Transcripts
1. Introduction: Hello. My name is aid,
and in this course, I'm going to show
you how to create Venom symbiote on Spider Man. Do you remember when
you were a kid, you were watching this movie
called Spider Man's R? And just like you, I was
watching this movie. And the first time I saw venom, it was so awesome. I really like its design
and the symbiote a lot. So I thought I wanted
to create just like that and recreate
my childhood memory. So creating this course
is like a dream of mine. And I'm going to show
you how to create that same symbiote in Blender. This course is for all lovers,
especially for beginners. So join me in my course, and let's start this
journey together. Let's start the
course right now.
2. Download & Prepare the 3D Model for Animation: First of all, what
you have to do is get on this website
called sketchfem.com. So this is the site
which I normally use. So what you have to do is
search for Spider Man. Make sure you add a space, and then click on Download A. As you can see, there are a lot of three D models of Spider Man, even the noir one.
And also animated. And, yeah, even the
PSpiGame version. But the one I'm going to use is this one from the movie
called Dosicxperimentu. And the reason for choosing this character is because
I just love this sort. Doesn't matter if it's like The D model or the movie sort, because, when I was watching this movie for the first
time, I just love this sort. I don't know why.
And to be honest, the three D model also
looks, you know, like, really realistic
as if it's just, you know, directly
copied from the movie. So I'm going to use
this three D model. And if you want,
you can just use any other SpitamNT D
model doesn't matter. And it also doesn't
matter if it's zigged or not because we are going to use
mixao for rigging. So Suppose we are going
to download this one, so just scroll down and
click on Download TD model. And now you have
to choose format, and the one which I'll always prefer is this one, the FPX. Suppose the size is too big, you can just download
GLB or GLTF format. And if you go for if you
go with the GLB format, you can get the whole file with the textures just for AMB. But I usually prefer FBX, Sadara download the FBX version. So once you've downloaded it, it will show you
this wind rare file. So just extract it in a folder. And once the extraction is
done, just open the folder. And if you see there
is another rare file. So I'm going to
extract it, yeah. And I've got another
sauce and texts folder. In this sauce, there is
the amazing sediment to ribbed dot Fx. Like, to be honest, it
doesn't matter if it's ribbed or not because we are going to use Mixamo for that. But right now just make
sure you have proper, the sauce file and in the texts, make sure you have
all the textures.
3. Set Up a New Blender Project for VFX Workflow: So now it's time
to start blender. Create a new file and select everything and
just press delete. Now we have to first
import the character, and I have extracted it, yeah. So this is my character, to be honest, and it's
rigged right now, but if I just, select the
body and in the modifier, if I just click on this cross button, it's
got to go like this. And the rmsor we
can just delete it. Okay, we just can't
dilate it because it's still parented like the object, this body, like the character. You know, this three D model is still parented with the RMH. So select your model, then hold Shift and
then select RMH. Then press Alt plus P and
then select this option, clear and keep transform. Now if you just
delete the RMsre. Now it's okay. So this
is our three D model. Let me just rename
it to pada Man. Now, I'm going to do
the rotation to zero. Let's try to add the textures and see how
it's looking right now. There are a lot of textures. And yeah, if you can see, there are a lot of textures. Some are already
has been applied, but some are in the pink color. Pink color basically defines that the textures are missing. So you have to manually
select the image texture. So if you just, you know, click on one of
the pink texture, and if you can see
here, the name is showing base color texture. So you have to select
the same name, like the same texture
with the same name. So go in the textures photo and look for the same texture. And, you know, basically it's
showing base color texture. So base color is
like the Albedo, the other name for the
base color is albedo. It's like the main
like the main image, the main color of the texture. So if you can see, this is the base color. These are the normal textures, and this is for, like,
the web shooters. So we are going to select this image and
select open image. And we have to
continuously do it for all the pink textures. Until we see the proper texture. And as you can see, the
textures are finally applied and also in
the web shooters, too. Now it is looking good. I'm first going to bless
counter bars as to save this, I'm going to create a new
folder here, name it as, um, let's say, pider man. Then I'm going to name
it like, Okay, listen. The blender project, which
I'm using right now, it's not the final
final project in which we are going to create the venom symbiote transition. This is just for the, you know, character VD model because
we have just, you know, removed the R mature and
applied the textures. So basically what we are
going to do is append this current blender file
into another blender project. And that project will
be our main project in which we're going to create
the venom symbioe transition. So first, just rename
it to Pider Man, underscore three D model, and just save it as Glenfi and nothing else you
have to do, save it. Now we have the three D model, and now we can just
export it again as FX, but without texture or, um, rig, because they are
going to use Mixamo for that. And after we use Mixamo, we are going to again import
it in a new blender project, it will be our main
blender project. And in that project, we're going to apply the taxes again. So just, you know, select the TE model and click
on Export Export as FBX. Okay? Now, we are
going to, like, go to the folder, which, you know, this blender
file has been saved. So this will be the folder. Like, I'm going to save the FBX file together
with the blend file. So just press on Export FX.
4. Using Mixamo to Generate Animations: Now when it's done, you have to open Mixamo, and then click on
Upload character. And Mixamo can only accept this 35 format
FVXOBJ and ZIP five. So sersipot our
um three d model. And here it is dot px. Make sure the
orientation is proper, and the T D model should be looking in
different direction, like you know towards you. So she likes that properly,
and then she'll go next. Now you have to, you know, play these markers properly because this is going to define the proper animation or the proper armature
for this T D model. So make sure you don't
mess up this part. First, start with the
chin and for the elbow, I think this is going
to be okay. Then knees. And then the last part is groin. Suppose you press on the next
button and your animation, like the armature
turns out to be, you know, wrong or something, you can just come back again
to this part and edit, you know, this margus. And now when this is
done, just press on next. And then it's going to auto
rig the character model. And when it's done, you can just add any
animation you want. As you can see, the
rig is applied, Kon do not show this warning
next time and ion next. Now, click on this
animation and search for turn back or
something like that. This is just a model with Rik, and you have to apply
some animation. I guess I'm just going to
use a single animation for, you know, this project. And I want it to
be looking like, you know, the spider
is turning around. Let's just search
for turn and let's see what comes. I want
something like this. Because I want, you know, scene to be like the camera is, you know, in the backside of the Spider man and he's turning around and, you
know, looking at the ca. But okay, I think it is okay. And I'm going to explain
to you the settings. What are the? The overdrive is the speed of the animation. So if you get it to the
maybe 100, you know, value, it's going to be very
fast and get it to zero, it's going to be very slow. And I think I'm going
to choose maybe 30 for this animation because
I want it to be a bit slow. Maybe 16, I think, 40. Yeah, this is perfect. And now the character arm space, this is the distance
between both of the hands. Let's
see what it does. It's looking really weird. But now you get it to 100. It is super weird now. So we want something
like 70 maybe. You know, it all depends
on your character. I think this looks good.
Or maybe just a bit less. 60 I guess. Okay,
60 is looking good. The animation is perfect. Now click on Download and make sure you know
in the skin part you have selected with skin and make sure the
frame per second, like the frame rate
is, let's say, um 24 because the final
render which we are going to do is
going to be 24 FPS. So make sure it is 24. It will be okay if it's 30, but uh, well, it depends. Well, it depends on you
because I'm going to use 24. And if you think that
you're going to you can render it in 30 or baby
six, it all depends on you. But I think 24 is fine. Then yeah, just
click on download.
5. Import & Apply Mixamo Animation in Blender: Now just, you know, close your browser and
also save this file. Now create a new file, a new project, select
thegin delete it, and just save it and name it as, let's say, symbiote
underscore sin. So this file is going to be
our main project in which we are going to create the
holes oddit so now, what you have to do is
import the animation. The animation which
we have exported, we have exported it with screen. So we just have to
apply the textures. So first, let's just import it. And the file was like FBX. And if you go in the downloads,
this is the one, right. And if you play the shot, the frame rate is also 24, you know, in the
blender project. So as soon as the animation
is ending, I'm going to, you know, end the last frame
exactly on that frame. So it's going to be 61. And if you, you know, get your mouse in the time
and press Control plus T, you're going to see how much, you know, like the total
duration of the clear will be. So it's going to be two second, two second and 30 mini seconds. And, you know, in Mixamo, if we made T overdrive to
maybe much less than 15, it would have created a longer animation than 2 seconds, but I
think it is fine. So now we have to
apply the textures, but it is not
compulsory to apply the textures because
sometimes, you know, like in rare cases, you don't have the textures, but if you got the texture, then it is completely okay because if you go in the material preview,
I have the textures. But suppose you don't have it, what you have to do is click
on F then click on Append, and then append this three D
model and go to collection. And yeah, this was the one. So if you just input this one, and what you have to do is just copy all the
materials from, you know, this model
to our animation one. And yeah, that's it. I'm
just going to I'm just going to press Control B
that Okay, that's good.
6. Enhance Cinematics – Camera Setup & Shakify Addon: Now first, I just want a camera, which is going to be
over here somewhere. So press Shift plus A,
and then get a camera. And then press
Control Alt and zero. And this is going
to be our flip. And the focal length, I think I'm going
to make it maybe 60 or finits and depth of field. And I'm going to, you know,
use the settings later. But for right now, just make the focal length to e
then ad just the camera. Yeah, now it's
looking really good. Well, to add some, you know, realism, even if
it's just 2 seconds. But what you can do is use an add on called
camera Shaky P, and you can just get it from
Google's, go to Google. I'll just show you.
Just open Google and search for camera
shaky Spy blender. And you can get it here
in the Github website. And just download the zip file. And when you have downloaded
the zip file, clic on edit, then go to preference,
and then click on install from disk and choose the Zip file wherever it is. And when it's done,
it's going to show you in the preference step like this and just make
sure it is an N. And just go to camera and you can see the camera Shaki
fire add all here. This is just an optional step. If you followed, it's
completely fine. I'm going to use,
like, you know, the shake to the wedding because I just
usually use that on.
7. Introduction to IvyGen – Understanding the Tool (Part 1): I so now we are going to create the
venom imbute and for that, you're going to read another add on which is called IV curve. So if you just go to the dit, then preference and search
for IV curve or IV gen, you can see this add on. And suppose you don't get
this in your search result, then you have to
manually download it and just go to
Google again and search for IV Gen Glenda and click on the first link
and then click on Get add on. And click on Download. Download it from this as
I've showed you before, go to AditPreference and just
install it from the disk, select the Zip five
and that's it. And make sure you have
enabled that add on. When it's done, you
have to press and you can see that create and
here it is IV generator. But before we do anything
with the IV generator, I just going to show you
a very simple example. Let's do with a cube. Get a cube, and I'm
going to just change its position and then
increase the size a bit. Then select this cursor, and I think this corner
is going to be good. So just click on the corner. And then the reason why I just selected this
corner is because the IV, like let's say vellum symbiote. It's going to be, you know, start from this point, like the origin point. Okay, so this is going
to be origin point. Make sure you're unchecking the option called grow leaves
because it is very useless. We don't need that
because we are going to create venom symbiote, not any tree branches
or something. But now just click
on Add new IV. And if you can see,
this is the symbiote, but it is very, you know, short. So just press Control bus
Z In the max IV length, make it to pi meter. And then, again,
press Add new IV. And as you can see,
this is a symbiote. We can change the settings
again, control bus Z. Then let's say the
addition width, make it to maybe 0.5. Then again, click on add new IV. It is looking more like,
you know, 20 branches. I'm going to decrease it to maybe 0125 and click
on Add new IB. Et's just mess with the
setting and see how it looks. Okay, this one is also good. Um Let's Let's make it too fun and let's
see how it looks. No, it's not looking
good. Not at all. Maybe make it too. And
let's see how it looks now. Okay. This is looking really
weird, but it is fine. I'm going to, you know, change the max IV
length to maybe ten. And let's see how it looks. Oh, damn, it's looking
really good this time. Wow. Okay, so I think I'm
going to use this one. So when you are, you know, sure about what
you're going to use, this plus and, you know, just close that finder. Just close that
panel. Now what you have to do is select
Okay, I'm sorry. I've actually, you know,
selected this cursor tool. Just click on the select
box and then select the IV. And then go to the data object
data properties and here, just click on geometry, and in let's say depth, make it to maybe three. It is still looking weird.
Let's do one there. Let's add a modifier and select
the IV and the modifier, click on shrink Wrap
and select the cube. And then when you're done, make sure you are applying this. And yeah, this is exactly
how it looks now. But still, we have to mess
with some settings here. You know, don't worry
because we are going to use the same settings
for the spider man. But right now, I'm just
showing you how this tool works because it is very important for
this whole project. So we need another thing, which is called Bezire curve. So just press Shift lose
then in the curves, click on Bezire curve. And yeah, it should be, you know, see it
should look like this. And then click on the IV, go to the object data properties and in the tapper object, select the Bizarre curve. And if you can see
the size will, yeah, it definitely going to be, you know, look like this. But then it is completely fine. From the hierarchy, just select Bzarre curve
and go to tap, like in the edit more. Then select everything
by pressing A and then just
decrease the size. And as you can see, as
you decrease the size, the size of the IV
also decreases. Decreases decrease
it again just a bit. Yeah, just a bit, a bit
more. I think this is fine. And now just click any
one of them and just, you know, rotate it on the
xs let's see how it looks. Okay, it's looking
fine right now. Just go to the object mode
again and select the IV, then click on Map Tapper. And when you do that, then just click on
start and end mapping. And then slowly just
decrease the end. So basically, this is the
mid which I'm talking about. Well, it's looking a bit weird
because this is the cube, and it's taking the
exact, you know, size of the cube on the edges, which isn't looking
good right now. And it's fine because this is just a cube and
the final project, we are going to use
it on the character, which is going to be looking
really, like, aesthetic.
8. Advanced IvyGen Techniques for Symbiote Effects (Part 2): Suppose if you see this like the IV to be with low poly or, you know, some slight lines, go to the modifier
and search for smooth and increase the
reputation will be four. And then it should be looking, you know, better than before. For example, let's just go
to the object data property and decrease the
tour a bit more. So this is how the symbiote
is going to be started, and slowly, it's going to
increase and fill up the part. So this is how it's
going to be looking. And suppose, okay, suppose
you uncheck the map tapper. This is how it's
going to be looking. And, it's looking like
pipe or something, but it's not looking
like simpio. So please make sure
you have check this box called map Tapper. So yeah, this is the basic. This is how you can
just create any symbio. And in the materials preview, you can just, you know, create a new material
for the Ivy and just name it to symbiote, make the color to black and
decrease the roughness. Stop. And yeah, this is, this is the way you can
create the venoms and beer. So now I'm just going to dilate
this and the cube pulsa. Now we are going to, you know, create the IV for the caret tub. But there's something which
you have to, you know, keep in mind because, you know, the ivy can't just change its like the size because
let's suppose, let's just, you know, I'm
going to teach you something. Let's say we get the
symbiote to, you know, like, you know, this is
going to be origin point. Like, just imagine this is
going to be origin point. The symbiote is
moving like this, this and this way. And, you know, like the um i the symbiote is going to be looking like
this just for a single flame. So if the spider
if spidermn moves, this is how exactly
the IV is going to be. The symbiote is still going to be in the same
place like this. Now to solve this, we
have this, you know, very easy and budget
friendly method, but it's going to be, you know, reveal a lot of mistakes. So you have to do this, you know, thing very carefully. And now you are going
to ask me how to finally just apply the
symbiote to the character. But for every frame,
not just for one frame, we want the IV to be moving
with the character, right? So how are you are
going to use that? And for that, I'm going
to show you one thing. Let's say, okay, let
me just delete it. Let's say, this is a bone. There is a bone here, like this. So this is the bone, suppose. So we are going to create
many IVs, not a single one. So suppose we create an IV, like the symbiote here, with the origin part here. So it should be going like this. You know, just till
here, not about this. And then what we
are going to do is, um in the constant, like in the object constant, they're going make the IV move
with the particular bone. And the bone which we are
going to select is this one. So the way this bone is
moving or rotating exactly, it's going to copy
the exact value of the rotation or
position of that bone. So the IV will just copy the rotation and position
of the particular bone. So you know, the IV
won't change its shape, but it will just rotate
and move with the bone. So it will look like as the IV is sticking
on the character, but actually in reality is not. It is sticking with the bone, and we are going to create
a lot of IV like this. So it just stick with
the particular bone and move with it
and rotate with it. Now, this was just the theory. Now we are going to
actually create the IV.
9. Design Symbiote Tentacles – Creating Ivy Curves (Part 1): Select the armature,
then we go to the Vpu disp and turn on in sn. Now you can see
the bones, right? Now, let's say we want to create a symbiote
effect from the back. So what we can do is, get the IV collision to
here somewhere and then present and select
the three D model and brass add new IV. Now, it has it has got some ivy, but it is not looking good because the length is too much. We want to make it
maybe four meter. And let's see how it looks now. Okay, this is looking good, maybe about five Okay, Pi is also looking good. No problem with that right now. Okay, so the IV is
looking perfect. We're going to, you know,
individually ddt every IV. So first, we have
created a single IV and, you know, please
make sure that you don't change the light. Just don't run in the
timeline because it's going to be mess up your SMV out. So just press control that. If you have accidentally
or by mistake, you know, change the framing the timeline. Then click on the IV, then go to Modifier and
add shrink crap Modifier. And for the target, choose
your three D model, and then press apply. Then what you have to
do is select the IV, then go to constant
and select child off. Now, first you have to
select the armature, and this is the armature
and now for the bone. And actually, we don't know
which bone we have to select. And if you just, you
know, pay attention, I know the origin of
the IV starts here, but the IV ends somewhere here. So we have to select
a mid part for that. I think, I think this
bone or maybe this bone. Maybe one of them
I'm going to choose. Maybe this one or
maybe this one. So for that, just
select the armature, go to pause move, and then just search for
the name of the bone. So suppose I'm going to, let's say, use this bone. So the name of the bone is spine two. Just
skip that in mind. Then again, click on
IV then constant, choose the bone to spine two
and click on select Inverse. So now, if you see it is
moving with the alenter. But in the first in the few frames, it
is not looking good. So what we can do is
increase the size of the IV. And for that, just go to
object data properties. And for the tapper object, just select bizarre curve. And actually, this
is just, you know, getting a distractions,
unchecking this in front just
for right now. And click on Map taper and for the material,
let's select symbiote. Now I want, you know,
increase the size for this. So make the depth
to maybe three. And if you can see, we
have increased now, we have increased the size, so it is looking good right now. See? It is sticking
with the Rmture. There are some mistakes here, like if you can see
from this angle, if the spid moves, if you can see this head part, there is some problem with And we can solve that by
creating some more IV. And that way we can just
deal with this issue. Now, let's say we
want another IV to be starting from the
left end. Okay. So again, click on in
front and let's say, I'm going to start with with
this position like this way. Collect the three D model, that's N, then click
on add new IV. But this style, I'm going to select the length
to maybe seven. And then I'm going
to read the IV. The IV is, you know, taking over the
left shoulder part, which is continuing to, like, not his full head, but like the half of his head, it is covering from symbiote. I think this way, we can, you know, cover the
mistakes of this IV, and, you know, you just
have to pay attention and, you know, carefully follow
this step. That's it. Now, again, they're going
to use the same method, and let's just add
shrink wrap modifier, then select the model
and click on Apply. Okay. Now in the material, let's say, it's like the Imbute and object data properties like the Bzi curve and
choose Mat apple. Then increase the
depth to maybe three. In the constant like child
off, select this armhre. Now for the bone,
again, select the bone, pose mode, then find this like the name of
this bone which is left, um, and I'm going to use the
same, here it is left arm. Now, you click on satins. Now, just hide this bone and let's play the anus
it's not looking good. And the reason is because I guess I've selected, you know, this bone, and maybe
I have to select a bone which is like
middle of the symbiote. Let's sent press that in the maybe if I, you know, slide this
one or maybe just one, one of them, it
should look good. In the pose mode, let's
just find a name. The first is left
shoulder and the second is left
shoulder and neck. Okay. Can get constratF left
shoulder, which is this. Now, we play the animation, it's not looking
good, to be honest. No, not left shoulder,
but let's neck. Select inverse. No. The neck
is also not looking good. So what we can do is delete
this IV and create a new one.
10. Refining the Tentacle Growth – Creating Ivy Curves (Part 2): Uh, get the dos
cursor to somewhere like you can say a press N, then get the max IV
length to three, like the object and
press at new IV. Okay, now it should look good. No. I want the lend maybe four and let's
see how it looks now. Okay. Okay. No, it's
not looking that good. Let's just target. You know, es target this bone.
The name is spine two. Okay. And then spine two. Okay. The other
one is spine one. Let's target spine one. I'm going to make the
origin to somewhere like this and get the length to pie, select the model and
brass add new Ivy. Okay, now it's looking good. Now follow the same
steps as before. String crap, select the
TIE model, as apply. Now, add the symbiote
material in the constraint. Select child off, select the armature and select spine
one, select set inverse. And now you have to change the settings in the
object data properties. Choose Bezar curve
as tapper object, turn on map tapper, get the depth to maybe three. And now, if you see, yeah, it is finally
looking good. To be honest, this is
the, like, you know, most complicated
and toughest part of creating the project. Because when this
is done, you know, it's very easy to
create the lighting, you know, the background,
like the CD image, it is completely
like it is so easy. This is the only complicated
part of the whole project. I just want you to just, you know, pay attention to me. If there is something
you don't understand, you can just ask me. And I will try my best
to deploy you very soon. Now, just hide the
um, hide the bones. And then the camera,
let's see how it looks.
11. Animate the Ivy Curves (Part 1) – Making the Symbiote Move: Let's just try to
animate it, okay? So first select this one and how we are
going to animate it, this is the start
and end mapping. Just make it to zero in the first print then
power your mouse here and press I and on the frame 50. No, not on frame 50, make it to one and press I. So now you see, this
is the venom symbiote. Now just do the
same for this one. Go to the same 50, make it one, press I. Man it is looking really good. Like, you know, I just
love this venom imbued. I don't know why I just have
this obsession with it. I'm going to create
more IVs, you know, for the hands and for the
face and also for the chest. But to be honest, this
is looking really good.
12. Animate the Ivy Curves (Part 2) – Enhancing Motion Realism: Now we want some
IV, the right hand. So let's just see
which bone we can use. And I think I'm going
to use this bone. And the name is
right forearm, okay. Right? Forearm. Or maybe
let's use this one right out. Right arm, I think it's
going to be good right out. And start DIV saw here at IV. You know, I want the
length to be maybe seven. Yeah, L it is looking good. Now follow the same
stack shring crap, then apply it, add
this imbued material, then in the constrant. Select the RmchR, then select. What was the name?
Right arm, right? Yeah, right arm, select satins. Then in the object
data properties, select Bzarica and
click on Map tapper, get the depth with three. Oh, God, this is the
thing you create. No, it's not great.
No, it's not. I mean, this part is not great. I guess I have to tail it this. I'm going to tilt
this one and again, create a new one, but make the length to
M four this time. Okay. Four. I think four is fine. Yeah.
Follow the same step. ShrinGrapemdel, and apply. Gandy venom symbiote material, then object constraint, R major. What does the name right, um, right, um, and then
select inverse, then object data properties, Bizar map tapper, depth two, three, and how it
should look good. Seriously should look good. Okay, this is a thing
which we can deal with. Like if you can animate it, it's going to be,
you know, okay. Again, from frame
one to frame 50. And as you can see,
this is how it looks. There's not much problem
with this scene right now. I mean, yeah, this
part, you know, it is not properly
sticking with it. But from the camera angle, it is not looking,
you know, bad. I think it is fine. Now I want some symbiote to be
start from the chest. For that, I'm going to, again, see some bones, and I think as
camera perspective, I think I'm going to
go with this one. And the name or
the bone is spine, like just simple spine. Okay. Just started from here. And then create a new IV, but let's get the
length to maybe six. No, no, no, no, no. It's touching the face. So maybe five Globe. Four I gs, and let's just
change the ivy size to 0.04. And let's see our lobes. It shouldn't touch
the phase because it is going to mess
a lot of things. Let's just make the length to 8.5 and let's
see how it looks. Okay, it is five nines. No, but let's just make
the IV size to 0.03. This is good.
13. Animate the Ivy Curves (Part 3) – Finalizing Animation Details: Follow the same step
as before ideal. And child of nature
Dan pi select inverse, the object data properties. These are curve map
tap, tap Capare. Okay, it's looking
good. Lenses animated. I think I'm going to, you know, from in the start, the spidey is showing his back. But as the scene moves, he's turning back and
showing his front side. So I want the symbiote to be starting somewhere like
frame 30, let's say, and make the end to zero and
add a three frame and in the let's say 60
frame No, 61, right? Yeah. The last is 61. So in that frame, I'm
going to make it one I. So this is how it looks. Nope, I think, start
with frame 20. Nope, it's not looking good. Ended with frame 50, but I think I'm going to
start it with frame ten. Okay, now it is looking good. And now I finally want
some IV for the face. And I'm going to
choose this direction, and I'm going to use
the bone called spine. Mostly, I'm going to use No, no, no, not spine. I'm sorry. I mean, the neck the neck bone. Like this one. I think it's neck. Yeah,
it's the neck one. So Okay, let's just um
start the IV that's. And Add new Ivy? No, no, no, not at all. It's really not looking
I don't know why just, you know, getting on the
top, you know, upside. I want it to be here,
like, you know, moving from this
side to this side. Maybe just change the
addition to 0.02, and let's see how it looks law. No, not looking good. I think 0.05 was fine. And the IV size to 0.02. And let's see how it looks law. In the same problem. Then maybe get the curser to here and
let's see how it looks now. I don't know why this is
the most toughest part and a bit irritating too. Like, trust me, if you just
keep changing the settings, we can get some
different results every time. Which is good. Okay, this is fine, I guess. We can add another IV
on the other side, but for right now, this is fine. Follow the same
steps again, g crap. Then model apply. Then I'm symbiotic material Bezera mapper, depth to three. No, I think the depth. Two is fine, I
guess, two is fine. Now Ostrand child of
armature bone set to neck. I was left in mass. It is looking really bad. So much. Like, I don't know what
to say exactly for this. Let's just delete this.
Okay. Just deleting. Let's start a new IV
solve somewhere here. And let's see how it looks now. I think I have to increase
the addition to maybe one. Let's see how it looks now. Okay, yeah. This is looking good. This is looking really good. Let's just make the length
to three and add new IRE. Maybe the length four
should do the work. Yeah. But maybe now. Let's just increase, decrease it to maybe 0.02,
and that's how it looks now. It's just not good. I
think this is good. Follow the same steps. Just follow the same
step as I did before, and it should be fine. Now in the camera, if we play the animation,
this is how it looks. And it is looking good, and there's not much problem. Actually, we need
to add, you know, more IVs in the scene because these are not
enough right now. You know, this step like
it's an obstle step. You can do it by yourself. Well, it all depends
on you and follow the same step as I did before,
and it should be fine. And when you're done,
you can follow with, you know, other lectures.
14. Set Up the Background Image – Placing the Cityscape: Now, first of all, just
select all the IV curves and press on your keyboard and
click on New collection. Now just name your
collection as IV underscore curve so
that it's easy to, you know, just look
out for these IVs and, you know, just try to
arrange them properly. So you don't have any
confusion in the hierarchy. So I did I have created
some more IV curves, and this is how it looks. I'm showing you the viewpod like the viewboard display because if I go in
the material preview, it's going to be very lacky. So I think this is
fine right now. So this is how it looks. And to be honest, this looks really good. And we just have to focus on
the camera frame. That's it. So now, basically, the symbiote
part is completely done. We are not going to
create any more IVs. So now let's just
move ahead with the lighting and the
background part. So first of all, we'll open
our browser and go to Google. We'll search for something like CD Lite wallpaper
or something like that. And let's go to
Images and let's see, there are a lot of wall papers, but I want something
to be looking, you know, it should blend
properly with the scene. So I've downloaded
two wall papers. So let's see which looks better. And I'm just going to, you know, input it as clean, from the mesh clean option, and then I'm going to
first find where it is. So I have these two images, and I think mostly I'm
going to use this one and increase the size and
yeah, move it like this. Then increase the size once again like this because we
have to make sure that it, you know, like it has the proper size to just make it look
realistic. That's it. It doesn't matter if it's HD or not because it's going to get covered by depth of field. Okay? So do not pay attention to that. Just change the position
like this so you get, I'll just explain you what
I'm talking about right now. Just try that, you know, there should be there
should be sky like this and there should be a plane
of s like this. Cities. You get my point
what I'm saying? So, this will give
a feeling of as if Spider Man is on the terrace
and is looking at the C. And to create that proper look, we have to, you know, properly position,
the wall paper. And I think this
would look good. And now we'll do the
lighting part, okay?
15. Lighting Setup – Adding Realistic Illumination: We'll do the lighting
part, and for that, just, first of all, get an area light. Increase the size, rotate
it on the X Xis like this and move it like this and make it to
front of the spada man. So it gives us the outline. Let's wing the render
engine to cycles, and then make the device. To GPU compute. Okay, it's getting
laggy right now, let me go to the viewport. Okay. Now in the viewport, change the max samples to ten, and for the render,
also make it ten. Now the noise
threshold, make it 0.5. And in the viewport,
do the same. And make sure motion blur is on. And yeah, that's it. And now, change the
power of the etait, Let's try and make it 50. I think I should rotate it like this and make the
power to 200 now. Okay. Now, it has
started looking good. And then duplicate it, then move it like
this on the XS, then rotate it like this. So we get the outline,
both of the sides. Like this, which will look more realistic
because, you know, because what our goal is is
to show that the Spider Man is on the terrace is
looking at the city. And, you know, basically, these highlights are
just the city lights. Like Um, if you watch any movie or
if you have any reference, something like that, then then you would understand what
I'm seeing right now. But let's just skip it
this way right now. Just now select your wallpaper
then go to the materials, and I think we should edit it in the shading
open the sharing tab, then in the camera view, go to render and also
click on Render regime. So you just render this
part only. That's it. And I think I should move
the camera to be like this. Okay. What you have to do is
just get a emission shader, then connect the color node to the image texture,
well, that's it. And yeah, you have to increase
the size of the iat also. So make it maybe 500 and
same for the other one. And yeah, well, there's
something more you can do, and that is, you know, change the direction just a bit. So now as you see, no, you don't want it to be like
this. Let's do one thing. Just some subtle
rotation and position. Like you know, subtle change of position and dam that
this is our looks. Okay, now add a point light
and make it like this. Now, make the power to
maybe 50 let's 100. No, let's make it 200. But, um, get it, you know, like
addiction like this. Make the power to maybe 100. No, I think 200 is fine. And now go to camera and
turn on depth of film, and then select Spader Man
and make the F stop to one. And damn, now this is
looking cinematic, okay? Now it's looking
really cinematic. And now for the
blades, make it eat. Now the ching the
rotation to too. And if you want, you
can just even decrease the astop to maybe
0.5, let's say. But no, I think one is fine. Or maybe 0.8. Yeah, 0.8 is good. How about we make the
rotation to zero? Or I think two is fine. And yeah, there's something
more I want to do, and that is change
the resolution, change the resolution
for both of them. If you want, you can
just go ahead with this resolution or if you
want a cinematic resolution, change the resolution
X to 2,100 and make the Y resolution to 900
and zoom out just a bit. Like a. And I think ten B was fine. Yeah. This one is fine, I think. And first of all, let's render a single freme let's see how much it takes
to render a single stream. And it's almost done. Okay, it's done. It took 9 seconds to render
this streame. Okay. I think it is fine.
16. Compositing in Blender – Blending Everything Seamlessly: Now we go in the compositing
tab and turn on use nodes. Then slide them down and rest shifts and get the viewed node like this and then
connect it in the image. So now we can
composite our render. First, let's add lens
distortion because it is the most realistic
thing you can ever do in compositing
and click on fit, then just change, you
know, dispersion to slide. Let's make it 0.02. I want a bit more. So maybe three. Okay, three is fine because
I can see the edges, you know, the
chromatic aberration. Now, time for algeB curves. You can drag them
away if you want. And if you want to zoom in, press all plus V, and if you want to zoom out,
just press B. That's it. And now let's see if we decrease
the contrast just a bit. No. I won't prefer that. Maybe increase the
blue just a bit. Yeah, that's good. No,
increase the green. Let's increase the green. It's too much Is. Decrease it just a bit. And let's increase the red. No, decrease the red just a bit. Okay. Now it is getting
that cinematic look. Let's just slightly
increase the green. Okay, it's too much right now and increase the blue
also just a bit. Okay. Now, as you
see, this is our. And it's looking good. Now I want to add some
glass like basically bloom effect and change
the strip to fog glow. And the only thing
which you have to focus on this setting right
now is just this threshold. If you make it 0.1, it's going to give you a lot of, like, the glow basically. And if you make it two,
this is how it looks. And I think like 0.1 is looking good because it matches with the
scene because if you see, um, there's this, you know, um, highlights on, like
the border outlines, you can see, and also the glare, which actually blends
very well together. So I think this is
the perfect look. Let's move ahead
in the timeline, something like wait
wait a second. How about we yeah. And now let's just render frame
and see how it looks with the symbiote this time.
And let's just wait. Okay, it's rendering and I
can also see the motion blur. Well, the motion blur makes
it even more realistic. But the motion bla is
too much night now too. So I had to, you know, change the settings
in the render properties. So basically, if you
decrease the shutter, it's going to decrease
the motion blur. If you increase it, it will
increase the motion blur. So let's just make
it to 0.0 0.29, let's say, and render
the frame again. And this time we'll
get less motion blur, and that is what we want, right? Okay. Okay, this is
looking final great. But I think I have to decrease the air a bit because
it is too much. So let's just make it, 0.5. Let's just render the frame. Okay. Now it's now
it's looking good. And, you know, just in guess, if you want to replace
the wallpaper, let's hide it right now
and get another wallpaper, just to check which
one looks better. And this time, I already have
a blue themed wallpaper, so I can use that very easily. Let's just, you know,
move it like this. Okay. Let's just render
it and see how it looks. I think it's okay. I
forgot to, you know, do the emission shader
in this new wallpaper. So let's just do principal
BSES add emission shader. I think the color node
to image texture, and now just render the image, and let's
see how it looks. I think it is looking good, but let's just wait
for the compositing. And Okay, even this looks good. But let me just adjust the wallpaper in
Big fat like this. This is actually, you know, matching with the
background also. So I think this is fine. And let's just move it
in the timeline and let's see which frame
would look even better. Okay, let's just check out this image because now we have the SymbuteT
is looking good. Trust me, this is looking good. So, well, you can use
any voleper you want. And now, actually, I
think I can go with this one because this
looks more realistic. I don't know why,
but I just love this voleper so I think I'm going to go
ahead with this one.
17. Render Settings – Preparing for the Final Output: So yeah, when this is done, let's just move ahead
with the render part. And we've already changed the render samples
and threshold, but there's something left
in the color management. Let's just, you know, change the wave transform to standard. And now, if we render the image, the look will be different
from what we saw last time. And you have to always make sure that, you know, the color mode. Like, you have to always
make sure that it is always sat on standard, not on AGX or something else. So this is the proper
final look, you can say. I think I have to, you know,
increase in the composite. Let's increase the
green just a bit. I think I'm just going to
increase the look just a bit. That's it, and decrease the ad. Okay. I think this is fine. So now, click on the
output properties, and you have to
create a folder here, and let's just name it PD manse piden man
underscore frames. And just open the folder
and just, you know, type here, just
make it like this. A name it like this frame,
underscore, underscore. So whatever the number
of the frames will be, it will show you like this. And just click on except and
make sure the file format is set to PNG and
color management is, you know, selected
to follow San. And yeah, that's it. You
can now just move ahead. Let's render and press
on render animation. And so that is it
for this class. So if you really liked it, then, please give a review. And if you have any
problems any queries, you can ask me, I'll try my best to help you
with your problem. So thank you for joining.
18. Introduction (Part 2) – What’s Next?: Hey, I hope you
enjoyed the course. Well, I thought that, you know, I should add something
more to the course. So here is the bonus
section for you. I know you have already
computed the first section, and if you haven't computed it, first complete that because in this section, in
the bonus section, you are going to enjoy a lot
because you are going to create something similar
to the first section, but it's going to be
looking more cinematic. So let's bacon.
19. Finding References from Pinterest – Gathering Inspiration: We are starting up
with our bonus scores, and first, what we need
is the Spider Man model. So we'll just go to sketch Pap, and then we'll search
for Spider Man. I already have that, and
I think this time also, I'm just going to use this model only because this
looks really good. Like, the texts are
very realistic. So I'm just going to
download it in FBX. I think ABX will be okay. Sure. So let's just download it first. It will take a while
and till then, what we can do is we can start, you know, creating
like the bedroom shot. So if you have seen the movie
called spada Man three, there's this similar
shot in which, you know, like Toby Magupadamns
like slipping on the bed, and it's like nighttime and slowly the venom symbiote
starts to approach him. And we are going to create
something similar like that, not 100% like that,
but something similar. And for that, we first
need a reference. I'm just going to keep
this downloading. And in the new tab,
I'm going to open Pinterest for the reference, and AlSaCPi three movie banner. Yeah, this was the shot, but I just need some
references so I can properly, you know, like,
create the bedroom. Let's just use this video. Okay, so this is the first shot, and I'm gonna just, you know, screenshot this. And let me see if there are other
shots of the better. Okay, I just gone
the rough idea, and we can just use
this, you know, single like single shot, and we can just, you know, create our own because, you know, if you
see in this sale, there are mostly books and
some furnitures right here. So we just have to
create that only. We don't actually have
to model everything. We can just get the free
assets from Blender Kit, and that will be very
time saving for us. So model is the model has
also been downloaded. So first, what we can do is delete everything and
save the empty project. I'm going to say here. Let's name it Spider
Man bonus section.
20. Create the Bedroom Scene – Modeling the Environment: Now let's do one thing. Let's just create
the bedroom first, and then later on, you can just, you
know, add Spider Man. So first, we need a bed. And by the way, I'm going to use this add on called Blender kit, and it's not actually
built in with blender. You have to download
it separately. And you can just, you know, search on Google how to download Blender kit, and that's easy. And then you download
it, you have to input it and install it. And when you're done, you will find this
window right here. So in the first step, it's like, it will search for
three D models. So select it and then search bed and make sure you have
checked on this box first. We did a signal there. Um, Okay, this one looks good. You can use this one too. And let's see if
we can get some. Okay, this one is also good. It looks realistic, at least. This one's also good. Mm I think I'm going to go with I think I'm
going to go with this book. And the reason is simple because this looks really realistic. And in the texture pot. Okay. This actually looks realistic. So you know, the spider man
will be lying over here. And that will look really good. Now, I have to create
a plane like this. So this will be the
bis of the bedroom. I'm going to increase the size. Okay. And now, if
you're seeing this, have some furniture, some lamps, and some books, and a
chair also right here. So first let's get a chair. And This one looks good. I don't need an office chair. Okay, this might also look good. And, you know, blinder kid add on is
actually really good. I'm not doing any paid promotion
or something like that, but it is very helpful. You know, if you want
to save a lot of time, this add on really helps it. I think I'm going to
go with this one. I'm going to place
it right here. And then increase its size. And slightly on the Z xs, I'm gonna rotate it like this. Just don't make it
proper straight, okay? Because, you know,
if you want real, you have to show some
kios a type of kios like, you know, imperfection
in a very simple world. Be imperfection, it
just looks real, you know, three world. If we just try to
create anything, please add a kind
of imperfection because it just looks
very realistic. S rotated slightly like this. And I'm going to keep
something on the chair, maybe book or something. But let me just first
add some furniture. And I I need something
to place the lamp here. So I'm gonna pass get the
chair just like this. And now I can add let's
search for a table and Let me to search for a lime. Maybe I'll find a with it. Um I can't find it, ma'am. Let me just search
for people week. I actually don't know what
we call this, maybe draw. Okay, this looks good. I'm going to appraise
it right here. And then I'm going to
increase its size. Get it like this. Just move it like
that, and we can just, you know, place a lamb on that. Now search for Lamb. And we need a very simple lamb, so just search for it. Okay. This looks good. I'm gonna place it on
top of the drought. And now I'm gonna increase
its size. Like this. And now, I need another
furniture or idea. I'm gonna search for ward draw. And this looks go. I'm just place it
somewhere here. Then I'm going to
increase its size. I'm going to move it on the
X xs, just a bit like this. And, you know, on this area, there will be the window from the light, you know,
which will come. And yeah, I think this is okay. Now we need some books. So search for books and
search for, you know, which are like, very,
very irregularly leased. This is also good, but
I need books with, you know, realistic textures. So let me go see where
I can find that. This looks good. I'm going
to place it like this. Then increase its size. Rotate them like this. Okay, they should
also do the job. I'm going to place
it somewhere here, I guess, increase the size, rotate them a bit, move them slightly here. And Let's add some book
on the chair also. You know, it should
look like this is like the empty chair doesn't look good,
not even realistic. So we need something for that. Okay, I can use this. So mostly it's done. Okay. I think this is
fine for right now. And if I feel like, you know, changing something or adding something, I can do it later. For right now, this is fine. Now what you have to do is, click on the plain
and go to Edit more. And then get this, you know, line somewheer like this because we are going to extrude
it and make it a board. So keep that in mind. Do the same for this one.
Make it something like this. And for this one, because in our camera
will be right here. So I think I'm going to
increase it like this. And this one, too. And I think this looks good. Select the three line and press E on your keyboard and
extrude it on the Z axis. Extrude it somewhere
like in this sg and now select this phase and press Control plus R. Now we are going to
create a window. So I think this would be good. Yeah. So when you do this, you can have this, you know, little paste here. So press, heat, and extrude it outside just a bit slightly, and then just delete the face. And now you have the window.
21. Texturing the Bedroom – Adding Details for Realism: We can add textures
for the bedroom. And it's simple. We just have
to use two textures here. The first will be for the ward and second will be for the Ps. So first create a texture, and then name it as Base, then create another texture, name it as what? Now, select the
base first and in the second tab search
part let's say, I mean, okay, let's
just make it wooden. So search for wooden legs
and there are good ones. Like, there are a lot
of good ones here. And I think I'm
going to, you know, make the bees a dark color in the balls will be light
color because it just looks. Um, let's just use this for the Bs and we might use
this or this or the balls. First, we are learn
to, you know, yeah I know we can
see this TV okay. And select everything. No. Just select the Bs and
press U and then press C. And you will find
this. Now go to UV Editing and get
your cursor here, then press Z and get your mouse here on
the material preview. Then zoom out, select
the three phases, and then increase the size. I think I'm going to use. Okay, this is sins. Yeah, this is Sig. And now we are going to use different
texture for the wall. And now for the wall, we have
to select everything and then deselect this
base right here. And then make sure you
selected bad and press a sign. And now we need
texture for the wall. So for that, again, we are going to use this add on, and let's look for a lighter color wooden flint
and let's see how this look. No, this doesn't look good. So I think I'm going
to go with this one. Oops. This doesn't look good. Nope, this doesn't look good. I'm gonna maybe Let's see guess. I think this should
look good. And now. Okay, this would look good. Then just go to UV Editing and just encourage
the sides like this. You don't have to, you know, pay much attention on the wall of the best
because we are, you know, mainly focusing on the bed right here
and the spider man, which will be
slicking on the bed. So it's fine if you, you know, mess up with the wall because we are not going
to focus on that much.
22. Mixamo Animations (Advanced) – Refining Motion: So the texturing part is done. Now, we need spider man. So we are going to, um, you know, open a new general
project delay temporize. And then we are going to
import our Spider Man model. So now I can import it, and I'll just make sure
that everything is fine. So later, I can just, you know, input it mix some and get some
animations for that model. I knew this will be like this. I'm just going to first
select the model. Then in the modifier, I'm going to just press
on this, cross pattern. And then I'm going to
just delete the RMH. It was linked to the Rmture that pi the model got deleted. I'm going to press ConduZ. Then I'm going to, you know, select this model
and press plus E and set clear and
keep transformation. Then if I delete the armature, we have this model with us. And then we can just, you know, make the
rotation to sudo. And here we have this cue
it model of pedament. So in the texture, if you see the texture isn't
good right now. So wherever you see the
pink textures here, just, you know, go to that
and set this extra. Kim doing that. And slowly, you will see that
the textures are finally sardine
to see like this. So we have this model, select
the model and go to file export export as FPX
and in the path mode, select copy, then just select on selected objects and click
on this button because, you know, it will also copy the texture of
the three D model. And now downloads
and in this folder, I'm going to name it
as Wide Man without. So I can know that this model is without because
we are going to apply a k and animation on
this model. So the save it. And now you have
to open mid Sam. So first open Mixamo. So when you open Mix Summer, you just have to first
import your character, and this mixer is still
loading. Okay, it's done. Now, just click on
Upload character. And just find yeah, this one, Spider Man
without Rick. Now open it. Okay, instant. And
as you can see, we've exported the texas also. So we are seeing the
texas right here. So make sure the orientation
is fine and click on next. Now select the chin, then select the wrist. Just try you don't mess this step because it's going to affect the animation, too. And if you find any problem
with the animation, come back to this
step and do this, you know, like,
properly do this step. Because if you mess something, like if you mess
something in this step, it's going to mess
up your animation. And we're just prey for next, and it will, you know, start its processing,
and soon you will find your Rick the animation,
search for sleeping. Okay. This looks pretty okey. Okay, then I'm going
to use this one. Then I'm going to you can
download and download it Bitsca Okay, it's done. Let's save it and it
will take about two, 3 minutes to download. And until then we can
save this project because Let's name
it Spide M Model. And now we'll open last project. And, you know, until
the download finishes, we can just, you know, see where we want the camera
to be first put the camera. Uh, and brass control
all ten, zero. Let's just focal
this, I think, fine. I can't just change
the focal length until there is this
subject in seeing. You know, actually, what
I'm creating right now is from my YouTube video. I actually created both of them. So the first section
of the course which you have seen is this one. And it was something like this. So this was the thing which I created in the first section. And now in the bonus section, I'm creating this, this one. So we are going to create
something like this, and I actually rendered this
in EV using SSDI plug in. Let's just import the animation. And I'm gonna move it like this. Let's edit it from the top view. I think I have to, you know, do something
about this because, like, a Spider man is, you know, that will be good. I mean, I would've be
able to, you know, use this angle because the you face is overlapping
with the blanket. Myb I can yeah increase
the size like this. And if I add it like this. M This looks okay. Now, if I select the RMH
and process like this. Control all 100. Now we can make the resolution X to two and 00 and
resolution Y two. Time. Then I'm going to move it with the
camera like this. Then I'm going to
vocal en 50s eyes. Now I'm going to use
the depth of film and select the three D model as the mean object and make
the Fstop to B B A B one. Okay, looks good. Make the blades to eight, rotation to two. Then it's fine. Add a little camera
shake five and make the preset to the wedding. And now you see it looks good. The camera shake
is still too much. I'm going to decrease
the influence to maybe yeah, this much. Like, half of what
it was already. Now, if you see
there is, you know, a very little amca shake,
and this looks good.
23. Lighting for the Bedroom Scene – Setting the Mood: Now here comes the
lighting part, okay. So for the lighting, we are
going to use volumetric, but first we need to
add a lighting, right? So first, I think I'm going
to go with area light. And I'm going to move it
here and increase the size. And then I'm going to
rotate it on the Xis like this and get it
closer to the window. And then I have to check
the, you know, power. So first, what will
I need is, you know, make the, you know, strength to zero the
world properties, and now go to the, you know, And you put
shading, whatever you say. And then, make the
power to let's say 100. It's still not enough. So let's make it, 500. Uh, One sign. Okay, we are in EE right now. I forgot chat. Okay, make it 100 and
then switch to Citles. Mm, I don't know. I still looks the same to me. We can mean the
power to 500 now and see how it looks. I don't know. I just don't get the sunlight. It's not sunlight, but I don't get the light bounces here. So I think I have to
change the position of the area light and rotate it on the xx like this and move it
a bit like this. I think you should do
the job right now. Uh, No, it doesn't look good. Let's just, uh,
change the rotation. Rotation X, yeah. Let's just make it to zero. No. Let's make it -90. So we are canning this
straight like Mo. What if we make the
power to lex, 800? No. We can do one thing. We can just light to 400 and we can use a point light or maybe
another area live. So get another area
light and let's just rotate it on the Pi xl this slightly and
move it like this. And then if I try to make
it red, it would look good. I need to see the camera. No. We can't see we can't
see pida mal right now. So for that, I think I think
I need another area light. So I'm gonna add
another area light. Move it like this
and somewhere here. No, I think it's fine
because, you know, actually it's nighttime, so I think this should look good. What we can do is
add a point light of yellow or orange color to, you know, show that
it's from the lamb, but it's not actually
from the lamb. So we can add point light. And I'm going to, you know, pat this point light. And y. Okay. Now, if I try to, um, si make it 50, but I'm going to make the
colour to something like this. So if I see, Okay. I mean the power
to let's say 20. I don't need a lot
of, you know, light. Cs in the psych, like in proper in the
um bedroom short. I think it is I I think
this looks good right now. And maybe I can make it. No. Slightly like this. Let's make the power
to 30 or maybe 80. No, 80 is too much, I think, 50. Okay, 50 is good. This look good. And now, if we add polymetric,
it would look good. So in the shading, just hear
me out carefully, okay? You have to add volumetrics
only after you add all the lights because volumetrics is like the
final step of the lighting. Now we have to add a cube, increase the size and in the object properties,
go to visibility. We put visibility and
make it by render dap. Then create a new material. Let's just name it
to B and delete the principle PSDF and add principled volume and make sure you are connected
it with the volume. Now, just make the
isotropy to 0.5 and five. And make the density
to somewhere here, then slightly try to
decrease the density. Let's first Itzo 0.2, and I still don't see anything, so I'll just use 0.05. Now I can see things side. And let's say I increase it to 0.02 and go to
the camera view. Hmm. This look good? How about? I just we get 20.08. But there will be
a lot of volume, so it might not look good. That just render this
single frame en. Let's see if it
looks good or not. Oh, the samples are like 4,000. I don't need 4,000 samples. I'm sorry. I just
forgot to teach that. Uh what you can do is
make the MAX samples to, let's say, ten, even
though I have RTX 40 60, I'm still going to
give ten heaps. Now, a seal that it
and see how it looks. If a single frame
will cause, you know, like 25 or 32nd, I'm going to decrease
the samples. Okay, it takes 25 second, and the quality is, you know, the lighting
just looks good. What I can do here is
I think this is fine. Like, 25 seconds is fine, okay? Because if I, you know,
decrease the samples more, it will, you know, mess up
the quality of the image. So I think 25 seconds is
fine with ten samples. Change the color of the alight. And for that, let's go to the redder tab and let's
here here it is the area, the window and slightly
make it bluish. So it would look like as if
it's in proper night tie. Hm. This nos. This was the was
the last render. Now, if we try to render it, and let's see how it looks now. So the render is done, and I
think it looks really good. And later on when we add the symbiote and
everything is done, the final set will be
the composite in which we'll change the settings
in the RGB curves, and we'll add length
distortion and pretty much it would
look really good. So I'm going to keep
it as it is now. So lighting is done,
texturing is done, and now we can finally start
with the symbiote stuff. And we can start, you
know, adding symbiote. And, you know, what's the
best part of adding symbiote in this is that
if you, you know, play the animation, and
if you closely see the, you know, Spider Man, there's not much movement. You know, it's like he's
breathing, and, yeah, that's the only
movement you can see, which is even, you
know, barely visible. So I think, you know, if we add Simu, it's
gonna look really good. Like the first section
because there were a lot of movements because Spidemn was running, you know, like this. And in this in this, there is not much movement, so symbiote would look good. So let's start with
the synod part.
24. Multiple Camera Setup – Creating Engaging Angles: Now in this lecture,
we are going to create the venom mbo. So for that, what
we have to do is, first, find the proper
bone to which you want to, you know, attach
the venom beard. So let's go to the pose mode. And if we see it like this, we can, you know, you know, choose the bones so we can
attach the venoms and beard. So the name of this bone
is spine one, okay? So first, I'm going
to attach it to spine one, then left forearm. And then I want it for the face, so head and also for the leg, which is left leg. Okay. I just have to, you know, remember
this. That's it. Now, we need, like, um, multiple cameras for
this, you know, shot. So we still have that,
you know, first camera. But I think this can be like, um, First of all, make sure the fmult is 24 FPs. Okay. Then hover
your mouse here, then breast control plus speech. And now you will see there
is like proper you know, it's showing you the duration
of um the animation. So let's say that, you know, we want to, um, like, render it for 6 seconds. So it is 144 frame. So make the end frame to 144. You have to just,
you know, divide the total cameras
in this timeline. So let's say we have
this first shot here, then I want the first shot
to starting somewhere here, and the second shot should be, you know, here, and the
third shot should be here. So we still have
only one camera. And this is the last shot. So I think I'm going to
make it on the hundred. So just go to frame 100. Then in the marker, click on Add marker. And now make sure your
camera is selected. Then go to Marker. Then click
on bind cameras to Marker. Now we need came get a new came. Let's just lime it to shot one. And If you see, you know, we have to, you know, do the same, add another marker and assign this camera
to that marker. So go to the frame one, then add a marker, then bind camera to markers. Push it. Uh, I did
a mistake. I guess. What mistake I did
is that, you know, even though I selected
the new camera here, which is this one, I'll show you, which
is this one, okay. But as soon as I, you know, just press, you know,
control all zero, this camera right over
here, which was, you know, on Frame hundred, it, you know, changes
position and rotation. We don't want that, right?
So what we have to do is first assign this
new camera here and only then we can change
it to rotation and position. So go to frame one and
then add a marker, then make sure your
new camera is life. Let's just name it
again to short one. Now click on Bind
camera to mark us. If you see this is working
properly right now. Now, let's say, we want to
change this camera's position. Make sure you are
in its timeline the first camera is working from frame one to frame 99 and from frame hundred to frame 144. The second camera is running. So you just have to make sure you are in
just part of the timeline. Then just select your, you know, first camera and just
press Control or use it. And then you can now
rotate it like this. Now let's see it looks from
this, you know, direction. Okay, I think this
looks good because, you know, we are getting this volumetric
lighting from this lab. But there is something
we haven't done yet, which might create some
problem in the future. And that is we have to give an amision glow to the surface
of this, like the lamp. Because we have just added a point light which
won't work like that. So we have to assign an
emission shader to this lamb. So for that, go to shading tab and just put them into the lamp, select the lamb, then
just go to cycles. And just, you know,
delete everything. Just delete everything.
We don't want anything. Now, just add amin shader
and plug it with surface. And I think that's all we need. Just make the color to something
like slightly yellowish. That's it. So you now see this. This is how it looks. So now you can see
that, you know, it looks realistic this time because we don't have any
emission shader last time, so that's why it was looking, you know, like unrealistic. Now we have the pond light
and also the emision shader. And we go in the camera view. Well, it looks good. I think I should,
you know, change the potion of the chat in the books because
I want you know, I want some exposure
in this short. So I'm gonna select
Wait a second. I'm going to select these books and the ang movet
something like this. Now this looks good.
Add another camera and then add a marker, then bind that
camera to a marker and make the name to shot two. And now we can add just
its position and rotation. I think I'm going to use this
one. Something like this. Let's use depth of fill, select our Spider Man, and then make the F
stop to lets one. This would look good. Blades to eight,
rotation to two. And I think it is fine now. I also wanted to do this
for the first stop. It's already paper lagus. I think I should
change, you know. Yeah. I think I should
make it look like. Yes. Now if we just, you know, play the animation,
this is how it looks. This is the second camera and
now this is third camera. We have to, you know, apply the camera shy to starting the first and the second camera because the third camera
already has that. The camera shii fire. Add the closeup preset. No, the wedding, sorry. And we're going to copy the same settings for the
camera, which is 0.52. So make it 0.2. Same for the second shot. The wedding, make the influence
tool 0.32 and save it. Now let's see how
it looks. Okay. So the animation part
is then for the camera. Now we have the proper, you know, the cameras.
25. Create the Venom Symbiote Effect – Bringing the Monster to Life: Now let's add the
Verum symbiote. For that, you're going to use this cursor and
place it right here. Then press N, go to create and open the IV generator and make sure you
select the spider man, then make sure the grow
leaves is unchecked, then make the branching
probability to let's say one and make the length to let's say five
and let's see how it looks. This is too much actually. Let's, you know, make it 20405 and change the
addition to let's say 0.0 25 let's see how
it looks now. No. I'm going to use the, 0.10 only. Maybe I can edit this one and it just slightly
decrease it to 0.02. And I think this is not bad. This can work, but let me just decrease the
length to three. No. Let's get five only. Okay, I think this looks good. So I'm going to select this IV. Then in the modifier, I'm going to add
shrimp crab modifier, select the three
D model and plus l And we need the bizarre curve, right? So what we can do, we can just, you know, copy the same bizarre curve
from the Section one. So no, I don't have
the project yet. So just, you know, create a bizarre curve. Then a decrease its size. And make like this end and rotate it slightly
like no, not this one. Actually, this one. And
rotate it like this. Decrease the size, and then in the data property
in the geometry, M, don't do anything with the depthoh the tapper
object as bizarre curve. And now select the Bzarre curve, decrease the size lightly. Okay. I think I'm going
to leave it like this. And then I don't think
I'm going to use. I'm not going to use that tab, so just make it zero. Then in the modifier,
we need Okay, no, I've selected the Bzip. Sorry. Just like the symbiote, then go to modifier and add a smooth modifier and
just make it to N. And it's looking good. Now, if, for instance, we try to animate this and
let's see how it looks. Slowly just increasing
it your value. Okay, we haven't added
the map capper yet. Okay. So if you don't, you know, check on this box map pepper, this is how it will look. So make sure you
do that. This is looking really great,
man. Seriously. We can animate this later. Okay. So let's just leave it like this right now
on the value of zero. Okay? Now, we need
something for the leg. So I'm going to get
the cursor right here. Then I'm going to add Ivy, but I'm going to decrease
the length to let's three t because I just w this
sbt only for the leg. And it looks decent. So se like the ID. Go to shrink crap. Select the three D model
and click on Apply. And then in the data properties, choose the map tapper as BezerCR
and click on Map Tapper. And et's see how it looks. Um Okay. This looks good. But this is too much ticks. I think I'm gonna
decrease the size slightly. This looks good. Now for the third camera, which is like this, well, they are going to add two IVs, first for the hen and
second for the face. So for the hand, we can
choose this path and an IV. But it's going in
that direction, so we have to change the position of the
cur sir and let's see. Okay. I still goes in that way. We don't want that.
This is fine. Now select the IV. Add
a shrink crap modifier. Select the three D model, click on Apply, then
go to DataPperty, make the tapper object
to bizarre curves and click on Map Tapper
then try to just, you know, see how it looks. It looks decent. It looks decent. Now we need another
IV for the fees. So let's just get the cursor
to somewhere around here. And let's add it. This doesn't look rude. I'm going to make it
something like here? No, it's not looking good. Let's add shrink crap modifier. It's like the three model, click on Apply, go
to data properties, add Tapper object as Bizar cup, l on Mat tapper, and, yeah, it's done. But I think I'm going to
decrease the depth to 0.5. So the animation will
start like this now. Go to frame one. So the first
shot is the back that IV. Then make sure you
are on frame one. Then hover your
mouse here, press I. And let's see, we get to, like, frame 45, make it
to one and press I again. It's looking good. Now on frame 50, we are going to do the symbiote. So our mouse press I, then go to frame 95 and
make the end to one. Then press I again. Then go to frame hundred.
Select the hand. We're going to animate both of the IV for the face and for
the hand at the same time. So make sure you're
on frame hundred. Set the animation to zero. Then also, you know,
like the fourth IV, then go to the last frame
and no, not last frame. Let's go to 140 and make
it to one or both of them. If you play the animation now, this is how it looks. There is you know slide problem, and that is for the leg
symbiote and the back symbiote because we haven't
yet attached it to the bone. So for that first
select this one, like the symbiote on the
back, then good constant, a child off, then sight mature, then select the bone spine one
and click on side inverse. So now, if you see
it should look good. And we can, for instance, change the change the depth, let's say, to this time, it won't be a problem. Now, let's do the
same for this one. Go to constant. Add child off, let
your armature. Then what is it? It was like left let IS. Then click on sec inverse. And I'm not going to, you know, I'm not going to attach the
symbiote for the hand and for the face because there is
not much moment for that, and due to the thickness of the symbiote, it
doesn't look bad. So I'm going to
keep it as it is. Now, you have to
apply the material, select the IV, go to material, create a new material, make it. Like make the name to let's say venom and make the
base color to black, then decrease the roughness. Like this. Now, I assign it to, you know, every IV. I think I should add, you know, a point light here. Somewhere like this. So it just, you know, slightly gives
some light around here. I think without the light,
it still looks good. What else I can do is I can
increase this area light. Let's let's make it
800, double the value. And now I can, you know, see this in your ir. So this is how it would look, and I jingle it in it's
looking really good. Okay, I have this depth of
fil problem in this shot. So I think I'm just gonna
in the second camera, I'm just gonna turn
up the depth of fil. But still, it doesn't look good. I don't know why. Okay, that was shot one show Was shot two. Yeah. Mm Yeah. I think this would look good. Okay. I have the
same problem here. For the third camera, I have to make the
F stop to let's say two because if I set it to one, I get depth of
field on the hand. I don't want that.
So if I make it two, I have this, proper
focus on this part.
26. Compositing & Final Render – Wrapping It All Together: There's something we can do
first which is composite. Let's just render a single sing. Let's just render
a single thing. Then we can do the
compositing and then we'll change some settings
in the redness settings, and then we can set
this to render. Well, this is looking actually cool. I'm
not going to lie. In the compositing,
we can use nodes, then add a node called weaver, so you can view the
real time changes. Add lens distortion and make sure you connect
it to both of them, then on fit, then make the
dispersion to let's say 0.02. So we get the slightly, you know, chromatic
aberration on the edges. Then add RGB curves, and let's just test every setting and see
which looks better. So first we decrease the contrast and
let's see how it los. No, it doesn't look good. I'm
just going to delete that. Let's just decrease the blue
and it looks now greenish. So I'm going to decrease
it slightly this time. So I get a little bit
of greenish look. Then increase the green
or maybe decrease. If I decrease it, it's going to give me something
like purple, yes. I don't want that. So I'm going slightly
decrease the green. And if I decrease the red, it's going to make
it look like this. If I increase it, it's
going to look like this. It doesn't look good either way. I think what I can do is
decrease it slightly the red. Yeah. Now it looks good. I'm going to keep
it as it is now. Now in the output
properties first, let's just create a fold up. Let's make it let's name
it as bonus section. And let's name the frames as frames, underscored,
underscored. Now make sure the
file format is set to PNG, and that's it. Co do render properties, make sure the color
management is set to. Okay. So this is also a problem. We have to again render
it just to see how it looks because the
color mode was set to AGx which is
actually not that good because it mess
up with your color in the so right now we have changed it from Agx to standard. So the standard will
actually properly show you the actual colors And I think I have to again do
the compositing because I've actually
missed that step before. But no, actually, this
is looking like proper. I don't actually have to, you know, change anything in the compositing.
This looks good. So make sure the max
samples is ten or less. Don't make it, you know, above
ten because it's useless. And make sure motion
er is on because we need slide motion because as
the ingot will you approach, it will give some
motion and that's it. We can just, you know,
just set this to tender, and that is. So thanks for joining in. And I hope you learn
something from this course. So if you really like this,
please give a review, and if you want to
learn something more, you can check out
my other courses. So see you in my next course.