Transcripts
1. Introduction: Hi there. My name is Niko Koch. I'm a three D artist, online educator, and a
passionate storyteller. In this course, we will create an engaging pro jeck
featuring an audio speaker. Here's a glimpse of what
you'll be able to achieve. In this course, you'll master the complete end to
end workflow to create both stunning still images and a dynamic motion graphic
video of an audio speaker, which we'll model and
texture using Cinema four D. The course covers the
entire process of modeling the speaker and assembling the animation as
demonstrated here. We'll harness Cinema four D's
powerful animation tools, including the Mgraph
sound effector to synchronize object movement with sound in a simple
yet effective way. Additionally, we
incorporate voiceovers using 11 labs and utilizing Polyhaven for
realistic background. To enhance the atmosphere
and depth of the scene, we'll source royalty free music from Pixel Bay for
audio background. Journey begins by importing reference materials
for the speaker, followed by modeling,
texturing and lighting to produce stunning
still images, as shown. With over 4 hours of detailed footage and comprehensive
supporting material, this course is designed
to help you succeed. So whether you're a
passionate, three D artist, a complete beginner or a
seasoned professional, there's something for
everyone in this course. So join me, Nika Couch and let's unlock your creative potential
together. Five for now.
2. Cinema 4D Introduction: WhatIsWhereandWhereIsWhat: Hi, everyone. Welcome back. Now, this is what you're
going to see first in Cinema four D is a view that looks
something like this. So what I'm going to do is just show you where is what
and what is where. The main screen is
called the viewport. This is where you can see
what you're working on and you can subdivide it into different options such as the top view, the
front view, et cetera. And I'll show that a
little bit later on. The top part of the screen, this is called your
menu editor view. That's what that is. You
can look at the cameras, change your display type, wireframe or box,
different type of options. You can use that there, filters. We're not going to go
through all of these. There's a lot to learn here. Obviously, redshift, you can
activate the IPR from here. This is your menu item, which is the menu for
your editor view. This is your view port. It's a very, very powerful view port. You can
do a lot with it. Now, if you go ahead
and click F five, you can see the top view, front view, and the right view. A different way to do that is clicking the Middle
Mouse button. So if I go ahead and click the middle mouse button
and highlight any particular view I wish and click the Middle
Mouse button again, I'm inside that particular view. So if I hit the middle
mouse button again, back in the four view view, and now I can go straight to the perspective view here
on the left hand side. So that's the viewport. On the right hand side, this is the object manager. So all our objects, as we
create them appear here, and they get stacked in a
in a folder style stack. So from top to bottom, and you can move
them around, and you can see what's
impacting what? And you can also see the
materials that get applied. So this is what you use a lot when you're managing
the objects on your screen. Now here, this is called
the command groups. So you've got different types of things that you can initiate, such as creating primitives, getting text blinds
on the screen. You can do subdivisions and
a lot of other actions. So you can apply cloth,
you can extrude. You can create arrays, which is very powerful,
create symmetry. Bollins is also very powerful. You can add thickness to
your geometry as well. So there's a lot of
things you can use from this particular icon. Volume builder, again,
as it suggests, it can increase the volume of the particular objects
and do a lot of things. Another one that's very, very
important is the cloner. So you can clone your objects. You can fracture objects down here and do a lot of
amazing things with it. It's very, very powerful.
Here, you can twist, bend, collide, do
a lot of really, really cool stuff here. Some of the things
that I use a lot are the bevels or the bending. I sometimes use
explosion as well, explosion effaxs if I
want those type of effet. And yeah, so you can use a lot of these particular commands, and so they located here. Now, on the bottom
right hand corner, this is where your
attributes manages. So any object that
you select up here, you're going to see their
particular attributes in the bottom right hand corner. Now here on the bottom is
your animation tool bar. Now this is where you can
see all the animations and basically manage them using the keyframes
that you select. So you can activate your keys and just basically
move objects around. And what that will do
is it will just create a keyframe and you can then basically
manage it from here. Now, this is a very easy one. Another keyframe option
is actually to go up here and animation, and you got the timeline, which is a little bit
more comprehensive. There's a lot more involved. Or you can just stick with the really simple keyframe
that you have here. Okay, so there are a couple
of different options, so if you're going
to remove that for now that you can basically
manage your animations with. On the left hand side, and here at the top level, you have your command palettes. So you can add more commands, and these command palettes are particularly useful
when you are moving objects around creating extrudes or doing spline creations. So this is what you use. So here you can create your objects, bend them and manipulate them, but this is sort of
another level of detail on the left hand side using the
command palettes up here. So in essence, this is
basically your main areas or your main zones of management within the
Cinema four D environment. Lastly, at the very very top, this is where you see
your main menu items. You can have all the
creates, the modes. Again, some of
these points here, you can see in Cinema four D, you can do things in
many different ways. You can do it for
using the menu, or you can do them using
this particular port here. So you can see here
the modes are there. Points, edges and
polygons are also there. So you can select your tools. See your tools are
here. But they're also here on the left hand side. So you can use the menu
options at the very top to help you navigate through it, or you can use some
of these options. All of this is customizable. Now, I'm going to show you how to customize
it for red shift. As stated previously,
we used shift. We're going to use red shift
as your main renderer. So you should see every I'm highlighting here
on the left hand side, which is file all the
way up to red shift. Everything on the
right hand side of Redshift is things
that I've imported, myself, like insidium for
particles management, corona and other renderer,
grayscale Gorilla is great asset management and
material management platform. So I've imported that there,
and also have octane, which is the third render engine that I like to
have here as well. But we're not going to
go through all of that. Main thing is that these are the sort of menu
items you have in the very top now here up
here, these are your layouts. So you can click different
types of layouts. It's going to change the layouts of where
everything's out. You normally start
with a standard. Now, where you're going
to find later on, I'm going to introduce you
to the red shift layout, and I've got one here, and this is my red
shift layout where I can see what I'm rendering while I'm actually working on the actual objects and
the right hand side, you can see all the lights
and things like that. So I'll introduce that
a little bit later. For now, let's stick
with standard. So that's your
quick introduction of where is what
and what is where. Okay, see you in the next
one. Bye bye right now.
3. Cinema 4D Introduction: Navigation & Primitives: Hi, everyone. So
now that you know where is what and what
is where in a very, very brief, broad brush manner, what is important right
now is to know how you navigate the view port. So you've got this green axis, blue axis and red axis. So green is up, and you can see here a little
miniature version of it. So that's the white axis. Z axis is blue, and the red axis is your plane. Now, if you hold the old
key or the options key on the mac and you just click the left mouse button
and move left and right, you're going to get
this type of movement. Holding the old key again, you can hold the
middle mouse button and pan left and pan right. Hold the old key again and
the right mouse button, now you can zoom in and out
just by moving the mouse up or down or left
and right. Okay. So that's your basic
navigation in Cinema four D. Just a little tip
or trick to know is that when you have
multiple objects to orbit around those objects, it can be rather difficult if
you don't select anything. So what I'm going to do is
add a couple of cubes here, control and just drag
the arrow Now here, if I'm going to do an orbit by holding the old key and
the left mouse button, it's orbiting around this axis, the one that's been selected. So now, if I'm trying to work
on this one over here, now, and you're over here
on the left hand side, you can't actually
get it in the middle. So a good thing to do is just
to pan it in the middle. And now you're orbiting
around the middle object. So always make sure that you select the object
that you want to pan around or orbit
around before you do so. So here you can see,
it's like as if it's finding a middle axis here and just orbiting around that axis, rather than trying to do it always from the
middle of the screen. So whatever object you select, you will basically orbit
around that object. So, in essence, when
you are wanting to orbit around something and see
it from a different angle, make sure you highlight
it, select it, pad it in the middle
of the screen. You can zoom in if you like, and then you can rotate around that object up or down
and all the way around. Thank you very much.
I'll see you later.
4. Cinema 4D Introduction: Basics you will need Part1: Okay, so just continuing on. Now that we've added
some cubes here, and I did that
very, very quickly, what I'm going to do
is I'm just going to select that all. So if I go on the
right hand side, I can select all the cubes and hit delete and you'll
just disappear. Now, one thing that I
think that is very, very useful is to know that
you can do incremental saves. So if you hit Control Alt S, it will just basically
increment a number on top of the naming convention
that you already provided. And that way you can go back to an earlier
point in time if you get stuck or if you I make
mistakes or what have you, or if you want to go back in time for some reason
or any reason, you can just go back
by making sure that you got incremental
saves all along the way. So very, very powerful thing. I use incremental
saves all the time. So now, now that we've
introduced the viewport, we introduced the
navigation capabilities, so I'm rotating around, panning left and right,
zooming in and out. Now, let's just
add some primters. So the primitives are located here on the
right hand side. So go ahead and click the cube. You can do any primitive
that you want. So if you want to add
a plane, is a plane. And say, for example, we want to increase the
size of the plane. We can do that using the
coordinates so the attributes, make sure the plane is selected,
go down to coordinates, and now you can
increase the size of the plane by moving the
S. S stands for scale. So you can scale it
out and push it out, being a plane, it's not going
to scale on the y axis. So this is completely redundant. So you can just
leave that as zero. Don't like it, go back to tools and reset transform and come
back to what it was before. Way to scale is by dragging
these yellow dots. So if you highlight the
yellow dot, just move it out. That's another way of
doing a scale or scaling. So that's very
important. So what we're going to do is we'll
just add this plane. What I'm going to do
now is add a primitive. The way you do that is
just simply go here to the primitive again
and just add a cube. So the cube are right here. It is located inside the plane. So if I just lt and
left mouse button, you can see that it's
kind of half half, it's half, half down. What we want to do
is basically lift it up and place it on
the plane itself. Now, a way to do that is by going over here on
the left hand side to make sure that it
actually coincides with the plane is by clicking
this button here. And now the hitting place, right, it's going to give you
this particular view here. So now, as I move it around, it moves it on the plane. So it's no longer
disappearing underneath. It's actually on
the plane itself. All so if you scroll your
eyes to the right hand side, you can see here that it's
telling you, Okay, well, you want to do it
or move the object, and the Y axis is up, so it's up there, and you want to basically
move it around, and the offset is zero, zero. So if you and you want to sort of drag in a
little bit deeper, you can drop it down. So therefore, it's deeper
inside the actual Y axis. So what I'm going to do
is just move it around. So move to the
middle of the plane. Now you can basically move objects all around on the plane. So if I go ahead and
add another cube, I'm going to just do
another cube here. Okay, I'm going to
make it smaller. And now, what I want to
do is I want to drag this cube on top of the surface of my
other cube very easy. Just go over here
to the place tool. I'm going to drag it. And now you can see that
it's dragging itself all across the surface
of the other cube. Okay. So that's pretty cool, right? But notice how it's
offset it a little bit. So what I need to do is remove the offset, so I'm
going to go zero. So now, as I move it
around, there is no offset. So if you want to
offset it or if you're placing plants on a field
or anything like that, you don't want to be
perfectly aligned with the actual field itself
because the plant has roots. You can basically
offset it a little bit. And what's going to
happen from then on, it's going to basically move it around with a little
bit of offset there. So for now, let's go zero. Okay, so I'm just going to offset this, and I'm
going to place it here. You can add more objects. I'll grab a sphere, for example, and I'll increase the
size of the sphere, and I'll move it a little bit. So I'm clicking the
move buttons or the operations here on
the left hand side. And again, same thing. I don't like it to be dug
into the actual object. So what I'm going to do is
I'm going to hit the sphere, and I'm going to go and hit the place button here
on the left hand side. Now it's moving on top of all my objects.
You can see here. I'm going to place
it right here on top of the a big cube, and I'm going to
reduce the size. So if I hit sphere
and go to the object, I can reduce the
radius of the object. Now it's basically reduced it in respect of the object itself. So what I want to do
is push it down and just grab it and place
it anywhere I wish. So now I've got
perfect placement, and the sphere is on
the cube, as well. Fantastic. Now, next thing to introduce is as we're
adding these primitives, we are also adding this tree structure here on
the right hand side. As you can see, all of it
is green, green buttons. Now, if I go ahead
and click that, it removes the object
from the screen, so I don't see it anymore. And as you can see here, you
can do that as you see fit. So if you're working on an object and you
want to isolate it, you can simply just left
mouse button and just drag down and you'll just remove everything or left
mouse button drag up, you'll highlight
everything back again. So you can do it in that way. So instead of
clicking one by one, you can just drag the left
mouse button up and down, and you'll basically
do the same. You do have these
LED lights as well. So if you do that, it's
what it's going to do, it's going to remove
it from the viewport, but it's still going
to render it, right? So this is the rendering, right? So if you do both reds, that means it's not going to
be invisible in the viewport and it's not going to be
visible in the render. So let's just undo that. So those are ways
that you can change your visibility and
your objects or primitive or geometry
inclusion or exclusion from the renderer
and from the viewport, okay? So now, that's very
simple, but the thing is, how can you manipulate
this sphere or this cube, other than moving
it back and around, but what if I want to
change things on it? Now, if you look at the
actual cube itself, let's have a look at that
a little bit closer. You're going to see
here that it only has one segment, one segment. So therefore, what if I
increase the segments. What that means is you
should see the edges, two more edges being applied on the X and Y axis. Now,
I can't see them. The reason why is
because I'm I'm not in the viewport to allow
me to see that. So if I hold the key, now, I've got different
options for view. Now, if you hold key and
move the left mouse button or move the mouse at all,
it's going to disappear. So if you go ahead
and click N, now, if you hit B,
you're going to see all the edges that
make that geometry up. You can see all the
edges in the viewpoints. Now, what I'm going to do is I'm going to add more
edges, more segments. So if I go ahead and drag this, I'm adding more segments, more geometry to my primitive. That means I can
do more with it. I can manipulate these polygons and these edges
and these points. Now, you can't do anything to this object unless
it's editable. Now, the way you're going
to make it editable is by going to this button here, and you're going to click it
or hit C. Now it's editable. Now I also notice that
the cube has changed from this view where
my mouse button is. You can see it or
the cursor, sorry. The cube is not a cube
anymore. It's this object. That means it's an editable poly or it's an editable
object, geometry. So now that enables these modes. So if I go ahead and click that while I've got
the cube selected, now you can see the points. If I grab any point, I can move that point around. Now if I go to edge, I can grab any edge and
move that edge around. If I grab that one there,
which is a polygon, I can grab polygon,
let me grab that one, for example, and move
that polygon around. You can see you can now start deforming the primitive and
the object, however you wish. And the way you achieve that
is to make sure that you hit the editable button here on the right hand side where
my cursor is or hit C, and that will change the cube
into an editable geometry. Now from here, I can
do a lot of things. Some of them, I can actually. So if I want to add more edges to this particular geometry, I can do that by going over here on the left hand
side and looking for the knife or the line cut icon. Now, if you don't have
that, you might end up having the loop path cut
icon, which is the same. So go ahead and
click the loop path. And now what I can do is I can add more edges to my geometry. So now on the right hand
side, as soon as I did that, you saw here number of cuts, so I can increase that geometry. So it's going to find between
the original geometries, it's going to start
adding more lines in proportion of the gap
between the original edge, top edge, and bottom edge. So So there goes you can now
increase the number of different edges between the
top one and the bottom one. So we can add edges on the side. We can add edges to the top. So I just go ahead
and do that one there and this edge
add more edges. Now, another cool tool
is the symmetry cut. So if I go ahead and
ke symmetry cut, what it's going to
do is going to cut it in a symmetrical way. Between this edge and that edge, it's going to find
the optimal symmetry. So that way, I don't have to cut it down the bottom at the top, it's just going to give
me a nice symmetry, and it's usually only two. So it's only two
cuts for symmetry. So if I antisymmetry, I can just add as
many cuts I want. I just add the first cut, say from here, there, and then I can just increase
the cut numbers, et cetera. So that way, I can
add more geometry and manipulate each and every one of these polygons as
I'm going through. So now that I've
added more edges, that means I've
added more polygons. Now what I can do
is going to go to the polygon mode,
go to the brush. Now, if every time you want to get out of a mode, you
can just hit nine. Now that's when we're going
to bring up the brush. So now I've got the ability to manipulate or change
the polygons. Notice how my selection
circle is pretty wide, and I'm selecting two at a time. I don't want to do that.
I want to select one. You can change that
by going here on the right hand side
and changing the size. You can do that by using the middle mouse button and scrolling by
pointing outwards, but it's much easier to just go here and
just change the size. So now my little circle where
my cursor is is smaller, so I can select an individual polygon and just move it out. Now, to extrude without
bringing the other edges, you just simply
highlight the polygon. Hold the Control
key find the axis, you want to drag it in
and just pull it out. Now, if you don't
want to go down axis, but you want to go
down a certain plane, you can do the same thing. Just highlight the
plane in between. So basically the
red and the blue. If I highlight the green in
here and hold the control, I can now drag it in these axis. So it doesn't have
to be controlled by the by the plane or
the X and Y axis. I can now move it
around however I wish. Okay. So that's one way to be able to sort of
manipulate your objects. Again, holding the control
key and selecting a polygon, right, like I've done here,
hold the control key. I can just extrude outward
upwards or sideways. If I don't hold the control
key and I do the same thing, I start moving edges around that polygon
at the same time. So that's very, very key, very very important to note. So that's how you go ahead
and do some extrusions, how you divide and
subdivide how you select various geometry
attributes such as edges, points and edges,
points and polygons. Another very, very strong, very powerful tool is the bevel. So if I go ahead
and go to my edge here and go ahead and
hover over the bevel icon, which is M and S on
your keyboard, right? Now, if I because I've already got this edge selected icon, then left mouse button click in any location and just
drag it out or inward. So now what that's doing
is creating a bevel. Now notice that the bevel
has only zero subdivisions. So if I go ahead
and do a Control Z, and I increase the subdivision, say to four, now if
I do the same thing, that's going to add four lines and make it much, much smoother. So that's what you're going
to get if you use the bevel. So that gives you that nice
curved look around the edges. So the more
subdivisions you place, the better the outcome is, and you can basically add more curvature as you add more subdivisions
using the bevel. So, folks, that's it. That's the basics
or the foundations. Again, this course isn't about a comprehensive
basic introduction of all the aspects
of Cinema four D, but I'm just
highlighting some things that you will need
for this course. As you're going
through the lectures and the individual lessons, you will come across some of these things that
I just mentioned. Just to basically
summarize everything, all your primitives are
on the right hand side. They all get stacked
in a tree structure. To view them with the
edges, et cetera, you can hold the end
button and click A, B, sorry, for the lines or A to remove the lines.
I'm going to har A now. So that's how it looks without the lines, and I'm
going to hit B. Now, that's how it
looks with the lines. Okay? So you can sort of toggle between
those two options, and you'll be able to see all the geometry the
way you need to see it.
5. Cinema 4D Introduction: Basics you will need Part 2: Hi, everyone. Welcome back.
Okay, so we left it off here. Now, in this lesson, I'm going to show you how to
add materials to objects. And the way you go about doing that is going to the
material manager, which is located here in the top right hand corner
where Marcosa is. Go ahead and click
that, and next, you're going to hit the X
or the solar plus button and down to materials and go
for a material option here. So if you hit that,
you're going to get RS material that stands
for red shift material. And the way you're going to
make sure that you are in red shift is to basically
go to the render menu. If you don't see that, you
go to the render menu, go down to render
settings and make sure that your renderer
is set to redshift. Okay? So that's the first
thing you do. Now, once you do that, that means you've told
Cinem four D that your main render renderer
is going to be Redshift. Now I've got many others here. So don't get confused.
You might just only have standard physical
and viewport render. But yeah, just make
sure you highlight the red shift one
and just click that. Now, as you go ahead
and add materials, you have RS material, one, two, and three,
and so forth. Let's go ahead and
click the first one. Now on the right hand side, straightaway in the
attributes area, you can see some
basic components of the object or the material
that you've selected. Now, you can do a lot here. Or if you go ahead
and double click, you're going to see
the node editor, which gives you a different
window from where you can start working
on your materials. So if you click the output, now here you can say, okay, you can change various things very similar to
what you just saw. So if I just move
this to the side, so you can see that
it's almost one to one of what you see here in
the node editor view. So I'm just going
to move this here. So if I go here, now you can see everything that you
can see here as well. Okay? So you can manipulate
it using the node editor, which we will be doing to some level of sophistication
a little bit later on. But I'm just going to
close this for now, so I don't want to
confuse you all. So we're just going to use this one here
for the time being. Now, what I can do is
I have some presets. I can sort of say, Okay, well, I want this to be copper, right? And now you're going to
get a copper material. So you can use the presets and adjust the presets and what
it does is just basically changes a
lot of these options down the bottom to give
you that look, okay? And now, how do I apply this
material to the object? Let's apply this
material to the sphere. Notice that the sphere is here. So what I'm going to
do is I'm going to grab this RS material. Mouse button and drag it
over the sphere ward. Now you're going to
see this down arrow. That means it's going to
be applied to the sphere. So if I let go, now PCC
on the right hand side, that means that this material
is applied to that sphere. Notice how the sphere
changes color as well. So I'm going to do the
same. But this time, I'm going to go to
the other material, and I'm going to add, say, I'm not going to actually
add any presets. I'm just going to
change it myself. So if you go to diffuse and
I want this to be, say, a red color, And now, what I can do is I can grab
this material and apply it to the object
immediately as so. And now I can start changing the settings
here and you'll start changing it here as
well at the same time. So what I can do is I'll
go back to my material. And I'm going to increase the
roughness and I'm going to decrease the reflection
so that when you go to weight
and you change it, that's how you decrease or
increase the reflection. So I'm going to
decrease the reflection because I don't want
it to be super shiny, and I'm going to increase
the roughness a little bit, and refraction is
zero, so that's okay. I'm okay with that.
I might change the color to be a
little bit more orange. That suits me fine. So
it looks like that. So you can see in the
viewport here little sort of square view of what
it might look like. So that's that. Now, the fact that in the cube, I have highlighted another
so I've got one cube here. I've got the second cube here, so I'm just going
to pull that cube out, so it's away from this. So I've got two cubes and
this deformed version. So now I'm just going
to keep on adding a couple more materials. So it's going to go
here, and this one, I'm going to change the color
to something like green. And this one I'm going
to make super shiny. So I'm just going to
leave it as it is. So the reflection is high, roughness is low, so it's
going to be super shiny. So I'm just going to grab that and drop it onto the
cube number two. Now, to rename all these
objects, which is a good idea, you can just basically double click and just add
any name you like, like cube green, and you can change that to
sphere, underscore, bronze. And I'm going to call this
underscore Black, mate. Okay. And, yeah. So and can change plane to
plain, underscore floor. Okay. So now I'm going to give color to
all of these objects. So let me just highlight
which one is this? So if I go to object. Now, if you want to
select an object, just make sure that you go
to the object mode up here. Now when I click
it, I select it. So any highlights it on
the right hand side. So you can see it's
orange highlight. It means that's the
one I'm looking at. So I'm going to add
another material, and let's go with something. Now, I'm calling it a black
mat, so let's go black. Roughness high, reflection low. So it's not going to be super reflective and reflection
reflection is fine. Refraction. Now refraction is going to give you a little
bit more of a glassy look. So we can add a little bit
of refraction to this. So you can see now
it's kind of like a bit of a dark
glassy look there. So let's see what
that looks like. So's going to put that
there. And that's how it looks like
in the viewport. Now. What I would like to do is also add a different
texture to the floor. So I'm just going to go to the material RS materials.
It's gonna remove that one. And I'm going to add something like let's add paper, and that should be fine. So just a white floor. So that will be the
plane. Okay, great. Now, how do I see this
once it's rendered? How do I get the red shift
render working for me? Okay, the easiest way is
just simply go to Redshift and RenderV. And there it is. Now, to activate it, you need to hit the
play button and you'll start rendering.
And there it is. Okay? So now, holding Alt and left mouse button,
you can move it around. You obviously cannot
manipulate the view angle. That's because you have
to do it over here. So if I click over here, I can start moving
my view angle. Okay. And now, how do I go ahead
and add some lights? So let me go back to
the main screen here. I'm going to minimize that one. To add lights, you go
to redshift lights, and you can add area light
and it appears here, and you can see in the port, it's right there
where the arrows are. So I'm going to grab it, raise it, and I'm going
to give it an angle, so I'm going to hit
the rotate button, move the red line, and I'm also going to
increase the size. There we go. So now it's there. So now if I go to
the render view, red shift, RSV render. There it is. So now you can see how much shine there
is on those objects. To decrease the light intensity, I just highlight the light
on the right hand side. Down the bottom, we're going to find this intensity attribute. I'm just going to drop it down to give me a bit of a shadow. There we go. And
there you have it. Okay. So I've got
this nice, very, very simple lighting
mechanism going to increase the light a bit.
Raise it up a bit. And now, if I want to zoom in, I just basically highlight
the viewport area, and I can zoom in around Now, if I don't what if I want to add a RS camera? It's
very simple again. So let's go to Redshift. I go to objects. I go to camera, sorry, standard, and now I've
got an RS camera. Now I can change the view port from the perspective
view to the camera view. So now I can see RS camera has appeared here,
which is the same here. So if I rename the camera word, I'm going to create this I'm
going to rename this to NK. That's my NK camera. And it should be updated here. Now I'm looking at this particular image through
the lens of the camera. That means I can now change how the optics of
the lenses work. If I go to the right hand side, I can change the optics, say, I can adjust the EV, make it dark, make it lighter. Let's go back to zero, or I can go to filmic, and that means I can adjust now the Io sensitivity,
make it really, really lightweight, or I can change now also
the shutter speed, make it say, 1,000. It's going to super dark or 500, more like 100. That's better. So now I'm using the camera to manipulate what I'm
seeing here in the render rather than the default
perspective view of Cinema four D. So if I switch over back to
the perspective view, this is what the perspective
view is giving me. If I go back to the camera, this is the camera view, what the camera view is giving me. Okay, so that's all, folks. I will see you later.
Thank you for now.
6. Modeling: Prepare for Modeling: Hi, everyone. Welcome back. What we're looking at
here is the Maxon app. Now, we're going to use this
to launch Cinema four D. We can go directly to the desktop icon and
launch it from there, but this is just another
way of doing that, making sure that we have all
our applications updated. Now, as you can see here, I've
got a couple of licenses. I'm using 2025 dot one dot one, which is the latest version as of the moment of this recording. So I'm going to hit
Launch. Okay, here it is. Okay, first things first,
what we're going to see here is the main screen, the
default camera view. We choose just one view. Now if we go ahead
and hit F five, we're going to see
the perspective view, the top view, the front view, and the right hand view. Okay. So now what
we need to do is first import our images into the top view and the
front view so that way we can have some perspective as
to what we're building here. Now, we do know that the size of the speaker is 16.8 centimeters. So what we're going
to do is go ahead and add a cube to the
perspective view. By hitting the
middle mouse button, you basically end up looking at the perspective view only or whichever view you're
on at the time. So if I'm over here
in the top view and I hit the middle
mouse button, I get the bigger view
of the top view, another way of doing
that is hitting this icon here at the
top right hand corner. Now going back to
the perspective view, middle mouse button. Okay, now, notice how the cubs always lands in
the middle of the world. Uh, it's on X zero,
zero, zero axis. So your axis icons are here, Y Z and X. So what we're going to
do is size this cube so that it is the size
of the son of speaker. Now, we do know that the sides of the speaker
are 6 centimeters, so we're just going to
go ahead and put sex. And 16.8 is the
height and six cabs. So it's quite small.
It's right there. So that is the size
of the speaker. So we're going to hit the
middle mouse button again. And if we go to the
front view, here it is. Okay. So what we're going to do now is going to go ahead and import the image of the speaker. So we do that by
clicking the view, going down to configure, click Configure, and go
ahead and hit the back tab. Now you're going to see this
thing here called image. And what we're going to do
is just open the folder and look for the image
of the front view. Or actually it's the back view, but it's more
interesting because we do have a few buttons here that we might want
to add to our model. So now, it lands dead bang
in the middle of the screen. So what we're going
to need to do is see our little cube here. That's our little cube. That's
a little cube over here, see how much bigger the image. So we need to resize the image to fit into
that little cube. Now the image is proportionate to the size
of the actual speaker, so all we have to do is
just decrease the size. So we're going to go ahead onto the size Z entry and just drag a mouse button
from right to left, and it should start decreasing. Another way to do
that is obviously by clicking or by typing. Now, I prefer swiping
because it gives me a bit more control
over what's going on, so I'm just going to zoom in by using the middle mouse button. Now, to shift the image around, just click OT and the
middle mouse one, and you should be able to
reposition it in the middle. So we're going to do that again, size it back down and
scrolling by rolling the middle mouse wheel and old middle mouse and
reposition it again. Now what we want to achieve here is we need to resize
the image to fit inside the perimeters of the of the object
that we just created, which is here in the
top left hand corner. You can see it here
in the front view. So you can see the sides
there in bold black. So we're going to do
that by scrolling either the z or the Y. So let's just go
with the Y axis. So what we can do is just
click and drag to the left, and that will basically
scroll the image. So let's just see if
we can position it. So it's almost around the same. Let's go into the bigger
view here. So there we go. And when you get really close, you can just use the arrows. There and that's about
right, actually. So it's not too bad. It doesn't have to
be super accurate. We're not doing a CAT here. We are basically merely creating a three D model for
advertisement and such. So here you can see
that it's a little bit to the left the
image and the cube, the actual object is
right in the middle. Now just use the offset. Now the offset is
just jumping 0-1. You can see how wide that is. So let's just go
and give it a 0.5. Look at in the middle. No. Okay. Let's give it a 0.25. That's about right.
125. That's okay. And again, let's have
a look at the sizing. So Alt and the middle
mouse but, drag it up. Okay. So you can see that the actual object is a little
bit thinner than the image. So that means that we need
to go back to the object. We have six, so it might be just a little
bit bigger than six. So let's go 6.5. No, let's go 6.3. Okay,
that's about right. Or we can go back to our dimensions of
the actual object itself and be a bit more
accurate if you wish. So I'm going to do
that right now. Okay, so according to the
dimensions, it's 6.2. So let's just change that
to 6.2, and that's it. Okay, so let's just
go back to the image. So top left hand, view, configure, and here
in the offset, we can see the image is
slightly to the right. So let's just go to
0.22. That's closer. 0.21 might be Okay. There we go. Okay. So now the image is
approximately in the middle, though these buttons
are a little bit off. So let's see if we
can change that. 0.1, that's not good. 0.15. There we go. Okay, now if I scroll in, see the on button. It's slightly to the left. It can be a little
bit micy if you will, but no one's going
to notice that. That should be enough.
Okay. So let's go back to all the other images. Now, here in the top,
we need the top image, so we're going to go
ahead and go to view, configure it to the same thing, go back, find the top image. Or what we can do is get the bottom image and just
use that as a sizing tool. Now we notice that the image of the object that we created here on the left hand
side is right there, and you can see how much
bigger the actual image is. So we're going to do is just do the same like we did before. We are going to scale it down, drag left mouse button, holding the left mouse button, just dragging it to the left. So we're going to go here. I size Z, sorry, size Y, click and drag. Okay. Oh, I think
we just snailed it. So holding old
middle mouse button and just pull it to the left, that should be about
right, actually. Fantastic. Good. So
now that we've got the image from the top you,
approximately correct. The image in bottom
is sized correctly. What we want to do is
place the object on the bottom on the
actual X Z plane. So the way we're
going to do that is go ahead and click cube, make sure that the
object is selected, make sure move is selected, and it over to the front view. And just move it
up. There we go. So we're going to undo this snap a little
bit because we're close enough and just
eyeball a little bit there. Now we're going to do the
same thing with the image. So we're going to go ahead
and go to configure, find the image, and using the Y, select and scroll it up. I went really fast. So let's just eyeball
this a little bit. So it's 8.23, I
believe, maybe 8.4. That's it. Okay, great. So now middle class but
again, here we are. So now what we have
is the top view. We have the front view, and
we have our object here.
7. Modeling: Basic Shape Model: What we want to do is you
want to bring this edge and this edge so that they join right here
approximately in the middle. The way we can do that
is by making sure that our snaps also allow for
middle point, right? So what we're going
to do is we are going to go ahead and turn this
into an editable object. So we click cube, and there's this
little icon here with all these
edges and a pencil. So we go ahead and click that. Now that becomes a different
type of icon, right? So it's a polygon object icon. That's what that
icon looks like. That means now we can
select the edges, the points, and also
the polygons as well. So if we go ahead and top
left hand corner and expand that and if we go ahead
and click this side, so you can see how everything is now clickable and selectable. So now what we're going
to do is we're going to go ahead and hit the points menu item. Now what we can do is
go ahead and select all the edges here and now move them inside.
Oops. Hang on. Now we've got this
enable access selected, so we have to make sure
it's not selected, so make sure that's
all there, so that means we can actually
move the edges now. So as we move the edges, the
top edges move together, and we will find the middle
approximately there. There we go. It's
snapped in the middle. So what we now need to do
is get these other edges. So just move the
object to the side, select all these
and do the same. There we go. So now we have a triangular object that's 16.8 centimeters in height and around about 6 centimeters
in length and width. However, once we've
connected these two points, right, if I go ahead and
select that one there, for example, that should
be just one point. But there's actually two
points because, remember, we had two sides that
we're joining together, so we're just going
to weld that so we don't have any
problems after that. So the way we do that is by clicking the world button
on the left hand side. So let's try that
again.'s reverse. So go ahead and click Rectangle, click all the points. I should have two points here. Now, click the weld button, and it's just to ask where
do you want to weld it? Well, we want to weld
it in the same spot. So just click that spot again. Notice how the points
have gone out 2-1, right? Now, I know you can't
actually see this very well because we actually snapped
it on top of each other. So those two points are actually sitting one
on top of the other. That's why you can't
actually see it very well. So let's do the same thing
again, rectangle selection. We have two points. We go to world and
world into one point. Okay. So now that
we've done that, we need to get
these curved edges so that the shape looks
something like that. The way we're going to do
that is using the bevel tool. Now, prior to that, let's just position it so that the actual triangle
edges are just a little bit above these
particular angled edges here of the actual picture. So what we're going to
do is kind of select the whole thing by
clicking this button here. The model itself and
select the move and go into top view and
just move it down there. Okay. So you can sort
of eyeball this. The amount the area here and here and here should be
approximately the same. So now we're going to
do select the edges. So we're not going to
select the top edges. We're going to select
the side edges. The way we're going
to do that is just simply by going here, it's like the brush selection. That's the easiest way, I guess. And move away from the model to the edges right here, right? So that's that icon here. It gonna click that
one, click that one, and alt left mouse but, turn around and click
Shift and click that. So I had to shift, shift,
shift, click all these. Now you see all the edges
highlighted what we next now need to do is
looking at the top view. So right mouse so
middle mouse button, click on top of the top
view, we should see this. Go ahead and click Bevel. Now, you don't see it, but those edges are
still selected. So now what we want to do is
increase the subdivisions, so maybe to about six, right? And left mouse button, click anywhere on the
screen and pull in hoops. Something went horribly wrong.
Let's have another look. Oh, okay. Let's try that again. And left mouse button
click and drag up. You should start getting
this particular view. Now you can move around with that a little bit until
you get it just about right. You can use the offset on the right hand side to help
you with that or gauge it. But this looks about right as far as the shape
that we're after. So we're just looking
for the shape, not necessarily the scale. We'll scale it out
a little bit later. Before now, we can
sit the shape, but notice how the edge
is a little bit sharp, so let's increase the
subdivisions, right? And right. Okay. That looks approximately
what we're looking for. So now, let me just change
the view a little bit, make it a little bit
more transparent. Okay. So that's the
background picture, so it's not so glary. But that's about right that's sort of the shape that
we're after, right? Now, now that we've
got the right shape, what we now need to do
is select the model, go over here to scale and just
scale it to fit the image. Now, it's a little
bit off center, so we're just going to
grab the whole thing and drag it down a little bit and
continue with the scaling. I think the top scales are fine, but now let's just try to
scale outwards a little bit. Okay. And I think that
should be about right. So we've got the edges
overlapping perfectly. So if we hit the left
middle mouse but again, that is the shape
that we've just achieved by doing that exercise. So let's have a look at
a little bit closer, middle mouse button
on the perspective you Alt left mouse button, and move mouse around. And there we go,
Ladies and gentlemen, this is your speaker. Okay? So, great. Now,
8. Modeling: Add lights and Viewport Configuration: Okay. Hi, everyone.
Welcome back. Okay. So in this session, what we're going to do is
we're going to prepare a interface so that
it accommodates both the rendering and the further modeling
requirements that we will be facing
as we move forward. So the first thing first is
we're going to be rendering this speaker in red shift. Red shift comes
naturally with Max on. So once you purchase
Maxon Cinema four D, you also get redshift. So we do have other options. We can go with octane
or we can go with Isidiums cycles four D. But for the purpose
or corona or Vira, Cinema four D supports all
those other render engines. But instead of that, we'll
just use the one that comes with Cinema four D
itself, which is redshift. Now, if you look at the menu, Redshift is located right here. And if you scroll
down, there's a lot of things that come with
red shift, sorry, here. So you've got the
objects, you got lights, you got cameras, and
you have materials. The moment you install the
Cinema 40 application, all the materials that you will find by
clicking this icon here, which is the material manager, all of the materials that you create here are actual
red shift materials. Okay. So you can pretty much
go here and click any of these and you will get
the red shift materials. So if you go ahead
and click material, you get RS right in front of it, which indicates it's
a red shift material. Okay, so let's remove that
material for the time being. Okay, now, what's
the best way to set up a working
environment, our workbench? First of all, let's
ensure that we actually have some view
to the render, right? So the way we're
going to do that is simply just by going over here, we can click the rendeve here. And once we do so, you will see the rendezve appear right in
the middle of the screen. Now what we want to do is we
want to make sure that it's actually inside our view port. And the way we can
go about doing that is simply by clicking the Rendeve and grabbing the Hamburger icon on the
left hand side, dragging it. And as you drag it, various parts of the actual
screen highlight. Now, let me move this
particular screen so you can actually see
a little bit better. So if you grab that
hamburger icon and move it here just between the viewport
and the material manager, it will appear right there, which is kind of convenient because you can
scale it up and down and still has some
visibility of what you're rendering as you're
going about rendering. And on the right hand side, you can see your material
manager is right here, which is fine because you're going to have
a lot of material, so it's okay to have it
vertically located there. But also, you want your
lights located somewhere. So if you go over here
and you click lights, and if you grab the
two dotted lines, see the horizontal
lines that are there, if you grab that, can drag
it and move it to the right. Now, I like to have my lights located right where
the objects are. So I like to have
them right here. So as I'm adding lights, I can see what I want to add
and just plug it in there. So it's quite handy
to have it there. Let me just remove
that light for the time being, and that's it. So now, so you have
your render view here. So if you go to your four view, you got all your
four views here. It's a little bit cramped. The real estate is
very, very small. Now, the bigger the screen you have, obviously,
the better it is. But yeah, if you don't want
to see any of your screens, you can always remove
it and you expand back. But this is a viewport
that I like to work from, and I encourage you to
create your own if you like. Now, the way you go about saving this viewport is once you've found the viewport that
you wish to work off, you just go here on the
top right hand corner and there's an option here
that says, save layout as. So once you click that, you can save the layout
anywhere you wish. So if I go ahead
and save this one, I can call this
the course Layout. Click Okay. Now I've
got the course layout. So I've got different
versions of layouts. I've got an octane layout. I've got a cycles four D layout. I've got red shift
layout with materials. So I've got various
different layouts. Now, this is the octane one. This is the red shift one. And you can always go back
to your standard, right? So the one that we just
did a course layout, which is this one
here, which is the same as my red shift layout. So I don't particularly
need this one anymore. So I can remove that
one a little bit later. But for now, I've got
that one and this one. So now if I am working from the standard model
layout like this, if I want to see what's
happening with the renders, I can just go to my
new course layout and you'll lay it out like this, and then I can have a look at the view port and make sure that I'm rendering
everything correctly. Now, how do you go
about rendering? Okay, so now let
me just open this. Let me just move
this to the side. Okay, here we go and
expand this window. So now if you hold Olt
in middle mouse but, you can move your render
view which way you like. So if you go ahead and
click the play but, this will start
and stop the IPR, which is your render engine. So this is what redshift is
rendering at the moment. There are no materials,
there's no lights, but it's giving you a
little bit of a view as to what it is that we are
looking at at the moment. So the first things first
is to put a plane in there and put something that we want to basically have
the objects sit on. So if we go over here
to the right hand side and we click plane, it would add a plane like that, nothing sophisticated,
nothing fantastic. And you can change the
width of the plane, length of the plane,
and so forth. So we'll leave it
at 400, why not? And you can change your
segments of it and so forth. Now, let's give the plane
some sort of material. So let's just go over here. Let's go to the red
shift material, and simply grab
the material drag and drop it onto the plane. So now you should
have the plane there, and you can see that the red shift is rendering
at the moment. And that's the plane that
red shift has rendered. So it's not sitting
there in a dark place. It's actually got some
sort of texture on it. Now, the other thing is that let's add a little bit of light. So let's go ahead
and hit area light. So now we've got a light
that's really intense, and it's located right here
in the middle of the plane. So zero, 00 XYZ. So we're going to grab
the Y axis arrow, move it up, grab the
Z axis, pull it back. And you can see there's quite a lot of intense
light happening. So let's put it right back. Alt left mouse button. And what we can do is shift
around and have a look at the size of the light. As you can see here,
it's quite big. So let's just reduce
the intensity first. Run a dirty should be fine. And you can see the little
object is right there and also rise it up so it's not touching the plane and angle it. So hit R for rotate or
rotate it down a little bit. So it's looking down
on the speaker. So let's just go in a little
bit old left mouse button, scroll in, and you can see here how it looks there
on the render, right. Looks okay. Right now, we haven't added any textures. It's not that exciting
at the minute, but it does give you a
little bit of a view. Now, this is what we're
going to call the key light. And then what we're going to
add is a fill light, right? So what we're going to do is we're going to add
another area light. Okay. They're very
large at the moment. So hit for up e move
and move the object up. We are going to scale
this a little bit, so it's not so big, so we're just going to scale
it down and maybe make it. Yeah, we'll scal it down. That's fine. We'll just
keep it at that and rotate, and we're going to turn
it all the way around. Let's go to mode, object, coordinates, and 180 was
what we moved it to. So it's nice and linear. So now what we're going
to do is bring the light down and push it
out a little bit. Give it a little bit of a
back light so that now, we're going to do
first to phyllite. That's right. First to phyllite. So let's just rotate
it a little bit and position it there. So let's just go back and have a look how
that looks. Okay. So it's quite a lot of
light going on here. Let's go back to the
lighting system, and let's name them. So the RS area light, let's give that a name first. We're just going to add dot key And here, we're just
going to add dot fill. Okay. And let me just see what kind of shadow
I'm getting from this one. Yeah. Okay, that's okay. That's good. And let me look at the intensity
of this light. It's 100, so let's reduce that down a
little bit, as well. So it's not so heavy. So it gives a bit more dramatic
look for the lighting. Now, the fill lite, I believe, was about 30. So the key light was 30. The fill light is 1.7. Let's give it
something like a ten. And what we're going to do
next is add another light. And this is going to
be our back light. Now, the purpose of the back light is just
to basically give the object that we're shining to basically have a
little bit of shape as well. So it's not sitting there, and you're not quite
sure whether or not the particular edges
finish or not. So you want to be able to
have something at the back. Okay. Let's go back to mode, object, coordinates,
and minus 180. So let's also reduce the size. So it's not so big. Okay. And do do. Okay, I got my scale on. So let's just scale
it back down. Okay. And the move, there we go. So now we should technically
be in a good place. Let me see. Oh. There we go. Alright. That's good. Now, that's the rear
of of the object. So what we can do is probably
turn everything around. But for now, that's okay. We can still use this
as the front, as well. So it's not too bad because we've got a lot of
light happening from all angles,
which is excellent. So that's what that's
doing at the moment. So let me just move the
screen. So that's it. Now, let me go back to
the key light object. It's 30 acceptable, fill, ten, and the backlight is 100. Let's drop that down
to maybe ten. Okay. That should be good for
us for the time being. Now, we're going to come
back and revisit lighting. This is just to
basically give it a little bit more of light. So as we are working on it, we can cross check how things are looking
in the viewport. So it's an iterative process. Modeling usually
is if you do just modeling and you
don't see what's happening in the viewport, then by the time you finish
modeling and you make some key decisions
on your models, you want to avoid going back, especially if you break the
non destructive pattern, it's much, much
harder to go back. So it's always good to have a perspective of
what you're building by looking at the
viewport once in a while. So as you add things
onto the model, you go to the viewport and
check it and so forth. If you don't want this viewport, you can always just go back
to standard and reset it, and then just go in and out of the model view
and the viewport. So now the only other
thing that we need to do is also add a camera. So if you go to Redshift, we also have objects. So we have cameras. So if you got the
camera one, we can just grab this and move it also. Right there or anywhere really, we can sort of decide
where we want to move it. I like to sort of have
it close to my lights. I've got all the
different cameras, and I also have the lights here. So that's it, folks. So now, next, it's all about
adding some details to the model and continuing with our efforts as we're moving forward in making our speaker.
9. Modeling: Indentations and Chamfers on Top and Bottom: Hi, everyone. So welcome back. Okay, so last time we
were placing lights and cameras in a plane to get a little bit of perspective as to what we are
building and modeling. And it's always a good idea
to have a few lights and a camera and a plane in the scene so that you can actually look at what
you're building. As you are building
it, you can see how it works with the textures
and things like that. So we've done that, and this is the red shift view that
we currently have. So what we want to do is we
want to continue modeling. We'll keep the red
shift view here. But for now, let's
just go back to the standard layout,
which is up here. So I'm just going
to hit standard. So now this is the layout
that we currently have. Now, for us right
now at the minute, what we're going to do is we will be going back
to the red shift view, but I'm going to remove the
plane for the time being, so I'm just going
to remove that. So I'm just going
to hit that button there and just see on and off. So that's how that works. Here on the right
hand side, it's a bit of a mess at the minute. So let's just order
ourselves a little bit. So what I'm going to
do is going to select the camera and the
lights together and hit Alt G. This is going to group them
into a null group. I'm going to give it a
name, and I'm going to call this null group dot composition. Just call it compo
for the time beam. I like to sort of
keep a shorthand. So null dot compo. Now, this cube is on a cube. It's actually a speaker now.
That's what we've built. So I'm just going to call
this the speaker speaker. And I'll just leave it as
that for the time beam. So now we've closed the plane. And also, I don't want
to see these lights and cameras here because
they do get in the way, so I'm just going
to switch that off. Just cohere on the
right hand side and click the top button there, which would just basically
remove it from the viewport. Now we've got a clean model
back again, and that's fine. Now, if we're going to go
back to redshift layout, we can always go back to the redshift layout
and have a look. So that's what it looks
like at the minute. So now what we're going to do go back to the
standard model. And what we are going
to do is we're going to introduce the
subsurface division, and I will describe
what that means. Now, subsurface division, you can find that here on
the right hand side. Just go here and select that. Now, what does
subsurface division do? Actually, it does exactly
what the name says. It divides the surface into
multiple bits and pieces. So it subdivides the surface. So it makes the model
a little bit more organic, a little bit smoother. If you're coming out of
the three dx Max world, it's called turbo smooth. So if you're familiar
with TDS Max, that's what this is. Turbo smooth equals
subdivision surface here in cinema four D world. Okay, so now, what happens? So what I'm going to
do is I'm going to grab the speaker raise it and dump it right under the subdivision surface
and see what happens. Yeah. Okay, so that's not a speaker that we
would like to have. So I'm just going to switch off the subdivision service for the time being. Come back here. So what we got to do is we're going to have to
create some chamfers or some lines at the top and at the bottom so
that we retain the shape. So what I'm going to do is I'm
just going to go back here and I'm going to zoom
in a little bit, and I'm going to select
the line option. And one way to do this is to
basically grab the top line, copy it and place it down
the bottom or simply go to the left hand side and find your let me just
change this view. Brush selection view, go to the knife if the knifes
already is not there, but you can go to the
loop loop cut, right? So now, as you're moving the loop cut up and
down these verticals, you're going to see a
horizontal line up here. So you can go ahead and click anywhere you like
for the time beam. So it's just going to click
there for the time beam. So now what happens if we go
back to subdivision surface, see how it's sort of made it
a little bit smoother now. Now, if you compare it to
what's happening at the bottom, Oh, because we've got the
symmetry on symmetrical cut, you did the bottom one as well. So let me remove that for
the time being so that we can see what's actually going on. So let's try that again. So if I go at the top, and I'm going to hit
subdivision surface. See, the top ones a
little bit smoother, but the bottom one
is still a mess. Okay? So what we're going
to do is we're going to hit the symmetrical
cut once more. Going to do a Control Z, right. And we're going
to basically keep the subdivision surface on so we can actually
see what's going on. And now we're going to do the top and the bottom
at the same time. So we're going to basically
move the cursor up and down one of the verticals until we are happy with where
we want to land. So let us do this
for the time being and notice how straightaway we're getting this
nice curved line here happening at the top. It's much, much better
than it was there before. So now let's have a look how that looks through
the render view. So let's just go to
the render layout, and let's have a look. Zoom in. Oh, okay. So we always
have to press play here. Now, it doesn't look all that great because it's still a
little bit rough, right? So we're still not getting that clean surface
view here at the top. Let us just reduce the
light a little bit. I think the key lights a
little bit strong there, so we can actually see a
little bit more what's happening with the
surfaces here. Okay, so you can
see how it's like a little bit broken up. What we got to do
is we're going to still work a little bit
more on the speaker. But this time, we're
going to basically remove the subsurface option here, and I'm going to add a
line on the top end. So now, the way I'm
going to do that, we can do that in
many different ways. One way I like to do it is basically by going
here to the surface. So we're going to select
the polygon mode. So we're going to select that. We're going
to go over here. We're going to make sure
the brush selection is on, and we're going to
highlight the top. Once we highlight the top,
on the left hand side, we are going to get
this inset option. So again, this is
one way of doing it. You can do it in
many different ways, but this is one way. So I like doing it this way. So we're going to go here. And now with this
option selected, we can point at any point around the selection and just left
mouse button and drag it in. As we drag it in, you're
going to notice how the top is now coming in
and out, see, like that. So we're creating
another version of the top, if that makes sense. So now, if I go over here, and I'm just going to leave
it there for the time being. I'm going to move
my mouse cursor all the way to the
subdivision surface, and I'm going to turn it on and have a look at
what's going on. So notice how in the
viewpoint of the render, if I can expand that
out a little bit more, the viewpoint of the
render is giving me this nice smooth edge. Now, if I don't feel like that's exactly
the edge that I want, I can basically move the
bottom line up and down. So, for example, I'm going
to go ahead and select edge. So I'm going to go to edge
mode, select the edge, hit UL, and that's going
to give me the edge there, the one that we just
created before. And I'm just going to move it a little bit higher up to get a bit more of a sharper
edge at the top, right? So if I go all the way up, it's going to be super sharp. If I go a little bit down, it's going to give
me that nice sort of curved look there. Okay. So that's kind
of what I want. Now, the other option also
is if we go to the top end. So let me just clean
the model a little bit. Let me just remove the subsurface division
subdivision surface option there. So now another way
of doing it is by selecting this new inner
circle that we already have. So if we click one of the edges, go UL, and it's clicker. There. And if I go to the scale option, I can scale it out or in. So now I'm scaling it back out a little bit
closer to the edge. I'm going to click the
subdivision surface. And the way I like to play this, and I know it looks a
little bit messy is I like to keep my render
option here happening while I'm actually trying
to scale the edge to get it right how I like
it and how I want it. Now, here, I'll it's a
little bit too sharp, so I'm just going to
bring it in a little bit. Maybe I'm going to drop the
bottom one a little bit, so I'm going to click
the bottom loop, and I'm just going to drag
it down a little bit. Or maybe let's go up there. Okay. Now, I'm
just going to move the render view a little bit so I can have more fresh
look at what's going on. It's a little bit still
too sharp for my liking, so I'm just going
to grab that loop and drop it a little
bit further down. And also the inner edge. I'm just going to
pull that, pinch that in a little bit as well. So let me just click
one of the items, UL, highlight it, scale tool, and bring it in a little bit. No, not too much. And I don't want the model
to be deformed too much, so I want to keep it
nice and clean as well. Yes so you find I
usually like to find a particular angle
and just use that as my reference
point so I can get that nice curved
look at the top. So you can see how it's curved
a little bit at the top, so it's not super sharp. And that works for us
for the time being, and we're just going to
leave that for the minute. We're going to do the same
thing down the bottom. I believe the bottom part is still pinched to the extreme. So I'm going to go do the
same thing and, again, highlight the polygon, click it, and do the inset. And just pull it in a little bit there until I get that
nice curved look done. Okay. So that's that. Next, what
I would like to do is also, if I go back to my F five and
go back to standard view, notice how here on the model, there's this like indentation, a little indentation happening. So what we want to do is we want to basically
replicate that. And what we're going to
do is we're going to basically create a
line that's coming across horizontal and
then pinch it inwards to create the view of
an indented piece. So let me just demonstrate that. So what I'm going to
do is going to go back to my perspective view. And I'm going to create another line that's
coming across. Let me do that right now. So here is let me
remove symmetry. Okay. And I believe
it's somewhere there, not 100% certain, but it
seems to be somewhere here. Okay. Okay, let me remove my snap on because it seems to be
snapping everywhere. So I think it's somewhere
in between here somewhere. Let us do that for
the time beam. And now I'm just going to remove subdivision surface
for the time beam, and going to go back to Five
and zoom in a little bit. So you can see the new
line here is in orange. So what I want to do is I
want to go to the move tool, highlighted UL, which is there, and just drop it a little bit so that we can line
it up perfectly. So let's find where
the move icon is. Here it is, and just
move it until we find the right location
and just leave it there. Okay, so now what we're going to do is we're going to turn
on the subdivision surface again there and have a look at the model
and see how that looks for the time being.
That looks really good. So now what we need to do is
we need to create a bevel. So let me just
remove subdivision surface because it's
too many lines. And let's go to
perspective view. It's much easier to see
from this perspective. So this is our new line. So what we're going to do is
create two lines, one on either side of this line, and then we're going to
move this line inwards to create that indentation. So let's so it's
highlighted already. So let's go straight to
Bevel and just create. Now, there's eight
subdivisions here, so there's a lot
of subdivisions. So Control Z. Let's go back. Let's reduce this down to one. Right. And now let's just create
a nice little bevel here, scroll in a bit. So there we go. So we've got this
little indentation. So we're going to
grab this inner line and then we're going
to pull it inwards. And that's going to create the view as if there's an
indentation happening there. Now, it's 0.16 centime, so we're just going to just remember that for
the time being. And what we're going
to do is we're going to go straight in the innermost line,
which is here. Control L, highlight it. And now we are going
to pull it inwards. So let me zoom out so you
can see what I'm doing. So go to the scale tool and highlight this
arrow, the green arrow. The green arrow is going to
be your Z and X axis plane. So these two, right? So don't go for this
one or the blue one. Go for the green one here, and then just pull it in. Now, if we pull it out,
it's going to jump out. We we want is we
want to pull it in. So as we pull it in, it's going to go right inwards
into the speaker itself. Okay, so let's do
something like that. Okay. So now let's have a look at how that looks once sub subdivision surface
gets plugged in. Now notice how
it's very rounded. We don't want it
to be so rounded. So we're going to go and remove subdivision
surface for the sec, and we're going to
create another chamfer on this slide and on this line. That way we can have
a more sharper edge as you get closer to
this indentation. So let's go ahead,
click one of the lines, UL. There it is. And what we're going to
do now is just simple, one way to do that is
like that where you copy and paste and just
drag it up and down. Another way is to go over
here on the left hand side, do a loop path cut, and just go ever so close to the orange line and just select. Do the same thing
with a top one. There. Now, if you go
hit subdivision surface, it's a little bit
sharper, right? So you don't have that
super smooth angle here. It's a little bit sharper. Now, I think, if I remove
the lines, like that. Now, this is how it
looks at the minute. Okay? Right? Now, I think it's a
little bit too wide. So what we're going to do is
we're going to adjust it. So let's go back to click
NB to get the lines. Let's remove
subdivision surface so it's much cleaner so we can
see what we're doing here, see how wide that gap is. So we're going to
narrow that gap. And the way we're going
to do that is simply by clicking edge mode, goes straight to the
brass selection. Click Op. We need to
click the speaker first. So the model so cinema ford need to know what
you're trying to do. The fact that we
already have the bottom one highlighted already, what we can do is just
use that time save and just drag it
up a little bit. We can do the same
thing for the top one and drag it
down a little bit. So select one of the edges UL, Make sure you click
it before you move, and make sure it's
all highlighted. You can fly around the model to make sure that
he actually is. And then just highlight
the green arrow, maybe zoom in a little bit so you can see
what you're doing, and just drag it down
a little bit there. Okay, now let's hit
subdivision surface once more and see
what's happening. Now, a good thing to do is that once you know what your models
what your models doing, and the light blue edges here is actually the model without the subdivision
surface switched on. So if you can visually
separate that with your eyes, you can basically keep subdivision surface on
while you're modeling it. So now if I keep
my subsurface on, I can actually scroll
it down and get it closer to the edge, right? And I can do the same thing
for the bottom part as well. So I can do the same thing,
get it up a little bit there. Okay. So now, if I
remove all the lines, so NA and click anywhere
on the right hand side. Okay, that's way, way better.
That's a lot lot better. Now we've got something
that resembles that indentation line
that we're after. So let's go back to F five. Right? So that indentation
line was right there, and we've kind of got really, really close. I think
we've nailed it. So what we have to do is do the same thing for the top part. So let's go ahead and middle mouse button clay
go straight to the top. Oop, Alt, remember, and do the same
thing for the top part. So first things various, let's go straight to the speaker. We're going
to select the speaker. So we've got this and B
to get our lines back, remove the subsurface division, so we don't need that anymore. Let's go straight to F five, and this is the front view. Now, the picture of the
back is really bright. So let's decrease the
brightness of the back image. Let's go to configure,
view, configure. And what we're going
to do now is go to back and increase
the transparency. So it's not so in your
face, if that makes sense. So let's go straight at the top. There's that line,
the indentation line. It's right there. So what we're going to
do is we're going to go here and go to the
line cut tool here, Path cut, and we're
going to align the new line right on top
of that one and click. Once we've done that,
we can stain this view. We've done the bottomline
in the perspective view. Here, we can stain
this view for a bit, and we could do it
from the front view. So let's go ahead. Now that
it's already selected, we can go hit bevel. Remember, the bevel was
0.160 0.016 is still there. So what we can do is just
simply add another line. Notice how it got unselected, so let's just make sure
they selected again. Okay, UL Click and selection.
Hit the bevel. And anywhere on the screen, just left mouse button and drag, and you should get 1.8 is close. 1.6 is what we wanted. Let's try to hit 1.6, 1.9. That's very, very tricky,
tricky, tricky, tricky. Okay, let's go
down a little bit. Oh. There there. Let's leave it there
for the time being. Okay, 0.16. So, you know, remember that we're able to
adjust it as well afterwards. So this gives us
that indentation that the beginnings of the
indentation that we need. So next thing is we want to go really close and hit
the middle line. So let's remove ourselves
from the bevel. So let's just go straight
to the brush selection. Select the middle line, UL. Okay, and click. Move your mouse away.
If the orange is there, that means you've selected it. Okay? So once you've done that, let's get out of the side view so you can see what's going on. Let's go straight to
perspective view. And just move it
up a little bit, go to the scale. And now remember we
are scaling inwards. So that means we're going
to stay on the ZX plane, and we are going to basically
grab the green arrow, green angle, and
just pull it in. Now, now when we pull it out, you can see what's happening. If you pull it in, it's
cutting it a little bit. So it's cutting inside, right? So now let's have a
closer look at that. What's happening. Okay, let's turn subdivision surface on. Again, the same thing
happened here as it happened down there
down the bottom part. You're getting this super
curvature happening. So what we can do is you can basically grab one
of these edges. If you double click
it, you should be able to highlight the entire edge. And you can bring it
in closer or you can also add another line here
to basically level it up, which is what I'm going to
do right at the minute. So I'm going to
go ahead and grab the cut tool and I'm going to get it nice and close there. So that's going to give me
that smoothened bit there. And also the same time here. Now, I'm focusing
on the blue lines. I know it might be a little
bit difficult for you to see, but after a little while,
you're going to get used to it, where the black lines
are the actual lines of the subdivision surfacing, whereas the blue line is the actual model itself without the
subdivision surfacing. So let me just show you that. These are the blue lines,
the original blue lines. They're going to stay there. Once you hit
subdivision surface, you're going to get
the black lines. They're a bit overwhelming, but you can sort of see
here that you're getting the line very close
to the original here. So it's just going to go just a little bit underneath there. Now you've smoothened this out. It's much, much straighter, but it's still
really, really wide. So what we're going to do
is we're going to go grab the top line here, L. Okay. So we've got that line selected. We're going to go
to the move tool, and we're just going
to bring it down a little bit slightly there. So I'm going to narrow the gap. And we're going to
do the same thing for the bottom line here. So remember, there's
two lines here, remove the subdivision surface. So there's two lines. There's
that edge and that edge. So we're going to grab
the innermost edge. Double click. You should
be able to highlight it. If you don't just hit
UL and then click it, you should highlight
it. So try that. So if I click any
of the edges, UL, and then I click
Move mouse away, it should show you
that orange line. So I'm going to go straight into the move tool and
bring it up ever so slightly until I create that
Itel happy with that gap. Now I'm going to go to
subdivision surface and have another look at this. Great. Now, let
me have a look at how that looks like
in the render. So I'm going to go straight
to the red shift render and let me press play. There we go. So notice how I've got this indentation
now happening here. And if I go down the bottom, I have that one down
the bottom, as well. There it is. And the
top one is there. Now, I believe the top ones a little bit wider
than the bottom one, so we need to basically make
sure they're about the same. So the bottom ones
already selected, right? So let me just remove the
subdivision surfacing. The bottom one's
already selected, so I'm going to grab it and
pull it up a little bit more. There. And let me hit
subdivision surface. It's still too wide. So let me try to narrow
the gap a little bit more. There. Okay. I'm happy with
that level of indentation. Now, we can always change
that later because we are working in a non
destructive mode, so we can always go
back and modify that. Okay, so that's that part. Okay. Next, what we're
going to do is we're going to do the
back of the model. So let's go to F five again and let's go
back to staded layout. Now, notice how in the picture, we have this hole
here for the charger. We also have this button here. So what we're gonna
do is we're going to model this button and also this hole, as well. Okay? So that's coming up
in the next lesson. Thank you for now and
see you later. Bye, bye.
10. Modeling: USB Plug and On Botton: Hi, everyone. Welcome back. Okay. So just to recap, I'm going to hit the
red shift layout. So what we've done now is
we've got the basic model. So what we need to do next
is make these buttons, these two buttons on the back. Okay, so let's go
ahead and do that. So I'm just going to hit F five, just to get a bit of perspective as to where everything's at. So I'm just going to go into the front view, zoom right in. So we want to create this
hole and this button. The way we're going to do
that is we're going to create a square or rectangle
around this hole, the same thing with the button
and then we're going to bevel in the corners
of that rectangle. So let me explain
that by doing it. Okay? So let's go ahead and now I'm just going
to create a line, the bottom part of that hole, and I'm going to do
right above it, as well. I'm going to do the same
thing for the button, and there Excellent. Okay, so let me remove the
subdivision surface so I can see what's going on here a little bit clearer.
Okay, great. We also got a line here
that's very close, but it isn't quite lining up with the edges of the
hole in the button. So what we're gonna do is we're going to create another line. So right next to it as such. Excellent. Okay, great. Now, what I'm going
to do is I'm going to highlight the points that define the edges of the hole. So we're going to focus
on the hole here. So what I'm going to do is
I'm just going to highlight them like so, right? So we should have four selected, and I'm just going
to hit visible only. So we're not highlighting
any points at the back. So let me just get out
of this view and make sure that I'm not highlighting anything but these four points. Okay, so we can see
that from this angle. So we've got the four
points highlighted. Excellent. Right? And
let's go to F five. So you can see
from the top angle that we are dead
bang in the middle, and there's only four
points highlighted. So let's go back
to the front view. It's very important
that you know if you're going to
highlight points that your visibility only or visibility only off
or on is correct. Otherwise, you end up collecting more
points than you want, and then you end up
ruining the model, and then only afterwards, you find out that, oh, you've actually pulled in the wrong point and
it's to form the model. So just keep tabs on that. So you've got four points here. And visibility only
is on at the moment. So now what I'm going to
do is I'm going to go to the Bevel tool, whilst my points are
highlighted and just click and drag left mouse button, which will help define
that particular hole. You can see how it's
kind of defining the shape a little
bit, which is great. Next to what I want to
do is I want to go to the bras selection and
also to the polygons mode, and I'm going to
click it like such. So, and now I'm
going to basically do a inset for this
particular bit. So I'm just going to
create another line around this existing line. That's going to help me give
me that nice smooth edge. So I'm just going to
left mouse button click and just pull it in. Do it once, and then I'm going
to do it the second time. So let me zoom in so you
can see what I'm doing. So that was the original edge. This was the second one,
and this is the third one. So we've got three of them
right now here. Okay, great. So now I'm going to click the
subdivision surface Model, and that's what we've just done. Let me go to the
perspective view. Okay. And let's go in to the model. Okay, let's press Play. Okay, so there's nothing
happening here just yet. So what I want to do is remove the subdivision surface
for the time being, click polygon, and just
keeping the Control button on, pull it into the model. Now you can see here how
it's created this gap. I'm going to hit subdivision
surface to see what happens. Okay, it's still
good. Okay, great. But what we need to do now is make sure that this
goes all the way in, so it gives you that dark
look as if it's going into the body of the speaker. So let me just remove
the subdivision surface. And let's undo that. Okay. And what I'm going
to do is I'm going to do another inset
for this one. So let me do another inset. And this one's going
to be really narrow. Okay. I'll explain
that in a little bit. So now I'm going
to hit the brush. I'm going to select
everything. Like so. So all the inner ones, including the one at the back. And I'm going to basically
drag that inwards. Oops, Let's try that again. Okay. It's done on an angle, so we definitely
don't want that. Let me try that again. Okay. Like so. Okay, great. And now I'm also going to turn on the subdivision so you can
see what's going on here. And now I'm going to grab turn it off again and
grab only the inner one, the one that we just
created, and I'm going to pull it inwards. So keep the control button on and just pull it
inwards, like so. So that's going to give
you that little insert. So that's where when
you put the USB inside, you're going to have that
little little nudge there. Okay. Now, because there's
so much light, it looks like that. But what I'm going to
do is also I'm going to remove the surface
sublution surface, and I'm going to grab
these outer ones, and I'm going to pull them
out behind a little bit more. Okay, let's try that again. Okay. And I'm just gonna
drag that further behind. Like so. Okay. Now,
subdivision surface goes off, and so there you go. Okay. So now I should have the
hole that we're after. Okay, and that should be
good enough. Excellent. Okay, so next, it's about
the button at the top. So let's go to the
front view again. There it is. And there's the
button at the top, so let me move the subdivision
surface from that one. Now, let's click all
the buttons that are associated with the corners of this one here like that. So visibility only selected, so we should only
have four selected. So let's go to F one, check points four selected.
That's good. Let's go back to F four, which is the front view. And now we're going
to go back to the bevel and do the same
thing as we did previously. Excellent. Go
straight to polygon. Click the item in the middle, and we're going to now do
the inset for this part. So click anywhere
and just drag it in. So let's do one and
do a second one. Okay, so now if I zoom in, I should actually have
that's the front view. Let me go back to the
perspective view. Okay. Excellent. So now you can see I've got two bevels happening
all at the same time. So now what I'm going
to do is I'm going to just go to the brass selection, grab the blue line, and keep the control button on, and just extrude
outwards a little bit. Not too much. Hit the subdivision surface and have a look how
that looks like. It's a little bit too smooth, so we want to basically round
the edges up a little bit. So whilst I still got that
edge selected, right? I'm going to go and
select it again, UL. There we go. So selected, I'm going to keep the
subdivision surface on so I can actually see by how much I'm actually going to be straightening the edge out. I'm going to go to
the move button, and I'm going to keep the
Control button on while I'm pulling inwards, the blue arrow. That way, I'm creating
a second edge. So notice how it's
coming across like that. So it's really sharp. But that's exactly what
we want right now. Excellent. So now that's
how that looks like. However, it looks like
as if it's a piece of geometry on top of another piece of geometry, it
doesn't look like a button. So all we need to
do is create an insert or an indentation
around the button. And we can achieve
that by first removing the subdivision surface
so we can see the edges. And what we're going to do
is we are going to create another edge around
this using Bevel again. So let's go back to Bevel and create another one. Excellent. And now what we're
going to do is we're going to select the inner one, do a UL and move that inner one into
the actual model itself. So let's just grab that
and just pull it in. Ooh. The click subdivision
surface and let's have a look how that looks like. Okay. Subdivision on. So we've
got a bit of shadow there, which gives it the look as if there's actually a
button you can press. We might want to be able to
maybe do it a little bit more so that it looks a little bit more obvious that it
is actually a button. So we can do that by selecting another one of
those lines right next to it. Select move button and
drag it in a little bit. There we go. Subdivision is
on. Okay, let's have a look. Now, notice how it's deforming the bits and pieces
around it, right? And it's creating this shadow at the top, right? So
that's not right. So we need to basically
back out of that. Control Z. Okay? So we don't
want to break that line, see that line was being broken. So we want to keep
that line there. Oop. Right. And not touch the top line, but actually go a
little bit inner inner. So let's just go with that line because we created two bevels really
close to one another, which was not a good idea, but we can still work with that. So let's just grab
that for the time being and then just drag it in. There we go. And Excellent. So now we haven't deformed
the top part at all, so the top part stayed
there where it is, and the bottom part seems to be fine.
Everything's fine there. So now what we can do
is clean up the model a little bit by removing some
of these points, right? So that would
basically remove some of this chatter that
we've got here, right? So we can do that now, so what we want to do is all the points
that we don't use, we're just going to basically
weld them together. So go to the rectangle, say, click the points. Visibility only on is good. So we want to
basically maybe grab these three points and maybe this one,
weld them together. So they're all
into say that one. So we've got that
nice line there, and we can do the
same thing over here. So we've got these three
points and that one, and we're going to weld
it into that one. Okay. Let's make sure that we're not breaking the model
as we're doing this. Good. So it's removed some
of the chatter, right? And what we can do is do the same thing
on the other side. Okay. Now we've got two points
here that we don't need. Let's just grab them and
just holding shift, delete. We've got one point
here for no reason whatsoever, remove that point. That could be as a consequence
of some of the residue. So we've got some
points again up here that we do not
need control shift, and there let's turn
on subdivision, making sure that we're
not breaking anything in the process. Okay, good. And that can remain
the way it is. And then we're just
going to go over here for the button as well. So we're just going
to select some of these points and
weld them together. Okay. Notice how also, we've got a bit of a lip happening here at the
top and at the bottom. So the best way to do that
is basically create a cut across to redefine and
reinforce that edge. So let's go ahead and do that. So we can do that
by simply selecting the knife or the line
cut tool, like so, and click a point
here on the left, drag it and click a
point here on the right, hit a scape, and we can do the same thing down
the bottom here as well. S. Now, let's just make sure the integrity of
our points is correct. We should get one point here, two points if I stretch it out. One point here. Good.
Now let's have a look. Yeah, so that lip is gone now, so we don't have
that lip anymore. And also, this button here
is a little bit less busy, which is what we're
after and what we want. So there's no
bendage of geometry. The geometry is still very good. So zooming out a little bit, see on the right hand side, you can see that the
models start to look good. So we're just going to
back out a little bit more and just do
a bit of a recap. So we've got the top part here. As you can see here,
it's nicely edged. We got the indentation. Down the bottom,
we've got the hole, and we have the button as well. And down the bottom here, again, the same things is to create
the top buttons here. I've promised that before
in the previous lecture, but we need to do that now. So now that we've done
this part, we'll do that. And next and after that, we'll add the mesh, which is this part here.
See on the speaker. So we're going to try
to go for that look, and then we're going
to add letters and a few other holes here to basically add some
lights, et cetera. But we're getting there.
We're getting there by now.
11. Modeling: Top Button using Displacement/Bump Map and UV Editing Layout: Hi, everyone. Hello, hello. Okay, so we're going to start working on the top
part of the speaker. And the way we're going to
achieve that is by applying a displacement map on top
of the speaker polygons. So firstly, let me just save an incremental
version of this. Here we go. Okay, so what we're first going to do is get out of
the subdivision surface, highlight the polygon section that we want to
apply the UV map on. So let's just do that
now, which is there. Next, what we want to
do is we want to split away from the rest
of the object. Why would we want to do that? Well, when you apply the subsurface action
on the speaker, it would creep into the actual displacement map itself and you will deform it. So we want to make sure
that it doesn't do that. So the way to ensure
that doesn't happen is by ensuring that the surface where we're going to apply the displacement map is separate from the rest of the
speaker geometry. So what we're going to
do here now is write about the clique and we're
going to do a split. You're going to see on
the right hand side, this is your original speaker. This is all the speaker
everywhere else, and this is just the
polygons at the very top. So let's just rename this so we don't forget what this is. And I'm just going to call this the top, right? Okay, great. Now that we've done that, we
can move to the next part. The next part is doing
some UV editing. So we can access UV Editing through the layouts at the top, so we've got script
standard model UV edit. So if we go ahead, we can click that and access this screen. You can do that also by going to Windows and go to
texture Editor map. For now, we're going
to just follow the layouts that are
there in front of us. Next, what we're going to
do is we're going to select the actual speaker dot top
object that we just created. So this particular
polygon object that we've just created,
speaker dottop. So make sure that's clicked. Make sure that you're in the polygon mode and ensure that your
brush selections on. So you click it here on
the right hand side. This is the UV map. What we're going to
do is we are going to unwrap the UV map by
clicking this button. Now that we've done
that, that's great. Next, what we need to do is make sure that we fit
it to the canvas. So this is the canvas that we're going to
basically utilize. And it's at a
specific resolution that we need to basically overlay and map our buttons, our icons on top of. Now, what do those
icons look like? Now, I've attached it to the
resources for this session, and this is how it looks like. This is the actual bump map
that we are going to use. So what I did is I traced this. It's a little bit
rough, but it works. Unless you get
really, really close, and you can actually see how horrible how horrible
of a job I've done. But at the end of the day, it's enough to give us the
displays and map that we need that we need to basically overlay on top of our speaker. So this is the butt map. It's in your
resources, and you can access this from there.
Now let's move on. So we're going to overlay
that on top of this. So the first thing
we need to now do is create a texture, right? So what we're going to
do is not hit this file, but hit this one here. So when we hit this, we
go to create new texture. Once we do that,
we're just going to basically give it
a texture name. Let's call this texture 01. And we are going to save
it let's call it 01-01, and it should be at this width, which is 101024, ten, 24, and we're just going
to basically hit Okay. Once we've done that, it's
created a texture map. Now what we need to do is
create a UV mesh layer, which is going to
basically give us this. Now, what's important here is to know that where these
lines are converging, you can see them here
on the right hand side. And this is how you can
orientate yourself when you're actually placing
this item on top, you can basically see where
you need to orientate that. Now, if I go to the top view, let me scroll right in. See this is where we
want to have the plus and the minus and fast and
the play and the pause, and you want to have the
microphone icon over here. So that means that everything
on this side this is where you want to have your
plus and your minus and your microphone and your
microphone icon here. So that's a good way to
just make sure that you can orientate your map in
the correct direction. So these lines helped us a little bit in identifying that. So next what we need to
do is make sure we create a a layer mash, which we did. And now what we want
to do is we want to save the texture as a PSD file, which is a photoshot file. Click Okay, and then we can basically save it
anywhere we wish. There we go. And
now we're going to do what we're going to do
is we're going to open it up in Photoshop. So we're going to open our
bump map in Photoshop, and we're going to also open
the new texture map here. So this is our texture map, and this is our bump asset
that we just created. So I'm just going to
basically control a copy. Let me undo that. I'm going to copy that and
bring it across here. Now, remember this is
where our front is, and this is where we
want the macrope. So we're just going
to spin this around. We are going to
stretch it out a bit, cold shift so you keep
the proportion right. And that looks about right. Might need to level
it up a little bit. The bring a bit closer. Okay. You can use the edges here and here to
see if they're parallel. Yeah. I mean, there's
many ways to do this. This is one of them,
probably not the best way, but it is, but it works. You can get really clever
with this, as well. But yeah, it's all about timing. Okay. And just click Okay. And next, what we're
going to do is we're going to remove everything except the actual final review, which is layer
one, which is what we've put the asset on top of. So next what we're going
to do is we're going to flatten the image, so
we're going to flatten it. So it's black and white, and we are going to
export it as a PNG. And now back in Cinema four D, we're going to go back
to the standard layout. And from here, we are going to access the material manager, and we're going to
create a new materials, material, and we should
have RS material here. Now, if you didn't
have one before, it was just increments one,
two, three, and so forth. So it doesn't matter
which one you select. Click that one. And now this is the view that
you're going to get. Let me just expand that window, move things
here to the right. Now what we're going
to do is we're going to add a texture. Okay, so let's go
ahead and do that. Click the plus button, texture. And here we're going
to basically add the path to the new
texture map that we just created. Okay. Now, this is going to feed into the but map of this
particular material. But we also need
to give this Well, we can keep the same color, but we could also feed
it another texture, which we will later on anyhow. For now, I'm just going
to keep it the way it is, and I'm just going to
feed this texture into the but map of the RS
material which is here, okay? Let me just make sure I did that correctly and here
to the bump map. Okay, so if you expand
this, there it is. So now you can actually
see that there's a little bump map happening here against this
particular image. So now I can close this, and I'm going to drag this on
top of the speaker dot top, and it should overlay on
top of it straight away. It's not quite centered, so we could probably shift a little bit to the
left or to the right. But for now, let's just have
a look at what it's done. So let's just go back
to perspective view. And there it is. Okay. So we've applied the texture and the
displacement map to the actual top
of the speaker. So let's have a look at how that looks like in the render. Press play, and here it is. Now, the reason
why we're getting these lines it's because of the reflections of the material
that we've applied here, which isn't right, right? So these are the textures
that we're getting, right? So what we should do is go
back to the material. Right. And from here, right, we need to also ensure that
we are using a bump map, not feeding just the texture into the bump map
of the material, but we need to convert this
texture into a bump map. And the way we're going to
do that is by bringing in a bump map Node. Okay, so this is
the bump map node. So we're going to double click. Now we're going to
feed the output of the texture butmap
which you created into the input of the bump map
node and the output of the bump node into the bump
map of the RS texture. So notice how that's made
a huge significant change. So now let's close this
and have a look at, oh, so you can see straight away now how the bump
map works, okay? So it's definitely doing what
it's supposed to be doing. Okay. Now, I don't really
like this reflective texture, so I'm going to basically go
back into the RS material, and I am going to reduce just by clicking
the ARS material, I'm just going to
reduce the reflection, so it's a little bit
less reflective, so it's not bouncing
all the light. So here it is. So there it is. So that's the bump map
that we've just applied. Now, as I said, it's not
quite centered, right? So we could probably do
some more work around that. But for what we're
trying to achieve here, it's sufficient, and it works. Okay? So now the next
thing what we need to do is feed this a
proper material. So for now, given the fact that we've just used this
material for everything, what we can do is essentially
duplicate this material. As such, remove the butt maps, close it, and just apply it to the rest of the
speaker, so it looks uniform. There we go. Now, sure
the subdivision is on, and there we have it. Okay, so this is the speaker
the way it is at the moment. Let me just expand this window. So it's more clear as to
what that looks like. There it is. Okay, so now you can see the
buttmp is on the top. We've got the indentation
down the bottom, the indentation at the top. We've got the buttons
there. And all that's left is now
for the grid here. Let me just show you again. So we need to basically apply this grid and then the signage, a few little bumps
here for the stand, and we are almost there, and then we're going to go ahead with the lights, et cetera. Okay, guys, well,
that's how you add a displacement map to simulate the buttons on top
of the speaker. Thank you. Bye for now.
12. Modeling: Speaker Grid using Displacement Map: Hi, everyone. So welcome back. Now, just a quick recap. What have we done so
far? Okay, so what we've done is we've created
the shape of the speaker. We've added a USB insert
here and also the on button. We have also added a but map on top of the speaker
to give us the controls. So we have the microphone,
the plus button, the negative button, the
play, and the pause button. So all of those buttons
are here now on the top. What we need to do is we need to focus on applying the grid. So the first thing we need to do before we can apply the grid, what we're going to
do is we will be preparing the material
for the displacement map. So the method that we're
going to use is apply a displacement map to
provide us the grid, which is slightly curved
all the way around. Saved us a lot of time in creating the actual
geometry for the curvature. So it's a much, much quicker
way and way more powerful way to do the speaker grid, which is going to be located
here where my cursor is. So without further ado, let's start with preparing
the material. Before we go ahead, let's first clean up some of the materials
that we already have here. So if we look at this one here, this is I believe the displacement map
for the top speaker. So what I'm going to do is I'm going to basically
give it a name. So that we can organize
ourselves a little bit better. So top material. So let's call it
SP,spfspeaker dot top. And this one here is for
the body of the speaker. So let's just call
that SP, right? For speaker. Now, we're not
using this material at all, so we can actually
remove that one. So now we've got two materials, one for the body and one
for the top of the speaker. So the next thing
what we need to do is add the grid material. So let's go ahead and
add a random material, so material, and just an
empty one that would do. Just to match the rest
of the materials, what I'm going to do is going
to decrease the reflection. So reflection goes
back down to zero. So it matches the
body of the material. I'm going to give
this a name as well. I'm going to call
this thes dot grid. Okay. All right. Double click, and this is what we
should end up with. Let's just grab that,
move it to the side. Now, what we need to do is we need to
provide a normal map, opacity map, a displacement
map, et cetera. So let's start with
the normal map. Now, one way to do
this is to basically go to your folder, wherever that may be. One way is to actually
just go ahead and add the texture
and then add the link. A quicker way is just
simply grab and drop. So that's what we're
going to do here. So this is the normal map.
I'm going to go further. I'm going to add the opacity. And displacement. And what else do we have? We have the roughness.
Yeah. Okay, so this is what I'm
going to do here. It's very simple,
straightforward. Now, for the normal
map for the but map, which is basically
what the normal map here is supposed to be doing, what we're going to do is
we're going to have to translate that into
an RS butt map. So the way to go about doing
that is to add a node. So we're just going to
add a bump map node here. Excellent. We're going to
attach the out color to the input of the bump map and the out of the
bump map into. And if you just hold it
above the RS material, you should actually get
the bump map appearing. So if you hold it says overall, and it will basically show the children parameters of the overall parent
of the RS material. So just going to link
it to the there. Now opacity goes
straight to opacity, so we're going to grab the
out color of the opacity, hover above the RS material, and we're just going
to link it as such. Displacement map, we need a
displacement map converter. So what we're going
to do is we're going to type in displacement map. And there it is. We're going to link the
displacement map to the displacement map node, and we are going to
go straight out of the displacement map over into the output of the
displacement map. Notice how it's actually changed shape even prior to
the displacement. So I remove the displacer map, notice how the bump map has already created the
displacement that we want. Okay? This adds another
layer of displacement, and it gives us more control in the control panels as to what the displacement
should look like. Now, another thing
is that we need to attach the roughness,
so we can do that. We can change these textures
and make it rough and add more things like we
can bring it into Adobe's substance and
add scratches et cetera. But given this is
a product demo, usually the products
are pristine and nice and glossy and
that's not what we if we're going to do ultra realistic real world
type of scenario, you might want to
work on the roughness and add some different
textures and so forth. But for the time being,
we don't need to do that. So this is the actual textures
mapped to the materials, which will give us the
RS materialsp dot Grid. So what we're going
to do is just close so we've done that. Excellent. So now, just to see
how that works, if I'm just going to grab
a little cube, okay, it's a very large cube
because obviously, we've got a very small 16.8
centimeter speaker here. So it's going to grab
that, decrease the height. So it's nice and small. Move it a little bit
closer to the speaker. I'm just going to zoom in. And I'm just going to grab this grid, and I'm just
going to apply it. So you can see how
that works, okay? So the grid just basically
works as a material, and you can apply it to
any object you wish. So what we're going
to do is we're going to do this exact same thing, and we are going to
apply it on the speaker. So let's go ahead
and remove the cube. Don't need that
anymore. And let's save so that we
don't lose our work. Particularly when
we change geometry, when we start changing geometry, I really recommend you always
do an incremental save. So you go to file and
do a save incremental. Okay, now, let's go ahead and think about where we're
going to place the speaker. We're going to place
the speaker right here. Okay? Now, in order to do that, we need to make sure that we are placing it in the correct place. So let's have a look at what the actual speaker
should look like. So if we look at
the speaker sizing, we can see that the top lip
is there, so we got that. Then we've got
this bottom right? And the speaker the grid
should be right here, and we need to basically
we can eyeball this or be super accurate and apply
proper measurement. So what I'm going to
do is I'm going to grab this line and match the distance between the very top to the
indention here, and I'm just going to raise this one a little bit higher up. And basically, all I'm
going to do is make sure that my distance
from the very top edge, very similar to
what we see here to the indented part is the same. So from here to here, we're going to basically
grab this line and make this distance equal
to that distance. So let's go ahead and do that. So what I'm going
to do is I'm going to make sure my
speaker is selected, make sure that I'm
in the edge mode. Make sure my brush
selection is there, select any of the edges, hit UL and click. Now, when I've got
click, remember, always, you're looking
for orange, right? So once I've got that
there, I'm just going to do a quick spin around to make sure there's nothing else
might be affected. Nope. So what I'm going to do is just going to simply grab the move option and just
move it up a little bit, and I'm just going
to eyeball this. The distance from here
to here should be the same as the distance
from here to here. So just eyeball it.
That should be enough. What we're going to do
is we're going to do the same thing and
we're going to do the same thing down
the bottom here. Okay, so we already
have a line here, and it actually looks
pretty accurate. The distance from
here to here and there is actually
pretty much the same. So what we can do
is we can leave that line exactly where it is. So next, how do we select
where the grid should be? So the easiest way to do this
is go to the polygon mode, go to rectangle selection. And instead of
doing on the side, what we can do is simply go
straight to the top view. So if I go to F one, F two is the top view, OT. Now, this is the top view here, and this is the part of the
grid that we want to select. So I'm currently in the
rectangular selection mode. So I'm just going to
drag across everything. Now, it says here visible only. That means all I'm
going to do is tag only the visible polygons. If I go back to my F one
mode, that's all I've tagged. Now, that's not what I want. I want to make sure
that all my surfaces underneath here are actually
tagged or selected. So I'm going to
remove visible only, go back to F two
and do that again. Now, if I go back to F one, notice how all my polygon
surfaces are selected, which is exactly
what I want to do. Next, I want to remove These two areas, this
one and this one. So the way I go
about doing that is simply holding my Control
key while I still am in the rectangle
selection mode and just dragging across
from left to right, using the left mouse
button, and there we go. Okay. So now I've basically
removed these two top layers. So I'm just going
to lt and drag down again and do the exact same
thing down the bottom here. Oop. Remember, holding control and moving the
left mouse button. Okay, so zooming out, let's have a look. Okay, great. So now let's do another save incremental, make
sure that we're good. And next, what I want
to do is I want to essentially split this from the remainder of the geometry. So the same way we did
the speaker at the top, part of the speaker, we
split it from the geometry. So now this is an object
in its own right. This is going to
become a third object. So we've got the speaker, we've got the top
of the speaker, and this is going to become
the speaker dot grid. So what we're going to do
is we're going to write button clack go to split, and we are going to
rename this to grid. Okay, so now we've got
the grid, which is here. And we've got the main
speaker and obviously, we've got the top of
the speaker as well. So next, let's hit subsurface and have a look
at what's going on here. But notice how the
moment we've done that, we also have this geometric
change and impact, and that's happening,
which is going to definitely affect how the
grids going to be applied. So what we want to do is make
sure that these lines are as close as possible to where
our speaker grid starts. So the way we're going to do
that is highlight speaker. We will be placing a few lines, a few cuts to pull that in. So I'm going to keep the
subdivision surface on as I apply the cuts on
the blue grid lines. So what we're going to do now is simply go into the edge mode. We are going to
the loop path cut, and we are going to place a cut here and notice how it pulled
that line straight in. And now we're going to go down, and we're going to do the
same here. There we go. So next, what we want to do is we want to go and do
the same thing on the other side there
and down the bottom. Okay, so that should provide us a nice square or a nice
angle there, right. Now if you want to get
super, super tight, you can grab this line, bring
it a little bit higher up, which is what I might
want to do right now. So I'm just gonna click
this. Double click. No, that doesn't bring the loop. Let me go to UL and
highlight that line. Am I in the line? No, I'm
in the polygon selection. Let's change to the edge
mode, and there we go. So now orange, it's clicked. So I'm just going to get
the move option selected, and I'm just going to
bring it up there. Okay. Let's make
sure nothing else in my geometry is broken or changed in any
way, shape, or form. My buttons are still exactly
where they need to be, so that hasn't been
impacted. Okay, great. Excellent. So this loops
all the way around, so I'm assuming it
would have done it here as well. Oh, okay. Now we can see that there's
been a slight impact. So let's undo that and have
a closer look at this. Okay, so what it's done is it's picked up another edge here. So you've got to be careful
with these kind of thing. So we're going to hold Control, click that, click that, that or just select the rectangle and select
all these ones here. Okay. And now what we can do is redo that. So you
got to be careful. When you actually do
a loop selection, just make sure that
the actual loop does not interfere with any
other part of the geometry. So now we're going
to go and select this edge Mm hmm Okay,
UL highlight it. Spin around. Let's
have a look at this. Oh, you can see now it's actually grabbed this
particular edge, which would have been a
complete disaster for us. So what we want to do
is remove that edge, and the way we're
going to do that is simply go to
rectangle selection, hold down the Control
button and highlight that area that we do not want that particular
edge to transform. We do want it to end here. So let's go ahead and
do a shift select. Change to brush
selection, and there. Okay. Now, we're just going to bring that
one up a little bit higher to get that angle
a little bit sharper. So now let's have a
quick look around, make sure we have not made
any further damages to geometry that the geometry
is still good and valid. Yeah. Okay. So let's do a NA, so we can actually
look at the geometry from a different perspective. Good, and highlight another
place. Okay, great. Now what we want to do is
apply the grid material. So the way you do that is
simply grab the RS material, drag it, and drop it
onto the speaker grid. Remove the original material,
and there you have it. So now you've applied
the grid material to the speaker and
everything looks great. Problem is the scaling. The scaling is all wrong. Okay? So what we got to do is we got to start thinking about how we're going to
shrink scaling. The best way to do that either from the inside of
the RS manager. You can do it from here, or the quickest and easiest
way is simply go to the actual material itself on the grid and notice how it
changes down the bottom. Now, what I do recommend is
start working on the tiling. So if I start
increasing the tiling, you can see that the grid
holes are getting smaller. I want them to be super small, so they need to really reflect or be similar to these holes. So now, these holes are
currently very very large, so I'm just going to
keep on going until I find the size or the
vertical size that I want, and then I work on the
horizontal sizing there. Now, that's still very, very Let me try to be closer so you can
actually see Okay. Now, the best time the best time it's the
best time right now to bring the red shift materials view in so you can actually
see how it's rendering. And that could also help you with evaluating the
holes that you need here. Okay, so now let's
hit Play. Okay. And now notice how
also our material is deformed in the in
the render view. Look at that. It looks
very, very horrible. Does not look like what's
here in the viewplane. So it's rendering it out
very, very differently. And that's what happens when you use the displacement maps. So what I want to do right now is let me get the sizing
of the holes right, and then I'll work on applying
the correct material or the correct material type
on this particular speaker. So now, what I'm going
to do is just drop, go back to my materials and keep on decreasing the hole sizes until I feel that I'm getting
closer to what I want. And now let me have a look at how I'm
supposed to fix this. So now I notice how
the projection of the material is
using UVW mapping. Now, that's really,
really good when you're applying it on rocks, stones, things of that nature. But when you're doing it on
a curved cylindrical object, might want to think about projecting it on something else. So notice how you got spherical, cylindrical, flat, cubic,
et cetera, et cetera, what you can do if you
don't have tripolar here, which we don't, and that's a
completely different course. What we can do is we
can just go straight to cylindrical and notice how straightaway it's made it a lo lot better
and a lot smoother, which is fantastic, but
it still has these kinks. And also at the same
time, the tiling has completely changed. So what we got to do now is have a look at our displacement map. So if I go ahead
into my materials, and have a look at what the displacement
map settings are. So if I go to the output, I'm going to have a look at what the displacement scale is. So you can see here we
have an option here to increase the displacement or decrease the displacement. Now, what I want to do is let me just move
this to the side. Is I want to decrease the displacement
because it's really making a lot of
chaos here for us. So let's just have a broader
view as to what's going on. So you can see here on
the right hand side, it's completely
doing a whole lot of displacements that
we really do not need. So what we're going to do
is going to bring down the scaling of the displacement. And notice how that's
starting to work for us. So if you go on one extreme, a lot of displacement,
bring it down, bring it down, and
bring it further down. Now it's bringing
the displacement in, and we want the displacement to basically coincide with
the rest of the geometry. So let me just decrease
the sizing of the grid. So again, we're going to go
back to the object view, and we're going to click the
material tag of the grid, and we're going to start
increasing this furthermore. Again, that's way too
large. We're getting there. So let me just type in
100. That's more accurate. And let me increase the
U tiles to say ten. So that's 110, so it's
100 for the tile used, and tiles, it's 100. That's actually pretty close. Let me just get out of this view and let me get in a
little bit closer. Notice how the displacement
as well has pulled it right into the
body of the geometry. So what we've got
to do is we'll do some more work on that scaling. So we'll come back
to that later. Okay, I'm just doing a
bit of a survey to see where everything is. Okay. Yeah, we can see that
the displacements are not quite aligned with
the rest of the body. So let's go back to
the RS grid material. And displacements are always
going to be seen on render. So that's one thing
that you need to know is that during
the viewport view, it could look
absolutely fantastic. But actually, during the render, which is where the actual
displacement is going to occur, that's where you're going
to start seeing problem. So let's go back
to displacement, and let's have a look at
if we go to the left, yeah, it's getting
closer to what we need. However, it starts deforming. So if you go here,
have a look at that. Starts to deform a little bit, change shape. We
don't want that. This is where the displacement
starts kicking in. See how that kink is happening. So we want to basically
go closer to zero. So we don't want the
displacement map to be impacting us too much. So let's go there. Okay. That's much, much better
and much cleaner. So if we go down, excellent, I think
we might want to go with this displacement
setting and scale. So if I hit scale down to zero, so displacement is zero. So basically, there is no
scaling that's happening, no displacement scaling
is happening at all. So basically, it should be aligned to the original
object as much as possible. Okay, that's pretty good. We're going to keep it at zero, 'cause we want it
to be aligned very, very well with the original. So that's the grid. Now, I still feel that
the holes of the grid are a little bit too too big. So what we're gonna do is going to continue decreasing them. So let's go to 15 and 150. Yep, that seems a lot lot more reasonable and a lot better. Okay, great. I think we're close
to finishing this. Now, another thing
that we need to do. Notice how it's
very transparent. So what we got to do is
we're going to create a clone of the speaker grid, and we are going to remove the displacement grid and
just make it black or dark. So therefore, that's
going to make sure that when you come
close into the product, you're not going
to end up seeing the back of the holes here
or anything like that, especially when you
apply at a bit of light. So we want to avoid that. So if I go ahead and apply
a bit of light here, you're going to end up
actually seeing what's in the inside on the other
side of the speaker. We don't want that. You can actually see
how dark it is here. That's because the
background here is dark. But if we had another object, you actually end up seeing part of the object
through the grid. What we want to do
is we want to put another clone just behind
this particular grid, and that's going to
disguise the fact that we don't have any
electronics inside, but it's going to provide us that bit of
cover that we need. So the way we're going to do is hold the left mouse button on the speaker grid and hold Alt, so control, and then click the speaker grid and
just drag it underneath. We are going to call
this grid and clone. Right? So that's the inside
of the actual object. Now what we need to do is
actually highlight it. We will be scaling it so that this highlight
the object mode. So in the object node,
we've got scale selected, and we're just going to
scale it inwards a little bit on the X Z axis, but we're going to keep
the Y axis the same. So scale it in now if we scale it out,
that's how that looks. If we scale it in, we
know that it's maybe a few a few tens of millimeters behind
the front of the screen. And now what we're going to do is if you actually
look at it here, you can actually see how
the yellow bits inside. So what we're going to do is now instead of giving that material, we are going to swap the
displacement materials. So we're going to remove
that, and we're going to replace that with
a darker material. So we're going to grab the
body of the speaker. Hold out. So I hold control and
just drag it down, and we're going to basically
make this a darker material to give it a
nice dark shade inside, move it across, and there we go. Now we've got a dark shader
inside the grid material, and that gives us that view as if there's something inside the actual sanos application. So I sons speaker. Now notice, again,
I still feel that the actual grid size isn't or
is a little bit too large. So I think what we're
going to do is just go one more layer or
one more level down. So we're going to go to
say 180 and 18 18, 180. Okay. And also the grid clone, let's also bring that a little
bit closer to the edge. Okay, great. Now let's have a look how that looks
on the right hand side. Do a incremental save. Okay. So we've done the top.
We've done the grid. And what's left to do is essentially we're going to
put the Sonos logo here, and we are also going
to put a few lights. So we know that we
have a light here here and also on the top of
the speaker right here. So that will be the
next challenge. And yeah, I'll see you
in the next lecture. Thank you, guys. Bye bye.
13. Modeling: LED Lights: Okay. Hi, everyone.
Welcome back. Okay. So just to recap, what we've done is we added a grill the grill, so the grid. And we've got two grids. We've got one on the outside
and one on the inside, we called it a grid clone. Speaker is essentially
this geometry, the geometry of everything
other than the top part here, which is essentially just
a bump map displacement of the buttons here, and also this here, which is the grid, and also behind it is a clone of the grid to give it
a black backdrop. So to give that shadow look. Okay, so that's what
we've done so far. And obviously, we've
round up the edges, and there's probably a little bit more
that we need to do, but we've got the
buttons at the back and the power hole
in there as well. So next, what we need to
do is add a light here, a light here, and
a light on top. So the way we're going to
do that is essentially, we're going to use
the point light, and we are also going to
place it inside a cylinder. So let's go ahead and
create the cylinder first. So let's go ahead. Here it is. Okay, it's very large. So we're going to go
down to 1 centimeter, 1 centimeter, and we're going to have just one height segment. So let's go down there, and let's pull it out. Okay. Now, it's
facing the other way. Let's face in the Z axis. It's still too large. Let's go down to radius of 125. That might be a
little bit too small. 0.25, that should be fine. And also the centimeters we'll
go with half a centimeter. Okay, so let's leave that
there for the time being. Next, what we'd like to do
is just position it right? So it's already on
the correct Z axis, so we're just going
to position it. So we're going to work
on the bottom one first. So we want to make
sure is that we're not hitting the see
how it's crossing over onto the clone grid. So we don't want to
do that because the light's going to get trapped between this segment and that. And what we can do is do
a boolean subtraction, which will basically cut it out. But there's no point. It's not a major
component there. So what we're going to do
is just drop the size. So that so there, make sure that it
doesn't pop out. Doesn't step out there. So we're just going to keep
it there for the time being, and I think that
should be enough. Okay. Alright. And I still think it things
a little bit too big, so we're just going
to drop it to there a little bit more. Okay, great. Excellent. So now what
we're going to do is we are going to turn off everything
except the cylinder. So switch that off,
and this is it. So this is the cylinder
we're looking at. Now, what we want to do is select the cylinder
and make it editable, and we will be selecting this particular face of the
cylinder and deleting it. So therefore, we're going
to make it a hollow cylinder with just
one side closed. So let's go ahead and do that, select all the objects. That's all we've selected
and go ahead and delete. Now we've got the
back of the cylinder. We're just going to
add it a little bit of thickness, good practice. So thickness is 10 centimeters. We're going to drop it down 2.25 and drop the cylinder
under thickness. So there we go. So now we've got all this thickness
around the cylinder, and that should be good. What I like to do as well is also ensure that the
cylinder is sealed well. So what I like to do is just
grab the cylinder itself, make a copy hoops. Notice how when I
click the cylinder, the thickness, the
actual arrows, the gizmo appears here. So what we got to do is control Z that is
move the gizmo so the gizmo is right aligned with the actual entire objects. So to do that, you go to
the axis here. Click that. When you click that, you can then move it without
moving the objects. So it doesn't move the
obj. Just moves the gizmo, raise it and place it. Now, let me see if it's
placed in the correct. Okay, that was really
good. So it's in the correct location.
There it is. So let me just make
sure it's positioned. Well, there we go.
And then undo it, and now you can basically
move it around. Now, what I like to do is
basically make a clone of that, select the object, and then
just cap it down the bottom. Like so. Okay. So now let's
introduce the light. So now you can put
a square here. You don't have to be as surgical as I was
just to do that. I just like to do
that just because sometimes I get a light
leaking in the back, so I like to basically
double seal it. But nonetheless, let's go to the point light. And
here's a point light. It's very bright. We're going to place it right in
the cylinder itself. So it's in the middle. So let's do the front view. Okay, so it's right there. That works from the front
view Okay, that's good. So let's raise it so it's
in the middle of the hole. Excellent. So this
is where it is. Now, you can
actually see here on the right hand side
how that looks. So what we want to do is we
want to decrease the light. The light's way too bright. So let's just go down
to something like four. And the exposure level, let's decrease that as well. So we don't want to do shine
Oshine too much, as well. Let's just drop it down to say negative four. And
that should be fine. Now, the only other thing
is that the object from which is submitting
is actually going through the objects and
highlighting the objects. So we don't want that. So what we want to also do is make sure that the actual light itself is coming through
but not say here, right now, the light's subdued because it's inside an object. So let's just pull
it out a little bit. There we go. All we need. Now, the
object itself, right? So what we want to do is to basically reduce
the size of it. So it's not so big. So what we want to
do is go back to the original cylinder
and reduce the radius. There. And the thickness. That should be it. Okay, great. So now let's just Okay. All right. So now let's adjust
the lighting. So now the color of the light, let's make that red. And let's grab that color
and bring it out a bit. So it shines through a little
bit more, and that's it. Okay, let's have a look.
Okay? That looks really good. And adjust that to
red. So there we go. So now the intensity for the exposure is minus four if we can
increase the exposure, fine, but the more you
increase it goes whiter. So we want to
basically keep it at that same red color level. So now so that's the red one. Now what we need to do is
essentially group these. So we're going to group all
this together and Alt G. And we're going to call this the bottom Bottom light. Right. Okay. And let's call this one top Okay. So what we're going
to do is just grab this one and just lift
it all the way up. Let's find out where. So we're just going to undo the subdivision surface so we can actually see where
it's going to land. Let's move out, zoom
in a little bit. And you can see how
it's going up up up. So all the way up
to the very top and place it right there. So we're going to do is
make this a blue light. So we can actually
have a blue light. So we're going to call this
one the RS light dot red. R slight dot blue, and we'll turn off the red one, so we can turn the
red or the blue, whichever one we want later on. So we're just going to make
this one a blue one. Okay. And we are also going to do
the same up here as well. So where's the bottom light. So this is the top
light, the bottom light, we'll do the same thing
and just change the color. So this would be red. Blue and make turn that one off for a
moment so we can actually see that it's blue. Yep. Excellent. So now we're going to continue with Business gonna
switch that around. So we got it. So we've got a couple
of different colours. So we've got red down the
bottom, blue at the top. And now what we're going to
do is we're going to make a hole in here and also
add a light there. So let's go ahead
and do that now. Let's make an
incremental save Okay. And let's go to our
subdivision surface, and let's go to the top. Let's select all the polygons and the points that we see here. And let me remove this view, this red Shevi and
go to standard view. So we're going to do a
bit of modeling here. And I'm going to make
a cut here to here, escape there to there, scape. And then I'm going to make
a cut from here to here, scape here, here, scope. And move that slightly
to the right. Oh. There we go. Okay. So now I want to be able to
make a little cross here. So let me go ahead and make
another cut here to here, and in the middle. Now I want to select
the innermost point, hit the bevel tool, and just expand outwards. And not too much. We're
going to the hole is going to be around
about that size. Let me just back
out a little bit. Maybe a little bit bigger. Oops, undo, undo, undo, and just increase it to there. Okay. Oop. There. Mm. Every time I move
my hand off the mouse, it just tends to jump There. Okay. Now I'm going to go and select
the polygons right there, and I am going to
extrude it inwards. So I'm going to select the move option. Am
I in the front view? I thought I was in now I'm in
the perspective view good. So now I'm going to zoom out, hold control, and
just slide downwards. Okay. Excellent. So now I've created this
little hole here, so now I want to be able
to fill it with the light. So what I'm going to do now is introduce one of the lights
that we already have, which you say this one here, and I'm just going to
make a clone of it, and I'm going to
put it right here. And I'm going to find it now and lift it all the
way up to the surface. Now I'm going to introduce my red shift material viewer. There we go. Okay, I was doing a
subsurface division, so it was tucked under
subsurface division. So like that. So we had to
basically pull it out of the subsurface division and bring it into a different
layer of the hierarchy. And now you can see
there's a light. Okay. Now, let me have a look at how the light
looks from a distance. Okay? It's exactly
what you want. So now we've built
the lights in. So we've got the bottom light. We've got blue and red. We've got blue and
red at the top, and we've got red at
the top, as well, so which we can change
at any point in time. Okay, guys, well, that's the lighting done.
Okay. Thank you. Bye bye.
14. Modeling: Clean Up Model and add the Speaker Logo: Hi, everyone. Welcome back. Okay, so what do we have
right now here at the moment? We have lights at
the top and there, and here as well
down the bottom. So that's fantastic.
So we've done that. We've added the grid the grid and using bump maps and
a bit of displacement, we also have added
a bump map here at the top that gave us
the indentation here. So again, so we're using
in a normal sense, it's really just a but map with some nodes that
we added using red shift. So really, that's it. So we do that up the top and we
did that to the side. Next, what we got to
do is we've got to add an indentation on either
side of the grid. So if we look at the image
of the actual Sonos device, you will see that I'm just
going to bring it up here, you will see that
there's a little bit of indentation here on
the left, right? So we want to
basically mimic that. So all we have to do is very similar to what we've done here with the very top where we had an indentation
at the very top, and we just pulled it in so we're going to
do the same thing. So it's going to meet
up to the top part and come all the way down
to the bottom, right? So all the way down here and we have to do
it on either side. Okay, so now first things first, let's go back to the model. So if you haven't done so yet, what I would like you
to do is press N and B, that will give you the view. Remove the subdivision surface. So here the subdivision surface on, and we're going
to switch it off. Next thing, let's remove
the red shift render view. So we'll go back
to standard view, and now we're set to go. Okay, first things
first is we're going to basically move to the edge mode, ensure that you have
brass selection on. Go down to the cut tool. Let's go to the loop path cut. Here, now what we can do is simply apply the cut
wherever we like. Now, if you don't do that, if you don't see
this cut, it's okay. You can basically
cut it a few times. The main point is to
make sure that the cut goes all the way from
the very top here, all the way down to the
bottom over here. Okay? So let's go ahead and do that. So we're going to just
basically apply a little cut, make sure that the distance between the grid
and the top part is about the same
distance between the grid here and to the left, right? So we're going to eyeball a little bit and see if we can
get it approximately right. Okay, that's that one. And we're going to do the same thing on the other side as well. Now, let's have a quick look. And down the bottom,
yeah, that's fine. That's perfectly
fine. Okay, next, what we're going to do is
we're going to basically, make sure that the
brush selection is on. We are going to select just
the parts that we want. So to bevel. So we're going
to go to bevel later, but we just need to
select everything. So let's go ahead and
select that, select Okay. Shift and select,
select, select. Let's unselect this one. Okay, and unselect that one. So we should have this
one big long line all the way from the
top down to the bottom. Okay, now let's go back
to the bevel again. Okay, so once you've
selected the line, what we're going to do
is apply the bevel tool. Now, we don't want
it to be too wide. So what we need to do
is we need to make sure that this value is going to be something
like less than this. So we don't want it to be 0.13. So what we want to do is
we want to bring it down. So this is one. So we're going to bring it
down to something like, let me just zoom in a little
bit. So less than that. So we want it to be not zero. So maybe 0.01. Okay. That might be. Okay, let's go from 0008. Okay, so it's very,
very, very thin. Okay, so now that
we've done that, we need to go ahead and select the inner line of that bevel. So we're going to basically
go to the brass selection and zoom in slightly until we
can select the inner line. So we're going to basically pull this inner line inwards in towards the center
of the speaker. Hold shift. Don't
forget to hold shift. Otherwise, you have
to start again. Now, let's decrease the
size of the selection tool. There we go. Much better. Okay, I believe we
selected everything, so just a quick survey. Yeah. Okay, now
what we have to do is eyeballing the right
hand side and just make sure that we have agency on both ends so that
we can see what we're doing. So you notice how
that's a little bit. That's probably about right. So we don't want
it to be too deep. Otherwise, you're going
to get that gashing hole, and we don't want
it to be outwards, so it has to be sort of
just a little bit in, and that should be about right. So just eyeball it and
you should be fine. Okay, now let's just
zoom out, have a look. Yep. So just zooming
into the yeah. And up, yep that looks perfect. Okay. So now what
we have to do is exactly the same thing
on the other side. So we've got this
line, so we're going to basically select it from top to bottom and add a bevel. So let's go ahead and do that. So remember, the bevel was
0.0 188, 0.008, right? So it was a very, very
small bevel size. All right, so let's go
ahead and add the bevel. And there it is. So we're
going to basically Oh, there. So as soon as you've done that, it would have done that for
you, and that's the bevel. So next, we need to just select the inner
line of the bevel. Now, if we go ahead
and click UL, what it will do is just
connect all our lines. So I've got UL now, so it's going to select lines
that we really don't want. Now, you could click
that and then just unselect the other lines
you don't want to click. So we can now go
here and say hit rectangle and control and
keep the control button. And therefore, what that's
going to do is just going to remove the lines
that we don't need, remove visibility so that we
are selecting everything. So you can do it
this way, right? There's nothing wrong
with this way, either. It's just sometimes if
you want to be precise, you got to basically
select all the lines. Now here as well, we can
see that we have selection. So let's just select all
these lines cold and Control. And that's it. So that's
another way much faster. The other way is obviously very, very long, but it's a
little bit more precise. It takes a little
bit of patience, but you can do it
that way as well. So this is another
way of doing it. So we opted for this
way, which is fine. Now what I want to do is
using the right hand side, I want to be able
to gauge how close I'm getting in when I start
pulling the inner line. So here it is. I'm just going
to start pulling it in, and I should be
seeing an intadation. So here's on the right
hand side, nothing. And then that's a
little bit too deep, so we're just going to
basically try to do it a little bit, not too much, just
to create a bit of an indentation there. Okay, and let go. Now let's
zoom in a little bit. That's still a bit too deep. So what I'm going to do is
scrab that line and pull it outwards and try it again. There. That's much better. Okay. Fantastic. Okay, so
that's one thing done. So I'm just gonna zoom out. Okay, so we've done
that And next, all we need to do now is simply add the Sonos sign
on the side of the speaker. So the way we're
going to do that is simply by going to
the text button. So we're going to
add the textbline. So go ahead and click that. So as soon as you do that,
you should be getting a very, very large text appearing
on your screen like that. So just go to the text
Bline and just go to the text Bline object
properties and type in Sonos. All right. Now, you could leave this font for now and
we can change it later. But the main point right now
is to basically scale it so that it's going to
fit on the speaker. So the speaker is really, really small. It's right over here. So we're just basically going to reduce it, reduce the size. Until we think it's about right. So now what we're gonna
do is just pull it out here and we're going
to spin it around Oop. Not that way. We're
going to spin it around like that and use the object properties coordinate and just be very precise with. So we want to spin it a 90. We then need to flatten it down. So what we want
to do is spin it. Around the Z axis, and over here, it was minus 909. I think that should be -90. And then we need to
stand it up like that. So that would be zero. Okay. And now we're
just going to basically raise it up
to around about here. Bring it into the
speaker and then just eyeball it in respect of
where it needs to be. So what I'm going to do is I'm going to go to the top view. So now I can see where my
speaker is. And I can. So the gizmo here shows
you where the text is. So I'm just going to
move it a little bit. Let's go back to the front view so I can see what's going on. Yeah. Okay, so the actual text begins at the bottom
of the writing. So I can move that
to the middle, but it's okay. I think
we should be fine. I'm going to now
scale this again, so I'm going to hit T for scale, bring it down even
smaller there, move it to the side. There. And let's see now if it's okay. And I'm going to place it so
it's on the actual speaker, so I'm going to go
back to the top view. So here you can see
from the top view, if you're placing it
on the speaker or not. So let's just leave it
there for the time being. Now what I'm going
to do is I'm going to go back to the text spline. I'm going to go to the object. And notice on the
right hand side, I'm not seeing the letters yet. That's because we haven't
applied any texture on it. Let me just fix that. So I'm just going to
put some texture on it. It's going to add an
extrude function on top. So you just go here
and hit Extrude, and you should have this
right now at the moment. Notice how it's just
popped out a lot. So what we need
to do is decrease the extrude from 100
centimeters down to one. It's going to bring the
extrude narrow down there. So we're going to
basically now be able to see the writing and let's just decrease the extrude
down to say 0.1. Okay. And that should be
it, essentially. But notice how the Sonos
letters are very, very closely. So we're going to
go back to text, and you got this
horizontal spacing. So just going to
increase the spacing. That's a little bit too much. Let's go something like
25. That's much better. Okay, so now we've got the
sons writing in place. We have also
completed the model. Let's have a quick spin around and see if
everything is in order. Oh, notice that how here, we got everything's a
little bit deformed. That could impact the
texturing a little bit later. So let's have a
quick look at this. Okay, I see. We might have to
add another horizontal line above the button that will basically stop
this from happening. So let's go ahead and click
the speaker body again. Yeah. So if I do a simple cut, right. Now it's cleaned it up. So now I've got a much
cleaner bit above, and now I don't have
that indentation. There's a little bit of a slight indentation
happening here, but that's way, way better. Okay, excellent. Okay,
so that's about it. There's nothing else that
we need to do to the model. I think the model is ready
to go. We can ship it out. The only thing that
I'll recommend is potentially when you're
eyeballing this thing, just make sure that that we're not excessively
going inwards, so standing out too much. So you want a bit of a
very subtle indentation rather than a very thick one. And that's just going to require a little bit of patience
just to get it right. So you're not overdoing it, and you're also
not underdoing it. Okay. All right. And I think we're there. Okay. Alright, guys. So this is our Sona speaker. Next, it's all going
to be about placing the correct text
textures on this model. So what we're going to do is
we're going to go to website where we can download
some free textures. So there is a website called
three d textures dot me. We will grab a
plastic texture and apply it to the model.
Okay, thank you, folks. See you later. Bye bye.
15. Texturing: Final Texturing: Hi, everyone. So welcome back. Okay, so we've added the logo. We've corrected a couple
of things on the model. All that's missing right now is a little bit of texturing. So now you can get textures
from anywhere, really. There's a lot of websites out there just to give you guys
a little bit of an insight. A website that I know about is the three D textures website or The textures M.
So if you go here, you can download a lot
of these textures. And a lot of them are for free. And you can read the
license for these. So all textures on this
are licensed as a CCO. So that gives you
creative rights to it, so you can use it for
creative purposes. But also at the
same time, you can go to the substance
three D assets. So substance three D assets
has a list of free assets. So these are all the free ones. So you can pick
and choose any of these textures and
materials that you like. And obviously, there's also the polyhaven everybody
knows about this site, particularly for their HDRIs, but they also have a lot of interesting materials
and assets. So there's three of them
there that you can go and choose the particular
texture that you like. For this project, what we want
to do is we want to try to match this color to
this particular item. And the way we're going to
do that is essentially, we're not going to apply any materials from other websites, but we're going
to build our own. So first things first, let's go into the
body of a speaker. So we're going to double click that and as you can see here, right, we have a color, but there's nothing
coming into there. So there's no color as such. So if you go ahead
and hit color, you can add a color node, and feed that into the
color IRS material, which is basically the same one. So you're just feeding
a color into it. So now here from here, you can just basically
select any color you like. If we go back to our speaker and if we hit this
particular icon, and then we click on the
actual speaker itself, you're going to
get approximately the same color coming through. Now, it's not exactly correct, so we can always adjust
that which is fine. So what we're going
to do is we're just going to basically try to find or match it as close
as possible to this. So we're just going to look at trying to change the settings here to make sure that
we're getting it as close as possible to what
it is that we're after. So it takes a little
bit of effort. What you can do is you
can grab the wheel as well and just move it
around a little bit. So as you can see,
as you're moving it, you can adjust it as you wish. But yeah, let me try to nail it or get as
close as possible. So by using this,
I'm getting it as close as possible to what
it is on the screen. So it's picking up
the screen colors. But yeah, so I think I've
got it really close. Not quite right, but it's close to what
it is that I want. So I can sort of adjust
a little bit more, a little bit more darker, for example, yeah, until I feel that I've got
it right where I need it. So yeah, so this is how you
can sort of adjust the color. That's a bit too pink. That's probably closer
to what I want. And now just close that
window, and there you have it. So if I bring the other speaker, so it's very close to what it is that the colors that I need. So there's the material there,
the body of the material. Now what I want to
do is I want to go to the top material. Now, I notice how in
the top material, we don't have a color at all, so I'm just going to
add a color node. And I'm going to feed it into the color of
the RS material. I left that deliberately open so that we can actually
do this exercise. So now what I want
to do is I want to collect the color from
here, which is here. So what I'm going to do is, I'm just going to double click. And I'm just basically going to get these settings
that are right here. And just transfer them across so so that
I can reuse them. Okay. So let me go
ahead and do that. Or I can simply use the
little pencil thing and shine it above or on
the actual screen itself. So let's go over here. Oh, let's bring the
screen down a little bit. And again, very close. So the point of it is that you don't want
it to be mismatching, so you want it to
be extremely exact. So what we're gonna do is
I'm just going to type in these HSV numbers across, and I believe that
that should help it. Or you can go straight to the hash and pick
up the hash value. So what I'm going
to do is I'm going to go back to the material. Go to the hash value, copy that, go to
the other material, go to the hash
value, and paste it. Okay, so now, they're the same. So they do the same thing
for the grid as well, so it's going to go to the grid. Notice there's no color node, so I'm going to give
it a color node. You don't need to
give it a color. You can go straight in
and just adjust it here, but I like to have it as
a separate item in case I wish to change it later
on. So I go here. I still have it in my cache, so I should be able to color it like that. And
there you have it. Now, the sauna sign is there. So what I'm going to
do is I'm going to basically add another well, we can add another material, but what I would like to do is apply the signage,
the same signage. But what I want to do is
do a copy of this one because I'm going to give
it a bit more of a gloss. So I'm just going to
rename this logo, and I'm going to go into the
properties of this material. And I'm going to give
a bit of reflection. So there. Okay. Now, I don't want to go super
extreme on this side. It's just a little
bit of a reflection. So it distinguishes
itself from the rest of the body of the speaker. So I'm just going
to go grab this, find my my text. Let's just delete that. So the extrude is where you
want to place it, right? So you want to place
the glossy one. So let me remove that one there. So now you can see that it's a little bit different than
the rest of the body. Now you can adjust it with a few more light
things, like, actually, just give it a bit more
reflection until you feel that you have let me just make sure that I'm actually adjusting
the correct one. So I'm adjusting this
one, yes. Okay, great. And the roughness is zero. And there. Okay. So
that should be enough. We can play around with some of these other settings as
well if you wish to. But essentially, the key
here is I want it to be differentiating
itself from the rest of the body. So that's it. So that's enough
of the textures. What you can do now is you can create many different
versions of this, create three of them
or four of them, and add them in a row and
work your way through it. But for now, let's also add the plane where
is it? There it is. Okay. Alright, guys. I've got a bit of
shadow happening here, and all the lights are there. So we are almost done with
modeling the Sonos speaker. C we zoom in a little bit. There we have it. Okay, folks, I'll catch you in
the next one. Bye.
16. Still Image Composition: Part1 - Lights, Camera: Okay, so welcome back, everyone. Okay, so we've got this speaker. It's ready to go,
and we have given it a peach looking color
in the previous lesson. So what we're going to do
now is we are going to set it up for a
few still images. The easiest and
quickest way to do that is probably to
provide a backdrop, and you do that by
going over here and just scrolling all the way down until you see backdrop. So let's go ahead
and click that. Okay. Soon as we do that, we should get a backdrop. So let's go to the left side. We can keep the render
open so you can actually see how it looks
like while you're doing this. So hold old and
left mouse button and move it around a little bit. And you can
see the backdrops there. Now, that gives us
this gray backdrop behind, which is great. So the cool thing about it is that it's not
just a flat color, like a black or white. It gives a little bit of
texture, a little bit of depth, which is what you want for
still image in a photograph. So if we just back
out a little bit, let's have a look
how that looks like from a distance.
That's what that is. Just one big backdrop. Now, we've got a plane here
that's super imposing. So why don't we
just reach out to that plane and just
switch it off. So here it is.
This is our plane. I'm just going to turn it
off for the time being, so just have the backdrop. Now, the backdrop is
gray. It's white. We can change the
color of the backdrop. So if we go ahead
and and change it, say to a different color. So we can go over
here, add material, go to material here, and now we've got
this gray material. So if we go ahead and change
it to something like paper, so it's a little bit less glossy and we can go ahead and change the color to something a little
bit more interesting, maybe a yellow, something
like that. Hang on. Let's try it again.
Something like a yellow color might
be nice to look at. Now we've got this
yellow material, so I'm just going to reach out, grab it and dump it
onto the backdrop, so you can see how the
down arrow appears. That just means that you're
going to basically apply the material to that
object, and here we go. See now if I go a
little bit closer up, so if I zoom in a little bit. So I'm just doing this
not through the camera. I'm doing this through
just the perspective view. The objects actually
the other way around, but it does give you this
nice yellow backdrop. It might be a little
bit too intense and provide too much contrast
with the objects, so we can probably change
it up a little bit. So let's see what we can
do to make it a little bit less a little bit more
forgiving on the eyes. So let's go ahead and maybe
soften that up a little bit. There we go. So it's just there. Okay. That works for me. Now what we can do is also group everything to do with this
speaker into a group. If I look on the
right hand side, I have extras.
I've got the text. I can change that from Sonos to Tonos to Banos,
whatever I want. I have the subdivision. These are the main objects, and I also have this
null dot compo. These are my lights
and everything, so we don't want
to collect that. But here on the bottom lights, we've got all these lights here. And the top lass. So we've
got all these groups here. So they're all under
a null object. And we also have some extrude
and subdivisions up here. So if I go ahead and
move this up one, so it's there and move
that also up one there. So all my main parts there or up here
and not down here. So I've got a point light red. I don't know what that's
doing there. Let me see. Oh, that's on top of
the actual mic itself, so that's that light here. Okay. So it's kind
of in no man's land. He's just sitting there, so
I'm just going to go grab that and just place
it here, as well. There. That should not
impact anything much. Let me just There we go. Okay. So now what I'm going to do
is I'm going to grab all of these items, all
of them like that, and I'm going to go and hit Alt G. That should put it under all one group
here, like that. So I'm going to
rename that as well. So a little bit of housekeeping. I'm going to rename
this to peach speaker. That means that's my speaker, which is of that color. So that's all that is. And also at the same time, now that I have my
pitch speaker here, I'm going to rotate it
around, so it's facing me. I could rotate the
actual the backdrop, as well, rather
than the speaker. But actually, I might do that because my lights
and my cameras are all placed in the position to basically highlight
the speaker, but we can change that later on. It's not a big deal,
what you rotate, either the backdrop or
the the speaker itself. So what I'm going to do
is I'm going to grab the backdrop and I'm just
going to turn it around. There. Okay. Now I'm going to go to my camera and have a look at what my
cameras looking at. If I go here to the render, I've got one camera.
It's the RS camera. Okay. It's really really close, and it's looking at that. So now what I'm going
to do is I'm going to basically change
this to my RS camera. So now, as I move around, my camera is also moving around. So this is my camera
right now at the minute. So you can see on
the right hand side, it's the RS camera and left hand side,
I've selected here. So my view port is actually
my camera as well. So if I zoom out a little bit, you can see now, I've
got the speaker in line. Now, a good thing to do
is always have it in the middle or photography is
a subject in its own right, and there's a lot of
things you can do good and a lot of
things you can do bad. Like, for example, if I wanted
to take this picture and it's in the corner here,
I'm cutting it off. I'm not actually seeing
it, or if it's like that. Again, I've got a
big gauging hole here. There's
nothing here to see. So the best thing to do
is just position it here. Now, if I want a hero shot, I can do a bit of
a Superman hero shot from down below,
or straight up. This is what it is. And I'm going to have a couple
of different shots. And now, what you don't want to do because
we only have one speak, you don't want to
isolate it too much. So there's a lot of space here. You want to come in
right nice close, maybe even get a few
focus point focus light focuses on the
actual light itself. So you've got a light down
here, light at the top. We also have this light up here. So you can have a
couple of photos up here, side hero shot. Okay, now, the one thing I've noticed is my light
is actually behind. So if I go back to my
right hand side here, I'm going to just highlight
all the lights and see which light is my key light. So let's just back out a bit. Here's my My key
light is over here, and it's kind of touching the
actual the backdrop plane. So I'm just going to move that in a little
bit. There we go. And notice how it's sort of cracks in this light shadow on the backdrop, so
we don't want that. Firstly, the key light
is facing the wrong way. So what I'm going to do
is I'm going to grab it and place it elsewhere. So the best way to do that is to do that
using the top view. So if I go to F five
and here's my top view, I'm just going to zoom out here. Now, where is my kilte
the yellow arrow? So if you're zooming
out and you've already highlighted your
kilt on the right hand side, there's a little
yellow yellow arrow that tells you the
object that you'll after is sort of right there,
and there it is, okay? So this is where my kilte is. Now, I know that that's
the front, right? So I'm going to go ahead
and push it out that way. And I'm also going to rotate it. So it's facing that direction. Okay, so it's facing
the actual speaker. But I don't want
it to be to front. I want it to be on
a bit of an angle. So now I'm going to get out of this view, go back to F one. I'm still in the RS
camera view mode, so I'm just going to zoom
right in. And where is it? Okay, I can see that my key
light has dropped down below, so I'm just going to reach it and place it up
higher. There it is. Back it out a little bit
more and go even higher. Oops. And rotate it down. There. Okay, now let's have a look. Yep. Okay, so there's a lot of intense light happening on this
speaker at the minute. We can change that a little bit. So if I just drop it here. I'm currently in the key light selection on
the right hand side. So I'm looking at
the attributes. So if we go down to intensity, we can drop a little bit, and there that's actually
a good place to be. So that's fine. Okay,
so now we've got that. And now we've got the fill
light and the backlight, we can call the rim light. So what we're going
to do is we're going to back out a little bit. And now, because I actually
like the shot, this one here. So if I go back to where
I was before here, I actually like that shot. A bit of angle
shows a little bit of a little bit of a
volume of the speaker. So if I just back out here, I can see that I'm sort of
getting a little bit of that. I don't want that
in the picture, so I'm just going to move the
camera around a little bit. And zoom in. I'm still catching that corner. So what I can do is
I can just highlight the edge of the backdrop, if I highlight the backdrop
at the back end there, I can then technically
just expand it out. So I'm just going to or I can actually here on
the right hand side, change the length,
width, et cetera. So this is the height, this is the width, and
this is the depth. So I can probably
go a bit deeper and don't need to go that much higher and
just expand it out. Okay. So now if I go back to my key shot
here, there it is. I can see the sons speaker
right in front of me. So now, I can just zoom out again
so you can see the sonus speaker is
kind of to the right. So if I go here to cameras
and I go to safe frames, this actually shows
me the frame, how it looks like
how it would look like on the right hand
side of the render. So what I need to do now is just line it up so that
on the right hand side, I can see how the picture
is going to look like. And just come in a little
bit closer, and that's it. Now I can change the width
and the height of the picture and play around with
the settings as well and then just pretty
much render it out. So now, I've got
this one picture. What I can do is add different
lights and play with those different
lights and introduce HDRIs and gobos and all
sorts of other things to basically get the right image. So what I'm going to do right
now is simply render this out and you can see here it's
working, and it's finished. So now, if I go and have a
look at what it's done, now, another thing that you need to do is make sure that
when you are rendering, if you go down to the
render settings, right, make sure that you're on
redshift output, right? The output is going to tell you what resolution you're basically outputting this image to. Save tells you, Well,
I want to save it in a specific folder
in a specific file. So you want to basically
make sure that you are saving the
right location. Here's a little hint. So
if you actually go to a specific location that
you want to save it in. So if I go here, for example, and I wish to save it
in a specific location, I can do something like this and find a location I
wish to save it in. It's create directory. Now, you can just type in
anything you like here, for example, pitch speaker one. And it's going to reflect
here in the file location. Now, on the right hand side, if you go to the
end of that file, and if you click
this down arrow, you're going to get
information like presets about what you want to
name your image as. So you can say, Okay, well, I want my image to have
the name of the file fine. So let's remove that. So it's the name of the file. Next, you want to also have, say, the camera, the name
of the camera, okay? Then you want to maybe also have the year with two
numbers showing, and you might want to
also say, Well, also, I want to save the
render settings, right? So there we go. Now you
format is very important. So you either want to go
to TIF or JPEG or EXR, which is very good if you want more information
and do more things with it. But what we're going
to do for now, we're just going to render
out as a JPEG, and that should be it. So when you do this, it saves it under my
render settings, and it's going to pick
those render settings up once you start rendering. Now, if you go
here to red shift, we can also nominate what
kind of quality we want. We want low, medium, high. This being a still image, you can go very high,
and that's fine. So what that does is going to
change the denoising a lot. So if you go to
advance, you notice how now your threshold is 0.001. If you decrease that
and if you go say here back to basics and go to
low, go back to advance, you're going to see
it's now higher number, 0.2 means that
you're allowing for more errors, less processing. Let's call it that. So I'd rather just stick
with the basics for now go very high
and go back to here. And now you know where it's
going to save the image, and we are going to basically
close this window again. And now, if you go back up here, you got render to
picture viewer. So if you go ahead
and click that. Now this is going to render whatever those
settings you've applied too. So basically, it's going to render according
to those settings. Now, the fact that we gave
it the information that we're using the red shift
render, it's going to use that. It's going to use those
other settings as well. And it's very quick. It's just a very
simple image. So
17. Still Image Composition: Part2 - Rendering Options: Quick. It's just a
very simple image, so it's rendered that
very, very fast. So now, this is just
the picture viewer. So if I go ahead and open it in the location
where I've saved it, I should see it there, and I'll just see if I can find it. And here it is. Here's my
image, the way it was saved. Fantastic. Okay, so now what we can do is we can
do a few more images. We can place the camera
in different locations. We can play with the lighting. Now, one important thing to
understand with the lighting is that you have three lights. You got the key light, you got the the rim light or back light, and you got the
fill light, right? So these different lights, they basically work together to give you the best
outcome on your product. Usually the key light
is something that you want to focus in on, and the backlight is
there to basically show the edges or to give you more definition about
it's happening on the sides. Given the fact that we have
a very colorful backdrop, the back light doesn't have to perform a significant
function here. You got the fill light
is there to basically highlight spots or areas
that are a bit darker. Again, given that we have a
pretty strong key light and a very highlighted backdrop we don't need that at
this point in time. We'll be doing another course
on photography and how to utilize cameras and lights
to get the best outcome. But for now, these are all the things
that you need to know. Basically, we can have a
key light, a fill light, and a backlight, or sometimes they call it key fill and rim. So these are the three lights
that you normally use, and you hear a lot about those the three lighting system
that a lot of artists use. And now we just use
one camera only. You can add more cameras around, have hero shots and do
those kind of things. So just to recap, backdrop gives you that nice
curve backdrop. You can change the
render settings. So if you go to render,
you go to render settings. And here you have the output, which gives you the resolution, so we can up the resolution
however we want. Right? So we can choose
one of these resolutions. Save it will tell you
where to save it. And if you go back up here, go to render and
leave it as basic. You basically can nominate
What settings do you want? Do you want a low resolution or low quality render
settings medium, high or very high. Now, all of that changes
this particular value, which is the threshold. So that gets smaller and
smaller and smaller, the higher quality you want. So, in essence, the
small this value is, the better quality you have. And once you're done with
that, you can close that, go back to render and just
hit Render to picture viewer, and you should be able
to see the outcome of what you've achieved once
the render is complete. Now, another thing
what we can do is, like I said, we can go
to the left hand side. So let's just leave
this camera here. Let's go back to default camera, and we can have a
different camera. So we can place a camera over
here on a bit of an angle, there like top angle. And once you find the position, you can then simply
go over to Redshift, cameras, standard
camera, and you'll just place a camera exactly
where you are at that time. Now, here on the
right hand side, I'm just going to
hit play again and change the view to camera one. So this is the first camera.
This is the second camera. Good ideas to
basically name them. But for now, we'll just
leave it as it is. So if just zoom in now, I'm going to go to Camera two. So now my view port
is in camera two. So this is going to
zoom in a little bit. So now I've got this view here. So it's a bit more
of a side view, but you can use this to
showcase the top part of it. It's okay to cut it a
little bit if you want, or if you like to just catch the whole thing
from top to bottom, you can do that
like this, right? Or you can do it on this side. So it's up to you however
you want to do that. So we can keep it like
this for the time being. And they have it. Okay, guys. And what I'm going to
do here now is also player in a little bit around
with the camera settings. So now if you go here
on the right hand side, the cameras up here. I'm going to go grab
it and drag it into the null dot combo or
composition group. So I'm just going
to dump it in here. Now, on the right
hand side, let's have a look at some of
the camera settings. So what we have here is
we have the focal length, and one important factor that I like to change or
things that I like to change around when
I'm dealing with cameras is to make sure that my IO settings and my
shutter speeds are correct. Now, normally, what you're going to have when you go to the optical settings, it gives you this
EV only setting, which means that all of it red shift does all the changes. All you have to do is just
change this EV setting, right? I particularly don't
like to do that. I like to go to filmic
view, and from here, I can adjust the
eyes settings and also the shutter speed. Now, the shutter speed is 60. So if I go and up
this up, right? So if you go to say 100, right, it's going to get it's going to get dimmer
and dimmer, right? So the higher this value, the less light is
being captured, right? Now, if I go up to the ISO
and I can change the ISO say to 200 s. So now I've got
control over the ISO, but I also can change
the exposure using EV. So it gives you a little
bit more functionality, more degrees of
freedom to change things that you feel
like you need to change. Can also add now, if we're using depth of field, et cetera, we can
basically use this. So what we now need to
do in order to fix this, if we go to depth of field, we basically can now select an object to be the
depth of field focus. So if I go ahead and click
this eye drop, icon, and I can just
basically place it on, say, the text, right? Notice how that's
changed straight away. So now what's happening
is it's focusing on the text part of this
particular model. So I can then change
the aspect ratio of the depth and make a few
additional changes here. So basically that
gives you that depth of field look by changing by using this bouquet
or Boca option. Now, if you don't
want to use that, don't want to play
with that, turn it off and you're back here again. So, this gives you that
depth of field option. So if I go back here, right? Now, wherever this camera goes, it's always going to
focus on the text spline, which is basically your
Sonos logo, which is that. Right, so you can
move that around, and it's always
going to track that, and everything else is
kind of blurry, right? So that's a good thing and
good option to know about. Okay, so once I'm done and I'm happy with what
I've got here, I'm just going to
zoom a bit out again. I can then just simply reach out again
to the render settings, make sure they're still where I want them
to be, go to save, and this time change the
location or change the name. But the fact that I've included the camera name
here, I don't have to. It's not going to
override the previous one because I'm using a
different camera now. So if I go back here, and make sure that all my settings are
exactly how I want them. I can then simply,
everything's fine. I can simply now go
here in RS Camera 1.1. So therefore, it's
going to basically use the RS Camera one as the focus, and then I can just simply
go ahead and click Render. Okay. So now it's
rendering that scene, and it's saving it to the
location that I have specified. And there it is. Now, if I go to my directory
where I'm saving it, I'm just going to
open up quickly. And here it is. Okay? So now I've
got two images. I've got that one, and I've
got that one ready to go. And now I'm going to show you another trick what you can
do with these rendering. So if I close this window and
say, Okay, you know what? I really want to render in bulk, and I just want to click
the button and come back and it's going to
render all my cameras. You go to render, you
go to add Render Q. Now, let me just delete
some of these old ones. Yeah, so I'm just
going to remove these render cues because that's from my previous project. And what I'm going
to do now is I'm just going to basically
add Render, add Render. Right now, you click each
and every one of these, and now here you can
specify which camera. So cameras the first camera and the second one will
be the second camera. So now, here you can see which rendering is
allocated what? Now here now don't ignore this status error because I stopped an earlier render queue, so it's not going to matter. So now what I can do
is I can basically specify the output
file, et cetera. Now, the fact is that I'm
using the same camera numbers. It's going to override my my particular images
that I used before. So what I can do is just give it a different name and
render it in that way. So this is a different way. Now, once you're happy
with the render cute, you can go ahead and
click this button, and it will basically
do the rendering. So what I'm going to do for
now is for the first one, I am going to give it
a different number. I'm going to call it underscore
one and the second one, I'm going to call
that underscore two, and I'm going to hit the run. Once I do this,
it's going to start working on the first file, and then once it's done, you're going to get an update status here and then it's going to move straight
away onto the next one. So we can now, you're not going to see the
visuals of this. It's not going to
show you that, right? But it's working
in the background, and it will show you
when it's completed. Like, the first one
is completed now, and now it's working on the second one, and
that's in progress. Let's just wait until
it's completed. Yeah. Now they're both finished. So now I can go to my directory
and have a look at them. And here are my four
renders the first batch, and this is the second batch. Done. So that's the
way that you can do. Like, if you've got
five or six cameras, you can do it all in one go. Render them all and
they'll run beautifully, and you can just
come back and just verify that they've
all been completed. Things to watch out on is things like these particular settings. So each and every one of these should have a
different camera, right. And also, you should
know exactly where you're saving your items here
through the output file. And you'll be collecting
all the information, all the settings from
the render settings. So I'll be collecting
all this information. So you can add different
types of settings here. So you can add a different one, say, a new one, et cetera, and modify have a low grade one, high quality four K, et cetera. And you can do those changes quickly just through
the output section, output tab and modify them and just give them
all sorts of names. And then you can
come back up here to the render and to
the render queue and just make sure that you're pointing to the correct render
settings that uppear here. That's how you can
do things in bulk. I'm just going to
go ahead and clear my rendic the other thing is
that the rendices get saved. So they get saved and
they're with you. You can always re
run any jobs even after you close
your Cinema four D, you can come back and your rendic still going to be there, so you can heat it up again and you just continue
doing it that way. Right, guys. Thank
you very much. So that is how you can make
changes to your lights, how you can position your speaker and your cameras so you can create
these still images. So what we've done so far
is we made this image here, and we also have this image. Okay, so this is something you can give it to your clients or show up on your Bhans or art station and
showcase your work. Thank you very much, and we'll see in the next
one. Bye for now.
18. Animation: Part 1 - Adding a Cloner and Helix: Hi, everyone. So welcome back. Now, this lesson is going
to be quite exciting. We're going to be doing a
little bit of animation. So the idea here
is to have objects floating around the
son of speaker and vibrating to the sound that's
coming out of the speaker. So first things first,
let's get out of the red shift layout materials. But before we do, just
make sure that we have all our lights
lit up on the speaker. So you should be able to see the light here
down the bottom. So the light at the top here and also at
the very top there. Now, if you don't,
that's probably because you haven't
layered them correctly. So just make sure that the null bottom light is an immediate child
of the parent. And also the top light one is also immediate child
to the parent, which is the peach speaker,
which is the group. And also the red light
is outside of these two. It's also immediately under
the null red speaker. So just check on that just to make sure that
the layering is correct. I do recommend a better naming convention
than what I've got here, but it will work
in any scenario. So the main thing is to grab the entire speaker and place
it under a group because we will be rotating
the son of speaker as the particles are circling
around the speaker. Now, first things first, let's create a cloner. So we're going to
basically have an object, and we're going to clone it. So let's just go over
here and add a cloner. There we go. Now what
we want to do is we want to place an object
under the cloner. So let's assume that it's going to be a sphere to keep
it nice and simple. Okay. So a sphere. Now if you hold shift, you go
straight under the cloner. Now we've got the cloner here, and it's Oh, okay, the sphere is so large that we actually ended up
inside the sphere. So let's back out. Now I'm going to switch the red ship
material over to standard. So I'm just going to switch
the standard viewport, so that we just see the speaker. I notice that the
sphere is here and it's cloning in a grid format, there's three by three, so one, two, three
by three here. So that's what's happening
here, and that's why everything went
dark for a second. So we're going to reduce
the size of the sphere. So we're going to
drop this down to say half a centimeter. So now we've got those spheres, and they're still here,
but they're tiny. They're much, much smaller. So let's go back. How come they're 0.5? Then
we go to 0.5. There we go. Now they're much, much smaller. They're on a grid. So we don't want them on a grid. We want it in a
circular spiral form. So what we're going
to do is we're just basically going
to go over here to the helix, we're
going to add the helix, and we're going to
just rename it helix, dot sphere underscore path. That's your did I
put dot or I think I placed a comma, not a dot. So let's just go
dot. There we go. Okay, so now we
are going to tell the coiner to follow
the helix path. Now, where's the helix path. We're back out again.
It's massive. It's huge. So let's just turn it
to its side first. So we're going to
have it like that. And now let's manipulate
this via the helix down. So we're going to
reduce and make it much, much, much smaller. So let me just I'm going to remove the backdrop
because it's in the way. So we can just see the
little spheres here. Oops. You can see the
little spheres here, and we can see the helix. So we want to place these
spheres on the helix. So first of all, let's size
the helix to make sure that it's nice and compact
and start radius. We want to to be bigger
than the son of speaker. We also want to
reduce the height. We also want to
reduce the radius at the end. So it's
nice and tight. Let us go in a little bit. There we go. So that's what
we have at the moment. Let's drop the height
a little bit more. Okay. I like that. It's looking good. Yeah, that's
the height that we want. We don't want to necessarily to cross the entire sono speaker, so we want to keep it sort
of nice and tight there. So what we're going
to do now is, I think the height is okay. The end radius can be less. So it's closer to that's a little bit too
much. I think that's it. Okay. Now the helix is done, so I believe that
should be good. So the particle should
be around like that. Now what we got to
do is actually, I wouldn't mind having the the height a bit
more or maybe it's okay. We can keep it like that.
Um we could maybe no, no, let's just keep we could do uniform or we could do
on a bit of a spiral. So I'm just thinking, it's really up to you
guys how you do you want it to sort of sort
of start small and expand up high or
keep it like that? So it's up to you guys. The end angle, it's where
does it finish kind of thing. So do we want it to finish
at 7:20 or do we want it to go further around
so we can go around, round round round,
round round like that? So we're adding a
few more spirals. Let's just finish it here. So now the thing is, if we have too many
spirals, it's going to block the son of speaker. So let's just keep
it like that, right? For now. Okay? Again, these are some settings that
we can change in time. For now, we need
to basically place those spheres which are here, here and here, the tiny
little dots, right? So what we'll go to do is
place them on the helix. The way we're going to do
that, you simply go to the coiner we are going to
say the mode is not grid, it's going to be object,
follow the object. And we're going to tell
what object to follow. If we go over to
the object entry, we're going to select the eyedropper and
point it to the helix. There we go. Straight away, all your spheres
are on the helix. So let's have a closer
look at that. Okay, great. Now, I think we need to
add a few more cloners, so we need a few more
spheres on this. It looks a little bit sporadic. So let's go down to the
count. It's right now ten. We are going to
increase it. Like so. Okay. Now, we can also change the number of
counts in the animation. So you can start with
65 and finish with, say, 145, for example. Now, if you want to, because
when we put the music on, the frame rate is maybe 2120. I don't know what your
frame rate is over there, but you can change the
frame to say 800 or 10000 however long you want
the animation to go for. Now, the longer you have it, obviously, the longer render
time is going to take. And so it's up to you guys, but I'm going to keep it at 800 frames for the time being.
19. Animation: Part 2 - Mograph, Sound Effector, Royalty Free Music, Config: So next once we've got
the spheres on here, how do we make them move? How do we make them vibrate?
So here's the thing. We have something
called Mgraphefector, and sound effector, so we're
just going to place that. The sound effector
functions on the coiner. So it's going to
pick up the coiner and start moving the coiner. Now, if you click
the sound effector, if we go to effector tab, we're going to see
here that we don't have any track whatsoever. So one thing that I
recommend that is if you do have rights
to a music track, you can use it here
and dump it here, or you could go to Pixel Bay, which I normally go to. So if you go to this website, here, you're going to find a lot of different
type of music. Now, there is a license requirement for
some of this music, and you basically need to
just have a quick read that, you know, if you could use
it, et cetera, et cetera. So some of this stuff you
can download and it's free. So you just have to choose the right one, the right
one with the beat. Okay, this one, you can
see, has nice strong beats. There's one strong beat here
afterwards and so forth. So this one might actually
work out really well for me. Again, it's subject to you, but you notice on
the right hand side, you got this little robot face. What that means is that this
was artificial AI generated. Um, and so what
we're going to do is I'm just going to grab
this one and download it. And here you have
the donate button, so I'm just going to use
it for free for now, but I have donated it
before to this website. So it is available for hire. Load the sound. And there it is. So the sounds in there now. So if we go and hit Play, it's going to impact the
spheres almost immediately. And it does that
quite aggressively. So we now need to control what it does and
how does it do it. So I'm just going to lower
that, stop that for a moment. So now, notice that
it's only using this particular probe
for the whole thing. By adding more probes, you'll be basically segregating which part of this spiral
you will be impacting. Now, if I go ahead and just
keep on adding more of them, you're going to see
now all the spheres vibrate and change
in different ways, subject to which particular frequency the sound
is playing on. So let me explain that
a little bit further. So this particular probe here is working on the very first
part of these spheres. And then the second
one, so it divides it evenly and
uniformly and says, Okay, I've got five probes. I'm going to divide this
into five sections, and in each frequency is going to work on that particular
allocated section. I hope that will make sense. Um, so what we don't want to do is we want to remove
all the probes, and we just want one big
probe across the whole thing. We want them all
to move in unison, and at the same time, we don't want them
to be going nuts, so we basically want to
control it a little bit more. So let's decrease the strength. There we go. So I'm just going to lower
the volume here on my side so it's not interfering. Okay. So now you can see how the actual spheres are
impacted by the sound. Now notice how it's going below, quite a lot below and quite a bit higher up from
where it started. And that's all
happening because of the perimeter settings
are 50 centimeters. So it's actually going 50
centimeters up and down. So that's the position
changes according to the frequency
changes of the sound. So we're going to reduce
this and drop it down to say um, 5 centimeters. So that means that
it's going to vibrate within 5 centimeters
up and down. So the Y axis, so it's here, so it's going to go up and down, you know, plus five minus five. So let's play that again
so you can see it. Okay. So that's much
more controlled, and you can see how
it's controlling that. Okay. So we can obviously
increase the effector. So we can go from
20 to say a little bit more so you can
actually see it. There we go. So it's
much more impactful. So if we go over Okay. So that's one way to do it. Now, so notice that all the spheres are basically static and they're sitting in their positions,
which is fine. We're going to change that
a little bit later on. But let's first now
give the spheres a little bit of a texture
and also change a shape, maybe not go with spheres,
but with something else. So we're just going
to go straight into the sphere object here. We're going to
reduce the segments. And if we keep on reducing them, we can change it to something
like this or even a maybe, yeah, something like that,
like a little diamond. So now what we can do is add
a material to these spheres. So what I'm going
to do is go ahead and create a material I
created this one before. It's just basically a
gold material style, so I'm just going to
remove it and do it again. So let me just delete that one. So if we go to
create material like so here on the right hand
side, you have presets. We're going to go ahead
and hit gold or copper. Let's go copper. Yeah. And I'm just going to drag it
on top of the sphere. And now I have copper
spheres copper. They're no longer
spheres, are they? Copper objects all
the way around. Okay? Now, if I play it again, it's the same thing,
but this time, just different objects. Now, what I want to do
is I want to play with the cloner so that I can adjust how these objects are on the spine on the spine
and what's happening there. So if I go back to the cloner and what I'm going to do now is I'm going to look at
changing the rate, right? So if I move this rate variance, See how if I move left to right, it starts changing, giving you that delusion that it's
actually moving apart. So what's actually happening
is that I'm getting, if I move it slightly
to the right, I have one extra one
at the beginning and one at the very
top drops off. So that's all that's
happening here. It's like first in first out, it's coming
around like that. And it's giving you that
sort of spiral emotion. So what I'm going
to do is I'm going to go ahead and go back
to my first frame, and I'm going to select this particular button
here and I'm going to tell it, record that, okay? Then I'm going to
go all the way to the end let me go back
here and click that. Now, I should actually have 100% at the end
of my frame rate. And as I go down down down down, it decreases uniformly
until it hits zero. So now I've got this
happening, okay? So everything's moving
around in a circle and Yeah, and it's vibrating to the music. Perfect. Okay. So,
the other thing that I might want to do as well, is start changing the count. So maybe I might start at, say 20, and by the
time I finish, it'll be way more, and you'll just increase up to
whatever I want. So I'm going to go ahead
and click count is 20, so I'm going to make sure
that I select that 20. And then at the end, I want my count to be 164. Yeah, 155, and I'm
going to click that. So now, as I go down, there's going to be less, less, less and more more more later. So I'm just going to click
Play and see how that looks. And notice how there's more and more density on the
on the spiral on the helix. Giving you that interesting
and dramatic look. So I'm just going to
go and pause that. Okay, so the way I
did that once more, just to recap is I've hit rate this button here at the
beginning of the frame rate, and then I moved all
the way to the end and I changed how
much I want here, and I hit it again,
and that gave me that uniformity across here. Now, if you want to really
see what's actually going on, you can also go
to Windows and go to the animation dropset, right? And here, if you go to Cloner, You can now see the
rate and the count. These are the two ones
that we've just changed. The count is 154. You can
see now they appear here. And you can actually
if you open them up, you can actually see
how they're changing. None it's uniform.
I can change that. I can basically start
increasing it like that. So its basically
aggressive increases or give it a bit more
of a slope. Okay? So there's a couple of
options that we can have. What I can do right now
is if I select them all, and if I hit this line, it will be just a straight
line from left to right. Now, I do the same
thing with rate. I'm going to basically have it uniform, so there
is none of that, but it's all just uniform, so I'm just going to go straight into here, select all that. Yep. Highlight them
first, select the points. Line. There we go. Okay, so now it's going
to be very linear. So if I go back
at the beginning, you can do a ease in ease out. But given what I'm doing here, I'd rather it just
be straight out, hardcore from the very beginning and all the way to
the end and stop. Okay. So now, if I don't
want this window anymore, I can just simply just go back up to windows and remove it. Okay? And there we go. We're
back where we started. So the other thing, how else can you control
these objects to sound? So if you actually go
to the sound emitter, the sound effector, that is, you can then from here, you can go to perimeter
and say, look, I don't mind you changing the position of the objects
according to the sound, but I also would like
you to do a bit of a rotation so you can change
your rotation as well. So they all rotate in some ways every
time there's sounds. So if I go back
to the beginning, now they're also rotating. Okay. Wait for the sound. Okay, so I'm just
going to leave it with relative and
effector for now. But yes, you can play with this. You can also
introduce colo modes. And if you combine
your colo modes with the effectors and add
different probes, you can allocate
a specific color to a specific
frequency, as well. We can play a lot with
some of these options. The main thing is to have the sound effector
and the cloner. The sound effector is always
going to affect the cloner. And once you have the
loner, you can allocate the object and then allocate
how you want to clone. Do you want to clone
it on a helix or do you want to clone it
in a grid, et cetera. So that's all that we've done. Now, if you don't like the song and you want to change it, you can just simply
go to the effector, go to the soundtrack
and change it here, and that would make
the adequate change, and then you basically
see the impact of these objects
against that sound. Well, this is the first
part of the animation, and yeah, I hope
you enjoyed that, but it's very, very easy. It's straightforward. Cinema four D is
very good that way. So just to recap, we've added a sound effector. The sound effector
is functioning on top of the cloner and the cloner is just basically cloning these
particular objects. It was a sphere, but we
reduced the size of it. So it's now become this
particular type of object, which gives it a little bit more interesting look, I guess. And then what you've done what we've done is we
added a soundtrack. We went to Pixi Bay
to collect one, and we also changed how the rate of the cloners
against the spine are working. So we changed the rate here, and we also changed the
count and we animated that. So now it's zipping around the sona speaker,
which is great. Okay? All right. Bye for now.
20. Animation: Part 3 - Adding HDRI, Camera Animation and Speaker Animation: Okay, so welcome back. Now
what we're going to do is we're going to put a
HGRI in the background. So I'm looking
more for something like space or spacing
with stars, et cetera. So we can put anything
in the background, and I do encourage
you to experiment with a couple of options here. But what we're going
to do is we are going to go to Ply
haven once again. And here we can find many,
many different options. So there's all these
categories here. So we're going to go
for the night category, and we are going to
go for something with with the view to
the stars like that. So we've got the
Milky Way right here. So if I go ahead and click this, I should be able to see that. So what we're going to do
is we're going to grab this one and download it. Okay, someone's going
to hit Download. Okay, now that we've
downloaded the HDI, we need to load it
into the scene. So the way we're going
to go about doing that is if we go back to the red
shift layout materials, we have all these lights. So if we go and click
Dome Light, that's there. By default, it just goes white. So what we want to do is
we want to add a texture. So we're just going to add
the path to the downloaded, I think it was called Roll and clear night from Poly haven. Okay, great. So now I've got
the correct HDRI in place. However, now let me go
back to the standard view. However, as you can see, the skies lit a lot. There's a lot of light
coming from there, but also at the same time,
I can see all these rocks. So what I want to do is I want
to go into the dome light, and I want to rotate the dome so that all I see
in the background are stars. So all I have to do is
just grab this wheel, make sure I've got the
dome light selected, and the rotation is on, and just grab that wheel
and move it like that. Maybe look for something a
little bit more interesting. Let me see. Let me cancel
that undo, undo, undo. And let's see if I can find
the milky way somewhere here. All right. There, I
think it's right there. Okay, so let me
rotate this upwards. There we go. Okay,
that's more interesting. There. Now obviously, it's
highly lit in the background. So what I'm going
to do is reduce the intensity.
It's a lot darker. There we go, and
there we have it. Okay, now let's go to the
red shift layout materials view and have a look at how that looks like
here in the screen. Alright, so that's
how it looks like. So I can decrease
it a little bit more to give it a bit more of
a mysterious feel and look. There we go. Excellent. So I still have
the key light happening. So I've got all my
lights still around, so that's shining on
onto the speaker. So what I'm going
to do now is adjust my default camera a
little bit so that I can view it from
different angles. Okay, good. So it
got to be careful. When I move around,
I don't want to hit the landscape, okay? Alright. Okay, so now let me zoom in. Let me zoom in a little
bit. There we go. Now, if I hit play, it's gonna try to render
and play at the same time so that might Okay, let me decrease the
volume a little bit. And here. And I'm
just going to pause it and see how that looks
like from close in. Yeah, that looks pretty good. Okay, so now I'm just gonna move it around
here at the front. Okay, great. Alright. Now the next thing
I need to do is move the actual sauna speaker. So I want it to go
around in a circle. So now that I've put
everything inside one group, I can just move the whole
group around in one go. So but before I do that, let me just experiment
very quickly to see how the lights are affecting
the sona speaker. Let me go to the compo backlight and the fill light aren't really impacting much,
but the front light is. So we got lit the little
lights here at the front. Which is quite
interesting because it gives you that dramatic look. So what we can do is we
can start the scene with just that and then light it up slowly and using the key light and then just light
it all the way up. So that's one thing
what we can do and maybe even put a sound effect once
the light comes in. So you can play with this a lot. So what we can do now is have the intensity as
7.8 and maybe we can switch the intensity
on and have it. Let's see if I increase
intensity, it's a bit too much. Last time you're 7.8,
let's go to ten. Ten looks reasonable.
So I'm just going to have ten at
that point in time. So at 150 frames, it's going to switch
on to in ten. Prior to that, it's
going to be zero. We're going to start from zero. And click that. So now let's have a
look. It goes up, up, up, up, up, up bang, right? So now you're there. So there's a lot of
movement happening. There's things moving around, and as it's moving around, the sona speaker
becomes visible, and then we just basically continue on with the beats,
et cetera, et cetera. Now, also, I want to
do what I want to do is move the sauna
speaker around. So I wanted to
start at some point behind and then
allow it to move. So first things furs, always save incrementally
as you go forward. So now that I've got the
horse speaker selected, I am going to have it like this and have
it turning around. So I'm going to start a
little bit more on an angle. So I actually like
this camera angle, so I'm going to actually also
add a camera right here. Actually, let me move it a
little bit more like so here, okay. And like that. Okay, and just have the
camera come up slowly. So very slow pain upwards. So let me find red shift
camera at a stating camera. I'm going to give this a name. I'm going to call
this two dot motion. Okay. And we're going to
start from this angle, go to increase
that a little bit. Oh. A Okay, in the middle. And let's lock in. This. So now we've got all these
points here selected. Now we're going to go over to the end and we're going to move the camera a little bit a
little bit higher up now, modify that try to get
these positions, right. It's a bit of a challenge. M. Okay. And there. I want to select the object so you can pan around
it much easier. If you don't have
anything selected, Cinema 40 doesn't know what
you want to do or achieve, so you need to just
keep an eye on that. Okay, here, we want to
basically come up here. We don't want the
edge of the mountain, so we want it to be
round about here, maybe upwards as
well, maybe out. Now we want to come in. We want to come in
nice and close. Okay, and do a bit
of a hero shot you. With the galaxy at the
back, something like this. And just hit record
active objects, and let's have a look now. So if we scroll backwards, you can see that the camera
movement is now moving, the sons speakers changing
positions, and we're there. Now, the sons camera changed
position up until there, but it kind of got there
pretty quick initially, so it wanted to be a
little bit slower. And the way you're
going to do that is simply go to windows Coordinate manager. No coordinate manager,
sorry, animation. And here, if you
increase this screen, you're going to see the
camera motion tree item here, and you're going to have
all these positions set. Notice how this white lines
right there in the middle. We want to move it to the end. So we're just going to grab and highlight that white line, and we're just going to
drag it to the end there. So now, if we look at
if we come across here, now we can actually see
the cameras still moving, moving, moving, moving,
moving until we're here. Okay? So from the
beginning, it's right here. So it starts dark. Only the LED lights
are switched on, and then the lights up. All the objects are turning around, spinning
spinning, spinning. And notice how it's cut
at the top a little bit, but then it comes
back into screen. We can fix that as well. Okay. And now, click the camera. And click the record. See, now it's working. So the coordination between
selecting the object, moving the camera and ensuring
the camera is selected, all of that and then needs
to happen in unison. Okay. Great. All right. So now let's see how we just have to
play the music and see how that sounds with sound
and do a bit of a render a test render to see how
all that looks like. So if I stop and pause
at any point in time, I want to be able to see all
my particles zipping around. Good. Okay, excellent. So now the only other thing to do is to bring in some
narrative voiceover, and we can do that
using 11 labs, and we can also use Chat GPT to write a little
narrative for us. And then just
superimpose that in Adobe Premiere Pro
and render it out. So that's it, folks. This is essentially
the animation. So we've got a couple
of things moving. We've got particles
moving to sound. We've got the sona
speaker also moving. We've moved the camera
around, as well. So we've done that. And
essentially, that's it. So all we have to
do right now is to render it out and see
how that looks like.
21. Post Production: Part 1 - Test Render + Voice Over Narrative: Now to do a test render, what we do is we go
to the render menu, we go to the render settings. We are going to
do a test render. So my suggestion is that
this is this is very high. So we're going to rename this
to still underscore image, underscore high res, right? Image, not still mage. Okay. And then this one here, we're going to use
this as motion, underscore test,
underscore low s. Okay. So now what we're going to do is we're just basically
going to get the lowest or lowest
slution on the red shift. The output, we don't
need it to be this high, so we could change that
to something a lot less like say 640 by 480, right, just to get
the image out. And red shift is very
low, so that's okay. And all we have to do is save it in an
appropriate directory. Now, a good thing
to do is to call it a test render folder in
somewhere and then basically use that test underscore render as a means to sort of see how the whole thing looks
like at the end of it. Now, all you're going
to end up rendering is the so if I go here, let me just do this properly. You can render with an MP four and see how that
looks like or what you can do is render
with JPEG and then just bring it as a sequence
and overlay the music on top. There's a couple of
ways around this. So what I'm going to recommend is to basically
for this time around, just render it as a
JPEG and we'll bring it in as a sequence in
Adobe Premiere Pro, or if you're running a
different editing software, you can bring it in there. Just make sure you bring
it in as a sequence. I'll show you how I do that
in Adobe Premiere Pro. I'm just going to save this now and it's going to go
into the render folder, and it's going to be
called render underscore. No, it's okay. We basically just add a number at
the end by itself. So I'm just going to
highlight my low res. So it's all coordinated
through here and I'm going to
decrease the quality. What is important
is that when you are doing these render settings, that your final render the
actual width and everything. So it's basically if
you're going to be doing a say a 1080 25, that that ratio is the same. So you lock in the ratio is
the same moving forward. So because that way
you can see whether or not you're clipping
anything on the sides. So if you render a really low resolution and it's more square, and then you want to do your
final resolution render, and the ratio is different between the width
and the height, you end up catching things
that you did not see before. So just make sure that
your ratios are correct. And also, at the same
time, make sure that your frame range is
from zero to say, we don't need the
whole thing for now, so we can probably just go get away with half, 800 frames. So 400 frames out of 800. And let's just
confirm miss JPEG. Oops I just closed it
before I did that. Yeah, it's JPEG and motion. Okay. So now we're going to
go ahead and hit Render. Hi, everyone, and welcome back. Okay. So now, my
render finished. I only rendered
up to 400 frames. I don't need to render the rest. That will give me a good idea
as to how it looks like. So next, what I want
to do is I want to import all the JPEG sequences. So the way I do that I can
do that through any tool. They all do the same
thing more or less. I can just go to Import Media. Okay. All right. So
this is my test render. It looks like that. So here
on the left hand side, you got this image sequence. You go ahead and
click with that. It will basically automatically
identify the prefix, which is test underscore render, and all the numbers afterwards
just running numbers, and you'll basically keep on
collecting all the sequences until all of them
are collected with that prefix called test
under Scar render. So I'm going to hit Open, and it should appear here on
the left hand side. I'm just going to drag and
drop that. And now here it is. So now I can hit play and
see how that looks like. Okay, that looks pretty good. So next what I can do
is add my music to it. So I'm on each. There it is. So I'm just going to bring it right
there and see how that works with the music. Excellent. So now that works really well. So if I keep on going and hit 800 frames, I
should end up here. So notice how there's
this big sound here, which is the highlight
lights the Cronus up. Maybe I can do a different
camera angle run about here. A different camera angle there. So there's one,
two, three, four, five highlights.
And then finish. Yeah. Okay, so that's kind of the mapping it
out just basically. Usually, I would
normally write this down and draw a couple
of pictures and frames, do a bit of a storytell
before I complete it all. But essentially, that's it. So what I'm going to do is
I'm going to render this out now and I'm also going to add a couple
more camera frames. So now that we're back here,
can see these objects. They're all spinning
around, which is fine. So I'm just going to back
out of that for a bit. I'm actually in my camera, so I'm just going to do
Control Z on that one, go back to my default camera and have a look at everything. Okay, so I've got
a camera already. So maybe I want to do a top down look as
well, like that. Okay. So if that's the case, I need to turn my dome around again. But what I can do is I can
just manipulate it like that. Let me have another
look at the cameras. Safe frame, that's fine. And what I'm going to
do is add a new camera. Red shift camera standard. Okay. And I'll basically go inside the camera
camera motion. So this is the new one.
Okay. That's the new camera. And I'm just gonna
bring it like that. I do need to pull the
dome down a little bit more, and there. Okay, and a little bit more. Now, if I go back
to my first camera, just to be sure that I
haven't changed anything, let me go back there. So I haven't ruined anything. No, that's all good. So
go back to Camera two. And change this back to
camera too, the new one. Okay. So that's the
view that I want. I want to have that
kind of spiraling look and make sure that my
set frames is on there. So I want to have
that kind of view. Okay. Alright, so this
is a good camera angle. So I'm just going to
keep this camera angle. So I'm just going to make sure
my camera is highlighted. I'm in the camera view, I want to be able to have this
camera angle from here. So I want to have that
camera angle there. So it's going to
save that there, and I want to have it continue
just all the way through, which is fine, which is here. Okay. So I might want
to move it slightly. There. And I'll just save that. Okay, so the camera angle
is very, very subtle. It's not doing much
movement at all. So that's another view that I want to
basically render out. Okay. And I could add
another camera angle. So let me give this one a proper name camera
motion camera two, call this motion top down. So I'm looking from top down. Okay. Now let me call this
one motion, underscore. This onside side view. Right. And let me think
about another location. So let me go Defog camera. Let me see if I if there's any point in looking
down down and upwards. I can do a pan out,
which is essentially I start from here
and just keep on going up like that, right? So what I'm going
to do is I'm going to line it all up first. The, okay. Add a camera, red
shift camera standard, and I'm going to give
this one a name. Motion, underscore, down two up. Okay. And I'm going to make sure the new camera is selected. I did not spell that
correctly because I have the microphone in my
face down to up. Okay. There we go. So let's
start from zero, which is essentially let me just get a bit
of context here. So I'm going to start from here, save that camera angle. And as we go up and as
we complete that cycle, I'll be just panning up, panning up and then
looking out at and pana there and click Record. And there we go. Okay, so that's my camera
three or my third camera. So I've got camera two
motion, side view, camera two motion top down, and camera motion down to top. So I've got three
different camera angles, which I can vary and move around with as the music changes. So I've got I believe three or four
highlights in the music. So I can use the
music in that way and just vary the different views. And the next thing to do is
simply to render it out. But before we go
ahead and do that, how I normally do my voiceovers is I use a site called 11 Labs. So I'm going to go there now and show you guys how
I normally do this. Levelabs dot IO. Okay, so just go
to this website. And you can hit Get
Started for free. And since I'm already logged in, I believe that it will just
go straight to my last entry. So you can see here a
narrative that I put together. You can use Chat GBT or
any other application, or you can just make
it up yourself. And I'm using this
voice Thomas voice. So all I have to do now
is it generate speech, and basically it generates a wayfle reading out
these particular words. Of the cosmos. One
sound defines the void. The Sonos Rome, unmatched
sound anywhere you roam, portable, durable, and
ready for every adventure, even the ones beyond this world. Because great sound doesn't
stop at Earth, Sonos Rome. Sound, out of this
world. Ex. If. So you can use this
to create voiceover. There's many different
voices you can choose from. I chose Thomas this time. I've chosen many others. But the main thing is that if you are going to use
it for professional work, you need to buy a license for education
purposes, that's fine. But this is a really
good website where you can generate
voice over voices. I don't know about most of you, but if you do have
a wonderful voice, you can use your own. I prefer to use other voices, professional voices that make
more sense for me, anyway. But yeah, this is a great
website. I do recommend this. And then what you
can do is once you get this voiceover you can layer it on
top of your video. And what you can do then is cut bits and pieces
out that you don't like and just overlay them as the music is playing and the
motion graphic is occurring. You basically lay them out altogether and with
the voiceover as well. So what I'm going
to do next is I'm going to render this out
for the three cameras, and then I'm going to place
it all on the Premiere Pro. So I'm going to
put the voice down here and I'll somehow try to panel beat the
animation together. So it's a very basic animation. You can add so
much more to this. Cinema four D is so much more powerful than what I'm
showing you right now, but it does give you
a good big interview as to how all of
this works together. And, yeah, I'll see you in the
next session. Bye for now.
22. Post Production: Part 2 - Final Renders + Video Editing: Hi, everyone. So welcome back. After we initiated
the final render, we got all the
render files ready. So next thing, it's all about doing a little bit of
work with Adobe Premiere or Da inci Resolve or Cap Cut or whatever your tool of
choice is for video editing. So what I've got here is the previous version
that I showed earlier. So this is our soundtrack. So what I'm going to
do is I'm going to bring in some additional files. I'm going to bring in
the the voiceovers. I've captured a couple of different versions
of voiceovers. So it's good to sort of use a couple of different
voices just to see how that blends in with the theme
of what you're presenting. So I'm just gonna bring
them over right now. Okay, so I've got a couple
of different versions. So what I'm gonna do
just grab one of them, just give it a bit of a play. The infinite expanse
of the cosmos. One sound defines the void. No, that doesn't work for
me. Let me try another one. Infinite expanse of the cosmos. One sound defines the void. Nope, too soft. Infinite expanse of
the cosmos. What? No. So so whoever you got here, we had a couple of
different versions. So we had Serena, Charlotte, Mimi, Serena, Charlotte, Mimi. I think we've got
Thomas, as well. Let's see if I can
work in Thomas' voice. In the infinite expanse
of the cosmos. One sound. Okay, we're gonna give him a go. We'll try We can try all
of them in any of them. Just go to play the music now. Expanse of the cosmos. One sound defines the void. The Sonos room. Finished
anywhere you roll. Okay. That's pretty cool. So I'm just going to
remove the old render, and I'm going to bring
in the new renders in. So let me do that now. Okay, so this is camera
two down to up motion. So I'm just going to
place that there. So let me have a look at this. One sound defines the void. The Sonos room. Anywhere.
Portable. Durable. Okay, that looks pretty good. So I'm just going to
remove that for now, and I'm going to get
rid of the test render. So I've got all
the files I need. This is the music. So it's going to give
that a different color. Give it maybe a purple. Okay? So that's the music. That's the sound, so I'm
going to give this one a warm color as well. Label. Let's go Rose. Okay, and all the cold numbers, the cold labels like
blues and greens, I'm just going to give
that to the footage. So I'll close this for
now, so I don't need that. Okay? This is one of the files that have come
through, so that goes blue. Let me go ahead and
import more of these. So I'm just going to
import the rest of them. So let me grab that one. Okay, so this is down
to top, top to down. Okay, so that's how
that image looks like. Now let me import. So you just find the first file. So down to top. So I
had three of them. So down to top, um top to down. And also, I think we
had one side view. Okay. So let's find
the 00 file side view. And then what happens. If you click that file and hit sequence, just going
to get that file. So what you want
to do is find the first number in the sequence. So go all the way down
until you find 00. There it is. And
just click that. Then Adobe knows what
to do with that. So we just go side view. Let
me have a look at that one. Okay. And that's most likely the one that we're
going to start with. So I'm just going to
color these or label all these with a blue color. So blue means footage, so it's good to sort
of visually have that. All the warm colors,
music or sound. Okay. So this one here
we don't need anymore because we're going
to go with this particular sound from Thomas. So now the next thing is all about editing and making
sure that everything flows. So what we're going to do
is we're going to start off with the side view. Like so, so let's have a look. Expand of the cosmos. One sound defines the voice. See, the voice starts a
little bit too early. So let the music carry first. And then what we
do is we'll blend in the voice over. So let's go. Internet expanse of
the cosmos. One sound. Okay. Let's give
that a little bit of a little bit of a transition. Internet expanse of the cosmos. One sound defines the voice. SoeelUnmatched sound Okay. Good. All right. So that's that footage, so we can sort of snip
back and forward. So what I want to do is I want
to do once this hits here, the second one, I
want to be able to switch over to a
different camera view. So if you double click,
say, the top one, and what you can do is find a snapshot that
you want to include. So we've done the dark to light, so we don't need to
go back there again. What we can do is select, say this to this and just grab that sequence
and bring that over. So as soon as that
high beat kicks in, it will switch over
to this next scene. One sound defines the
void. The Sonos Roam. Unmatched sound anywhere
you roam. Portable. Okay, so now we
have the choice of going back to the previous one. Or what we can do is look at how the top down view
might look like. So we just can start here. So you got a choice of going,
Okay, this is my entry. The infinite expanse
of the cosmos. One sound defines the void. So in the infinite
expand of the cosmos, we could probably add
more of a pause there. So what we can do is scrab that, chop it, and then grab
another sequence. It's good when you have
voiceovers with these gaps, so you can spread the words
across so you don't have to squash them in the same way the voiceovers reading them out. So let me hear what
he's got to say next. One sound defines the voice. And that's it, right? So
I can just move that in there and cut it there. So now what I have here is in the infant
expanse of the cosmos. One sound. Now, increase the volume a little bit to match
the previous. So that's 8.2 decibels. What have you got here. 8.2,
8.2. Let's go from the top. The infinite expanse
of the cosmos. One sound defines the void. Okay. So let's get the sound making that pronouncement
rather than the voice. Cosmos. One sound
defines the void. Boom. Or you can grab this and
do it right after like, so here we go. The infinite expanse
of the cosmos. And bring it in right here. One sound defines the void. Now, you're back here, and the sonyss is
still turning slowly. So what we can do now is
bring in the next footage, which is the top down, down to up. That's the one. That's the one up here.
So let's just go. Let's grab it from
this bottom edge. To hear and bring that
on the second high beat. So we've got the main high beat, which is a switching
the light on. Expanse of the cosmos. One sound defines the void. And now it will be good to
add more of the narrative. So let's bring in the rest of this and see what else we have. So we have what else do we
have in the?nos anywhere. Okay, so let's now just
focus on the music and see how the music basically allows us to introduce
more narrative. So I'm just going to mute this going to put it down,
add another track. Yep, and drop it there. I'm going to mute that
track and just listen in. So here, what we can do is
have a scale happening. So if I click this, I can
go straight into affax. Let me see where
is effax hangefts. Effex control should
be somewhere here. Fats. That's there. Okay, affects control. Nope. Yeah, there it
is. Affec control. So let me just
highlight that one. So what I want to do is
as this one's coming up, I also want to zoom out. So if I go all the
way to the end, I want to first zoom in. Now this is why
it's important to have high quality images. So let me just bring
this up like that. And add a keyframe there and all the way to the end
and zoom out back to 100. So by the time it finishes this bit here between
the two highlights. Let me just bring
this there. So bang. Now I notice how
it's overlapping, so we got to be
careful with that. Okay. So let's go back here
to the first keyframe. I want to zoom in
a little bit more. And there what I want to do
is I want to go back out. But this time also move
it into this frame. And that's the
position that I want. So the starting
position is there, but I do want it to be
a little bit there. Okay, so I'm going to so
that's been key frame. So let me just scrub that. Yeah, that works. So it gives a little
bit more of a movement. So let me try here,
have a look at that. So here, what we can
do is do zoom in. So what I'm going to do is
I'm going to go over here, go to the beginning
of the frame, and I'm going to scale that. The end of the frame,
I want to zoom in. Okay, now let's have a
look how that looks there. Zooming out and back
to the main track. Now, we're running out of
track on the main track. So let's go from the
beginning and listen in. Expanse of the cosmos. One sound defines the void.
23. Post Production: Part 3 - Final Video Editing: Okay. Great. Okay, so we're
running out of music because this whole
track or this render here is based around
the actual music. So if you start introducing
different tracks, and start making
different types of beats. So you got to be
careful with that. So if I actually raise
this up and expand it out, technically, this should
start here, right? But because I'm trying to
snap in and out of scenes, let me just stretch that out. Okay. So what I'm doing here is I should be coming from here. Now, I can't change the music because the actual vibration of these particles here is
based around the actual beat. So you might find a
different beat that you want that's a little bit more
pronounced, which is great. So this one over here as well. I I stretch it out, Okay. Let me do that.
Anymore? Okay. So what I'm gonna do is I'm just
gonna bring that into here. And there. So see
these two slopes, this slope, and that slope, so I'm going to be transitioning and then back to
the original track. Okay. Now, I need to do something with the
narrative very soon. Now, back to the scaling because let me just see
what's happened here. Okay, so this is the 100. So we want to be
zooming in. That works. And this one over here, Okay. Let me see what's
happening here. Okay, that's because
this level is down. Okay? So what we're
going to do is add transitions in a second. But first of all, let me
get the Zoom happening here back to how it was before. So the first it was
zooming out, I believe. So let's go let's zoom in. Okay. That would work. And here, it's
already gone by then. So we just got we just
don't have anything here. So we're gonna have to move
this one a bit more here. So we actually
have some footage. Let me just make sure. Yeah, so he definitely disappears there. So let me just,
uh, measure that. Okay, so out, and
then going down. Okay, let me find. Okay, so that's that one. Okay, so that's
the next keyframe, so we are going to
grab that keyframe. So we've got two keyframes here, so we're just going
to grab these two, move them across, grab this
one, move that one there. So let's have a look
now. Good. And then comes back to the main scene. And then what we can
do is a fade out. So now let's bring this
down into the main file. So now we're going
to do a transition, and we have multiple transition
types that we can use. So let's find one here
on the left hand side. I've got the transitions.
I've got the facts. Now also have Red Giant, which you may or may not have. But basically, you can use any of the transitions you like. But since I got Red Giant, I'll just use that just to give you guys
a bit of an idea. I will just do the
bouquet one here. That's video fats. Oops. Let me. So that's that kind of
impact you're gonna get. Okay. But in the transition, we need to have a
transition happening. So let me get the
right transition. The Bouquet transition is
here. That's what I want. So as you go from left to
right, one sound define. Okay, so here, I'm
going to the effect, I'm going to modify
the effect slightly so that so the bouquet is here. So I'm just gonna reduce or
I could even so from here, I can make it a
little bit clearer. So from the first From
here around about here, that's 300, and then I can
clear it down to run about. So it's 300 there. So I'm just going
to key lock that. And then run about here, I'll reduce the
blurriness down to zero. So it's a long transition. So from here, we got
this type of transition working the cosmos. There. One sound defines the void. And I can do another
transition effect. So if I go down again to I
can do compound blurring. We can do a lot of other things. Let me see what Is this
a transition effect? Let me just make sure
it's a transition effect. Now, this is a video effect. We don't want that. We
want a transition effect. Car sil transition, clock wipe, nope. We don't want diamonds. We don't want any of those
1980s types transitions. Slides. We can just keep it
simple and possibly just work with the Boca transitions. So we just do that.
So here we go. One sound defines the void. And then I'll do a Zoom
effect on the last bit. Okay, so this transition
works as well. That works. That works. So now here, as it's going down, I want to zoom in to the
sons logo on the last bit. So I'm just going
to go over here. I'm going to look for the
first frame and bring that in, and then I'm going to look for the last frame and
scale that up. And let's see how
does that look like, and I'm going to bring
it down as well there. Too much. And the first frame, I need to scale that
back to normal. Okay. So now, this is going
to be the last frame, and Sonos is zooming in, and then there'll be a blackout. And then basically the
sound will come down. Now, as far as the narrative, we want to basically listen in and see what else we can
use from this narrative. Now, it's very short piece. It's only 20 seconds. Even the ones beyond
this Because great sound doesn't sound Sons room. Sound. Okay. Let me just
hear the voice. So I'm just mute at the music. Anywhere you roam.
Portable, durable. We don't need that.
For every adventure. Even the ones beyond this world. Because great sound
doesn't stop at her. Sonos Rome sound
out of this world. Now, I like this bit here. Great sound doesn't
stop on Earth. Thats great sound
doesn't stop at her. Let's hear that again? Thats great sound
doesn't stop at her. The ones beyond this world. Because Great Sound
doesn't stop it. Okay, I like that. So I'm
just gonna grab this, and we're gonna finish
the scene with that. So let me just
braise it up to 8.2, I believe that was 8.2. So just to match
the rest of the way there it is. So let's listen in Oh. Great sound doesn't
stop at her Sonos Rome. Let's try again. Now
adding the music? Because great sound doesn't
stop at her Sonos Rome. Sound out of this world. Okay, so now I want to have an effect here as
well to kick in. So what I can do now is
to another transition. Pre exposure below that's
gonna glitch transition. That might work. Let
me see how that works. Out of this form. Sometimes when you do
glitchy transitions, people actually think there's actually something
wrong with the video. So you got to be very
careful when you use that. I like using it. I mean, I like the effect, but
sometimes it doesn't work. Turbulence transition. Let's see what that's about. Out of this form.
Out of this form. Yeah, that's simple.
That would work. So here, what I want
to do is I want to introduce a video effect, something with blurrness. Oh, let's go to Boca again. But this time, we are going to blur it 300 at the beginning, and then run about here, we will start transitioning. So let's go to the first
frame, lock that in, and then let's go to run about here and let's drop this down. Zero. Okay. So now the video is gonna start
something like this. In the infinite
expanse of the cosmos. One sound defines the void. Be Great sound doesn't
stop at our Sonos Rome. Sound out of this world. And then you can have
pretty much a trailer or what as I call it just
the credits happening. So you can add that now. Let me just look at the
graphics templates. So you can have film credits. And there we have it and simply change the names
in the texts here, and we're good for the editing. So we can just change a title, say course video test featuring. You can have featuring
Speaker music B, and I usually name the name
of the artists, et cetera. So you can just simply say, Pixa Bay and let me
go to media browser, or library. Unseen danger. FSS. So you can have something
of that director. You can put your name in there. For now, I just put
nothing in there. Story by, and you can put
your name in there as well. But I'll just leave that blank. What I will do is,
I'll say tools used, and that would be Cinema
four D, Adobe Premiere Pro. And that should do it. Then when you basically
finish that off, there we go. And that just disappears. Now what you can do as well
with this if you go to effet Controls and go
here to the first frame. So as it appears once
it appears there. So this is you can then start
you lock that position and then go here and
you can raise it. Like that. So therefore,
when it kicks in, it starts moving upwards and then fades away,
and we're done. And now the music, we need to fade the music away, so we're just going to
reach out to the very end, bring it right in and zoom in. And it's not good to sort of just finish it
right at the end there. So it's like you give it
a little bit of a trail, and bang. There. So infinite expanse
of the cosmos. One sound defines the void. That's gonna listen in, give it a word. Good. Okay, so let's have fit to the screen and
let's play it again. Okay, so we've got a bit
of effects happening here. Cosmos. One sound
defines the void. Because great sound
doesn't stop at Earth. Sonos Rome. Sound
out of this world. Now, I really liked how it was bouncing up and down
right towards the end, so you can expand that
and get more frames in. And yes, so right, everyone, so that is
the post production. So we've included footage. So we've done the final
renders. Over here. We've got the narrative on top. We've got the music happening as well, and
we've mixed it all up. We've added a few transitions
and a few effects. And then, basically,
this is your first cut, and you can send it in and get some reviews and feedback
and just modify, modify, modify until you get something that you
really, really like. I'll post an example of one that I've done
earlier as well. But yeah, you can play
around with so much here. You can change these objects, make them bigger,
make them large. You can scale them to
the music as well. So there's a lot of
things you can do to this footage to
make it really, really good or say, make it pop. But I don't really
like that statement. But anyway, that's
what you can do. But that's the
process, essentially. That's how you go
about making a video. You edit it, put music, put narrative, and mix it
all up and send it back, and you get some reviews, or if you work in a team, somebody will be responsible
for the transition effects, and will be
responsible for music. But in this case, we're
doing it all at all, we're doing it all,
but that's okay. It's all part of the practice. Okay, well, thank you very much. I really hope you
enjoyed this course. And I hope to get your feedback and write to me,
send me your links. I would love to
see your work, and hopefully I'll see you around the Cinema four D corridors
with all of your creativity, there is a lot to learn, a lot that you can use, a lot of things that obviously I did not have time to show. But, in essence, we were
able to model an item. We were able to texture it. We were able to take
some still images of it. Then we're able to create
some video footage of it, and we're doing some
post production here in Adobe Premiere Pro. Again, you don't have to use. You can use anything
else. But this just gives you the full view of the
full cycle from beginning, all the way to the
end using Cinema four D. Thank you,
everyone. Bye for now.
24. SAMPLE : VIDEO OUTCOME: In the infinite
expanse of the cosmos. One sound defines the void. Be great sound doesn't
stop at Earth. Sonos Rome, sound
out of this world.