment. You have given the wind to it by now. So this is, this will just simply garment. Okay? Now you have used this winter tool to move it and now you can, you are bringing it to Blender. You're giving it animation, you are giving it textures, and now you play the complete animation, right? That's how it works. I'll show you the complete animation. Don't worry about anything, okay, so this is how the things work, or same in blender, that this is the hole. So you have to animate the avatar. Second thing is you have to animate the garment file. Then you have to bring those two things together in any 3D or any other platform. Okay? Now, let's quickly understand what are the topics that we need to get. So the first topic is important as the avatar. How to create avatars, how to rig that amateur. So those are the two things. Now, then how to create the rest of the animation, right, by going into clue, rendering and all these things. So these are two different topics. So avatar and rigging is the friend thing and then animating the garment is a separate thing. Okay, and those two things, we'll see how those two things work. Now. If you open glue 3D software or any other software, you will get avatars right? In this offered. You can take that avatar and you can bring that avatar to a software called Mixamo. This is by Adobe. It's a completely free to look, a free online tool. So you can bring that avatar to this, the software, right? And then what you can, okay, lets you can upload the character, right? And then what you can do is you can search for any kind of animation and you can just apply that animation. So if I apply this MAN kick. So now you can see that this is leaking, so this software is helping you to rig it, okay, so you don't have to individually do the aggregation and you can combine different animations all fit together. Okay, so that's also possible. So you can download this animation and you can also download this animation, right? And you can just combine this animation in particular software. So one of the software that I'm going to show you to create avatar, to animate that avatar is called dads. Again, it's a free software. Everybody can download this. So in das of you can, you can get different kinds of avatars. And you can see like this is our appetite. Okay? Now this avatar have these bones at h it can you see this triangular things, right? So these are called bonds, okay? And based on these bones, basically you get you get this rigging, the how this rig is created. This rig is created based on the bones. Okay. So software recognizes. Or create its own booth and then rigs. So suppose you have this avatar, you have this wound site, and you have imported some animations from Mixamo right now you have applied this. So this is a very simple animation. You can see very simple animations. And this is how you apply that you create an animation OR gate. We'll create a simple animation. Now, what you do is you take this animation to software like Blender or glue or any other software right? Now. You just have the advertisement have nothing ends. Okay? Now you're going to take that to a clue or browse way because you now, now you need to do cloth simulation. Okay? So once you take that to clue, now what you need to do is you need to bring it, bring the dominant flat file from Google blender and bring the avatar file from a dash to Blender. And you have to combine all those two parts together. So let me quickly show you what's happening here, okay? Okay. So look at this, this complete avatar. So this avatar is a separate thing. This dominant is a separate thing. So if I just hide this, this, this, the, the avatar that you see right here is a separate thing, okay? And this cloth is a separate thing. So these two are not connected. So this avatar, this is not connected at all. Okay? So what's happening here is it's just that these two and these two things as sing it in such a way that you feel like, okay, these two things add one day but these are not so avatar is separate and the the garment file is separate garment file we have we have created from clue, the admission of the garment Pi. The avatar is created from dies. Now, if you play that US animation now you can see that these two things up playing, right? And then goes the tic. Okay. Now, one last step. Okay. So this is your admission. So before this, if you see like if you want to take our render, rendering is done on one picture, right? So this is how you are doing entering, okay? If you want to take the complete animation, so every software is going to give you this, um, where to take the animation frog. Okay, so let me show you quickly, or in blender, you have this output properties and you can see the output. So you want a video file, okay? The format is MPEG4, right, where it will save it, right? And then you can render, and you can render the animation. You can render that image or you can enter the animation is you'll enter the image. It's just that one single frame will be rendered. If you'd enter the animation that complete all the frames together will be rendered. So that's how our rendering works. Okay, so again, let's quickly do a revision of a complete five-part or that you need to understand. Okay? So in 3D creation rate, you can call it a 3D fashion creation. There are five parts. The first part is modeling. The modeling stage. We are converting our basic shape into a desired shape and that conversion process and really technical also, you can include, you must include pattern-making concept on so, so if suppose you want to add fullness to your comment right here to understand pattern-making. That's the first thing. So modeling process is unclear technical process. You need to understand pattern-making into consideration. So that first part is modelling, second part is finishing. Now finishing is about understanding the garment construction. How does e.g. nuclear fabric seems look right? It seems unlike the edges. Edges. Okay, how did tooth edges look? Right? How does buttons and zippers are pleased, right? You can't put buttons and zippers every way you want. It had to be some technicalities. How to put labels and all these things. So now the second stage of finishing is again, a little technical and technical meat like it's a visual thing. But again, you need to understand those visuals, how the rib fabric is going to look like an island, right? So that's the second stage is quite finishing. The third state is called texturing, and you need to understand different properties of fabric. So how does a court and behave, how does a polyester fabric became? What kind of different waves are there? How does embroidery and all these things play into the fabric, right? How does the screen-sharing thing will happen? So how does the printing happens on a fabric? And because of that printing, what happens to the backside of the fabric? Okay? So every, every topic has some kind of a technicality, right? And those technicalities or not that difficult to do, even if you sit for one or two day, you can understand those topics very clearly. That stuff, That's a finishing, a texturing part, right? The third stage is called rendering. In the rendering stage, again, you need to be understanding how, how, what kind of a story I want to tell. So based on that storytelling, you are going to set up your lights. You haven't set up your camera, you're going to set up the environment. The third and the final thing is animation, right? So if I've connected the anabolic environment just to bring some life to my design side, Let's do some animation. So that's how you want to do animation laid in animation, you need to understand avatars, date, then how to give motions to those avatars, fight, and then that motion had to be conveyed to the garment. Also, how to convey that motion to government, and how to bring all things together. That's been animation. It sounds too much, but seriously like if you go topic by topic, everything will fall into picture, everything will fall into line and you will learn it and you will enjoy it like I adding more than learning, you're going to enjoy this. Okay? So, um, so that's how the whole of the complete 3D fashion journey of urine looks like and look, learning is like every keep going on, right? It's just that what I'm trying to do with this series is I'm trying to give you a structure for your learning. Because when you give structure to your learning, you learn really fast also. And you learn in a way much more better. Wait a second. I have realized that I teach, I've taught more than 2000s to Finch and what are the likely many people already working. So they are doing this in the side projects, right? So when you are doing anything like you're just doing it or you have like weekly you have three to 4 h on D for that particular thing or one or two word. So now it becomes really important to get a structure because you don't have that much of time to waste. Your time is really valuable in that sense if you are already working somewhere, right? So you want to make it as efficient as possible, not wasting too much of time. And if you waste too much of time, like you always do tend to lean that thing, then you don't complete it. That said, give a structure to your learning. That I start with modelling Grb2, finishing, prepare everything well, and then start learning. It could be a ring like this is fun, like this 3D thing is complete, fine. Okay, I hope that guy is this. This whole series was informative and I hope this will help. This is something that you need to watch before you start learning 3D. Okay, you can learn 3D from wherever you want, but please, please, please go to the cities. It's really important. And if you share this with your friends because this is a, I'm going to make this thing is completely for three, okay? Because I really want everyone to go through these steps before they start. So if any of your friend is thinking to start, okay, 3D fashion journey, please do send this video to that person. And it's really helped them also. So guys, really nice to have you and thank you for taking our time. Enjoy life, keep learning new things, take care, and bye guys.