Transcripts
1. INTRO: Hey guys, my name is
Bran and welcome to this complete beginner
tutorial series for Autodesk Maya 20, 22. Now this course is
geared to people who are new to using Autodesk Maya, or people who are wanting to transition from a
never 3D package, as you all know or
as most of you know, onto this one is an
industry standard. It has been there for
long term and it's used in making a lot of films and in a lot of visual effects to reduce
end game students. Okay, So this tutorial was this course because I plan on making this
a three-part series. So this is part 1,
was inspired by the famous Blender
guru donor tutorial. And my main aim is to measure by the end of this first part, you'll be familiar
and comfortable using and creating things in my, what I'm going to go through
over this tutorial or our main aim in this tutorial series is
to create a doughnut. Okay, the image you
can see on screen, and I'm going to be
going over the basic UI, how you navigate around it, saving and creating projects
and also saving files, the types of primitives
or the types of objects you can find in Maya, from which we are going
to create a torus, which we are going to manipulate using the
Maya modeling tools. Make some cream, make
the bond itself. And then we're going to use
some sculpting tools to add more details and then texturing, which is adding the colors
and all that stuff. Again, one of the last things we're going to do is
adding some lights, backdrop and then rendering
and saving the final image. Now stick would be, and I'm sure you, after this to you. But after these tutorials, you will become
proficient at using my
2. Navigating the Maya User Interface: Hey, what's up,
guys and welcome to this tutorial that was
inspired by the Blender. Blender gurus. Not tutorial for Blender. And not just sat
down and thought it was that maybe I should make a replica of the
tutorial and maybe help NEW my users on
understanding Maya. And of course, in the long end, goal is to make a doughnut. Okay, So this is the donuts. Andrew Price who is
Blender guru made. It looks quite neat. So we hope to achieve this by
the end of these tutorials. And yeah, so I want
to sort of all, I'm going to start
by first of all, explaining the Maya interface. Now what you're seeing at the moment is what Maya
2020 to looks like. And you're not sure which
version of my using, as you can see up here,
it's saying my 2022, okay. So use that. Not used that but gender. Am I I am using. Now you can acquire my af by
getting a student license, which will give you three years. Or you could use my free and do whatever you
want to do with it. Of course, avoiding Using don't use the software
for commercial purposes. So yeah. What you're seeing on the
screen right now is what we call the viewport. So this area, this
rectangular area, right now, this
is your viewport. So generally,
everything happening in the 3D software is usually
happening around here. Or let's just say a lot of
background processes that are happening that are generally
displayed here, okay? And obviously most of the time, I want you to see that
is also on the viewport. Okay. So there you see me
navigating right now. It's easy. It's not
really that difficult. So what I'm doing right
now is zooming in and out. That is simple by
just holding down. You're not holding down, but by scrolling on
your mouse wheel. So if you plan on using our 3D software or if you
plan on using my alot, actually you have a mouse with the middle mouse
button, so scroll. Okay. The other way of
navigating around the viewport is by rotating, which is done by
holding down Alt and left mouse clicking
and dragging. Left mouse clicking
dragging will allow you to rotate around the
viewport like this. Televisions create an object that it's much easier for you to understand
what I'm doing, okay? And the other form of
movement is you're pining. So that is our
middle mouse click. Okay? If you ultimately mouse-click, that is what will happen. Okay? So scrolling and now
this whole zooming, zooming in and out, alt, left-click and row 2 and moving your mouse is for rotation, is conceiving a mouse cursor
changes into rotations. Sign. And for planning
is our middle mouse end. You'll pan around
you viewports, okay? So the thing you need
to understand this, because this is a 3D view port, is going to see on
the left corner here, you will see something
that looks like an x, y, z axis is the axis indicator. Okay? So generally they
y-axis is the up, the x is this side is easy. So let me just pull up my
move tool. Show you better. Okay? So, and that's useful
because that is what enables you
to move stuff in the 3D interface or in the 3D view port to move stuff
precisely where you want. Okay, so maybe you
want it there, okay, let's look and
see yourself as moved. So that is why it's a 3D
software in the first place is because it allows you to
navigate around in 3D axis. Okay. So yeah, so that is
how you navigate. Okay. So as you've seen, you've seen me
create an objects. You've seen me create objects
from the create meaning. So that's where you
create your primitives. So generally,
because you're new, just walk within the nubs
primitive, polygon primitives. I wouldn't necessarily
recommend volume, but knobs in polygons
should be good. Okay, So in this
case it's a cube. So I went to create a
polygon primitives cube. And yeah, we have
ourselves a nella cube. Now, there are two because
I already created this one, so yeah, and it's
not only a cube, there is other stuff
like cylinders. Move that, tolerances
and move that. Okay? So just click on objects and stuff
you want to walk with. I think I'm going to create
a more interesting thing, I think is an option
for creating a gear. So Polygon Primitives gear. And I think I like it. I like the gear, okay. So how, how am I moving
objects around the scene? Like having created them, okay? And by the way, even
before I continue, this menu is accessible by holding down space and holding, Okay, There's one sees
the same set of menus, but all menus are found here. As you can see, it's no
different create polygons. And again, it's not going
to do anything different. It's still going to create, so it's just a faster
way of walking. Okay, Remember space
hold, bring up the name. So how am I moving this object? So how did I get this
translation or Movement Gizmo, that is done by clicking on
this part of your interface. So the first one is move, the second one is rotate. That one is scale. Okay? So it will give you
this axis and you can move your objects
along this axis, okay? So you click on it. If you click on the X is
going to move only in the x. If you click on the zed is
going to move only in the Zed. If you click on the y's
going to move only in the y. And as you can see,
there's these boxes. This one will move in
the y and x like that. If you go on this other side, you'll move in the y and z, z, z, depending
where you come from. If you click on the bottom
one here, this one, it's kinda hard to see, but this one will move
you in the zed and x. Okay? So yeah, it's, it's
useful sometimes when you just want to be
precise on how you move. Okay, and how can we just stop? So the next one, like
I said, is rotation. So if you click on
your Rotate tool again, still same thing, rotating on the x and
the y on x and z. And if you click on the middle, and this walks
both on all tools, it will rotate freely on
any of those three axes. Okay, so if I go back
to the move tool, click in the middle,
it's going to see a moving freely. Okay? So scale tool works
the same way. If you click on the
middle screen to scale on all axis, click on x. It's going to scale
on x, skin, and z. If you click on the
Z, click on the why it's good to scale on the y. Okay? Now, for you to actually realize that
you're actually doing something on your
object is something we call a channel box. Okay? So your channel box is
usually here, snapped here. So if you click on
it, you'll see it. And as you can see, if
I was to scale on the why something is happening. Okay? So maybe you want to revert
back to the default. Just remember the
values that were here. Normally the values,
the default values are 0 for translate, rotate, and scale is one because if
you scaled the scalar 0, the object will disappear. So let me just to let you see, the object will disappear. So remember, one is the default for the scale of zeros and 0 is the default
for this scale, I mean for the rotate
and translate. Okay? So your channel books, okay, and it's another box does
have more interesting stuff, especially related to creating your objects is considered something called
polling gear here. If I was to click
on it, it's going to bring up some stuff. So these are generally things that That's help you
manipulate these objects, okay, without you having to
use the movement tools, okay? And I'm just going to
talk about them more. But first of all,
I need to show you the shortcuts for
bringing up those tools. Okay, so sometimes it
gets repetitive if you keep on clicking
on this area here. But if you do, if you wants to bring up those tools without
having to click here, so just must have these
keyboard shortcuts, W, E, R, okay, so Q W, ER, so w will bring up
with the move tool, E will bring up that are
tool and bring up the scale. Q will bring up the
Select tool, okay? So in case you want to
get out of that tool, it's a matter of just pressing, maybe you're in the move tool. If it's a matter of
pressing the cube, okay, and I'm selecting by just
clicking once on the object, as I had also
forgotten to say that. Okay, so w move, rotate, scale, Q, select mode. Okay. So let me go back to this channel box
as I was saying. So these attributes
here enable you to modify the object
ever you where you want. And for each objects and their attributes may be
unique in this case, I've also click if I
was to middle mouse, click while holding
down control, so control and click and
then middle mouse drag. Okay? So let me
repeat that again. Okay, So select the object, click on the extra attributes on the channel box, control. First of all, click on the
attribute, and then Control. And middle mouse
click and drag on any axis will enable you
to modify those values. Alternatively, you could
type in the values you want, but in this case, I'm just going to use my middle
mouse wheel, okay? So I'm just dragging
my mouse, okay? So like in this case
the height is too long. I'm just going to
reduce the heights. Can also see the
subdivisions are too high, like these edges running along. So where are they? Is the inner radius absolutely
can see these ones. But height divisions, okay. Maybe just put it at something
that is easier to look at. The other one is. Yes, pacing, bad gear offsets. I think this is how long
the good tips you want your hips to be generally,
they're usually short. And gear tip, I think this
is how wide you want you get to be gear middle
gain, as you can see, really, really findings that help you like modify and add to and just mess around
with the objects and it's different for
different objects. If I was to move this aside
and create my sphere, which is a circle,
which is like a bowl. And you can see the
sphere has its own sets, sets of controls, which again, um, you know, it's different. No, it's not the same
as the gear gear has is a little bit
more complicated, so it has a little bit
more objects, okay? I mean, more things
to work with. And this case, as you
can see, the sphere, the sphere only has
subdivision Y and the X. Okay? So subdivisions
are these edges. These lines are called edges
running along the object. Okay? So again, you, I think you've seen me
highlights two attributes. You can do that by just
holding down Control. Again. Alternatively,
you can do that by clicking on the first one, holding down Shift
to multi-select, again, control to deselect. Maybe you might have selected, maybe all of these
by mistake and you want to be
selective visibility. So hold down control and
click to deselect it by. In this case it looks
good. Hold down control and select these two. Again, Control and
middle mouse and drag. And just go introduce
the values and you can see the less the
subdivisions, okay? Then the less the
objects appear smooth. Okay? So that's something
to put in mind. Okay. So, yeah, I'm I'm I don't think there's
anything more I can add to this topic of the introduction
and maybe file saving. So I'm just going
to type in 0 for this one to bring it
back to the origin. Okay? So objects
created on the origin, actually 0, 0 and 1. Those
are the default values. Okay? So maybe you want
to save these DNA, but his gear has amazed you. Maybe you let go, it looks so how do you save
files in Maya? The first thing I'm sure
you've all the fast mode, what most people
do is File Save. But generally in Maya when you're working with projects or you're working with
a file, it's better. It's preferable for you to
work within project folders. Okay? So in this case
I'm just going to go to File project window. So this is where you
create a new project. And as you can see, I've already
had a project loaded in. So for you just
going to say new, specify the drive away you
want to store your project. And generally because I'm
going to be teaching about, I'm going to be talking about a donor in the whole
of this course. I had already created
a project for me. So I'm just going to find
the folder it is in. And as you can see, there's this folder
here called donuts. So generally if you open where, if you open the location where you chose to put
your project in, you'd see a folder with
the name of the project. And again, that's project folder has all of these
folders in here. So generally these
folders are just good for Maya to reference. So maybe source images, textures, some maybe
cached files, data. Generally it's good
to walk within these projects
because when you even like when you're transferring
your projects to another computer or
to another person. It's going to be easier
for Maya for them to reference and
get stuff, okay? And generally you save your
files under you've seen switch if you set your
projects correctly, set projects so evolves to set as a set project
and select that folder. So go to a US, you've saved you project minusing F. And I
can see it's here, donut and say set. Now if you were to
go and say click, go and say Save Scene or
Save Scene As it should pop up you since folders can
see FDA or not since, Okay. And you should be able
to save your file there. Normally save it
as a Maya Binary, but you can save it
as ascii if you want to open your file in an
older version of Maya, but generally just leave it under binary
and you should be. Okay. Okay. So generally, that's
a good way of working with within my work within projects if you don't
want issues, okay. It's easier for my
reference files and stuff.
3. Creating and working with Polygon Primitives: Hey guys and welcome
to the second part of this tutorial series. And let's just begin by
creating the donuts. So we're going to go to your Create menu polygon primitives. There's a ship called Taurus, which looks like a
doughnut or that thing, the floating thing
for the simple, I don't know what its name is. I just call it flow
diesel Something. I think that's the name. So yeah. It's good. We could walk with this, but I don't like the way it's shipped. So let's go and go
to my channel box. And whenever if I mentioned
a menu or a window, that's, you don't seem to find
this go to always go to windows or check under
Windows general editors. And again, you should see your challenge the book
so evolves to hide it. Go to Window general editors. You see it's going
to pop up, okay. Again, space when Windows,
generators, handbooks again. Okay. So spaces just a quick way of accessing those menus again, because
already said that. But I'm going to go to
its extra attributes here by clicking this part
of the interface I'm going to do maybe
increased their radius. I'll do it. I think that's too wide section radius
and let's try that. Okay. Maybe reduce this again, remember I'm holding
down Control, selecting the festival, selecting the attribute
onto manipulates, holding down Control
and middle mouse, clicking on my middle mouse and dragging and his conceive in your mouse changes when you hold your middle mouse and
drag left or right. Okay? I think we could do act with us. Okay. So for the radius case, you're wondering what
these units are. If you want to check, you could click on this
bottom option here. Or you could go to
Windows, general editors, general editors, but
settings and preferences, preferences, it's going
to pop up the same menu. Okay? So again, space-bar hold window settings and
present preferences. Sorry. Now for this
baseball menu set, you have to click and not
let go of your click. Okay, window, hold your click and go to Preferences again. That's how they specify
many works, okay? And four units you
need to just go, you need to go to settings and see your AP axis is y units. Swach, you know, working in
centimeters, which is linear. So if you're American, maybe
we worked with inches, but for me, I'm going
to centimeters. It's fine. If you want to change, maybe you want to work with day once that you use to
change it from there. So remember our
preferences settings. That's where you change
your options. Okay? So, and yeah, now
once we've already, I think what I can
add as a concedes, not kinda smooth, and I want these ones to be evenly spaced. So I'm going to add my because
it's my subdivision axis. Nope, it's not my height rather, but I can reduce my height
to a more reasonable number. I want them to
look like squares, but let's go to my
subdivision axis thing. I think we are, okay. Okay, don't worry there it looks like right now I know it looks nothing like doughnuts
route show you. Okay. So another thing that
maybe I want to say is make sure you're under
the modeling menu sets. So you can see
this menu up here. If you click on it, you can
see there's the rigging, this animation, these effects is rendering generally
be under modelling. Reason being, as you can see, once you click on
a different menu, some menus disappear,
some others popup, okay? Again, if you hold
down space by, could access anything in
each from here anyway. So, but just make sure you under the modeling menu sets, okay. So first of all, for us to edit these donuts, I want us to switch it
to an editable mode. So how you do that in my eyes by holding,
right-clicking and hold. And there's considers
object mode, edge, vertex, face mode, or you could just press, let me go back to object mode, click and drag on way you
want to. So Object Mode. Alternatively, you could press F8 will bring you
to component mode. So the editable mode is called
the component mode in my. And once you in the
component modes, you could, if you want to
go back to object mode, just press F8 again. So I fit two will toggle the component and objects
selection mode, okay? So the first option but
you will have is F9, which is vertices, okay? So which can also be
accessed by holding. Now right-click Vertex. Ftn will bring you two edges. This one's okay, which is F 10. And I'm sure you've
already figured out that if L1 is faces, so if you live in faces, okay? And again, you can access these ones by holding
down, by just pressing, right-clicking and
dragging your mouse to the option you want, okay? And components allow you
to affect the niche in More precise way. So we've asked to press W to bring my move tool
or just click here. And you can see you can
move this face and you can start to get interesting
shapes, okay? And maybe go back
to vertex mode. Maybe you can left mouse and drag and
select a couple of this. And as you can see, you can manipulate the object
the way you want. Okay, So I'm going to press F8, go back to object mode, and let me just talk
about selection for now. Okay? So select components, okay? Generally you just click
on them once, okay? So if you left mouse, click again, if you
click and hold, then drag, you'll have this
rectangular selection mode. Generally anything within this rectangular selection
mode will be selected. So we've also create other
objects like cylinders. Later nobel just like, like a comb and devolves to like if I wanted
to select all of them. See, you can just
left mouse and drag, just click and drag,
click hold, drag. Like that's should be able
to select them, okay? Yeah, and to also unselect them, it's just a matter of clicking away from your interface, okay? If you want to select
multiple items, is a matter of
holding down shift. So select the first item and press Q to go to
Select select mode. If I hold down Shift,
as you can see, I'm adding on to this
electron evolves to move all of these objects
has can see a moving them. Okay? To subtract from a
selection is just control. As you can see, your mouse
gives you a minus symbol. I hold down shift. Let
me just do that again. If I hold down shift, I think right now it's not
popping up because I'm not in component mode but
shifted to the left. Let you add onto this election. Okay? And again, you can also deselect by selecting the object you want to deselect still
while holding down shift, but when you in component
mode it's different. Okay? So I'm just going to
delete these objects and I'm going to go
to my doughnuts, press if eight and let's
go to faces by pressing f 11 or just right clicking
and holding and rescue. First hold down shift. You can see you can select multiple faces
which you can move. Ok. And for now as
you can see, shifts. Shifts is like a
multi-purpose tool. Okay. Let's see if I was
to hover on already, on an already
selected component. It's showing you a minus symbol. If I was to hover on
something that isn't added, as you can see, it's showing
you a plus symbol, okay? So it's going to add
onto this election. Again, if you click on the
object already selected, it's going to minus. And I think control is the
only one that cannot add. It only subtract from the
selection or minuses, okay? It only subtract
from the selection. Shift can do both. Okay? So depending on how you walk, how depending on which button
is easier for you to reach. Generally, I just walked
with the shift only because just as the job. Okay. So yeah. Okay. So as you can see, I don't know, it
doesn't look smooth. Okay, so how do we
make it look smooth? In Maya, there's something
we call the smooth preview. Generally it's showing you what your mesh will look
like once you decide to apply the smoothing
algorithm, okay? So you access that by
pressing down three. And this can see all of a sudden your Jonah
at his smooth, okay? So generally if you
want to go back, press Select the object, press one should bring you
back to this normal mode to, if you press 22 will give
you the normal mode as a wire-frame preview and
the smooth mode underneath. Okay? This might be useful
maybe when you want to manipulate sudden vertex is because when you
manipulates in this mood, mood can see, you
can see a very, very different result compared
to any select this. Okay? So there are a useful reviewing was depending on the
situation you're in. Okay. So three again, we'll generally bring you
back to the smooth. Okay? So, yeah, and I think maybe in the next lesson we will be deformed this
doughnut a little bit. So it will deform this
doughnut a little bit and maybe add more polygons
and stuff and yeah, so that's how you access
your component mode. Remember FH, if it will bring IT components
selection is considered. The vertices is if
these vertices, edges and faces, okay, if 12 will bring you to UVs, but that is an advanced topic. So a mess around
with your donut, maybe push and mess
around with each. Maybe try and see what you can do with this components
with those edges. And I'll see you in
the next lesson.
4. Shaping the Torus in object edit mode: Hey guys and welcome to that
section of this tutorial. Now in this tutorial, I am going to be messing around with this doughnut
cuz it's kinda perfect. Looks perfect at
the moment, okay. Oh, but there's another way
of smoothing these edges without having to apply
the smooth preview, which is done by going to mesh display software and edges. Basically it's going to
try and average out, okay, and try and slide them in a
way that it's going to create a smoother looking surfaces can see it has done
quite a good job. You could repeat the
same thing when we try and see if it's going
to software need again. And that generally it has
done a good job, okay? Alternatively, you could
add more subdivisions. So this is the smoothing
algorithm I was talking about. So mesh tools, mesh tools, but under Edit Mesh, you will find smooth
way is smooth, smooth, smooth and edit mesh,
mesh, mesh smooth. Okay? Now you could
walk with it like this. But generally the more
subdivisions you are, the more maya will, because depending
on your computer, the computer will be stressed. So this generally I say this is one of the last process
is you should be doing. So. Try and make your mesh look
as good as possible while you still in these low
polygon, okay? And of course you are
the subdivisions by just clicking if you
hover your mouse in the divisions and
click and drag, it's going to see it's giving
you the option to add. Okay? So I'm just going to undo that because I do not
want that poorly smooth. Yeah. So let me just mess around
with this doughnut, try and make it look as
organic as possible. Okay, So for right now I'm just going to
go to vertex mode. And I want you to press B. B will bring up
this Select, Okay? So, so select allows you to, instead of let me undo it. If you can see
when you move when he senior normal
movement or mood, because you can see
you only moving one LaTex if you press B. When you bring up select mode is can see you're
moving them like as a unit. Okay? And I think maybe I
might have to go and double-click on my tool here. So double, I'm good to
double-click on my move tool. It should bring, you should see yourself select Settings here, so to select, Okay. And the fall of mode
should be sophist. Just generally walk into a surface volume
works sometimes, but for these objects, I prefer it to be
under surface and that surface just means
it's going to look at the radius surface shaped and try and move their polygon, the polygons or the components. We now relax, it would
complement the ship. Okay, So, so what I'm going to do is let me go to
edges first of all before and turn off soft
selection by pressing B, I'm going to
double-click when you double-click on an edge, rescue, and you
double-click on an edge, it selects the whole loop, okay? So if you click on these
ones that horizontal, it will select the whole loop. Click on this vertical ones. It's going to select
the vertical loop. So I'm just going to
select this loop. And I'm going to use my
Scale tool and scale these inwards a little bit too soft in that middle
part like that. Okay, let's can see it
has become kinda flat. So I think what I might
do is I might say yes, go to Mesh display, say soft in edge. And should be fine. We will modify
this shape father, with the sculpting
tools, which are better. But for now I'm just trying to, I think maybe I scaled
it up to between inward, so I think it's good. It's good, It's good. Limit
press three, Cs will preview. It's kinda good. Let me bulge out. Sometimes. This is where like in a
situation LTP recipe is a situation where it's good to work with
this mode preview. Or by the way, the region that the smooth preview
effects can also be found on. By double-clicking on the tool. If you go to self-select, you see these falloff radius. Okay? It's gonna see
the biggest is the big. It's good to go around today. Object. But another way of accessing
that is by holding down B and clicking and dragging. As you can see,
it's allows you to increase or decrease
the brush size. In this case, my
turn to increase. Let me deform this donut. I don't want it to look perfect. Okay. We hit the ball, move it hit the table
or something there. I think I'm budged
that too much. Push that different ones. Generally try to
make your surface look as organic as possible. So imperfections,
coincidentally what make stuff look realistic. Okay. So I'm just trying
to deform the donut, maybe Ted a kink, there may be a chef. He teaches by mistake, call it heats one
of the rocks when it was getting in the
ocean or something. We introduced the sub selects these small kinks
in the inside here. Who held down shift
D then extrudes, which talk about that later. No. Generally just make
your dough not organic. And then self-select
walks also an edges and an amine on edges on faces. So, so for like, sorry, I think I double-clicked. So if you double-click
on one face, it's going to select
the whole leg, the whole phases of the object. One hold down Shift and
I'm going to try and flatten some of these
faces here, okay? Especially like the bottom row. Let me undo. So select, Okay. So for first is if you want
to select this loop, okay? Is you select the fast phase and click the face horizontal. It's going to select the
horizontal loop like this. If I double-click
holding down shift, if I double-click, it's going to select the
horizontal loop. If I click on the
face and select the vertical phase
above it or below it, and hold down Shift again,
Shift, double-click. It's going to select
the particle loop. Okay? So select Shift double-click, and I'm going to try and
move this bottom face up. And I'm just trying
to flatten it because obviously the dough the dough has been lying there. Maybe press B and C. What
does my child to reduce? Radius? Little bit. Okay. Shifts double-click, could
be pushed up these faces. Maybe scale them
inwards, push them up. Okay. Maybe it's high time
for me to get rid of self-select and I don't know, it is usually flat like that. And you can see when it looks
more like a doughnut now because generally the weight
is lying on the bottom. But inquiry could
make it more organic. Let's press B again,
increase my radius. Make it a little bit irregular. Again, imperfections
help to sell the organic or the
realistic feel that people have
grown accustomed to. Maybe DO NOT head
like a kink there. One of the corners. Okay. Thank You. Don't look irregular, don't make it look
so perfectly round. Okay? Remember you're trying to sell this to someone and say that
this is a green, don't. Okay? I think I like the
way my doughnut looks, it looks kinda good. And I think I can also
plot in the top faces, but it's not really
that necessary because I'm going to
add a cream layer, but self-selected is the B and drag introduce a
brush size a little bit. I think we're good now. We're good. I like, I like it, I like it. So the next lesson
I'm going to create the creamy top end again. Yeah, so in this lesson
I just talked about they like there is to modify or just to make sure we don't
have to look organic. In the next lesson, we're
going to try and make the cream and make it
look appealing also. Okay, so see you
in the next one.
5. Creating the cream top : Hey, what's up, guys and welcome to this part of the tutorial. In this tutorial,
I'm supposed to be making the top creamy layer, which let me just pull
up an image quick. Give me a sec. Oops, middle mouse-click. I recently found
out that this is a shortcut to open
File Explorer, like when he middle
mouse-click on Windows. When you meet a mouse click
on your file explorer icon, it opens a new file
explorer window. Now when you that, but
that comes in handy, but they're supposed
to be making these top layer as
concedes to droopy. Say we're going to try and
achieve the same effects. It's not really that
difficult really. So we're going to go to right-click and
hold good to faces, which turn off self-select. Click on this first one here, and it must press one. You can click on
this double-click to select the edge loop. So click Shift, double-click
on the next one. Select the edge loop again. Click Shift, double-click. And I'm still
learning now shifts. So you can see my most classes even telling you I'm adding
on to the selection. So just select this
top layer here. Yeah, I don't think,
I think it's fine. I think it's fun. I think
we can do with this now. You could delete, you could do this or
you could duplicates. As far as lift that
selection on it. We could duplicate
this by hitting Shift, holding down Shift and moving, or just pressing Control D. And then in the second mesh, as you can see,
it's still remains, still retains the selection. If you get out of object mode while still
having something, we can hold down shift. And remember, when you
hold down Shift and click on an already
selected item, it deselects it, I
made it deselects. So what we're going
to do is you're going to invert the selection. Okay? So if I hold
down Shift and drag, it's going to de-select
all the faces on the top and select the ones that I
had not previously selected. And then we're
interested, deletes. And you can get that
top layer like that. Okay? So it has moved, you can just move it back
to its original place. So by pressing 0 and it's back at its original
spots like that. Or alternatively,
let's delete this. We could duplicate these faces. So let's go to phases. As you can see, the
selection is still there. And you can shift right-click
and say duplicate faces, which should be somewhere
here, duplicate face. Okay, let's go into, come into it has done it. Or we could just come
up here to mesh tools. And isn't mesh tools, I think it's Edit Mesh
and say Duplicate. It's still going to
do the same thing. You don't want to mess with
these values too much. I'm just going to press Q to
go back to Soviet selection. And as you can see, if
I was to highlight, there is two objects here. It's just that this
one is a little bit difficult to be seen. So it's perfectly on top. That's, it's getting
mobile app token. So this is where maybe we
can talk about layers. I don't know if I
talked about it, but let us think of
layers as folders, okay? You can choose to hide there, just put some stuff
into those folders. So think of layers like that. Okay? So in this case I'm just
going to create a new layer. So when you click on this option down here on your
bottom right corner, if you click on it while
having selected something, it does create a
new layer and put, puts this election or the
selected item into the layer. So it wants to do that
and click on visibility. Whiskers can see it has put the initial doughnut
in the layer. Okay? So you can delete by right-clicking and
saying delete layer. And again, you, maybe if you created the layer
without having selected, you can just click on the
object and just right-click. And again say, I'd selected objects and just hide
your visibility. So you just many ways to get
you to the same results. So with this phase, what we're going to do is we're just going to select the
selection I still there. Luckily, we're
just going to hold down Shift right-click
and say extrude. Or again, you can just come
up here and say Edit Mesh. And you can see
under components, this is components,
this is vertex, is, this is edges. And then this is
for all of them. Sorry, this is all of them. This vertex is here. Some of these options are
specific to vertexes, edges. So in this case we just
want to extrude, okay? Now we're going to extrude by. Is extrude, I'm going
to say I hate is. We can extract by
pressing extrude. Or alternatively you could
just hold down the press, bring up the scale tool. If I hold down Shift, It's still going to
do the same thing. But I think for the effect
I'm trying to achieve, It's just more easier
if I hold down. If I just extrude from the menu. So if I press G, G
repeats the last command. In this case the last
command was extrude. So just remember that
I'm going to mess with my thickness Control and
middle mouse click and drag. And you can see that
is what you're saying, it's written but they're
degenerate donut. So we can estimate the weakness and not going
to make it too thick. So this is the thickness is, and see what the
thickness is doing. The offset is generally like
the scaling of the phases. The divisions is the divisions between the extruded sorry. Like this thickness. It's the divisions
of the thickness. Okay. Probably a
little bit at 1. 1 is not bad. I think let me press three
and see what's happening. Let's go to object mode. Means smooth and even bought
a lot for the lower donut. And I don't know, It looks good. Looks fine to me. Okay. Again, maybe let's
just say you've extruded and the option, then you are looking at or you're trying to
maybe get you to this division and you're
wondering how do I get to that menu that
has just disappeared. It's as simple as just
coming to the channel box. And the last command
or the last item you DDOS or elastin actually didn't
lose and a poly Extrude. So if you click on it, you will get more stuff but
go down and find divisions. Most of your things
are generally actually it gives you more
options on the channel box. In this case, it's the
divisions we're looking for is can see it's going to delete. This is what we call history, like way history on
your item, okay. Sometimes you don't want
it to pile up too much. So if you ever feel like your
scenes are chugging out, you can just say Edit, Delete by Type History, and as you can see, it's gone. You can no longer
money manipulators, but I'm just going to undo that Control Z and just
bring it back for now. It looks like a cape. Now. Looks like a cape. I think what I'm going to
do is I might I'm just modify the shape to try and
fit it on to the doughnut. Okay, so I'm going to go
to vertex mode. Sorry. Um, so the good thing
with layers is you could add some things
as reference objects. So what that means
is when you put it and when you click on
this box, last box here. The first option is templates. So template is you can
select the object, but you can see that it's
preview is a wireframe. When you click
again, it's going to take you to reference. You can see the object, but you can't click on
each or do anything on it. And again, this is the normal. You can do something
when it's no, nothing is appearing, one
more option is appearing. So I'm just going
to gender reference to avoid selecting it. And I'm good to go to FM controversy feet,
good component modes. Want press B, going to increase my brush
size a little bit, and just going to
try and push some of these vertexes in
whites like this. Let's try ENT, later, tug the doughnut, okay. We'll find it and some missing
up a little bit there. Press F to frame with a Ephrem, the camera to your selection. Okay, So remember that f again, to frame your camera. And you might hear
some noises outside. So sorry for that. Maybe nano Z. So this is just a
matter of manipulating. These are the modelling, this a lot of repetitive stuff. So I'll say chill out and
put on some music gained. No good on your way, you do some stuff. I do recommend this
playlist on Spotify goals, brain food, something,
something being. So really good one. So it's like an
electronic chance thing. You just put on end
zone out, you know. So I'm just trying to make
the doughnut hog F again to frame like cushion the dough, the bottom part, F frame again. Um, a lot of these points. F to frame my camera again. And it not only f, not only
walks on Component mode, it also works on
selected objects. So it's not only a component mode of
being like a T, Malcolm. Maybe. It's like don't assume that it's because I'm in
component mode F12. Ok, so if also press it, maybe move my camera
and precipice can see it's still going to walk so long as something is selected, which tells the camera, hey, three months that objects. So I think this dog could
use some puffiness. So I'm just going to undo. So select by pressing B, go to click, Show down Shift, double-click on an
epsilon, select that loop. And I also think this one can be selected to double-click. And we can use the scale tool path this out
a little bit and push it up. Like fats. Because I felt like it's a
little bit maybe too thin. Now, obviously right now
it looks like a cape. Okay. It looks like a Cape. Doesn't look like
an actual cream. So in the next lesson
I'm going to, yeah, I'm going to show
you how to make the drips and I'm just going to show you how to add more
detail on the doughnut itself. They DO and on the trip. So see you in the next one.
6. Organic shaping of the cream: Hey, what's up,
guys and welcome to this part of the tutorial now and just spot
you're going to be talking about
making the cream. So what we are going to
do is just select one of these faces and I'm going
to try and push some of these faces down you to
create that drippy feel, that feel from the top cream. No, just make it stop looking like a fricking
heart or something. I think that goes I
skills alternatively. Okay, so let me do this in, because I can see that this, It's this inner edge here
that is bringing issues. So I'm just going
to double-click on it to select the whole loop. And I'm just going to push it down and maybe scale it inwards. And I think I can also
double-click on this edge and I think I can scale that little
bit inwards like that. But I think I should have. Before I scroll this one, I'm going to double-click
on this and possible skill. This one inwards a little
bit to push it up. And then now select this
one as the last one. Skeleton ones maybe push
it down a little bit. I think that's better. It's definitely better. Okay. So they'll sing, you know, treating this drip is
not hard first of all, before we even sub-divided
down this creamy surface, It's good to walk with a
low amount of polygons and fast for their details
that are not really, that, that don't require
a lot of subdivisions. You can first of
all, start messing around with those
ones before we, before we go on to, um, just said vertex is vertex. This will give me a
more precise control. Maybe you're not seeing again, remember you can press F4 and you can see what
you're selecting. And under the nose
now I'm not in this view is because I
know I'm not going to use, I'm going to smoothen
out the surface. So I'm not really that concerned that mode locking in
these we'll viewing. So let's press F5, push some of these
polygons out or polygons, But Kotex is like that. And but I was lumpy layer that was very light-colored of
cream was applied on that. But you can also do this
ending on the inner ones. Maybe be self-select. Probably press F to frame. Now if you notice
this is happening, this is a problem with that. It's not really a
problem necessarily, but it's a setting on your
camera called clipping. So how do you select the
camera of your viewports? There's this option
here, select camera, or you can go to View
select camera and then open up another menu
called the attribute editor. You could go to Window
general Editors, Attribute editor or you could. Another shortcut is normally if it's pinned here, just click. Another shortcut is Control a. And select your camera again. And you should see
these options pop up. Now you're near clipping. I just want you to add two
zeros in front of that one. And you should be good. Like you should be
able to zoom in closely without
clipping so much. Okay, so let's turn down. So to select molding down below, remember if you've forgotten, it's B. I'm trying to make sure that
those vertex is don't mess around strand to make the cream glucose as organic as possible can just make
it look irregular. So that is what I mean
when I say organic doesn't look like someone
was pushing and pulling, but rather it's flowing
in on itself like that without any
human intervention. Okay. So like that could push that in. It's like maybe the law on press F to frame your camera
will select this low on. And we turn downs of
select a little bit, holding down V and clicking
and clicking and dragging. Just be precise with
what I am doing. So there's the surface
looks like it's lying. Like it's really not it's not floating cause it
was it was like it was floating in the air
and it didn't look that good. So me pun, sorry. Again, press F to
stabilize your camera. Another zooming in. In with like
precisely is holding down Shift, holding right-click. Or is it holding no, no, no. Is it is it holding? Right-click? Think of
forgotten that shortcut. Oh, okay, It's not shift. It's holding down
Alt and holding down right-click and dragging
forward and backwards. That is another way of
smoothly scrolling in. If you notice that your scroll
wheel is really jumping, like the scroll is so intense. So like it's jumping. We then within same values. So I'll move, I'll try to
click move in and out, should allow you to
scrolling and editing. That's maybe useful
for people who do not have a middle mouse wheel. But yet still, it's in our next case
where you don't love me. I'm also the middle
mouse button, so it's just an essential
thing in 3D softwares. Okay? So for some of these
details are some, for some of these extra details, I might have to
add subdivisions. So you do that by
going to mesh smooth. Alternatively, you could
just shift right-click. And I should see
smooth somewhere here. It's just going to give
you the same option. When to act with the
smoothness of 22 is fine. You could go higher,
but you don't want your computer to lock out. So I'm just going to
select these faces. Let me turn down, turn off
soft select, select this, a couple of these, and you select the bottom one's a couple of these
bottom faces here. Oops, shift and extrude. I'm going to just
bring up my move tool. I'm going to try and
create those drips that you see dripping.
And this side. So maybe I could show you another tool that
is called the multicultural. So It's found under Mesh tools and you will
see it multi cut, okay? It allows you to any
two, OK, so Lewin, you in this mode of viewing, it allows you to cut edges. But for me I want you
to create a whole loop. So if you hold down
control, as you can see, each PRI shows you
a preview of where the loop will be placed. So if you click, it actually
adds the edge loop. So I'm just going to add
one here and one here. And you can see that's too boxy. So it could undo. But I know I need to on there. And what I could do
with these faces is I could just select the
whole loop, double-click. Oh shit. I selected the whole loop
at the bottom layer. So select the back ones here. And remember I'm pressing 0.52 alternates. If you forgotten. I know sometimes when you're
learning new software, you tend to be to be
overwhelmed with the shortcuts. So as I keep on repeating them, because the possibility
of you for getting, and I think I selected on
the other side as well. So just going to trends electron this view to avoid selecting
others. Let's press F5. Scale. This one's in one, select that. Again. Select this one's mingled, could raise these ones up. I'm trying to make
it appear saccular. Like a drip, like how
the drip will look like. So that's what I'm doing
case you're wondering, is this guy doing just
moving points around? What is it doing
is you're crazy. Some of these
vertex is you could push them outwards like this. For this one maybe be inwards because the
drip flows down, it tends to become thin. Know like that. Another look that perfect. But I mean a, we're
getting there. Okay. So in the next one, in the next lesson, I will, you'll find, I've
added more drips around the objects and
it doesn't mess around, don't make it exists. But that's how you
will add a drip. You can add, we can
make a big one, you can make a small one. Miss Kaylee, it's up to you. So see you in the excellent.
7. Scultping fine details on the cream top: What's up, guys and welcome to the section of the tutorial. Hopefully you mess
around with your cream. I added some more drips, just made it look more organic. But let's deal with the
sculpting tools, okay? Now, for the sculpting tools, you actually need to subdivide. Let's just say you need to
make sure that your mesh is, has a very high polygon count. And again, I'll also recommend to get rid of your history
at this point because there is a possibility that the sculpting tools we'll start glitching out and
having problems. Okay, So again, press one to
get rid of smooth preview. And that's because, and
see why this is important. So let's just press one again. Of course it looks like shit, but if I was to add
my subdivisions, but my subdivisions is
going to look even better. So let me just return
this to three. And this three, what I'm
going to do is I'm just going to go to Mesh mesh it. And I didn't know I think
it's niche Michelle mesh. Mesh smooth. And that's how you
add subdivisions and how you smoothing
out your surface. And I'm just going
to press one as you can see it as smooth
blend it out. I think we can walk with
the detail of 22 divisions. So bad to deviance, no bud, I am going to
put this top layer, top cream in its own layer by clicking and adding
it on its own layer. And now where you find your sculpting tools
is under Mesh tools. Sculpting tools and you
should see scout smooth. So these brushes, you
might never use them, but we're just going to
use a couple of them. But generally how brushes
work is this dribbling? Just pull up the sculptors. As you can see, it gives you an organic results as
quick as possible. And obviously as you can see, the string is too high. So let me just talk about
the brush settings. So your brush settings are found and when you double-click
on this icon here, this icon shows you the
current tool you're using. So if I double-click, you will see your brush
size in this case, which can also be controlled
by holding down B. Again, like I said, every
brush in mind is controlled by holding down B,
clicking and dragging. Okay, they align in the
middle you see is strength, okay, which is also
affected by these, okay? So string is brought up or the shortcut off exchanges
M. So if you take on M, click and drag again, you can affect its string. So I'm just going to
reduce its string. And as you can see, the effect is small. A little bit more
subtle, subtle, subtle, subtle, subtle, subtle. Okay. Now, so if you
have a pennants stylus, this will be absolutely perfect for you
because it's going to take into consideration your pen pressure while
applying the strength. So, but I'm using a mouse
to just make it to be, at least some people cannot be found feel like
they're left out of him. So what I'm going to do is I'm going to, I do want this effect, but I wanted on the inside
like I wanted to go in, so to reverse or to invite your brush and then paste the
option here somewhere in, but it's going to
do the inverse. Or alternatively, if you don't want you to keep on
opening up that menu, just hold down control. And as you can see, it's
going to invite the brush. And I want to create that kink, this kink in the middle. So that is what I want. So I'm going to hold down
where does my brush size? And I'm going to go around
and I'm clicking by the, oops, and I think I did
that excessively there. So be careful not to run through an area twice because I think if you run
through an area twice, it's deciding to double
like that, It's gonna see. So be careful though
are you can fix that. I really loved difficult
to fix it in union. So I just want to hear that kink like that and
obviously that success. These are smooth brush. But general load I will
say is just hold down shift and shift tool smoothen
the effect of any brush. You can see I'm
holding down Shift, clicking and brushing on the object and is can see
it is doing the inverse. Now what she does, gender the Aedes each tries
to fix their arrangement of polygons in a way
that is appealing and nice to look at or
just evenly spaced. Okay? So called smoothies trying to smooth out or massage
the polygons in a way that it's going to
appear now it does do these on everything irregardless of whether you're
sculpting and each or not, it's going to try and
smoothing it out. So basically, it's
going to try its best to average
out every polygon, every vertex, and to make it appear as smooth as possible. And in this case it's good,
it's doing a good job. Fixing my mess that I had made. So as you can see, it's not all doom and gloom when you mess up with the sculpting
tools and I like it. My struggling a little bit
annoying, but I do like it. Okay. Now, if I press 3 and go back to my
sculpting tools, you see, you will
see a black surface. So when you're working with smooth or New York in
with the sculpting tools. And I'll show you under
your normal view mode. So if you want to see a
smooth preview of your mesh, actually sub-divide your
mesh and don't press three. Okay. So, yeah, so if you press
the that is what happened. And I think I'm just
going to delete my history just to be safe. And I will say get into
a habit of bucking up. So say file increment and save. So if I say these already, saved something else, but
I'm just going to say yes. So as you can see up here, it
changed from two to three. So basically it's creating a new file with a
different number. So that is going to allow you
to jump back to our point. Maybe you felt like you had not missed up to
a certain point. Okay. So just gives you back up and let's go and see the criminal looks like
it's hanging all over. So it's fine. Again, I'm going to
press one and I'm just going to repeat
the same thing now before you even go. And I subdivisions
who could fix some of these edges that look, we are using the smooth using the smooth option
on the brushes. So if I press Shift, you see, so what I was saying when I
say that your smooth tool, this does try and average out the vertex is
like each tries to make them appear as appealing as possible or space them
evenly out as possible. So, so sometimes when
you feel like, Oh, you've been editing a mesh, Oh my God, you
vertices look so bad. You can, there's a
cheat sheet using the smooth smooth option on this carpeting brushes
and should be good. Yeah, it's because
it's doing a good job, like what it's doing. So I think we add good for now. Okay. It's the same thing when you're sculpting and press three. So this point, I just have to hold down Shift right-click. It's also going to bring
up this smooth options. And I think I'm also going
to maybe let's put three for this one because I want
to add more detail. And I think before we
even add this MOOC, Let's get rid of the history. Edit, delete by type, history. No, not before I clicked
on Monday, former sorry. It's consistent with
telling you a shortcut is Control Shift D. So oh my God, that is bad. That is way too too far
away from the doughnut. Okay. But it's fine. So I just wanted to make sure that my
meshes are clean. They don't have so much
history would save. And let's repeat
the last command, ls command, but
let's press small. Would walk with 44 is a lot. And Maya is going to
start chugging out. But let's let's let's, let's leave it at for, for me, for you, just try three. So I'm just going to use my grub and push
these points in here. Notice again your
strength is too high. Just try and and I don't
like what it's doing there. So just trying to
grab the screaming, bring it back to the doughnut
itself is I'll fix that using this smoothness,
but cut them. It's too much. I think
four is too much. Let's go to 3. Four is just too much. Too much. And I think even before we go to such a
high subdivisions, I just think it's a good idea to manually fix this
before we continue. So yeah, I don't like that. So yeah, let me do this end
because this might take a wildly I'm going to pause the video to avoid making
the tutorial so long. And then when I'm
Buck, everything will have been fixed magically. So it says a lot of pushing. I'm not doing anything else. It's just a matter of pushing this vertex is to
make them appear like we are actually lying
on the donor to be low. So yeah, so just give me
a sec, hold you back. Okay. So I went ahead and
push everything back. Now, I do have to
caution you denote psi and add subdivisions
again, what I will say, just go to edit
and delete history again and then add
your subdivisions. Add like a smooth. Again. The reason being if you do that, if you are do some dividends
from your history here, you will notice something
weird happening with your mesh and you
do not want that. I don't know if I can
demonstrate that, so okay. So here it is. Okay,
So if you decide to other subdivisions like this, this is what is going to happen. Okay? So and you're going to
waste a lot of time, time to fix this. So this is why I've said, Don't add subdivisions
from your history, just clear your history and
add the smooth modifier, or just add this smoothing
algorithm again. Okay? So where is it? Splits was, was, was,
was, was schooled. I can see it again. I'll smooth. Sorry. Okay. So avoid that. Okay. So I think now we're good. I think we could maybe let me I think it
will go to this party. I can see this part
is kinda looking. We fix that. And fat present now shift
to split that and I think now Mesh, mesh is good. Okay, So remember, delete your history and then add your
smoothing algorithm again. Okay? Now, it's good. It's good that we've done that. Okay. I think what do I need to do
is we need to use our brush. We call the spray tool. So Spray Spray does these
like irregular buildup. Okay, so because I already
have done some smoothing, let me just delete
this history and again add another smoothing. It's like no, basically what I'm doing is I'm adding this number, but without using
basic divisions, I'm just stacking up the smoothing algorithm
without adding the division. So in this case, avoiding that issue that I had shown you. So let's go back to
the mesh tools and use the easy it again, spray and say This
is what Spray does. Okay? I think the string
is the strength to 0 if the string is too
high when it's like that. So I'm just going
to hold down shift and some of these areas
I'm going to invert. Okay. Like somewhere here,
like where I feel like maybe they added a
little bit small access, an excessive amount of cream. Maybe I can. Oops. And I'm also painting on
the other sides. No problem. Okay. And for some of these
minute details, it's just easier if you have a little geometry remembering
to clear out the history. Yes, it's better
for you to stack up the smoothing
algorithm than to go back to the smoothing
here and then adding, because there's can see that
we must have permission. I think you've not
only applies to the, it not only applies
to the, oops, I pressed S, which adds keyframes on everything.
That's why everything. Keep getting confused there. The way to size up
your brush in ZBrush is a setting that is
what is confusing me. Sometimes I find myself pressing S. So that's what what I
was doing there, so okay. And you're not you don't
have to use my brushes. You've seen me use. You can use your own. You can just experiment
with the like wax. See what walks is doing. Clearly the string
is way too high. I don't know what is it doing? I don't know exactly
what it's doing. Let's try another brush. Knife, knife NEF, NEF
is my fees no bad. Maybe cuts. Think. My FOLDOC page I gave. It was a small here like that. Maybe, you know, like the
chef and you still can cut. I'm just adding irregularly. Irregular. Rarely t's having
problems pronouncing Rs, by the way, so so I'm not
going to follow the trend. So yeah. Just adding irregular or irregularly irregular
cuts to reverse, you know, I think they
DO will use this. But let's see. Let's consider sculpting. Lets you like get some
verifying amount of detail that you wouldn't
necessarily get by just using a regular tools. So you can mess around, do the same thing on the bottom. Do NOT here, like mess around
with it, do some self. But I think for this
one we might apply a texture and then maybe
in the next level. And I can see something
weird is happening here. So I'll just mess around
with these brushes. See what works, see
what doesn't work. Again, UPS and a thick I
selected the wrong mesh. See what works,
what doesn't work. You know, at the end of the day, you don't have to make
it exactly like mine. You can do your own thing. No. Just make it as unique
to you as we want. And I think we shall meet in the next lesson where maybe
we'll talk about loops, whereby we will talk about lighting and maybe
you can conclude it, texturing, but we'll talk about lighting in
the next lesson. So, see you in the next one.
8. Creating and adding lights to the scene: Hey, what's up,
guys and welcome to this section of the tutorial. Now, I'm recording
this in the readings so you might hear
chickens crowing. This is their time. Sorry, can't do
anything about it. She probably by a bit. I'm like, That doesn't
make as much noise. But anyway, as you can see, this is where my
doughnuts is currently. You'd go I went ahead and did some more tweaking
on each, you know, pulled some parts down in there, doesn't make it more organic. But anyway, the first thing I want to do is I want
to rotate it too high. You can see that it rotates
and look at me this way. I did it this way.
So it's better in the exits this now. Let me see. This we are filling. Yeah. Facing a profound
the z faces me. This is just my
preference again. And you could rush it both
of these items like this. But the preferable way is
because these two things are basically one object is
parent least under these. What does that mean? It just means the cream
should follow the bottom one. The bottom does, the top does. Okay? So you do that by
holding down the child, the object to be constraint
or the objects to follow. And the parent last and press P. Or you can go to Edit
and press parent. As you can see, it
tells you the shortcut is P. Now to on parents, you select the child
again and say Shift P. If you shift P on the
parent, it won't work. So Shift P on the child, as you can see, no
longer follows. Okay? So P, I'm going to rotate this towards the fuel like this. I want to see the drippy
part of the doughnut them. It's a good view. And again, I think I'll push
it on top because I can see it's sitting
below the grid. And I don't know. I think this is like half from multiple
there's 1.51.2.15. Anyway, since the volume in
numbers and I'm walking, I'm just going to
go with ammonia. Now what I'm going to do
is I'm going to create a backdrop because I don't want to just place
it on a plane. But to do this by
creating a plane plane, I'm going to reduce
my subdivisions. So holding down Control
and middle mouse dragging, reduce some of them. Select all of this, scale them like this. I'm going to add one subdivision
on the height to width. Height like that
would be 2, 1, 2, 2. 2 is good to his good. And what's going on I want to do is I want to push this a
dermatome of self-select, push this edge up like this. Or you could do this, by the way, is nothing
wrong with that. Okay. Or you could rotate the face. But how would the rotation? What you'll notice
is once I select this face and try to
rotate, as you can see, it's rotating from the center of the face and you want to
treat it from the edge. How do you do that? Now this is because your
pivot point is in the middle. So your pivot point is, where are you anchoring? And oh my God, those chickens, my need to chill out where you anchoring your object from. Okay? So in this case on to
ANCA from this edge. Okay? So what I'm going to
do is to go into pivot more, just press D or insight on your keyboard and
then move your pivot. Want to make sure when goods the Tokyo to make sure
moving it onto this edge, going to pan a little bit. And I'm going to move this here. Okay? Once I'm done, I'm just going to
press V again to go back to my normal view. And you can rotate like this, but to be sure that you're rotating completely 90 degrees, eyes can notice you can't see anything on the channel box. So another trick is to
hold down J. J will snap, absorb J is up in increments, I think of like 15 degrees. Okay. But I don't want it to
be completely 90 like that. I want you to be like
that a little bit. And I'm sure the
most logical step for us to maybe press three. But of course, don't do that because you
can see what is happening. So what you're going
to do is select this edge and is an action
we called beveling. Beveling splits a point into Lake 23 depending on
what you specify. So if you go to Edit
Mesh and say bevel, you'll see this is
what would happen. Alternatively, every
menu AB sub many VAs and shift right-click
and you'll still see it. So beveled edge. Fraction is the distance
between the splits segments. How many segments are in-between chamfer is if add segments
as a chamfer off, as you can see, it
doesn't smooth. So you basically want to
chamfer on the others. I don't know as much as they do. I generally just use segments
and fraction a little bit. And I'm good. We have a smooth surface. Let's go to Mesh display and see soft and age and get
those to do backdrops. And I think I can reach the
height of this a little bit. So W raise it. Should be good. Now. Okay, so we have our studio backdrop and we can add it on its
own separate layer. Just audits, call this spark
drop by double-clicking. By the way, if you're
wondering how I'm doing it, It's double-clicking on a layer. It should pop up. Are they going to miss? You
can change colors. It was changes to
blue and deselect. And then turn on something we
call wire frame on shaded, which is found here. Okay. So after him was shattered, you see the edges of blue, okay. And falls to double-click on the layer again and change
this to red and say Save, as you can see the edges. It's just basically a neat way of visually organizing
your scene. And I noticed that my
donut is below my surface. So I'm going to push it, or let's just push the
backdrop below because I think the backdrop is what was
above should be good now. And, uh, basically it's just a way of visually
organizing your stuff. You can change for the cream. We'd like this yellowy color. Something is going to see. You can do all kinds of things, but I'm going to
turn off wireframe shifted by clicking
this box again, which is also found
on the shading and should see wireframe
when she did here, which is considered
shortcut is Alt, S. So S, to oops, sorry. And guarded keyframes. It says the shortcut is Alt S, but on a press Alt S is
it's adding keyframes. I don't know why is that. So I'm framed in the camera, but framed in the doughnut
by pressing F. And, and I want to talk
about the Maya lights. Okay, This was just positioning. So the kinds to certain
kinds of lights in mind, there's a couple of ambient. Okay. So ambient, ambient does, is impressed 79 can see
everything is heights. So what ambient does
back in the days, we change this red color, reduces intensity quite much. Okay. So what ambience does, it tries to FEC like
bounce lighting. So bonds lighting is, you know, when you like wow, you know, when like
hold the flashlight. Again, it's like a red surface. You such see the sum of
the red bleed through. That is what we call bonds
lighting orators in, okay. Not reducing, but
generally in computers, computers fake that bounce
lighting by literacy. Okay. So there's a good
video because I'm recording this tutorial
like like at that time. There's a good
video I had already shown on my previous one. I think it's going
to come in here. Give me a sec. There's a good video for, by
a guy called Andrei liberal. He talks about retracing
rasterization, basically like how the technology
has evolved over time. Okay, So the video you're
seeing on the screen right now, this is what I was
talking about. You can find it on
YouTube as well. It's only that I was
watching the Vimeo version of the video again. And they render, we are using, the renderer is basically
the engine that is going to compute the
light in the scene. Okay? So the Rindler we
are using is anode, and this is Arnold's
gallery has consistently been used in a couple
of blockbuster films. And pretty good, pretty
good you can do, you can really get realistic looking images from it says can see from which you
can see on the screen. But yeah, so notice what's
an ambient light shines to fake retracing
or just bouncing. Okay? I rarely use it. Okay. Or you find yourself really using
directional light, tries to mimic sunlight,
say vasopressors seven. As you can see, these arrows basically just show you where
the light is coming from. Okay? It's just a blast of light
coming from the directions. These arrows showing, okay. And you don't have to give on deleting and creating
a new light. You can just go to
the attribute editor. Again, window
generators, attributes, shortcut, Control a, and you can change the
type of light here. Say they answer written
AI from animals to us, written vary from veering. So we generally want to find the lights, these
ones down here. These ones are for Maya. And as you can see, the
other one we have is an area light basically, generally also this is
the most commonly used, or this is the one
that you will find yourself maybe
using a lot in Maya because it's so good and it
mimics the studio, sorry, should probably references layer to avoid selecting
the buttock and also reference all
the other objects or when selecting them and just like the lights in the scene. Okay. So this one mimics the studio
lights, the soft boxes. You seen studio lights. Okay. The chickens are like, Oh yeah, this guy's recording, Let's blast his recordings with the chicken
noise, isn't it? So yeah, it mimics the
lights you've seen studios. Okay, And how's extra attributes
that are interesting, but relative of lights
using real sees, what you call a
spotlights is acts like a spotlight basically. Okay. As you can see
what it does there, that's like a like a torch or like what he called those things flashlights to
call them torches. Yeah, Americans call
them flashlights. So great. Week isn't a torch,
that binding thing, but that binding rag on a stick. And just call them torches. Anyway. As you can see, there
is the spotlight here. You can mess around with
the cone angle to increase the cone penumbra
too soft in it, of course, as you can see, this one is more realistic. Okay? So you'll get very
interesting defects with a drop of there
and all that stuff. The other one is
the volume light, which I honestly, I'm not
going to lie that I've used. These are not used it I'm
sure it has its own uses, but I have rarely used it. But the one Let's prospector not be as opposed to
using let me just say the most preferable light
you should be using are the ones that come with
animals that render itself. Because this is my Galois use
chicken speaking so much. This is our lights built to
like walk with a render. So I'm just going to change
my menu set to rendering. I'm going to go
to Arnold lights. And the one that I want you
to create is an area lights. Okay. And press J. By the way, for the area lights, the arrow, the direction of the line is where the
light is going to face. We can see, that
is what you see. I was going to see
the enolate looks similar to the one with in Maya. So both create another
area light here and let's do the same thing. Remember I'm only
known J to snap. As you can see, they
both look similar, but trust me, there are different, they're
different settings. First, personnel attributes,
editor, controls. You'll see the certain CIA minimal compared to
the ones on the area, the area lights for. And but there's an AMOLED
tab or these usually are rendered or a tab for each renderer using
for the lights. Okay, So you can see, you can access some
extra attributes from pressing the animal. But generally I just want to walk with the animal area light. So I'm just going to delete
the default one for Maya. I want to bring this block here and I can see the
intensity is kind of low, but it's because this viewport,
viewport is rendering. Rendering type in the
viewport is rasterization, so it's not realistic. Okay. It's good for quick previews and just
view port workflow. But it's not the
most realistic view or accurate view of things. But before we even continue, I think I can increase
the exposure here. And yeah, so before we continue, I'm just going to go
to Render Settings or alternatively just
click this flim film, whatever chalkboard, Sierra
Club wood or asleep or bored. Click on it one with
the gear settings. You see the Settings pop-up
out and are using which are using Arnold's system. And by the way, if
you ever noticed that you're not
seeing your anode, just go to Window
settings and preferences, Plug-in manager and scroll down. It says opened on
this other window, scroll down until you see
something called M2 II, so on and on Donald,
let's look for it. On all to where you were. You yeah, this one. Mon and make sure that it's
loaded and outer load or load means next time you're bidding y should be 0 to looted. So I'd note, make sure to watch, but I'm going to go back
to my Render Settings. I'm going to go, I'm
going to go under system. And I have a graphics card that's consistent listed donor. Preferably, it's better for you to use your graphics
card because if you, if your graphics card is like the recent ones
from the recent years, it's probably going
to do a good job. But it's finicky because I know all those
built ground-up as a CPU render or not
a GPU to interrupt. So sometimes it may crash. Okay? So, but if you have like
this Ryzen CPUs with 12 cause I don't know
it cause 16 threads, you can use your CPU, but for me I don't have a
good beefier CPU. Some would say GPU, render, roll back, revise advice,
sorry, Fall buck. Just means we need
era's out which verse you want to render
with them doing to say CPU. Can see GPU names. You can type your graphics
card manually these name, but I'm just going to say
enabled device selection, select on this and make sure
you set your marks texture. Because I found that and also a MUX texture
with this one. But it generally I just
found that if you put like a number that is like
gigabytes and plus memory. It walks with, now
this depends on the amount of memory you
have for me, hub for gigs. So if you are by law, you might, maybe you want to leave
it at 500 and me, but I'm also going to see
maximum resolution to 500. And I just found this out, the values that tends to walk
without my having to crash. So what I'm going to
do is because I'm also showed an oven and
wants to incremental save. I'm going to overwrite the file that was there previously. And I'm just going to say, now you can go to IPO or you can just rent
out from the viewport. But good to render an old, this will pop up plus prey
and it has much crushed. It has done a good job. So you notice that
obviously this looks more realistic, looks more good. And this is because
retracing is very, tries to mimic how light
works in the real world. So that's why it looks so nice. Okay? And I'm using my GPU, so my recording might
be fucked here, four minutes, but let's see. So the values is supposed
to be messing with them. The color, the color
is straightforward. It's just means the
color of the light should want it to be red
and it'll be the green, blue, purple that's on you. For me, I'm just going
to take it too wide, just do that by In this today, beginning in this park, it should be white intensity. You could walk with intensity, but for an older ice, prefer just take this but one for analyte before
you walk with exposure. And right now normalize his own. So what normal is does
is the bigger the light. So you expect that
the bigger the light that because the exposure, the exposure or the modal
light will spill onto the set. Okay. When normalized his own, if you just increased
scale of relate, it's just going to soft
in your light, okay? If you, maybe this
might be useful. Maybe if you're trying
to like light the whole of this set like this, okay? Maybe you want to
scale this, okay? And maybe probably I
should push this up. And my move tool, if I hold down W and click, your move tool should
be an object so wild, we'll align it to the world's
object to try and objects. So this might be useful
when you're trying to. Maybe you don't want
it to be so harsh. And I don't know, you can increase your exposure
to something like 20. Which is absurdly so much. I think actually
that works well. And as you can see,
because of the backdrop, you have a very nice
background there. So this might be good
for such a scenario, but when you decide
to uncheck normalize, so what I'm going
to do is let me just pulls the
rendering for beating. Let's do this. When you decide to uncheck, normalize. Let's render now. This is what will happen. So the exposure is now tied
to the scale of the lights. The bigger the light, the more exposure you
have in your scene. Okay. And our isn't
necessarily a bad thing. It's just that you can get away. This just enables
you to get away with smaller values instead of
typing so much big values. Okay? And I think I
liked what I was doing, like lighting the
whole background. But before we even like
the old background, what I'm going to do is am
going to scale this down. I'm going to push
this up a little bit. I'm going to hit on Play. Let me just increase
the exposure. Sorry. Remember normalized it's not on, that's why it's jumping
as quick as possible. I want to talk about these
things called like the spread or the light type here. But there's another one here called use
color temperature. This fiscally is how warm or how blue cool do you
want it to appear? I don't use that generally. That's going to uncheck
that alleged type is just this disc, which we'll look at your shape, change the light ship into
a disc or a cylinder. Which again, I don't find
myself using this as much. But the law often they spread. So basically this is
how spreaded do you want to light that looks
like a window pane services, the shadows are too sharp. Might if you like
that effect and can reduce the
exposure if you like that effect, that's fine. For me. I think we can deal with
the lowest spread, maybe. Resolution on this is
if you have a texture, yes, you can apply
textures to light. So that's like
applying an image. Can be an HDR or something. Roundness is how round do you
want your lunch or peers? So let me reduce
the spread start. You can see what's happening, a fuzzy, it's going
mimic like a spotlights. That is by measuring
the roundness. Okay? So maybe you want to
mess around the spread. That is how roundness to
be softer edge against the software being like How do you want the edges of this, these edges of the
lights to be samples? Again, these are just
things to reduce the noise, like sampling. How many times is You've seen being sampled. Okay. And shutter density. I don't know how to
invite myself missing. That is, marches can see if you will reduce it
to the shadows, become less and less so don't miss it, It's
going to be a mess, the shadow color, but generally the values
that you have right now. Oh, okay. Visibility. Let's just stick with these
values that are advanced. Okay? I'm going to reduce that
one increased by spreads. I'm going to what I'm
going to do is a, let me just increase this. Let me just pause this. And I'm going to just leave it normalized only
to rotate this, this way. Because I want you to
write this in evenly. And I'm going to do that. I'm going to scale
this like this. It's obviously too big. Good thing is that you
can scale it vertically. It doesn't have to be, doesn't have to be like
perfectly square. Cs up to ju, just
boom and effort. And now let's just
see, Let's see. The light is extremely soft. I like it. I like it when
it's sort like this, the only thing that you
might have to do is increase my exposure slowly and
remember by church normalized. So that's, I don't have to
put some crazy values too. Three. The, My God, there
is too much to 0.5. Let's try and find a sweet spot. I'm actually digging 2.52.4. Let's turn it down a little bit. 2.3. There's a gallery at this
point is just a matter of taste and preference. And yeah, I think 2.3 is
going to work for me. Okay. So yeah, man. Now, I'm sure you've
noticed there's a noise, these things that look like rice or the old television,
we'll call them rice. I don't know. It's like a
terminology we're using. So healing challenge ALL rice. So you just see him
tell him Charlie on the screen or the rice use rice grains you
see on the screen. This is basically tied to your sampling or your
anti-aliasing phosphorylate. So let me just prosumer
camera correctly. So how do you message settings? Let me just hit Play. If you go to your render
settings and then click on this. And if you go to Arnold, There's something called camera a anti-aliasing samples. Okay? So what you want to
do is increase maybe this value to
something like five. Okay, let, let,
let, let's leave it at four and see
what fall will do. Ok. And it's going to slowly clear out the
noise in this scene. As you can see, it's
doing a better image. It's creating a better
image. But this is not, is not a good way of comparing. So I'm just going to actually
have to have to render like something that we
can save into memory. So I'm going to stop this. I'm going to hit five to
seven GPU memory there. I'm going to go to my render. I clicked my, I keep on
clicking the Hypershade. This is something we'll
talk about later. But go to Render Settings. So go to common. And if you scroll down, you will see something calls. And the image size,
the render resolution. So I'm going to set mine
to its default 540, which should be good. I think these are small
enough size that it's okay. You could go to
for 18 is better. It's just too for 80. And when you click
on this or you, and you just go to Render and say render the current frame, it's going to rent out from
the viewport camera. Okay? So give it a sec
and it computes. And this is like a receivable. Images can see. It does have a significant
amount of noise. So what I'm going to do is it this one Is this
one for saving image. Yeah, keep image. It's for comparison. Okay. So I'm going to go back to my render settings
and our unknowns. Let's increase my
anti-aliasing to seven and maybe turn on adaptive sampling. And Let's put a six and
try and render again, I'm going to bring
up this window and I'm going to say it again. Let's see what we will see. So there's a sec, It's
loading, loading. Give it a sec. Maybe I might have to pause
and when it does end up being I'll be back because I can just see this is adding more today doesn't really finished. Okay? It has finished. But significant difference if you compare this to
the original one. Okay, So remember you
save the image here. So if I slide this, okay, this is the original one. Let's see. This is the new one. You can see so much noise
has been cleared up. I think when you turn on adaptive sampling,
it does a good job. And as you can see, I actually like the way it looks. Now. This is a clean image, okay? You can render a higher
resolution image to even see more of the details. But again, I have to
have the resolution the longer it's going to take two random people
just leave it at 720. And, you know, yeah. I think what am I
supposed to talk about? Is anything that's left
oh, cameras there. Okay. So you probably don't
want to render from your viewport camera,
your perspective. Okay. So how do you create a
camera that you can render, maybe a camera that
you don't want to tamper with. You do that. We're going to create
cameras. Camera. Okay? I can just go to perspective, punnets perspective new, but generally I prefer to use
the Create camera method. This is your camera, okay? If you want to see
what your camera is viewing, go to Panels, perspective, camera one, this is what your cameras
being the good thing. Navigating. It's just the same. I'm going to at references
to these objects. So it's elected donuts there
of unchecked reference. Let me frame it. And lunchtime under zu
finden resolution get. This basically shows you
what you're going to render. And let's do, let's position the camera in a way that
is pleasing to see. Some of the cream on the inside of the Cree on the outside, then that's a good fuel. The good thing is that you could lock your camera by going to View Lock camera or just
clicking on this icon here. And you lock your
camera dipoles to go back to my perspective, your camera won't move 0 even notice that the
translation is locked, even shows you the air. Okay? So that's just a good
way of ensuring that like not be ordered
that heme camera move. I don't want it to move. I
like the angle upset, so yeah. But now for the render
resolution, for the rendering, now if you render
it now it's going to end up from the
perspective it turned us from the current
camera you're viewing from. Okay. But if you want to make
sure it's going to end up from like this camera. Just go to your
Settings again and a sirtuins go under
common cameras. Camera one, okay, Now
you can rename it. So by going to your
channel box and double-clicking and
call this render cam. We're trend underscore
comm, and that's better. So evolves to go to
Render Settings, you'll see it under
rent account. Just make sure you
set it there so that once you hit your render is going to end up
from your camera. And you can also see this
camera from another viewport. You can split your
viewport is normally when you click on
it, it's for views. You can split it
into two by clicking this and then go into panels for this one will
be set to render cam. For this one, set
your perspective. And for this one you
can just turn that. I could just pull up into
r1 plus pray, place. Please. Play. Else, give
me the problems. Press Play. Okay, let's go see
you can look up. You're going to cue light
on this view while still seeing your dissolved
on this other view. So the good thing is
that my allows you to measure the interface
to where you want to. Yeah. In the next lesson, we should be adding materials
and making these looms. The scene look sucks, say, so see you in the next one.
9. Rendering the scene: Hey guys and welcome to this
section of the tutorial. This is the last chapter in
this level one tutorial. So yeah, we are going
to be adding materials. Now did have a previous scene loaded because I'm recording
this tutorial like the 15th time because I keep encountering issues
with my recorder and just something happening. But this is where we left off. I did manage to make a
render that is 10 ATP. You just confirm with
I'm going to get noise. I think they are anti-aliasing. Numbers are good. But because I wanted to
use the viewport alone, I'm going to tunnel of adaptive. I'm going to turn
out but enough to give ton of adaptive sampling, which take this down
to something like two. And we should be, should be good at the time down. I need to turn down
the GPU memory usage because they're
recording software I'm using is using my GPA. So notice it's also bringing
all giving me problems. But this is where we left off. Okay? So generally we're
going to be texturing, okay, just creating
the outer loop. As you can see, this
doughnut is Brown, is crema pays its chocolaty. So basically, the way
I'm describing it, that is what like adding
material just means, okay, just adding these how to
color this texture that feel, you know, generally
how it looks. Okay. So yeah. Okay. For me I said I'm
going to make it like maybe a brown chocolate layer. I like this version of this, like dark chocolate.
Find it good. So let's go ahead and do this. The first thing that I wanted
to do is first of all, our materials on this backdrop, because I don't like its
color, its color is white. I might give it more and more interesting color to look at. So we add new materials
by going to make sure you're under rendering,
lighting and shading. I'd new materials or you
can just right-click and say add new materials, okay? And the first materials you see here are from Maya decided basic ones that come generally when you're
working with a renderer, make sure you are
working with the materials that come
in the render. So in this case, just
click on unknowns and the mature we are going to use is AI standard. It
should be applied. Now you will notice you will see it on your attribute editor. And remember, attribute
editor window generally just attribute editor or Control a. And I want to clear
my history on this in this mini backdrop
promoted in this group. But again, notice that my attribute editor
cleared up a lot of stuff. So yeah, Plus it's just
optimizes the scene. Okay. What do the same thing
pressing G. Make sure that I seen as
clean as possible. By the way, towards the
shortcuts cues you can see this is a custom
menu of mine. Okay, So if you find that you're clicking on
something so much, holding down Control and Shift
and clicking on whatever. Maybe you want a shortcut
for creating cubes. I think that is already there. Maybe lights, no, maybe you
like creating area lights. You see if you'll appear up
here on one of these menus. Okay. I'm just going to
delete it because I don't need it for now. But if you notice you're
clicking on something so much like maybe
adding materials, you know, this one. Let's just leave this on
there. It might be useful. Okay, so let's go back to
the materials, AI standards. This is a mature created
on to rename it. I'll show you why
the y. I'm going to explain why it's
important later. But let's call these backdrop. And a score mats for material. I do like it's let me
first of all, mature. I am under my render come to Panels, Perspective render come. And then I'm just going
to hit Play renderer. Make sure Amanda, Amanda, that's just hit play and see
what we are going to get. As you can see, it's whites
and yeah, it's white. Okay. So to change your color
basically just go to Color. And the good thing is that my already has the color
Isozaki previously, I ended up choosing this color. So yeah, I like it. What did you notice that
the surface is reflective. I don't know if it's
a good thing to leave it as reflective as it is, I kinda like the way it looks. It doesn't look that bad. But let me explain some
of these settings here, which is basically how much
color do you want to be? How much color do you want to see from your OPT,
from your object? Okay? So normally just
don't mess with weights. Again, diffuse roughness. Still one of those settings that I don't mess
with mental illness, we just determined how
metallic material. So how crummy chrome gold with those materials behave
as going to see the more I add metallic and more
reflective it becomes. Now it's black because
the environment is black. That is why you're seeing black. If I had something
like a sky dome, it would be Scott DOM is like an image that shrubs around your scene that allows you to like the seniors
in the image. So but I'm just going to
run down mental illness. So for the specular, this is what is affecting
the reflectivity. You can turn it down. If you turn it down
to like 0, you notice these 0 reflectivity, which can also be a good look, but I don't know. I like it, so let me But generally there's
nothing that is, there's no material that doesn't have some
form of reflection. So the only thing is maybe I
can turn it up a little bit. And now how smooth or how
clear your reflection is, is determined by roughness. Okay? So if my check my
roughness down to 0, you will notice that you can
really see a crisp image, but I don't want it to
be this reflective. I'm just going to
increase my roughness up. And it's basically find now any object you see has some form of reflection and it's
something that some objects are sort off that you can't see. The reflection, whatever is being reflected around all
the light and all that stuff. Okay. I just leave it at 1.5. This means like
you've ever noticed, maybe you've noticed
like on your phone on certain angles. From certain angles you can see like a lot of reflections. This is very prevalent
in glass materials. So that is what IOR means,
index of refraction. Okay, So 105, It's fine. Generally I don't mess
with these settings and we should be good
for this material. So let's go to my cream here
and create another material. And again, just make
it your own color. You don't have to
make it mine. Okay. Just remember, it's the
color tab, it's the diffuse. Okay. We're going to
say standard shader. I'm going to call this cream. Cream underscore mud. Let's uncheck and see, as you can see, it has
some nice reflections. It looks kinda realistic. But what we're going to do is let me select the cream again. Go to Korematsu. And for the color. For the color we can sample. The good thing is
this eyedropper. Let's use some colors. As you can see, it's
going to pick any color. And this also applies to
external images. Okay? So you see if you were to bring this external image
int I don't know. I have to click it
forage to appear. So luckily I have two monitors so I can really
picked the color from the other monitor because
whenever I pop it up and click on it and
click on my disappears. So the color was already there, but you can use
that color picker to save yourself some time. So for me, I decided to go with this dark chocolate color. I liked. It says can see, looks yummy, looks droopy. Now it looks reflective
like it's just fresh. So this is, again,
remember roughness. So if I decrease my references
sources just going to look even ofs and I think I'm sorry, I'm on the I clicked
on that backdrop. Okay. I didn't notice I can't see what I'm selecting clearly. Okay? Now this is where
we let me pose this. This is where we
go to something we call the Hypershade, okay? Though the Hypershade
allows you to select materials only and this is why
it is important to rename. Okay, So if I was to click on my iPad by this button here, I think it's also found under Window rendering
editors Hypershade. Let's open it. And he does
tend to crash your scenes. Who might be a good time
to save your scene. But this is the hyper
shade is gonna do still have the same
settings here, but the materials are up here. These are the materials
in the scene right now. Okay? And then we're looking
for is creamy top. So this allows you
to select a material without actually
selecting the geometry. Ok, and now you can see
if I was to press Play, I can walk on this item
without seeing that wire mesh. Okay. So so roughness, if I was to turn down
the roughness is concedes going to
be very reflective, like it says, just
been applied there. Which is, look, you could
go for good also turn up the roughness is
can see that looks like it'll stay
there for some days. Does the rough end up
or it has dried up. But generally let me
just take it down and let me just take
my roughness down. I want some form of reflection. I just don't want
it to be excessive. And I think that is good. Okay. Now, for cream, cream has a property called
subsurface scattering, which means that light
gets into the object, sponsor bounces
around and gets out. A good example is your skin, like you notice
around your ear tips. I, you see some red. So that just means the
light is getting in and bouncing out the red
color of your blood. Okay. So generally I
found the subsurface is subsurface scattering is in a lot of organic materials. So fruits, foods, skin, animal skin, pinch,
all these things meet. So anyway. Yeah, so just go to your
subsurface scattering and turn it up a little bit. Okay, now you'll notice
something tricky is happening. It's looks like, and this
is because, like I said, remember for your human skin because you have blood within, it's going to reflect red. Outside. Like red is
what is going to be seen because these blood
underneath for chocolate, chocolate doesn't have blood. Chocolate is just
chocolate inside and out. So for my subsurface
cutter color and for my subsurface
radius here, just put the same
colors only for radios or might make it
a little bit darker. Okay. Generally, I don't
have a good way to explain what these things do. But generally, I
just know if you put like if it was like You're dealing with human skin
and you put like red, red, it's going to
appear more accurate. Okay, and for your type, random walk was
introduced recently, you can choose the version
two and version 2 is not bad. You can see, you can see
some weird specs happening, but it doesn't
look as different. But if I was to turn these
subsurface scattering up, you will start to notice that they the chocolate
fields lights. I don't know if that's
the proper way. And I'm sure as you've noticed, subsurface scattering
introduces a lot of noise in the scene. So it might take a
while to compute and for you to see
what you want, to see your result. Okay? Now for courts, what's called t is,
let me just turn off subsurface scattering
for the time being. I'm going to come back,
they're scored is like, you know, like you've seen, like the chicks
paint their nails. And the acrylic transparent
layer the paint with on top to hold a
choline like we need. That's what you call
like the coating. That is what coating does
supposed to increase this. Okay. It's like you
increasing a layer of coating on top so your material can have
everything going on that needs. But when you apply like a
transparent acrylic paint oh, like the paint transparent
thing they apply to cause that is what quote
means for in this case, this thing rather
and our quote and quote is not really
useful in this situation. So let me go back to
subsurface scattering and see what it's going
to clean up some noise. But generally those
are the settings that you will find us
using today, okay? So some of these things are advanced and they might bog you down as if I start to try
and explain everything. So I just think I'm
going to spare this for the next level where we are going to apply
actual textures. So like images is
textures, okay? And I do notice things
taking a while to compute. Okay? Let's see. I don't know. Let's first do a value of one and
seawater one does, but I can already tell
one is too translucent. And what am I? What am I It's probably do is I might increase my aliasing. So let me enable, like the aliased samples. Drop this down a bit like ten, and try that again and
see if that would help. So let's see, let's see, let's give it some
time to compute. I might have to pause the
video and do it for each to compute and then
unpause when it's done. So give me a sec. So I did finish, but it's still kinda noisy. But you notice like how the chocolate now looks
kinda transparent. Looks like it's not act
is not enough chocolate, two kids, a thin layer
of chocolate. Okay. Like it's not so heavy with
I'm trying to explain it. So this is wobbly. Looks like candle wax actually. Okay. So that is what is
ops office does? I just think one is too much. I think I'll walk with 0.4. So just make it lifelike. And for the donut here below, and you do notice
another problem in now if you were to apply material is going to
overwrite this one. So this is a problem with
parenting sometimes. So what you do is there is certain ways you could select these donor without
affecting these, okay? The first one is by
going to your Outliner. Let me move this here. And as you can see,
the donor tissue, if you click on this
Plus Box icon there, you can see that doughnut shape
and the creamy top, okay. They're just generally
when you parent, they just generally
like glucose, are not grouped under
one object. Okay? So you could select
your doughnut here and add a material, or you could select it again. You could press down,
direction down, okay, as just telling it go down a hierarchy or
go up a hierarchy, think 11 will go
up the hierarchy, downwind, go down the hierarchy. Okay, so like getting
in the group and go into the very fast
object like on top, which in this case is
the is the doughnut. Okay. So I don't know
if that made sense, but just press down. Okay. So right-click again the usual shebang new materials. Shader my has started
becoming slow because we're adding so much
materials, but yeah, standard. And for this one, let's go to our color,
Diffuse color there. And I had already found like
a color that looks like brand something that I
might need to sign off. Okay, I think it's good. I think that looks
okay. Now good. Use a texture like
this one or this one. But like I, again, like I said, some of this stuff is advanced
and we will talk about it. Don't worry, we'll
talk about it in the next lesson when
the next level, okay, so let's play
and see what we have. And now the first thing you'll do not exist
reflective and they can see. So I think that sell
fast problem, okay? Again, take it down, press down. And if this is a, still a problem,
I will post this. Let me go to my Hypershade and let me select the material. I think it's these AI standard EndNote renamed it's limited, name it from here and
just call it dew point. Is it delegates? Doesn't matter. Selected the material. Now let's hit Play. Now. It's reflexive. Obviously it's
reflected, reflected. Okay? And by the way, if you're struggling to work sudden materials,
there's presets. When you click on Presets, you can see bloods carpi into, copy, all of this stuff. You can just see replace
or replaced 75 percent. You're gonna replace the
old material and use one of those presets as well in
this case is still good. So I'm just going to consider is you don't have,
it's very reflective. We can turn down
the weight of this peculiar and I can increase the roughness
significantly to a point. It's not as reflective. Okay. That's nice. What else? Maybe you can
increase the saturation. So this one, a little
bit like that. Too saturated fats. And this point I'm
just missing around to get a value that I like. I think it's good now. Still done, done that specular
because this is breads. It's like the same
material is spread. And again, it does have
subsurface scattering. But for this on the bread
is kinda translucent, meaning that it has
a lot of air gaps. So, but I think subsurface
will also help on this one. And again, remember our new
let me tell me don't like all all I got to look
at what is happening. Let's change the color. You know, it's
sometimes it's good to experiment and see what's
going to hire been doing. You mess around with some
values because this is just a better way of landing the materials
you're working with. Okay, I'm going to
darken the radius. And as you can see,
it's clearly too. It's clearly like excessive. So standing down,
See difficult JOB. Chris it out a bit there. Because I don't want you to have the same sum sophistry,
they're cream. But it's not reflective. So it's not really that
much of a problem. I think it's good. Maybe increase it
a little bit more. I just want some image to go
in there and bounce around. And I think we are good. And we can say random
mock version two. And I think I like it.
I think we're good. I think we've made I don't
not that looks scrumptious. Now for the flow. For me, I'm just going to
make it reflective. You know what? I'd
like you to flex it. I'm just going to turn up
my data, my roughness. The increase may
reach a little bit. Turned out my rough
has even more. I think for me I'm just
going to leave it like that. Like you can see kind of the reflection there
looks awesome. And Yemen, here we're
the doughnut, okay? Now you do notice the
sub-surface has a lot of noise and this is where you need to mess around
with your aliasing, okay? It's considered something called transmission and SSS, Okay, So if you're using a CPU, I hope this features wouldn't be enabled for GPU eventually. But generally you just
need to turn up with a SSS for your for your subsurface. Just been subsurface scattering. Ok. Lunchtime these up to what? Six things 66. Turn this up to 20. Let's see, filter clumping. Ray depth. Depth is
also good. By the way. This just means like how many rays are
going to be computed. It's one of those
advanced stuff. But I'm looking for the honor them looking for his I think. I might have to
increase that for, for like specularity
increase too. So and you say too,
I think total, it's going to say 20 when you see is going to be
like ten times. I'm not so sure if
that's the math, but I kid you not
sometimes I don't understand this settings and even just generally mess around because you're
new mess around. And increase a LinkedIn is good. Specular because my flow
is that reflective. I'm, I put three transmission
is already at eight. That's just means
light go into objects. Let's just put both
of these hit three. And yeah, man, I don't think I can mess
with anything else here. So I think we're good. So I might have to
pause and see whether my final render looks
good. It doesn't. I'll take my settings, but mess around with those settings and just give
me a sec, I'll be back. Okay. Yeah, we did finish rendering and actually stepped
out for a message. But as you can
see, looks lovely, doesn't have as much
as it could be better. But I think I'm satisfied
with the image. And remember I rendered
using this are just going to render render
the current frame. Just make sure your
settings are correct. The correct camera that correct resolution is
the you should be good. You should be good. Those are my settings. You can apply them. Everything on a scale. Remember this is
under GPU or CPU. For CPU or say maybe put it
to four, diffuse limited to, but the subsurface, you might have to increase this to like four something or
three or two anyway. Yeah. It's it's it's fine.
It's fine. Okay. I like though it looks so
how do you save an image? You go to File Save image. But before you do this, now, if you want to save this, generally the default
settings is rho image. If you are to save
our row image, it's going to look we had okay, because it's in like
linear color something. Let me D2, no notch to lemmie. See, let's see, let's see
what we are going to see. This is what I'm talking about. Just can see it looks
dark now this is good. When you want to like mess
around with the colors. Maybe I'm just going to do
some adjustment with Windows. This is good when you want
to mess up with your colors. And if you want to like edit with something like Photoshop, this is generally the workflow
you need to be using. Okay. Like the linear workflow. But for me, nope, I, because I just want this
to be like a final image. I'm just going to
save another image. But this time I'm just going to make sure when I click that box, I'm going to say column managed. And I'm going to
apply and close. I'm just going to say
Save image again. I'm going to call this be B3, B3 donor 3, and click on Save. And once you click on Save and see now how
about proper looking? About proper looking
doughnut image. Okay. So I hope you
enjoyed if you have any questions, do
you have any issues? You stuck somewhere. Be sure to ask me in the comments section and I'll
try my best to help you. But I like the overall
result of what we have. So see you in the next level.