Transcripts
1. Introduction: Hey guys, you want
to learn 3d artist. I don't know where to start. That is the case and they
welcome you to next. It's complete Guide to Maya
2024. My name is Abraham. I have 12 years of
experience in the industry and I am going to be your instructor
throughout this course, we're going to be going over the full production pipeline so that you too can create
amazing 3d content. This course is a perfect place for you to start your 3d career. We're going to go over all of the different parts
of the production. Blink. And we're going to
be doing over 30 easy to follow exercises that you can fully understand
all the tools and workflows that we
use in 3d industry. In this course, we will be
going over modelling, Uvs, texturing, rigging,
animation effects, rendering the full
production pipeline. We will start by exploring
the interface of Maya and understanding the basic principles
of components, objects in the basic
modelling tools. Then we will go deeper into modelling props, characters,
and environment. We'll then learn how to
properly texture light, animate, rig, and render
all of this elements. Each exercises in the course is easy to follow and we will show you all the necessary tools and steps to achieve a great result. The course is aimed at
beginner level students, so you don't need any
previous knowledge since we will be covering
everything from zero. All of the videos
are real time and all of the pilots are included. The only thing that you
will need is access to Maya 2024 and Substance painter
for some texturing. So what are you waiting for? Join me and become a great
3d artist in no time?
2. Welcome to Maya: Hi guys, Welcome to this
first video of the series. We're going to be taking a trip down will not true Like
a time travel thing. We're gonna be going
into the past. So all the amazing things that you saw
on the intro video, I'm going to be showing you
how to do all of those. But we're going to start
with the very basics here on the interface of Maya. So when you first open Maya, you're going to be greeted
by this view right here. If you don't have
these exact same one, you can go to Workspace and
say reset current workspace. This should be the BU that everyone has the first
time they opened my. Now, it can be a little bit overwhelming to see all
of the different buttons, all of the different shelves, shortcuts, windows,
everything right. There's a lot of stuff in here, and if this is the first time you're opening a 3D package, then I understand I
was here 12 years ago with this same interface
or a very similar one, trying to understand what
the **** Everything is. So as with every
general software, they are traditional areas
such as the menus up here. We've got main Sure. Because such as
opening a new scene, opening it previous scene, saving the scene, undoing, redoing all of these different shortcuts
are there, of course, Maya related, your user
profile should be here. This is a very, very
important part of Maya, which is called the shelf. But this right
here, this window, this is probably the
most important window which is called the viewport. I'm going to be using
this tool right here, which is called the
blue pencil just to do some notations. So this right here is
called the viewport. And our viewport is our
window to the 3D world. We need to understand
that on the 3D world as, as we're working with
three-dimensions, we will have three things
called at the axis, we're going to have the x-axis, which in Maya is usually
represented by the red color. We're going to
have a the y-axis, which again in Maya, is usually represented
with the green color. The x-axis is left to right, the y-axis is top to bottom. And the blue axis is usually represented
with the blue color, which is the c-axis. The c-axis is front and back. This window that we're
seeing right here is at the viewport That's
going to allow us to navigate this 3D world. Now how do we
navigate this window with Alt and left-click. If you click Alt and
left-click, as you can see, we're going to be able to rotate around our windows right here. And we're gonna be able to
see this a 3D world right now this 3D world is
completely empty. If you press Alt and
middle mouse button, you're gonna be able to pan your window up and
down, left and right. And finally, if you do
Alt and right-click, you're going to be able
to assume you can also do this with the little
scroll wheel on your mouse. It's very important
that you're using a traditional mouse
because trackpads in laptops usually have
a really hard time like doing all of
these gestures. So I strongly
recommend if you don't have a mouse to go get one, doesn't have to be
inexpensive one, as long as it has
the three buttons, left-click the
middle mouse button, and the right-click, you
aren't gonna be just fine. So this viewport re theories
or window to 3D world. And this viewport also
has some menus over here, and it also has some shortcuts like the blue pencil that
I'm using right now. Don't worry, we're going to
cover most of the tools as we go along in this
course, this series. But it's important
that we understand that this is gonna be the pupil. So if I tell you
during the videos, hey, go to this viewport menu. I'm talking about this
man is right here, not the ones up here. If I tell you, Hey, go to
this view port shortcut, be talking about this
one is right here, not at this ones right here. It's gonna be like Maya
menus and Maya shortcuts. There's gonna be viewport
menus and Buber shortcuts. This, as I mentioned
earlier, is the shelf. The shelf is where
we're going to be able to create objects. So if I went to
greet the sphere, I just click the sphere. And there we go.
We got the sphere ready to go and start
working with it. We're going to talk about
working with blood primitives. And just a second at this is the general way
in which we do it. Now, as you can see up here, we have this thing called
the view cube is very handy. It comes on by default
here and Maya 2024, way in which you can quickly jump to the front
view of an object. You can rotate this cube row. You can go to the right
view of the objects. You're, if you're having
issues with the navigation, you can go here to the buccal, buccal and use it to navigate to different sections
of your scene. We also have this
thing called like right here called the BYU axis, which is going to tell us how the world is currently oriented. You can see the c-axis
is pointing forward. So that means that this is
the front of the object. So this tool, tools are
excellent ways to have a reference of where we
are in the 3D world. Again, especially if
this is the first time you were using in 3d package. Navigating a 3D world
can be tricky at first. I want you to take a
couple of minutes to get acquainted with the way
the camera words discrete, any basic poly,
modeling over here, any basic primitive, just wrote it around
trick to see it from different angles and make
sure that you understand how the rotation is working
here inside of Maya, There's no need to
do the blue pencil. I'm actually going to
delete mine right now so we don't get any
extra information. If you don't have these cubes, if you opened my
eyes, you don't have the skills which
sometimes happens. You need to go to display, heads up display,
which is our Huff, the main window we're
that we're seeing. And as you can see, you want
to have you access and view cube enable This two things are the ones that we're
seeing right here, and then allow us to, again, get a quick reference of
where we are in the world. Now, Maya, easy, really,
really complicated software. So there's two things I
want you to do right now, which is first to locate where your preferences are in Windows. You're going to find
this Preferences under documents Maya 2024. And this is where it's gonna be. If at any point
during our course, Maya starts acting really weird, tools are not working. You get weird display
issues or whatever. It usually means
that something got corrupted on the Maya interface, on the environment,
Maya environments. So you're gonna have
to navigate here again, documents Maya 2024. And you're going
to select all of these guys and delete them. When you open Maya again, all of these folders will be
recreated and you're pretty much starting Maya
from factory default, which is or should resolve
about 90% of the issues. Now, the other thing
I need you to do before we start working
is to set our projects. So the way we work inside of Maya is we're
gonna have scenes, we're going to have models, we're going to have Textures,
we're going to have sounds. There's gonna be so many
different elements. If we just keep everything
in the desktop, everything's gonna become very messy, really, really quick. So Maya allows us to create
something called a project. I'm going to show you real
quick how do you create one? But then I'm going to tell you
how to set up the one that you'd got from our files to create a new project
you're going to go to File and then project,
project window. Here you can create
a new project. You can name it
whatever you want and you can place it
wherever you want. Again, by default, projects
are going to be saved on documents, Maya projects. And here's where you're going to have all of your projects. The one that comes
included with this one is called complete the 2024,
Maya complete 2024. And you don't need to
create it from scratch. It should already be there. The only thing you need to
do is you need to set it. Setting it Project means that everything that
we do is gonna be saved on the heirarchy of
folders that that project has. So you're gonna go
to File set project. You're going to select
the project that we've provided so that
everything that we do is included into this folders
that we have right here. So just select the folder. You can keep this folder
wherever you want. I have my own little partition on the hard drive to
keep my projects. But if you want to keep it in
the default place is fine. Just make sure you click
it and you set it. Now, when we start the project,
everything that we do, every scene that we save
every texture to we open should be coming from
that specific project. That's it. We're pretty much ready to
start working here with my. So the first thing I
need to talk about is the interface with movement
in regards to the Components. So hang on tight and I'll
see you back on the next
3. Interface: Very well. So in order to understand how to move things around
here instead of Maya, we need to use the three
most commonly things, which is selection, movement,
rotation, and scale. In order to select
something instead of Maya, we're going to
press the letter Q. Q is our selection mode, as you can see right here. And it allows us to select
whatever thing we have on the viewport we select by just clicking on
top of an object. And this, as you can see, highlights the object
and allows us to access something called
its channel box, which are the
information that tells us where this object
is on the world. As you can see, every object in the 3D world will have
something called translation, rotation, and scale, which
is where the object is, how it's rotated, and what's
the scale of the object. By default, this object
is 0.1 on translation, rotation, and on scale. So Q is the basic
selection mode. If you click outside
of the object, the object gets a de-selected. We can also do a selection, like a selection box. So if you have multiple objects, show you real quick here. We have multiple objects
and we select all of them. The last selected objects
will be highlighted green, while all of the
other ones will be selected with a white color. So you can see the
last one that we select is going to
be the green one. To add an object
twist selection, you can click on an object, press Shift, and then
select other objects. And we'll also add
to the selection. We'll talk about multiple
objects in just a second. Selection is the basic
way in which we can access to the transformations
of an object. Once we're inside
the transformations, we can select what kind of change or what kind of
modification we want to do. The first one is W,
which is movement. As you can see,
we're gonna get this thing called a gizmo. It gives more is
this three arrows that we're seeing that allows us to know where the axis of
the objects are pointing. So the red axis, as we've mentioned
before, is the x-axis. The green axis is the yellow
or yellow the y-axis, and the blue axis is the z-axis. So by accessing this axis, we can move the object in
that specific directions. So for instance, I move
this a sphere to the right. We just push this
with the red arrow. And as you can see, that
translation tells us, hey, this object is now 9.4 units away from the
center of the grid. If we push this up,
it's going to say, Hey, this object is now 9.1
units away from the grid. Every unit that we
see here in Maya, by the way, it's centimeters. Centimeters are the
default units for Maya. If we push this forward,
as you can see, it's 15.7 units
forward integrate. At any point, I can select all of the elements right
here and all the units, and press zero to bring this elements back to
its origin right there. Once we have this, we can move it again or we can use any of
the other tools. Now, as you can see,
there's a couple of extra buttons in this gizmo. The first buttons that
I want to talk about, this little floating squares. These are squares that
allows us to move the object in to
access while blocking. The third one. Why
is this useful? Well, imagine this sphere is
here on top of the ground, and I want to move this
sphere somewhere around here, but I'm not exactly sure. I don't want to be
like second-guessing myself and just like pushing and pulling those guys right here to move it on the X and Z axis, I would like to be able to
explore the position and make sure that this thing will
not be moved on the y-axis. So if I select the little
square right there, I can actually move
it on the X and Z axis without moving
it on the y-axis. So I'm only moving
in on two axis. They can be sure that
this thing will not be going under or over the floor. Once I'm happy, I'm like, yeah, about their sounds right? There you go. The sphere is right
on that point. And I can either save
this information or just know that the element that's
where I wanted to be. It's very handy. For instance, imagine you
were doing a room and we have like a frame
with a photograph. We can use this one
to move it along the wall and make sure that
it doesn't leave the wall. But we can just position in the where we want it on the wall. So this little squares
and very handy to again, a block one of the axis. There's another one which
is this one right here. But this one's a little bit
more tricky and I'm actually going to be using a
box to show you this. Let's imagine that they've
pushed this box to one of the corners
right around there. And there we go. So that box is on that
on the grids core. If I select the center
line right here, you can see I'm moving all of the three axis at the same time. And they can move it to the
back corner right there. It didn't might seem like the
Cubists on the back corner. But if I rotate the camera, you're going to
realize that the cube is actually floating in the middle of whatever
this grid, right? The problem is, this cube allows us to do something called
the free movement, but it's more like a
camera based movement. So the Cameras
becomes a flat plane. And depending on
where we place it on the Cameras like plane, we're going to have it
right there, but it might not be exactly
where we want it. So on my personal
recommendation, on this first
chapters, I strongly recommend against using
that moment right there. It is quite useful for more
like organic movements. But for now, try
to just move with the little elements right
here, the little arrows, or would this whole squares, if you already know that you are on the plane
that you want. If at any point you
move the object and you want to bring it back
to the origin again, just zero out that
the translations on the channel box of your objects, which you can find right here. Sometimes this thing is hidden, just click on this one and you should be accessing
the channel box. Another thing, if you at any point get lost
and the viewport, you don't know where
the viewport is. Don't worry, press F and F will frame the object is just a
matter of moving our cubes. So that's again back to like a To the beginning, and you
should be good to go. So F will frame the Scene
and we'll get you back to the center of our
little world right here. One final piece of advice, just to find a little
thing here with the mob brush or whatnot
movers, the Move tool. There's a shortcut
which is Alt and B, if you do all to be your going to change the color
of the background. Sometimes people have a
little bit of an issue with the basic great background. I personally liked this one, but if you like this another
one of the default ones, the blue background, it's
mainly for display purposes. It doesn't change anything
under renders or anything, is just to see the
shapes in a better way. Now, if we jumped
to the letter E, We're gonna go into the
rotation tool which allows us, as the name implies, to rotate the object as you
can see right here, I'm just going to reset this
real quick. There we go. I'll explain that
in just a second. So by rotating the object, we can rotate this
on different axes, such as the y-axis, the c-axis, and the x-axis. We can also click in-between the axis and do free rotation, which similar to
the movement tool, it's not a bad idea,
but it might give you a slightly different like sort
of problems at any point. We can also see you
all the rotations of the object and we're
going to be back to zero. If you click on the outer ring, you're gonna be able
to rotate the object in a camera based
movement as well. So if you're in a
side view like this, it's kind of like
doing a rotation. But you can see all
of the numbers also go a little bit crazy
here on the rotation. So similar to the movement to, I don't recommend using the free rotation or
this one just yet. We will be using it but
a little bit later. Finally, we have R,
which is the scale tool. This is the final of the tools. Again, we've mentioned
this is movement, this is, sorry, this is selection,
movement, rotation and scale. With scale, we can scale or change the size of an
object on the x-axis, on the y-axis, and on the CX, it might look like we're
extruding the object. We're actually not, we're
actually deforming the object. It looks a little bit more
obvious with the sphere. The form of the sphere
gets completely distorted. By using the Scale tool. As you can see, we can do it. We can also constrain it. It's only two axis, which can be very handy as well. Or in this particular case, I do prefer using quite a
bit at a uniform scale, which is right there on
the center of the object, you can manually input any
number over here, say five. And the whole object
is going to scale uniformly in all directions. So those are the three
main tools WE and our, that I like to use to what's the word to create
the, the, the object. Now, I do want to teach you a
little bit about how to use all of these tools with a
slightly more complex model. I'm going to ask
you to do is delete anything that we have
right here with Supreme. You're going to say File
and we're going to import this little S2s cart start
and we're going to say input. So this will Scene As you can
see right here, ASA, small, little wooden car that
we're going to be reassembling in order to practice some of the tools
that we just mentioned. So as you can see, we have the little
like a body of the car and we have four
wheels and two axis. So I'm going to press W
and I'm going to move the body of the car to the
center, right around there. Now you can see that
it's not perfectly like, like center and I cannot see where the cell because
if I see what this out, it actually is gonna go back to this place where I placed it. Um, what's the word I
placed that voluntarily? So what we need to do is we need to access something
called snapping. I want to be very precise
with my movement. And then when the snap this
object so that the body of the car rest is right there on the center of the grid.
How can I do this? By pressing the letter X. When you press the letter
X on your keyboard, we're going to access
a special thing called the snapping and Mouth, which is this one right here. This in particular is
called Snap to Grid, which has the name implies
will snap the object to the grid off the floor. So if I start snapping, I can snap this so that it's
right there on the center. So I know now that this guy right here is properly position. However, I would like this
thing to be facing forward. As you can see, it's kinda
like facing backwards. So I'm going to press E, am
going to rotate this around. And when I look for the
amount of angles that I need, which in this case I
believe it was 135. So I'm going to say -135. I'm gonna hit Enter. And as you can see now, my car is ready and it's
perfectly looking to the front, which is what I want. The problem here is that I need to make sure now that all of the other pieces fit as well. So I'm going to grab
this little guy right here and I press E to rotate. And if I rotate this, I know that I need
to rotate this and 90 degrees. There we go. And then with W, I'm
going to move this, am going to position
it right there to give this car a
nice little effect. Gonna do the exact same thing
with this one right here. So I'm going to press
E, I'm going to rotate around again 90 degrees to
make sure it's perfectly flat. And we're going to
position it right there. I'm gonna
go with the next. We'll, in this case I need to go negative 90 so that the
flat part of the wheel On the other side. And then again with W. I'm going to move
it to the side. I'm going to try to get
it as close as possible. Doesn't matter if for this
first exercise we're having issues with the precision
of our elements. As long as you can get it as close as possible,
that's perfectly fine. Now grab this axial
for instance, I'm going to push
it and get it to overlap a little bit right there on the holes
of the wheels. That's gonna give
me a good idea of whether or not I'm like, really like how precise
I am with my moments. I'm just gonna move this wheel
a little bit right there. And as you can see, this
fits way, way better. Going to grab this. We'll
over here press E and we're going to rotate
this around -90. And I'm going to
push it right here. Now, don't try to go with other angles are
decreasing rotation. I made sure to only move this
in 45 degrees increments. We will talk about this
a little bit later. But for this one, that
should be more than enough. This one, for instance,
I'm going to rotate. And as you can see, it's 45 degrees and it should
be now perfectly flat. We can press W and we can
position it right here as well. Right around there. We can snap it to the grid on X. There we go. So it's perfectly flat ice. And yeah, that's actually
way, way better. So there we go with
assemble our little car. And hopefully with
this little exercises, you guys will be filling a little bit more comfortable
movement rotation in scale, but we're missing one thing. If we select all
of the elements, the lead, the floor, we
don't need it right now. If we select all
of the elements, you're going to see
that elements will have different values in translation, in rotations and scales
in that is a problem because if someone
opens the scene and they select everything and they see that there's values. They might try to zero them out. If they zero the amount. What's gonna happen is all of the car pieces are
going to go back to the assembled the
situation that they have. So we're gonna have
to use something called Freeze Transformations, which will tell
Maya that this is the new base setup
for our little car. Do that, just select all of the objects and up
here on our shelf, we're going to click this option called Freeze Transformations. And this option,
as I again said, we'll make sure that now this is the new default position. So as you can see,
if we select all of the parts in the
rotations and everything, they will be back to zero. Now I can see that
this upper wheels are floating a little bit,
so I'm going to select them. We might selection tools. Remember it's Q for selection. And then with W, I'm
going to move them down. And then again, that's
new transformation. So I'm going to freeze
transformations once again. There you go. Now, if you imported
this properly, I have a little
surprise for you. You can press number six on your keyboard and you're gonna get the Textures
of the little car. This is because I've actually created the material
for this one before the exercise so that we could see the little wooden material. We'll talk about Materials and all of these
things later on. If you don't see the
material, don't worry. That probably means
that you important things in a wrong way or maybe you have the folders in
a slightly different setup. Maybe you didn't set up
the project properly. But we'll talk about this
later and I'll show you how to do the wooden car. So if you want, another little exercise
that I like to give my students is once you've
assembled your car, try assembling a different
configuration for the car. For instance, we could grab
this back wheels right here and then press R.
I'm going to scale them. I'm going to scale them
to make some really, really big wheels that are
gonna be here on the back. Maybe I'm going to push this a little bit to the
sides like this. And the actual is gonna be
like a little bit smaller. There we go. He's slightly
different configuration. Maybe it will have six wheels. So how can we
duplicate an object? If you Sorry, if you select a couple of
elements right here, we'd Q, Let's say this guy's and
you press Control a, B, you can press W to move
this elements around. And now we have
another set of wheels, which we can also make
a little bit bigger, a little bit shorter than we
got a new car right here, reusing some of the assets. So headphone with this one, create your own little
version of the car. Maybe you want to grab
this guy, Let's Control D. I'm going to push it up. You're going to scale it in. I'm going to push it down and just create a slightly
different version. And this is one of the
font things about Maya. Once you understand
how all of this work, you're going to
be able to create very complex or very cool
looking shapes without having to redo a lot of the
word because we just really utilize what we
already have right here. So I'm going to save the scene. To save a singer is
gonna go to File. I'm going to save
Scene As and I'm gonna call this car finish. It gives you want to
see it. It's gonna be there on your project
folders as well. The car start again. I can go file open
scene and I can open my car start and
we're gonna give me back. Let's save this real quick. We're going to be backed
with this one right here. If you wanna go back
to none texture mode, you can press number five
on your keyboard as well. Number five is called
just like basic mode. Number six is
texture mode, okay? So there's a shaded
mode and there's a shaded with Textures. So yeah, that's it, my friends. And make sure to do
this little exercise assembled a little Garcia. Do you get used to the movement, the rotation, and scale
of the components? And, uh, once you're ready, we're going to jump
onto the next part where we're gonna be talking
about the primitives. We're going to be
talking about all of these different guys and how they have specific
things that we can use. So hang on tight and I'll see
you back on the next one.
4. Primitives: Hey guys, welcome back to
the next part of the series. Today we're going to
talk about primitives. Primitives are the shapes that we're gonna be using to create pretty much any
single thing that we can imagine inside
of the 3D world. There are basic building
blocks such as this figure, the cube, the cylinder. And I want to talk about
a couple of things that things have that are really
important to remember. Whenever we're
creating an object like this sphere, for instance, we're gonna get access to
its transformation nodes, but we're also
going to get access to something called its inputs. So this is for you right
here, as you can see, has an input called
Polys fear 3d. This is the command
that tells us figure how to build a sphere. It gives us this
radius and it gives us supervision axis and height. So how many polygons are making up at this
sphere right here? If we're using a different
type of affirmative, let's say we go to
the surface and we use this thing called nerves. You're going to see we also get specific elements,
but you're gonna, they're gonna be a slightly
different because this is fear is a nerve sphere, which is a curved sphere
opposed to this one that is a very basic just
polygon sphere. So the cool thing you put the inputs is that
they will allow us to modify the components
of the object before we start working
on the object itself. This is a great way to get a starting point closer to
what we want to create. So let's say for
instance, we want to reduce the amount of polygons that we have
for this sphere. Instead of having 20.20, we can say, Hey, we want 10.10. And as you can see, this
sphere is gonna become a more like low poly
version of the element. Maybe we're doing, let's
say we want to do something like the word like an umbrella. Umbrella usually have,
I think six divisions. Well, we can go to six
divisions and as you can see, we are going to get the
divisions that we will normally get on an umbrella. Now, there are other components are primitives like this
cylinder right here that has more options than the basic sphere. For
instance, the cylinder. We can change the
radius of the cylinder. We can change the
height of the cylinder. And I'm doing here in the
interactive way to change things by clicking on
the name and then middle mouse clicking on the viewport
We're gonna be able to calculate are just
like scroll at generate the exact sort of
measurement that you want. We got the subdivision axis, which is more or less divisions. We got subdivision heights, we got the subdivision caps. Like all of these things we can interactively change by clicking on the name and
then middle mouse dragging from one
side to the other. There's one that I really
like about this one. If you do subdivision caps
and you add a couple of caps, you can then go to
round cap on and off and you can turn on
or off the round cap. And as you can see, we're
going to be creating something like a pill. So instead of having to create the sphere and then extruded
and do like crazy stuff. Just navigating into the
inputs of the cylinder will unlock more features that
you might not be aware of. My advice is just click on the objects and see
what you can create. For instance, this one, my favorite ones or one
of my favorite ones. I am a huge at the end defense, so I can create a D20
very, very quickly, but they can also go
here to the inputs and go to the primitives and
change to a tetrahedron, cube and octahedron,
a dodecahedron. And you pretty much
have the whole like D&D dice set available for you. You can change the
radius and the, any change that you want to do, you should be doing
it at this point when you first create
your perimeter. Now, there's other
types of primitives. For instance, this
one right here. This is a tax primitive
where you click on the text and
you're gonna get a, an input where you're going to be able to change the texts. In this case is
you can see we're no longer on the channel box. This is the channel
box right here, where on something called
the attribute editor, which is another
place where you have way more information
that you can modify. So in this particular thing, this is called the type
of polygon. Polygon type. You can go to the type in here. You can write something like, let's do my name. I'm going to say Abraham. If I write Abraham, you can see that they generated this new polygon that is
both describing my name. I can write out like Maya. There you go. We got the
Maya input right there. There's gonna be a lot of
things that we can change. We'll talk about the type
of polygon later on. But this is also an object. And all of these things
that we're changing right here, alcohol
their inputs. Now, once I started
working with this letters, like if I want to animate them, if I want to modify them, I won't be able to come back to this part as easily
because Maya works in this sort of like Stack way where every single
action that you do modifies the original
core substance or core way that this
polygon was created. So any change that
we do right now, we'll change this object and we won't be able
to come back here. You're coming from a
different software. I'm going to just
mention Blender. Blender. You actually does
not have a history. So once you do an action, you don't have a way to come back except by control scene. So you don't get this
stack Inflammation of all of the inputs that are
necessary to create the object. Now, for instance,
this one right here, this is called the super shape, which we have like this
sphere right here. And we have options such as changing the way
dislike things work. There we go. So the forums, the
opportunity to creating this very intense elements. I don't use this one
as much to be honest, but again, feel free
to just explore. Just click on some of this
elements right here on the first row and
see what inputs you can change to get an idea of how the basic primitives
work inside of Maya. Now one of the things
that we need to understand is the more elements, the more subdivisions
we have on an object, more control we're going to
have over this object thing, so something called
the components. But I want to leave a BDS specifically for
components because it can be very tricky subject
at one first learning it. For now. Just again, just create some
of these shapes. Just play around with
them and make sure you understand where
the inputs are. Control C if needed, if you find that you're breaking
things up, that's fine. As one of my teachers used
to say, polygons are free. So if you break it,
it's perfectly fine to just started using and you're
going to be perfectly fine. So yeah, that's it
for this one, guys. I'll see you back
on the next one. We'll, will talk about
components, which are again, the building blocks
of everything we do here in the 3D world.
5. Components: Hi guys, Welcome back to the
next part of the series. This is a super important
video because this is again, one of the foundations
that we are going to be using to create
amazing things here, instead of Maya,
every single object, every single polygonal
object that we have is made out of something
called Components. And Components are the
different basic parts of the built up our 3D world. In the case of a human
body, for instance, the cells are the basics
of everything, right? Cells create tissues, tissues, create organs, and then organs create systems
and so on, so forth. Well, in the case of
our elements here, instead of Maya, the basic unit of everything is
called the vertex. In order to access the vertex, we need to right-click
on top of an object, then select the vertex
mode right here. This is a smart menu. All of these menus
that you see here like radial menu starts mark menus. And if you just right-click on top of the object
and select vertex, as you can see, we're going
to jump into vertex mode. The object will change color. As you can see, it's now
light blue and it has this like a purple dots. The dots are the
vertex themselves. A dog is nothing more
than a point in space. So this element right here has
a specific point in space, which in my, I think my
calculations are not wrong. It's gonna be 0.5 on 0.4 and negative 0.51 C and 0.5 on. Why. Now, the cool thing about vertex is that we can
actually modify them. We can move them around. Vertex have no volume, they have no surface area. But the thing that they
do have is position. So we can move this
vertex around. And by doing that, we can
modify the shape that we have. This cube is no longer cubes now this or like abstract shape. And it allows us to create
something that's way, way different than the primitives that
we have right here. Now, if you have to
vertex together, we create something
called an edge. So if you right-click on top of the object and you
jump into edge mode, we're going to select
this one right here, which is the edge that
allows us to move the edge. Now, the edge, since it has a little bit of
dimension, it has length, we can actually rotate the edge around and we're
going to be able to, again, create an
interesting looking shape. We will be able to scale
it in certain axis, but there will be a point
like this one right here where we can no longer
scale that edge, but this edge, depending
on how it's oriented, we might be able to scale it, but by default we
can move the edge, we can rotate the edge and
we can scale the edge. Finally, we have to face. The face is a collection
of edges, at least three. There is no limit on how
many edges a face can have. However, we don't usually want to have faces with
more than four edges because those become
something called an guns and they can be problematic
with other softwares. So usually we're gonna be working with
triangles and clots. That's the basic
unit, four phases. We can scale the faces, we can move the faces and
we can rotate the faces. And by doing this,
as you can see, we can change the basic
form of a square root of a cube into something that's a little
bit more interesting. This is the way we're gonna be modifying and
editing things here. So I'm going to show you
a very simple exercise. I'm gonna go into object mode, which is the final mode. There's a couple of other modes, but we're going to talk about
those letters right now. Vertex, edge, face and object are the ones that we're
gonna be using the most. I'm going to go to object mode, and I'm going to create a
new Q, create this new cube. And I'm gonna go to the inputs, remember the inputs,
and we're going to modify the subdivisions. We're going to
give this elements three subdivisions like this. Well, we're going to be doing,
is we're going to be doing a traditional six-sided
dice and we're gonna be accessing the specific
elements of this object or the specific what's the
word components to be able to get the
result that we want. Julie, let me go
back. We're going to start with the cube right here. And the first thing I
wanna do is I want to round the corners
of this objects. So we're gonna be using
one tool that it's one of the most commonly tools
are commonly used tools, which is the Bevel
tool right here. However, the Bevel tool works with edges, as you
can see right there. If you hover your mouse, it says that it works
with edges or faces. So I'm going to right-click, go to edge mode. I'm going to select
all of the edges which with a selection box.
And we're going to click. There we go. As you can see, all of the edges of this cube has been doubled. However, they're not exactly looking like a six sided dice. So what am I gonna do? I'm gonna go to the poly
bevel little box right here. If you don't get
this, you can press the letter T and you should see it on
your inputs as well. So as you can see right
here on the element, if you click on poly bevel
and you press the letter T, it should open up right
here, this little box. And what I'm going to do is I'm going to modify the fraction. I'm going to make the fraction
a little bit smaller. 0.1 seems good for me now, I'm going to increase
the segments to two. Why? Because if we keep
this elements at one, you're going to see that we
have a triangle right there. And even though
triangles are not bad, they can be a little bit
tricky to work with. I want to keep
everything with quotes. And by making this two segments, as you can see, we get a nice rounded
effect for our objects. So there you go. We've accessed the components
of for objects and with a beveled or rounded
off the corners to get something that's a
little bit more interesting. Now remember how
on the last video, I talked about how we get
this a stack of things. Now, we cannot go back
and change the divisions. If I want to add more divisions and
they start doing this, you can see that the bevel
is kind of like disappeared. They go all the way over here. It's no longer rounded. And that's the current like the history that I
was talking about. Once you start
modifying an object, it's going to be very
difficult to go all the way back to the beginning and
change certain elements. But I would like to have
some divisions here to be able to select the faces that
will represent the numbers How can I do that? Well, we need to
add more divisions, we need to add a more
Components, more edges. And to do that, we're
going to use a tool called Insert Edge Loop. We go to Mesh tools over here. So this tool is not by
default on the shelf, but if we go to Mesh tools, you're going to find this
thing called Insert Edge Loop. If I click it and I hover my mouse on
top of an edge loop, you're going to see that
I'm going to be able to insert and actually
wherever I want. But I want this insertion of edge loops to be a
little bit more precise. So let me show you another thing that's very important
here inside of Maya. Every single tool instead of Maya will have this thing
called the option box. And the option box,
as the name implies, allows us to go
into the options of the tool before we use the tool by selecting the option box of the
Insert Edge Loop. As you can see, we
have certain options. If at any point any of your
tools are acting weird, you can just open the option
box and hit reset tool, and it will reset
back to default and it should work as expected. In this particular tool, what I wanna do is
I want to select this option called
multiple edge loops, because I want to insert two edge loops on all of
the axis of this cube. If I do number of edge loops to, and I click here, as you can see, the
cube is gonna be divided into equal thirds, which is exactly what we want, similar to what we would
have done if we started with the subdivisions on the
width, height, and depth. But I'm gonna explain why we're doing it this way Just a second. So we do two right there, we do two right here, and we do two right here. Very important when you finish adding edge loops
or using any tools, press Q so that you get out of the tool and you don't
accidentally edit the object. Again, it's very common that my students
will use the tool, the Each relationship, that
they forget to turn it off and then just start
adding edge loops everywhere. And that's not what we want. Once you're happy, once you have divisions on all the
three sides of the cube, you press Q to get
out of the elements. You can press
right-click and go to object mode to go
back to the object, both of this cube right here. So you might be wondering, well, if we wanted
to add divisions, why not start with a
cube at divisions first, like this, 333 and then
like round the corners. Well, for starters, if
we go to the edge mode, we're not gonna be able to select everything because we're gonna be bubbling everything
and that's not what we want. We will need to select each
individual edge like this. And it's going to
take quite awhile. Now, I'm going to do it
real quick just here on the front faces to show you the other reason
why we didn't do it. The other reason why we didn't
do it is because, well, we Babel, the phases are no longer going
to be symmetrical. So even if I do this right here, you can see that
this phase right here is bigger, that
this one's right here. There are certain no longer
like perfectly square faces are a little bit more
like rectangles. So the order of operations
we use to create an object will impact on the
final object that we went. We get. So keep that in mind. Now, we created a cube, we babble its edges. We did the Insert Edge Loop. Now we're going to
use a third tool, which is called the extrude. And it's one of the
most basic tools that you're ever going
to use instead of 3d. This one works
ideally with faces. I'm going to right-click,
go into face mode, and I'm going to select
one phase right here. And let's say 123
phases right here. Let's start with one first. If I select this face and I
go to this tool right here, which is the extra tool. I can extrude this element and push the little hole of the dye, which is what we want, right? We can do the exact same
thing here. Let's say 123. We extrude and we push this in, and that's what
we're going to get. However, what I wanna do
is I want to select all of the faces that are
going to create the little holes for my die. Now, in order to do this, I need to know, and this is one of
the secrets about 3d. I need to know how a six-sided
die is organized, right? And this is one of, one of the things that I
always told my students. We tend to think that we know how things work
in the real-world. But if I were to
actually ask people, most of the people out there wouldn't know that there
is a specific order, for instance, to a die. And the order in
this case is that opposite sides of the
diet should add up to the maximum amount of
numbers that you can get. So in this case, if you
have six on one side, you're gonna have one
on the other side and they together will add seven. In the case of a 20 sided
die for the Indian stuff, you will always have the 20 on one side and the
one on the other side. This is supposed to be
to balance things out. So reference is super-important in all of the 3d things
that we're going to be doing because we need to
understand how the real-world works so that when we do
it on the virtual world, everything is as close
as possible to reality. So I'm gonna go to face mode, I'm going to select one
face and then we'll shift. I'm going to select six faces
on the backside right here. I'm going to select
123 on one side, and it's like 1234 on the other side
because they add up to 712 on one side and 12345
all the other side. I'm going to rotate my camera around and I'm gonna
make sure that they don't have any
extra face selected. And now I'm going to
click Extrude again. However, are not going to be doing just extrusion
towards the inside. Because as you can
see, if I do that, faces are going to start
collapsing with each other and it's going to
look really, really ugly. So what we're gonna do first
is we're going to use one of the inputs are one of the special tools instead
of the extra option, which is called the offset, I'm going to click Offset I'm gonna do this
but see how the opposite is actually
in very weirdly, this is because
we're working with a very small cube, very easy. It's 1 cm cubes is
really, really tiny, and usually this number is work better when the objects
are a little bit larger. However, you can
press Control on your keyboard and then
click on the word and use offset to get decimal points and get more well-controlled
on the overall thing. I'll do a control
of 0.05 opposite. You can actually type this
down this wall if you want to. But this is what we're gonna do. Then I'm gonna do a
second extrusion. I'm going to click
Extrude again. And I'm going to
push this guy's in. And that's what's going
to create the actual like little holes for our die. Now this looks
really, really good. This you can see
right here. Why nice? However, here's the magic. If I press number three, the whole thing is
going to look smooth. We're going to get
the smooth modifier. We're going to
smooth everything. And now it's gonna look
like a really cool die. However, there's model
issue. The number six. What the **** happened
to the number six? Well, the problem with
the number of sex is that when we did the
first extrusion, it did not know how to
separate each face. Okay. With the offset, remember the
opposite was a 0.05 upset. And everything else looks very nice because faces are like far apart enough that
they know that they should be like doing
it separately. However, the number of six did not do that because
as you can see, we have this option called
Keep Faces Together turned on. So we need to turn
this off, okay, this is why I was telling you earlier that is very
important that you explore all of the
available things that we have inside
of the tools in Maya, because there's so many
little secret things that it will be impossible for it Tutorial to
cover them all. So by exploring and understanding
how these things work, you're going to
be able to create more cool looking things. So now that we have this, we can do again our
second extrusion and push this in a loop to
create the little holes. We go back to object mode and
if we press number three, have, are really clean, die ready to go. Now remember the inputs
that we talked about. Look at this, every
single action that we've done so far to
create this elements, the modification
of the components, the verdicts, everything,
everything has been saved. Right here. We have the creation of
the cube, the Babel, the edge loops that we
inserted and then to extrude. So this is pretty much
like our history. And the interesting thing about the histories that technically, technically we should be able to go to some of those
histories and modify them. Let's say, for instance,
that we went all the way to the bevel and we want to modify the fraction
of the bubble. Which of you guys
remember was how intense or not the Bible was? Technically, we can try it. We can say, Hey, let's
go to a 0.3 bevel. Sometimes it will work like
in this particular case. Like a cool that works
like it did modify and everything got adapted
properly to this new bevel. But there will be
other things that will break the whole objects. For instance, if I go
all the way down to the poly cube creation
and I want to add more divisions,
like on the height. Look at this. It
breaks everything, breaks all of the
elements that we have. It's no longer working. Why? Because the construction
history does not allow us to go all
the way to the back. So there will be some inputs that you might be
able to modify. But usually once we're happy with the
modification of an object, one of the things
that we want to do, not only do we want to freeze transformations like
with the little car, we also want to do this
option right here, which is called delete history. So all of the steps that
we did, the extrusion, the babbled insert edge loops, every single part of the way. We want to delete that
because we don't want to create any potential
problem later on. And by doing this, we ensured that this is a
super clean optic. Last thing we wanna do, we want to go here to
PQ one and we want to change its name to die, right? Because it's at six or we
can call this like D6. There we go. Okay. So again, if you wanted to
see it's more depressed. Number three, on your mouse and your audition Andromache
on your keyboard. And you're gonna be able to
get this smooth preview. You can duplicate this guy. You can create some
model scene here with dye is like a
casino or something. And that just like
modify this guy's and rotate them and generate something that
looks interesting. Now one word of advice because we did mention the number
six, which was Textures. We don't have any
Textures right now, but there's other modes
that I need to mention. The first one is number one. Number one is the default
mode here instead of Maya, which is like the
normal polygonal Mouth. Number three is
the smooth Mouth, and number two is something
called a, like a hybrid. You're going to see the
wireframe of the number one with the display
of the number of tree. I usually don't use that one, but you can switch
between them if you wish. Finally, there's another number
that we haven't used yet, which is number four. Number four is the
wireframe mode, and this is very important. Imagine we have like a really
big die here on our scene. I'll make this really big. And I want to add like a sphere, like a roulette, little like
lead ball or something. If I create these
fear and I cannot select it because it's
inside of the die. There's two things I can do. I can select the sphere
directly here on the outliner and
just move it out. Or I can press number four so that I can see
through the objects, select the sphere, move it out, and then press number five again to bring it back into position. Those are the ways that
we're gonna be interacting. But yeah, that's
pretty much it, guys. And if you managed
to do this dye, which I'm sure everyone
should be able to do because it's, That's
the simple step. Then congratulations, this
is your first the 3D model. I would do a screen
capture or something because we're then gonna be
doing some very cool stuff. But remembering which one was your first model is
always, always super cool. In the next video,
we're gonna do a more complex model and we're gonna be using
something called image Planes to bring the reference
into Maya so that we can more closely follow the exact same thing
that we're going for. So make sure to do this die, I actually would
recommend saving this. I'm going to say
File Save Scene. I'm going to call this dice. And we're probably going to be using it later
on to do some, some rendering things as well. So hang on tight and see you back on the next
one with an X model
6. Image Planes: Very well guys. So today we're going to start with one of my
favorite projects. Every single student,
the left thought for the past 12 years
has gone through. This exercise is kind of
like my rite of passage, and we're gonna be
doing a barrel. So first things first, let's start a new scene by
clicking this little object. Let's save. That is fine. And we need to take a look at Cameras because we've
been working on the perspective camera pretty much since we started
learning Maya, but there's actually more
Cameras available to us. Probably have already seen them right here on the outliner. Now the question is,
how do we access them? There's two ways to do it. First, we can go to
this option right here on the side which are
the orthographic views. As you can see, this is W,
This is the front view. This is a side view. And if you hover your mouse over any of them and you
press the spacebar, you're going to jump onto
that particular camera. You're gonna know which
camera you're in, thanks to this
little description right here, this
is the top view. This is the frontward,
the perspective view. This is the side view, and
this is the front view. Now, the way I like to jump between Cameras is actually not by using this
one right here. It is quite handy, but I
prefer to use shortcuts. The shortcut or they
use is as follows. You press the spacebar
on your keyboard and then you click on this Maya icon that you have right here. And you select which camera
you want to jump to. Front view,
perspective, left, top. So if we go to the front view,
we're in the front view. If we could do perspective,
we're in perspective view. You're gonna see me jumping in this Cameras like
very, very quickly. And the more you use this, the more the faster you get. Now this is Space-bar menu is actually really, really cool. This is meant to be used with four people that
like a lot of shortcuts. All of the things that you
normally do inside of Maya, like the creation of spheres
and things like that, like a rendering over here. Like every single tool is in here and this is Martin menu. You can actually
modify this one. We're not going to really
see this or go over it. But you can modify
this radial menus to accommodate your
personal preference. But all of the things we're
going to be right here, so Mesh tools, it's here. Mesh menu right here, Animation, everything is here. If you don't want to use any
of the menus are shortcuts. You can pretty much navigate the whole Maya by going
into this menu right here. But in our case, we're
just gonna be clicking on the Maya and jumping into
the different perspective. We're gonna go to
front view. Right now. We're gonna go to the front view because we want to import an image that's
going to be used as a template to create the barrel. So by jumping here into the
front view and by going to BYU image plane input image, we're going to be able to
import an image into our scene. In your source images folder, you should have this called OK. Whisky Barrel PNG. I'm
going to hit Open. And by doing that, as you can
see now, instead of Maya, we have a new object, which is another
polygonal object. They say different
kinds of objects and image plane object. We have an object
that we can move, rotate, and scale like
any other objects. So the first thing
I'm going to do something to scale
this object up. I'm going to change the
scale to something like at three. There we go. And I'm going to
push this up until the corners of the
barrel are on the floor. Okay. That's like the perspective
that we're going for. I'm going to jump to
the front view again. And I'm just going
to make sure that this barrel is
centered as possible. You can see it's a
little bit skewed. So I'm gonna just like the fight this a little bit
says as central as possible. We need to modify it
later. That's fine. Now, I personally don't like
seeing images like super, super intense with the colors. So on the inputs over here, there's gonna be one
called Alpha Gain. And we can move this
to something like 0.1 or maybe 0.23 so that
we can barely see it. And we can work with
this a little bit. The first question we need to ask ourselves when we're
starting in my list. Which shape does this model is closest to from our primitives. But of course, the cylinder is the answer. We start
with cylinder. We're gonna be really close
to the shape of this barrel. Now, I'm going to
go to the inputs. I'm going to start
changing things such as the radius and make it
a little bit bigger. I'm going to change the height to make a little bit taller, press W to get it lower. And then very importantly, I'm going to change this
subdivision heights to six. This will give me
enough division so you can capture the proper, like a curvature of the bear. So I actually six, perfect. Now that we have this, I wouldn't start capturing
this curvature of the barrel. And I'm going to do it by accessing the components
of the object. So I'm going to right-click
on top of the object, go to vertex mode. I'm going to select
the top edges and then Shift select at the
bottom ones right here, I'm going to press R
to go to scale mode. You're going to scale them
in and scale them up. Scale them in, and
scale them up. I'm focusing on the corners that we have here
on the bottom part. I know this one's are
not perfectly matching. That's fine. Again, I'm focusing on
the ones on the bottom. Then I'm going to
select the second row, shift select the last row. Again, the scale, the mean. Let's scale them up. Skill, the main, scale them up. I'm going to try again to match distributor as
perfectly as possible. Let's grab the final ones here. We're going to scale them up
a little bit just like that. Now, we're going to
perspective mode. You're gonna see that
with successfully created a barrel
shape object, right? Grab this guy. I usually
like to push this back so that we have the
center of the grid open. So we successfully created
the bell shape effect. The only thing that
we're missing now are the top at the bottom parts where we usually have a
like a cap right here. I'm gonna show you
a very nice trick. I'm gonna go to face mode. And I want to select both at the top and bottom
faces, like this Be very careful not to
select anything else. And we're gonna do a
couple of extrusions. We're going to start
with one extra one right here, offset. And then we're gonna
do another extrusion. Push this in. I'm using the blue arrow. Always use the blue arrow
when using extraction. One of the things that
we're going to be using. So let's go to the bottom so that we can see a
little bit better. So I'm going to
use the blue arrow and I'm gonna give it a
little bit of offset. Probably like a point
to one, I think. Probably like 0.15. We go in, then I'm gonna do a 3D
extrusion and push this in to create the actual
hole for the valence. So as you can see, we have
three extrusions right here. We did one to
create this border, second one to create this
really sharp line going in. And a third one to
create the depth that we're going four on the back. So it looks like the
barrel is looking nice. But if we put number three,
you're going to see that the border loses a
lot of elements. I need to talk about
something called the cabinet clerks have
division algorithm. So I know this sounds very
fancy, but it's not as fancy. Several years ago, cat but Clark to
individuals capital N, Clark actually Ed Catmull
is one of the pixel, pixel guys who, who
founded picture. So a long time ago, they discovered that
if they had the, a corner made out
of three vertex, they could create a
mathematical approximation to generate a smooth surface
across them like this. And this is called
the cabinet Clark approximation algorithms. So when you press number three, we're using this
Kadima clubs thing, degenerate a smooth preview
of how the object would be if we give them
more subdivisions. Now, the problem is
that when you do this, a sharp corner like
this guy right here, gets
automatically smoother. So how can we avoid that? Well, if we add more
points to the corner, Let's say we add three
points here on the corner. And then this guys right here, then the approximation changes. And instead of creating
this curvature right here, since we have this
edges right here, the approximation
becomes a lot tighter. We call this edges or we call
this point's support edges. By adding support edges to specific corners of the object, we can generate a
harsher look overall, and you can add to support
the edges in two ways. The first one is with double. So if I select this edge right
here by double-clicking, and then Shift,
select a double-click this edge right
here, and we babble. We have two segments
and its mole fraction. As you can see,
we've pretty much added support edges and we will, when we press number three, as you can see, now
we get a sharper, nicer when I repeated over here. So I'm going to select
this guy right here, shift select this
where with here, bevel, two segments
and a small fraction. And this is what
we're going to get. A nice clean edge right there. That's one of the ways to do it. However, there
might be a moment, like for this line right here, we don't want to get
a soft round corner. We want to keep a
very sharp corner. How can we do that? Well, with the Insert Edge Loop, if we go Mesh display or sorry, Mesh tools, Insert Edge Loop and we interdental right there. What's happening there? We need to reset the tools. So double-click on
the two over here. This is the active tool. We double-click the tool
right there and we reset. And we can click and that
one line right there and one line right
there and we're adding support I just to
deadline right there. So when we press number three, as you can see, we get
a nice sharp edge. You can see we're
definitely missing a couple of edge loops here. So I'm going to add 1.2. And that's gonna give me a nicer cleaner look there when
we press number three. The same thing again here
I'm going to repeat, so G is to repeat the last tool, which in this case is
our international. We're going to insert
one there and one there. And we're going to insert two. There, will press three. And there we go.
We get a really, really clean barrel with nice support edges
in a super clean, smooth surface over here. But that's not all, were still
missing the rings, right? We definitely need
to do the rings. So how can we do dose? Well, again, when we're thinking
about doing a new model, because it's gonna be a
separate model from the barrel. We're not going to model
it from this mesh. We're going to create
separate new models. We need to find which
shape looks the closest. And I would say probably
the cylinder again. I'm going to create
a cylinder here. I'm going to go to the options
or just to the scale and this gives going to scale
it up, make it smaller. I'm going to press this one
and press number three to get the actual surface
or the actual curvature. I'm going to match
the lower border of the cylinder to the lower border of my barrel right there. Then I'm going to grab this
vertex right here and we are, I'm going to scale them down. I'm going to move them
so that I can create the proper width of the element which is
right around there. Perfect. Look at that. Now. Of course, we don't want the inside of
the cylinder, right? All of these phases,
we don't need them. So I'm going to right-click select faces and select all of these phases
to delete them We're gonna be left with
the thin ring right here. And this thing ring that
we have right here. I'm going to Control E, which is the shortcut
for extrusion Control E, we're going to
extrude this out to generate the
thickness of the rig. Looks good. However, when I
press number three, we lose a lot of the nice like
Chris volume that we have. So I'm gonna go to the edges, shift and just
double-click all of the edges to select them except for the ones on the inside. We're going to
double them, label them with two segments and its mole fraction because
we know when we do that and we smooth things out, we're gonna get a really
nice sharp effect. We can make this a
little bit smaller, even if there's a little bit
of overlap, that's fine. Just to get a nice
clean ring right there. If we need, we can make
a little bit thicker. So just scale it
up and that's it. Now, we don't want to do double the work or
triple to work. I'm just going to
press number one, Control D, W, push this up. Definitely going to have
to make it smaller so we fit the proper curvature. Then we're going to grab
all of this vertex, make them smaller as well. So we fit the curvature
of the barrel. Might need to push
this out a little bit more or make a little bit
thicker. That's fine. Control D, go to the top, make it smaller as well. Go to vertex mode, grab all of the vertex
at the bottom part, scale them up a little
bit. There we go. Oh, that's definitely
a little bit too small. This one also. So let's scale this
up a little bit. And scale this one upload. Perfect. So now as you can see, we've successfully
created the three rings that this parable is
going to have at the top. Now we just need
to create the ones that it's going to
have on the bottom. What's the easiest
way to do that? Just select all of this case. Control D, E, rotate them all 180 degrees and position them where they're
supposed to go. So this one right here, it's gonna go right there. There's one right here. Right around there.
There's one right here. It's gonna be right there. Now, as you can see, I'm not
doing this super precisely. There are ways to mirror
this in a super precise way. But for this
particular exercise, I actually liked the sort
of like chaotic look to it. Like when things are not
perfectly symmetrical, they tend to look a
little bit more real. And by doing it this
way, as you can see, we generate a very,
very clean results. So there you go, my friends, if you were able to get
all the way to this point, then I would like to
congratulate you again because you've successfully
done your second model. Not only is this molar ready, this model is actually
production ready. So you could use this inside of a game
instead of a movie, like as long as we
texture it, of course, but the model is full. It's properly fulfilling
all the things that we need to do to get
a clean CGI model. Now there's a couple of things that they
wanna do before we close this chapter or
this video right here, the first thing is, I want
to go to the cylinder. I'm going to change his
name here on the outline. We're going to call this a
barrel because I want to be very organized on
the way I do things. And then all of these
rings right here, it might be a good idea to
have a single group that moves them altogether in case we need to move
them as a whole. So you can actually
select all of these guys and press
Control and G, control G will group them together in a single group,
as you can see right here. And I can call this
group barrel rings. And then all of this,
once we definitely need to name them as whilst we're
going to call this ring a, gonna be Ring B, C, ring. See, there we go. Ring D. This is mainly so that each of them has its own name, its unique name. Maya doesn't like when two
objects share the same name. So that's why we're giving a
single name to all of them. I'm going to grab all of the
elements and we're going to delete history and
freeze transformation, which are this two
things which allows us to make sure that the
object is perfectly clean. And if anyone opens the scene, they're gonna be able to to get the barrel, use
it however they want. But if they destroyed
or whatever, at any point, I could just
like Ciro, the rotations, translations and the
object is gonna be back to the orange or the objects going to be back
to the origin point of mine. So yeah, that's
pretty much it guys. Now you're also
part of the Cloth. You've successfully
modeled a barrel. And we're ready to jump onto a couple of extra little
things that they want to show you on this
first chapter, just to get you an idea of
where we're going to be going with all of the
remaining chapters. So we're gonna be talking about the production pipeline
on the next one, my friends, hang on tight, LLC back on the next one
7. Production Pipeline: Hey guys, welcome back to the
next video in the series. Today we're, are in this one we're going to go through something called the
production pipeline. And don't worry,
we're almost done with what I would like
to call it the Tutorial. And we're gonna be
going into all of the amazing things that
we can do inside of Maya. So we are part of this world where we produce things for the
entertainment industry. Usually however, the 3d can be used for a lot of
other industries. Now, in the
entertainment industry, we have this thing called
the production pipeline. And this diagram, I've been
using this for so long and probably like ten years or
something explains perfectly, perfectly well how this is done. There are three main
areas, pre-production, production and post-production
in these three main areas, our main focus
throughout this course, it's gonna be the
production area. The production
area are the steps that we will be following to generate the final image that
we're gonna be presenting, the audience, or clients, or anyone who's gonna be the
consumer of the product. Now, as you can see here
in the production area, this thing is divided
into different sections. We got layout, research and
development, modelling, texturing, rigging, animation, VFX lighting
and rendering. We won't be able to go through layer than researcher
in development because this are only usually made by big companies that are trying to do something completely new. We're going to be
starting next chapter with the modelling section. We're gonna be learning about traditional modelling,
poly modeling, nerves Modelling, a little
bit of everything that we can do in regards to modelling. Then we're going to take
a look at Texturing. We will learn rigging,
we will do animation. We will be a little
bit of effects and lighting and rendering. So as you can see it right here, this is pretty much at the next couple of chapters
that we're gonna be going through to make sure that we get a really,
really nice result. And we understand
all of the things that we can do here
inside of Maya. Now, I won't use
this video not only to explain the production
pipeline right here, but to let you know that
there's also other things that you can get into
the industry with, such as storyboard,
the sign would concept ART and things
like the color correction. Any sort of like motion
graphics and all of the light. When you, for instance, grab a light plate and you
combine it with 3D stuff, all of that sort of
stuff is usually done in compositing
with post-production. So this is a career. I've been doing this
for over 12 years and it's an amazing,
amazing journey. Hopefully in the next
couple of chapters you're, will be able to not
only learn but put into practice all of
the amazing things that we can do here
inside of Maya. Now, before we jump into, into the final bit of
this chapter, which is, I'm going to show you
how to do a nicer render here with this very
quickly so that we can showcase and
then you can share with the world your first
steps into the 3D world. I do want to go over a couple of optimization things that we
can do here inside of Maya. We've already talked
about how to reset Maya. It gives, there is an issue. So if you go to Documents Maya, the version of Maya we're
using, which is 2024. And you erase all
of these things, you're going to bring Maya
back to its default state and it should solve any
issue that you might have. Other common issues that people find, as I've mentioned before, losing sight of your viewport, just press F to go
back into the element. Then we got the crushing. Maya usually crashes
every now and then. So if you are fond
of using other Save, you can click this
little button down here, which is the Preferences. And you can go to upper or is it I always
forget where this, I actually don't
use all the save as much to be honest,
but there we go, files and projects
on their foster Project at the autosave
feature which you can enable. And you can set up
a specific project where this is gonna
be all the saving. It does this automatically
every X amount of minutes, as you can see
here, it's 10 min. The reason why I
don't love using it is because with
vague Files you get multiple copies and
it can be very heavy very quickly or you can get
very heavy very quickly. But if you want to use
autosave, feel free to go here. There's one option
that I do recommend changing under the undo options. Make sure you have
undue turn on. And I'd like to use not the infinite queue,
but finite queue. And on finite, I
set this to 300, which should be more than
enough so that the computer doesn't have to save
as many states. Other a couple of things
that you can do if you go to the display options down here
on the rendering engine, I am using Direct X 11. By default, this is set to OpenGL core profile, which
is this one right here. But if you have a GPU,
like a dedicated GPU, you might be able
to use strict X 11 and you might get a couple of extra frames in several
parts of the software. Other than that,
when you open Maya or when you close it as well, it needs to load a lot of
different plug-ins and things that's gonna make
it run a little bit slow. So you might want to go to Windows Settings
and Preferences, settings and preferences
Plug-in manager. And down here, after
the main plugins, all of these ones right here,
bifrost looked of X mash. This one right here. No, Maya Toronto, we want
to keep that one on sweep once finds will substance
like there are some plugins, Those are the three main
ones to bifrost mash, then the substance plug-in, also xgen all the way down here. You might want to unload dose so make sure that they're
not set to load it or a load so that
the next time you open it up It's a
little bit faster. Those are a couple of things that we're
going to be using. And it's going to, yeah, it's hopefully
going to give you a really great experience as we keep learning about our
modelings right here. So this was just a short video. Again, we will be going over this whole production
line right here. We're gonna be, I'm
going to be showing you, we're going to be doing
so many exercises. I think I counted they were like 24 exercises or something like that in total
for modelling, texturing, rigging
and everything. And by the end of this course, the idea is that you guys have a great understanding of how the production pipeline
works and how you can create your own creations. So, yeah, that's it for this
one guy is just one more. For this first
introduction chapter, we're going to go over
a quick render setup here for our barrels. So hang on tight and I'll see
you back on the next one.
8. Lights and Render: Hi guys, Welcome back to the
next part of our series. This is the final video in this first chapter
and we're gonna take a look at lights and Render. I'm going to show you super, super simple tools that
we can use to showcase every single thing that we do
in the best possible light. So it makes me very sad when people are learning
3d and they do models like this barrel and
then they just screen capture computer and upload
it to Facebook's like, Hey guys, look, I'm
running through the, and it's always very cool
to see people learning 3D. But I'm always like Dude, if you could just spend ten more minutes making a
nice clay render Elvis, you would get so like
a very nice result. So here's what we're gonna do. I'm going to create a
little plane for this guy, going to scale this up. And then I'm gonna go
into component mode. I'm going to grab the
edge on the back, this one right here. Actually, this is the back and shift a double-click the
one at the top right there. I'm going to press
W to bring this up. And this is going to
create the backdrop for our plate, for our render. Double-click this edge, push it up a little bit,
double-click it. It says push up a little bit and double-click this edge and push it up a little bit right there. So that when we press number
three, as you can see, this becomes a very nice, very clean, like an
infinite background. This is called an
infinite background. I'm gonna grab this
edge right here. I'm going to push it forward
a little bit as well. There we go. Then if we want, we can even scale this one a
little bit more. Now, we need to
create one camera, a camera like the polygons
that we've been using. It's an object, an object
that we can use to create a different
shutter to see that scene from a
different point of view. So I'm gonna go to the
rendering tab right here. Then when you click on this
bundle, which is the camera, right-click it go panels,
look through selected, I'm going to assume out
and just move my camera. When you do panels look through selected by selecting
the camera, It's pretty much like going into a new perspective camera. And this is what we
have right here. Now on the buttons
here on the billboard, There's this one called
the resolution gate. Really important because
this is going to tell us what we're
going to be rendering. And I want to render
a nice shot like this three-quarter view of the barrel, something like this. Now you can see that moraine out the proportions of my Render
are not perfectly square. And I think I would
like a square render for this particular
shot right here. So I'm gonna go to this
little button right here, which is called Render Settings. You can also find it on Windows, Rendering Editors and
then Render Settings. Okay, it's this
wrong right here. Again, it's the one with a little cogwheel
Render settings. And under common, down here, we got the presets of the size that we're
going to be doing this. I'm going to do this. A to K to K is like
really, really good. And now I'm going to
move my camera to frame this a little bit
better, something like that. Some people would like to
do, like the perfectly square like very
symmetrical element. I'm going to go look something,
something like this. I think it's going to
look, there we go. Now that we have this, if I press number seven, we're gonna go to a, another mode that we haven't seen yet. Remember, number
five is shaded mode, number six is texture mode. Number seven is a leitmotif, but we don't have any lights. We need to add lights into our scene to make this
thing look a lot better. How do we jump back
into perspective Mouth? There's a couple of options. Of course, you can
press this bond right here and we're gonna
be in perspective mode. Or you can press the space-bar and go
to perspective mode. If we want to jump
back into this camera, will just select the camera. And again, panels look through selected and now we're back
into the selected cap. But I'm gonna go back
to perspective mode. I'm going to press
number seven and I'm going to add my first Light. Now, you might be tempted to
use this slice right here. We're in the rendering
tab after. All right? And we could use the slides. However, we are using a render engine
that's called Arnold. It comes installed by default. It's this one right
here, is the empty you, if you're plugging
is not enabled, you're gonna go to Windows, Settings and
Preferences, Plug-in Manager and Jews are going
to write empty array. And here in Maya Toronto, make sure that this is set
too low that I usually keep this as outlawed because
I use it all the time. And once we have that, if we go to the Arnold tab, we're going to have lights
here that we can use. You can also find
the slides here and Arnold Lights and it's all
of this was right here. We're going to use the basic one which is called an area light. I'm going to click
this one right here, press W and bring it up. I'm going to scale this up
and I'm going to rotate. So the little line is
pointing towards the bear. Now the light is actually their board not
seeing anything because we have very little
exposure on the light. So as you can see on the
channel box of the light, we didn't have a lot of
things to really play around with the cardboard
with a light properties. In this particular case, we're going to jump to the
attribute editor to find the light information
in here under exposure, I'm going to change this
to something like a ten. And as you can see, now we
have Light. Look at that. We get the really nice
glow hitting our barrel. I'm going to bring this light to the side and I wrote
it a little bit. Kinda want to have
this sort of like a side view,
something like this. Then increase the exposure
a little bit more. I'm gonna do like a 12th. There we go. That looks
a little bit better. If it wouldn't see shadows. We can turn on this option
right here, which is shadows. And as you can see,
we're gonna get shadows on the viewport. This is by the way, using
something called viewport to 0.0 that allows us to see
all of this elements. However, in just a second, we're going to throw
in or we're going to create an actual Render Now I'm going to Control D to duplicate this
light and move it to the other side because
I want to create a nice little composition here. And as you can see,
we're going to have this one right there. Perfect. One thing we can do is we can use something
called temperature. And don't worry, we're
going to talk about Lights way more later on. And temperature will allow us to change the color of Lights. However, as you can see,
we're not really seeing it here on the view port. So I'm gonna make this
light a little bit colder by increasing
the temperature. And this one, I'm
going to make it a little bit warmer by bringing this temperature down,
something like there. Now to actually see what we will be seeing
on the good render, because this is kinda
like a preview render. I'm gonna go panels, look through selected again. I'm going to say Arnold, render. What this will do is you can see is it will throw
in and it will do the proper calculations to get the nice result that
we're seeing right here. This window that we get is
called the render view that make it a little
bit smaller so we can see it as a full screen. There we go. The render view is the place where we're
going to be seeing well, the final render
of our elements. Now, you might have, I'm
sure if it happened, but it might there might be in a little bit of a cutout
in the audio right here. And that's because when
they hit play over here or when I say
Arnold, render, all of the resources
from the computer are going to be used
to render the image. And that in the case of Mike
case where I'm recording, it's going to mess
up with the encoder. Now I'm going to show
you a very quick thing that we can do here to
increase the speeds. And this only works if
you are using a GPU, a dedicated GPU, and usually
it should be a NVIDIA GPU. If you go to Render Settings
and we go to System, we can change the render
device from CPU to GPU. And by doing that, the
next time I render, it will be considerably
faster as you can see, it's just calculating all
of the lie that we have here and look at as
we get a really, really, really clean render. It took 4 s on my GPU
to render this to K image and we get a
really nice image. The only remaining issue is that there's a little
bit of noise on the image. Some people like the noise. They feel like it looks a
little bit more artistic. However, most of the times we want to get rid of that noise in the way to do that is by going into this little
cogwheel right here, which might not be turned on, on your specific computer right now because it's the first
time you're using it. So if you open this
little options right here on the post options, we can add something
called an imager. And again, if
you're using a GPU, NVIDIA GPU, you can use it,
the noise, your optics. If you don't have an NVIDIA GPU, you can use the noise or Oyin. And by adding this the noisier, what's gonna happen is
the next time it renders, it will clean the image, see that it does. It uses a little bit of AI, artificial intelligence to find out how the colors
should be increases. Super nice, clean
image, and that's it. So a very simple
camera right here, two very simple Lights, one on one side, the other on the other side. At the exposure again, it was set to 12
on both of them. One of them is war,
one of them is called. And look how nice this looks if you're coming
from a different software. Because I know we've got
a lot of people that sometimes have been using
things like Blender. This is very similar to
cycles instead of Blender where it goes through
actual ray tracing, a path racing to give us a
nice result for the render. This that we see right here,
this viewport to point, you would be a little bit more similar to what
we'd see with EV, which is a real-time rendering, which is really, really fast. But as you can see, it's not as exact or precise as this one. Finally, let's say we
want to save this image. We want to showcase this
or show it to our friends, which is going to go
File, Save Image. And we're going to save
this in our images folder. Just going to call this
a barrel underscore. Very important. If you go File,
Save Image Options, make sure that
this BWT transform is said to use display settings. As you can see, it's
for a bit formats only. And what's gonna happen
here is this should be saved as a JPEG. I believe it's been
picked by default. There you go. And it should be the
exact same image that we have on Maya. Now, with this, my friends, I am happy to announce that you are beginning your
journey in this 3D world. We're gonna be going
through so many things by the end of the day or
by the end of the scores, you guys are not
going to believe how much information just absorbed through all of the exercises that
we're gonna be doing. But hopefully with this, you have not only
your first model, but your first actual
3D CGI render. So hopefully you've liked
this first chapter. We're going to have
a lot of funding the next upcoming chapters. And if you have any
questions about this, makes sure to review the beat, the videos of all the shortcuts and all the things
that we're going to be using and helps you
back in Chapter two, we're, we're gonna be
focusing in Modeling
9. Poly Modelling Basics: Hi guys. Welcome back to the
next part of the series. Today we're going to start
with the poly Modelling. And this is probably one
of my favorite chapters, or at least one that I have a lot of font teaching
because we're actually going to be doing
props that we could find instead of a game or
commercial or a film. And today we're going to start
with this very cool one, which is a hammer, a sort of like stylized hammer. This one right here. This is going to
teach us a lot of the basic things that we
need to understand that both poly Modelling
and even though we will not be texturing
it in this chapter, we will eventually texture
then give it this sort of like rock texture to make it look really,
really, really cool. So, yeah, let's get to it. We're going to
jump straight into a new scene here inside of Maya. And the first thing we need
to do is we need to bring this hammer into
one of the abuse. We need to decide which
view it is gonna be. Now when you model, it doesn't really matter
which Bu modelling, but it does matter
which view you use at the end to export to an
engine or something like that. So we're gonna be Modelling
from the front view. Actually. Let's go right back.
We're gonna be modelling from the right view. So spacebar click
on my right view. And this is usually the
way we want things to be because we always
want the elements to be pointing
towards the front. I'm gonna go Bu, image
Planes, input image. Or you can click this
little button right here, which is a shortcut
to image Planes. And we're going to
select our hammer concept are right here. Now I'm gonna make a
little bit bigger, something like this, doesn't
have to be extremely big. And I'm gonna move this thing. We can center it there, get it as close as possible to the center line, right here. There we go. Now, as you can see, this model is made out
of multiple components, and this is one of the main things that
I'd like to teach. We can make really, really cool looking things
by mixing and matching the different
elements that we have on our assets. What
do I mean by this? Well, since this thing is
made up of multiple pieces, that means that we can make it out of
multiple geometries. We don't have to
model one thing from a cube and make sure that
everything falls into place. One very cool rule of thumb
that I like to use as IV. You see different
materials being used. For instance, this leather right here that we have this like wood or it could be leather as well over
here, metal and rock. If it's a different material, you probably want to
have a different, a different geometry as well. Now, when we decide
where to start, I usually like to start in this particular exercise
with easy pieces. So for instance, we got this one right here, the
base of the hammer. Now in a very similar fashion, I'm going to move this
thing lower a little bit. So at the corners
are on the ground. That means that the perspective is going to be right there. I'm going to create
a new cylinder. Control. A is a shortcut to open
the attribute editor, we can go to the channel box and we're going to change
the subdivisions to six because we want to have this or like 123456 dimensions. There we go. Now you can see that we
need to rotate this thing. Probably like 30 degrees. I think 30 degrees is
that is the number here. Let's go to the perspective view and just make
sure that yeah, as you can see, we got a very symmetrical
piece right there. We go back to right view. And what I'm gonna do now is
I'm going to add a couple of subdivisions very similar to what we did with a deep barrel. I'm going to go subdivisions
height and let's do like 45, Let's do five. Now, I'm going to
scale this up until the top part meets the proper size and we're going to position
it right there. And then I'm going
to grab the vertex, this guys right here. I'm going to scale them up until we meet the
site on the bottom. Now you can see that we're not matching the concept perfectly. This is very, very common one. We're following a picture because this picture right here, it's just a concept piece. So some of the perspective
things might not be perfect. And other, the other thing is, this is not like an orthographic
leg engineering things, so we just need to capture the general shape
of the whole thing. So I'm going to start
scaling this things around to generate the curvature
that we have right here. I'm going to actually
push this in a little bit to create nice little
curvature right there. And, um, I think I'm going
to grab the whole object, right-click, go to object mode. Just make a little bit thinner. There we go. Something like that. Perfect. Now if we take a look
at the perspective, you can see that we got something that looks
really, really cool. I'm going to push this
image to the back. I usually like having my image Planes here on the
backside of the LMS. And we've used, or we just created a primitive with
a couple of components, in this case the actual to create the base for this hammer. But if we take a closer look at this and you're
gonna notice that all of the edges are a little
bit rounded, right? Well, here's where the
verbal comes into play. So I'm going to grab this
top edge right here, this top or bottom
edge right here. But then I'm going to shift and double-click this
edge right here. See, because I do want to graph the inner
border of the thing. Some of you might
be wondering, well, why wouldn't we just grab everything and then eliminate this once
we've controlled. You can also oh sorry,
you can also do that. That's a perfectly valid option. I remember my teacher
just to tell me that there's multiple ways to get to the same point here
instead of Maya. And you can just
select everything and then Control double-click on this edge loops
to deselect them. Now, I also want to deselect the top part and the
bottom part so that we only have the
borders of the thing. Now that we have this,
we can hit double. And it's gonna give
us a nice bubble. I'm gonna give this two
segments again to get rid of the triangles that we normally get when we have
only one segment I'm going to bring the fraction that remember that
you can press control when doing this to get a little bit more
control on the slider, like an invisible slider
that we have right here. Then I haven't
ride around there. And then we go. Now, if I press number
three, as you can see, we get this as a very, very nice flat surface effect. So that's it. That's the first part. Now, once I'm
finished with a part, if I want to keep my work clean, one of the things
that they need to do is I need to center
the pivot point, delete history, and
freeze transformations. So all of these
things are clean. And it's a good thing to change the name to something
like hammer or pummeled, which is the base of the hammer. Perfect. Now let's go to the
right view again, and let's go to the
next part, which is this thing right here. You might be
wondering, well, how are we going to do this? It's always important
when we're looking at a complex shape to try to break it down into
its simple elements. So what is the simplest things
that we see right here? It's a cylinder, right? So let's start
with the cylinder. Let's start with a very
basic cylinder right here. Make it a little bit thicker. I'm gonna make it
a little longer. So it goes into the hammer and a little bit
into the bundle. It doesn't have to go
all the way through. This is a very important
role about Modelling if you don't see it or if
it's not going to be seen, you don't need to model it. So we're not going to see
this like the insights of this hammer at any point of
the animation or whatever. We really don't need
to do it right there. So that's it. That's all I need. The
only problem with this, with this handle right here
is if I press number three, you can see that the caps of the elements are going to
get a really weird result. And this is because
of the subdivision, Cadmus Clark's of division
that we've talked about. There's a vertex on the center, there is a vertex on the border, and then the next vertex
all the way over here. So when they do number three, it tries to calculate all
those things right there. Couple of options. First of all, we could of course bevel this, but in this particular case is suddenly have an easier option. If I go to the
vertex of this guy, select the top vertex
and press Control F 11. We can delete the faces. And when you don't
have an extra vertex there, when you do number three, which is like smooth both, you're gonna see that we
don't have that same effect. Turn the Carnot real
quick. Forgot to turn it. There we go. Now, this
button right here is one of my favorite options inside of Maya viewport is
called Isolate Select. So you can see that I wanna do the exact same
thing on the bottom, like faces which are right there, but they're a
little bit hidden. So instead of having
to move this thing, it really erase them and
then bring them back. If I select the object and I click this little
button right here, I'm gonna go into
something called isolation mode, Isolate Select. Now, I can work on this thing without being bothered by
any of the other elements. You can select multiple
elements as well. To get into this
a specific area, I'm going to grab
vertex Control F 11 and we delete this
one, and there we go. So now this is an empty
cylinder that as you can see, is going to serve
the function of of being in the place
where we're gonna be positioning all of this
like leather straps. So how are we going to
create this leather straps? Well, some of you
might be tempted to go to this tool right here, which
is called the sweep Mesh. It could be useful but not
in this particular case. We're actually
going to be using, if we go to Create
polygon Primitives, we get this thing
called the helix. So I'm going to create a helix. And as you can see, a
helix is nothing more than a coil, coil thinking. And we're gonna be
using this one. So firstly, I'm going to do
is on the subdivision axes, you can see it's an
eight-sided helix. We're going to bring this up. Division X is down to four. Then we're going to
change the twist where it's not the coil. We wanted to change the
twist a little bit. So it twists and
goes flat against the what's the word
against the surface. We're definitely we
need to count how many of this we have to have 12345, something like five coils. So let's go here on
coils and say five. We definitely want this
to be a lot longer. There we go with, We definitely need the width
to be a little bit bigger, so we are actually holding
the whole thing, radius. We also want to change
the radius here. I'm actually going to go here. I'm gonna go up a couple of subdivision levels and I'm going to explain why
in just a second. I'm gonna go to
like eight again. Guess as you can see,
we don't have an option to write rotate around the, the elements of the, of the
of this leather cutting. So we're gonna go over there. Definitely need to increase
the height a little bit more. I could probably increase
the coils a little bit more. Let's do a little
bit more radius. There we go. So as you can see, that
looks a little bit better. Let's closer and we
can work with this. So I'm going to
isolate this and I'm going to show you how we can simplify this elements so that we get a flat effect,
which is what we want. I'm going to select
these two phases, the top face and the bottom face. So I'm gonna delete them. And then I'm going
to go to Edge mode, and I'm going to
delete this edge right here, as you can see, goes across the
side, the backside. And I'll hit Control and delete. Very important you do not just deleted because
if you delete it, you can see we are, we keep the vertex right there and we
don't want to do that. We're going to say
Control and delete. That will delete the
edge and the vertex. And we're going to have this
flat surface right here. Now, this is where
the magic happens. I'm going to select this face and then shift select
the next phase. And as you guys know, we're gonna be selecting
this whole thing right here with the outer edge. We're going to shift and
select everything else And delete and look
at what we get. We get a nice spiral that goes around the element in
the way that we want. Okay? Now the only thing we need to do here
is we need to do an extrusion and
probably push this out. Look at that. Now to get the extra layer because you can see there's
like multiple layers there. That's fairly easy. We just Control D,
scale this a little bit and just push it up, right? Something like this. We created
a little bit of overlap. And this gives us two
different elements. But before I do that, I
actually wanted to go back to this piece right here. Isolate, Select again. I'm going to select
this one, this one. The lower one, like this. Very important that we
select this once right here, the ones that are
create the extrusion. Once we do that, we
can bevel them again, two segments and
its mole fraction. Of course, there's gonna be
quite a bit of geometry. We're going with, with
high numbers of geometry because this is a
really curve element. Whenever we have curve elements, there's always gonna be an
increase on this stuff. For some reason I have
five options right there. Let me change this to
Let's just two segments. And something like that. History will make it work a little bit
faster, and that's it. So now we have this
thing, and again, it's a really dense thing
because it's completely normal. It's okay to have dense
matrix every now and then. This is not something
that we will be able to use on a game. But it doesn't mean that it's, it's a bathroom element. So one option do we have is, as I mentioned previously, is just to duplicate this thing. Like maybe make a
little bit shorter in and just play around with
the sort of like overlap the weekends you can see that makes it look really,
really, really cool. But I want to hide this
corners a little bit more. So I'm going to
show you a new tool here before we finish
this first video. I'm going to select the faces
that we have right here. And I'm going to press the
letter B on my keyboard. And as you can see, what's gonna happen is everything's gonna turn on into this or
like gradient color. Now, if yours looks a little bit different because
right now as you can see, mine is only grabbing
this corner right here. If you're it looks a
little bit different. You're going to have
to go to Move brush. And here on the soft selection, I changed mine to surface. I think by default
it's set to volume. So as you can see, it's going to look a
little bit more like this, but I'm going to change
your mind to surface. Selection is the way
in which we can, as the name implies,
move something, and modify other elements that we're not actually selecting
based on this gradient. So if I move this thing down,
as you can see right here, I can move it all the
way down to create a really nice and clean
overlap on this part, height where this thing ends and generate something
that looks really cool. I could, for instance, select this phase right here
and do the same thing. I could just move it
down a little bit and create a little bit
of overlap on this area. And then I could grab
this guy right here, push it up or push it down. So it's very cool now if we
want to modify the gradient, for instance, let's say we go to this face is on
the top right here. And we will not affect more than just this part right here. I can press B and then
middle mouse drag and change the size of the
influence of our element. Okay, So if I increase
the influences, you can see when I
move this thing, all of the points are
going to be moving. This works for rotation as well. So as you can see,
if I rotate here, all of the things
that are going to try to rotate as well. And this is a really nice
organic way to modify certain things that My not vec2 just like do it
manually other way. Now this overlaps that
we're trading here. Some people get too
worried about those. They're not the end
of the warlike. It's fine to have overlaps
every now and then, especially on an object like this which is not going to move. But later on we'll talk about
how to fix those as well. Now, I'm going to grab
this guy right here. And also I want to bring the
influence down a little bit. I want, want to push all of it. And I do want to
move this around. There we go. So they kinda like goes into
the top part of the hammer. For instance, here we
can push this one. This is an excellent way,
as I've mentioned before, to add a little bit of like organic deformation
to the whole thing. One of the main
issues with 3d is that every now and then
when we create things, they look way too perfect to
CG, to computer-generated. So by adding this,
as you can see, we can create a very
interesting complexity that will be impossible
to do from the beginning. So there we go. This video, we just
learned self-selection, which is learn how to
use this spiral tool, how to extract faces and use a primitive to create
a more complex shape. And again, what I
wanted to share or share with you with this is how we can create a
really complex elements with very simple shapes. So I'm going to stop the
video right here, guys. And in the next one
we're going to continue working on the remaining
parts of the hammer, so hang on tight and I'll see
you back on the next one.
10. Mirror and Components: Very well guy is we're
going to continue now with the second part of the
hammer right here. And we're ready to jump onto, onto this element right here. Now, before we do
that, I wanted to show you about something
called display layers. As you can see, we're
getting into a point where modifying
couple of things here It's getting a little bit
complicated because we have a lot of elements
and buy a lot. I mean, there's three
elements right here, and I would like to hide
them for a little while, while I work on other
parts of the hammer. So there's two ways
to hide things. First of all, if you
select an object, any object and you
press the letter H, It's gonna be hidden
here on the outliner. As you can see, it's grayed out and that means
that it's hidden. You can select it
then press H again, and he's going to
be visible again. However, imagine having
200 different elements here in the outliner is
gonna be a little bit difficult to find all of them. So one thing I'd like
to do is I'd like to select all of the
elements right here. Let's freeze transformation,
delete history, all the stuff to
keep them clean. And if we go to this
side right here, this is called the
display layers. We can use this last
bundle which is called creating new layer and
assign selected objects. And it will create
the layer very similar to Photoshop
or other softwares. And this layer is pretty
much a visual container. So if we turn off this V, which is the visibility,
it's going to be hidden. It's not gonna be kidding
here in the outliner, but we can very easily
turn this on and off. It's a way, way faster like approach to
generating this elements. Now, this box right
here, as you can see, it's pretty much a,
another cylinder, probably six-sided as well. So I'm going to start
with a cylinder. Bring this up right here, rotate this 90 degrees
to either side. And I use this subdivision to bring this all
the way to six. Now, it seems to be
facing the proper way. Now let's just a matter of
making sure that it has the proper elements
are the proper length. So I'm going to press Control and click on this
little green box so that I can move this on the y-axis and it
should be uniform. Do not do this. This is a very common mistake. When we're doing the right view. There we go. Very common mistake
is people will do this to match the perspective. But if you do that,
as you can see, we're gonna get a really
elongated, weird effect. So we actually want to press Control and click on this
so that we're doing xgen. See at the same time, remember when we talked about this constraints on
the viewport chapter, what we're gonna do that, so
we're gonna go right view, control and click
on the green one. And there we go. So that way we're expanding it, that's on the X and the
see at the same time. And we gave a uniform effect. That's it. That's pretty much all
we need for this one. The next thing is,
of course the Bible. So I'm gonna go to edge mode, select all of the edges, get rid of self-selection. We don't need it
anymore. And we control, I'm gonna deselect that the edges on the central
because we only, we only want this
one's on the sides. We babble. And if we opened a
little box here, we're gonna go with
small fraction and 2 s. More. There we go. I kinda wanted to keep it
a little bit stylized. There we go. So that's it. Now we can bring this back on. And here's where
we're going to start seeing some slight issues. Here's where overlap
might not be the best idea because
as you can see, we're actually need to increase the size a little bit more. There we go, but overlaps
looking a little bit weird on the bottom
part, what can we do? Well, if we're
allowed to do it on the concept piece
or if we talked to her for Tours Director, we might just be able to go
to all of this lower vertex. It just like extrude them a little bit to
the cytoskeleton, a little bit to the side, so we get enough room for
the whole thing. This is no longer
a perfect cylinder because it's the basis
a little bit wider, but it shouldn't be
affecting anything of the elements that
we have right here. Let's go to a right view again. We're going to create
a new cylinder for the other part
of the handle, which has this one right here. We're going to
rotate 90 degrees. And rotate 90
degrees. There we go. But session at right around
there and we can scale it to create the
handle of for that. I think I'm going to
lower just a little bit. So that has a little bit more, so it's a little
bit more centered. If we want to center it perfectly to this
point right here, we can press the V key, the VS and vacuum. We press that one,
we're going to turn on something
called snap to Point. And when we do that and
we use any of the arrows, we can actually snap it to the same distance that
any of these points have. So for instance, in
this case, I think snapping it to the center of the body of the hammer is
the, is the best idea. Once we have that, we need
to analyze the next parts, which are going to be
a little bit tricky. Now, as you can see,
this bar right here and this part right
here are very similar. They're very similar
because they share a very similar structure, even though the length of this elements is a
slightly different. So one thing we could
do is we could do one of this and then mirror it to the other side of
the elements and just modify the mirror element
because as you can see, the curvature here and here, like all of this elements
are very, very similar. Now we have a little bit of
a challenge here because at this stone is also a sort of like six PSI, That's stone. But then it goes into this very cylindrical looking shapes. How we would do this? Well, as with anything, the best idea is to start
as simple as possible. So I'm going to create
a cylinder here. I'm going to move
the cylinder up again with the letter V. I can snap it to its right there on the
center. There we go. And we're going to
rotate this 90 degrees. Then we're gonna go
to the subdivisions, bring this down to six. Perfect. Make sure that we have
yeah, that's, that's great. And we're going to
start scaling this up. Let's go to the right view. Of course there's gonna
be a lot smaller. I can imagine that this is what this part right here is
where this rock events. And again, using control, I can click this
little green element and make this so that it matches or we get as close to the size as possible,
something like that. So that's gonna be one-sided or 11 part of the head
of the hammer, which is looking
quite, quite nice. I liked this one quite a bit. You can see that on the front that there's
a little bit of a babble and stuff will take care of that
in just a second. But since we know that
this next bar right here is actually coming from the
same shape as the Iraq. A good idea to do here. So I'm going to call
this rock hammer front. I'm gonna duplicate this. I'm going to call this
rock hammer front armor, so that we can use
the exact same shape to generate at this
element right here. So I'm going to
select both elements. I'm going to select
the rock hammer front and the image plane right here. I'm going to isolate select
so we can work on desk guys. What I'm gonna do is I'm
going to bring this vertex it back so that we're
right there. Okay? That's where we're going
to stop pretty much. Now. We know that this piece right here,
It's symmetrical. Which means that if we could manage to create, in this case, like one-fourth
of this elements, like this section right here, we can mirror it to the
other sites and get the exact same shape
on the other side. So here's what I'm gonna do. I'm going to delete all of the phases except for this
two phases right here. Then this phase right here, I want to create the division
right in the center. We're gonna go Mesh
tools, Insert Edge Loop. And in the ancient
Egypt's are going to use multiple and just one. And there we go. So now we delete that
phase right here. I know that this is
one-quarter of the element. If we mirror this
to the other side, and then the whole
thing that we get, we mirror it down, we're going to have
the full shape. Why is this important? Because with, with less parts of the element to worry about, we should be able to
generate something that's a little bit
cleaner or closer to this. So as you can see, what
I'm looking for here is this sort of like cut, right? So I need to remove a
face from this area. I'm going to be using this tool, which is called a
multi cut tool. It's a really, really handy tool because it has
multiple elements, are multiple tubes inside of it. So if I press Control,
for instance, I'm going to be
able to insert an actually very similar to
the Insert Edge Loop tool. And I can modify in place
where this, where I want. When the press Control
on the top here, I'm going to insert
one right there. And I'm going to press
Control here and I'm going to insert one right here. And what I'm gonna do,
as you might imagine, it's, I'm gonna delete
that one right here. Now as you can see, we
got this new shape, which is very close to the
shift toward going on. We're the, we're
going for right here. This is the shape that
we're eventually going to be mirroring to the other side. Now on the top here,
I would imagine that we're going to have a similar cut as what
we have right here. So even though we don't see it, I'm going to add one
line right there and I'm going to delete
this face as well. So we get this little
shape right here. Now that we have the shape, we can actually start
doing the mirror to create the whole thing that's going to go around our rock elements. Now how does the mirror work? Mirror is one of the
most powerful tool we have here inside of Maya. And we need to understand all of the things that
we can do with it. So we start by selecting an
object, and as you can see, the object has its pivot point or its original pivot point
coming from the cylinder. It's all the way up here. So I'm going to actually sent to the pivot point to show my, show this example a bit clearer. That's actually do like delete
history and everything. This is the piece that we have
and it's completely clean. If we go to Mesh and
we go to mirror, you're gonna see that the
mirror option has a law. The functions, by default, the function is said
to World negative X, which means that whatever we model on deposit
side of the world, remember the world's down here will be mirrored
to the other side. So actually let me reset
the settings. There we go. So if I just do apply, you can see that we
get something that's really close to what we want, but we actually lost some stuff over here that I don't like. So if you remember
the original shape, we have a hole here
and if we do apply, we lost that or we
lose that whole. And that's not what we want. The world function, again,
as the name implies, a will take the
world coordinates, which in this case is
this the front camera. In this case, this is the
line that we have right here and it will mirror
it from that point. However, as you can see on the Merced threshold down here, it has this option
called automatic, which is trying to merge the vertices that are
really close to the center. And it's finding that this one's right here, a really
close to the center. And that's why it's merging them, which is not what we want. So I'm going to make
sure to select costume. And as you can see, 0.001
is the default number. It should be more than enough. If I do apply. Now, you can see that this now does work the way I
intended to just work, which is really, really cool. However, if I
wanted to do now on the y-axis right on
the bottom part, it's not just about
changing Y and saying apply because it
is going to work, but it's gonna be all
the way over here. Why? Because this is using again, the y-axis of the world of
origin as its point of mirror. And that's not what we want. So we can change which access
position we're using from world to
something like object. Object will use the pivot point. So in this case is
this one right here. If I do object and I hit Apply, that you can say
we get the shape, which is a cool shape, but it's not the shape
we're looking for. And the reason why this shape
is not going to be working is because the pivot point of the object is not where
we want it to be. We can't really solve this
by centering the pivot. Because if we do that,
we'll still going to get this or like weird
shape right here. The only way we could fix it by using the pivot
point will be to move at this pivot point to the border of this
guy is right here. Move with pivot point, you
can press the letter D, and then we'd
letter V. Remember, we can snap this bullet
point down here. So now the pivot
point is down there. And if we do object,
why negative? We should get the shape
that we're going four, which is this one right here. Okay? Now, it is a little bit tricky and maybe we don't
want to move the pivot point. Maybe we do like where
the pivot point is. If that's the case, then fine. The other option we can
use is a bounding box. A bounding box is an
invisible box that every single object
has inside of Maya. And the bounding box
tells us what is the lowest point or component
on this imaginary box. So again, you can
imagine that there's a box right here
because I'm isolated. So you can imagine
there's a box right here and the lowest point of
that thing right there, That's lowest point of
our upper bounding box. Okay? So bounding box works
really well in this case, if I don't want to
modify the pivot point because I just say, okay, from the bounding
box, from the lowest, why do the mirror at that
point and which see the play? And there we go. We get the little armor piece
that we're looking for. And that's it to
now as you can see, we got this very
nice armor pieces like holding the whole element. However, we're still
missing this or like element right
here are the cupboard. It goes towards the cylinder. So I'm going to select
the armor piece. Isolate again,
double-click this edge, whole edge right here, then
C Control E to extrude. And I'm going to use an
offset and a thickness. As you can see, this
is going to start like clamping things down. But as you can see, the, the, what's the word the
extrusion, another extrusion, the destruction of
the extrusion can generate some weird
effects right here when things are being
pushed too much. So here's another,
another way to do it. We use the extrude. We push with offset
out a little bit, and then we change to our
to go into scale mode. And we scale this down
and see how this becomes a more uniform scale
for the whole thing. That's what we're going for. This is the effect that
we want, we want to have. Of course we're gonna
go to a right view. We're going to
find the position, which is this one right here. And this is where we're going
to be having our elements. We're not going to go over
this code right here. It looks a little bit weird. One thing we could
do if you want to imitate that a little
bit more will be to just grab this edge right here
and this edge right here. And just like push
it slightly forward, it's not going to really make
that much of a difference. And I think this looks
a little bit more clean for a Dworkin hammer. So we're gonna go for this. One thing I do want to
do is this whole thing. I want to push it really, really close to the woods
or something like that, so that it really
looks like it's holding the whole element. Finally, I need to grab
this guy right here and do Control E to extrude this and give it a
little bit of thickness. Write something like this. There we go. So now
it looks like we have this armor holding
the whole rock. The problem with this
armor because we're doing the subdivision method for everything is that if
we press number three, we lose a lot of the cool
shapes that we have. So we do need to add
either a couple of bubbles or we can add
some support edges. If you have a clean
edge, such as this one, this one, this one, and even this one on the inside. Bevels are usually a good
idea because we could just bevel do two segments
in a small fraction. And that's it. It's going to give us a
nice, clean, hard surface. However, for other elements, such as this whole
border right here, it will take a little
bit of time to just select everything and
just time-consuming. So for this one, I'm going to be using the
Cut tool control and just insert one that
should have right there and one
actually right there. And as you can see,
that's gonna give us a nicer like thickness
for the whole arm. Now to really give this armor
the effect that we want, I'm going to grab the corners. This corner, this
corner, this corner, this corner, this corner, and this corner, the six
quarters of an element. We're going to grab all of them. We're going to
bevel them as well. Segments and a small fraction. And as you can see, that's
making this whole thing look a lot nicer, lot cleaner. Now, if we want this things to be sharper because you can see we were getting
this sort of effect. We can add some support edges, but I don't want to add
that support edge right here because it's going to affect everything on the inside. I just want to add
this edge right here. But the big question is how can we add nitrate
here and make sure that all of the edges
that we add on all of the other ones are
the exact same thing. Well, we delete history, freeze transformations,
do all that stuff. We can actually activate
something called symmetry. We can activate symmetry
instead of Maya. I don't work with
this as much like normally because it
can be a little bit tricky with more complex shapes, but in this case, it
should work just fine. So when I turn this
onto world ECS, that means that whatever I do
on one side of the object, on the world, it will be on the other side of
the object as well. So as you can see, I
can very easily insert an edge loop right
there with control. And another natural right there. In both, the top and the
bottom ones are going to be the exact same
thing on both sides. So now if I press number three, we get this even dad like round the fact that
we're getting there, I think that looks
pretty, pretty cool. It gives it a sort of like
organic and mechanics sort of like look that
I think it's gonna, it's gonna benefit the
whole, the whole piece. But if we wanted
to eliminate that, it is possible to do so. We just need to do
the exact same thing here, add one line right there, as you can see, that
becomes a lot harder. However, as I mentioned, I
think I'm going to keep it. I think it looks, it
makes it look way. Wait, nicer. Now for this piece right here, which is the last
thing we're gonna do. And then we'll jump onto
the, onto the other rock. For this piece right here. I am going to grab all
of the faces here. Let's turn off symmetry. I'm going to just
do a Control E, a little bit of an
offset and pushes forward just to give it a sort of like a,
like an edge, right? Inevitably have this,
since this is a very, very simple shape, I'm just
going to double everything. I'm just going to clean
the object in Bevel, two segments in a
small fraction. And that's gonna give me a
really nice hard surface here for the rock. And then we go look at this. Not bad, right? We got this very
nice armor piece, like holding the whole, the whole hammer together. And we got this, this
piece over here. Now, I know some of
you might be wondering about the lines on
this inner peace. It's probably just like
a leather like thing. We could of course do a very similar approach
to this one, but since it's quite hidden
by the rocks and stuff, I don't think it's really
necessary to do it. Okay. So now, before we
finish this one, I wanted to do a quick mirror to get the shipper here
because we already have it. This thing is exactly the
signal, that's this thing. The only thing that
changes is a proportion. So I'm gonna grab both
objects, shift, right-click, and instead of going
through the menus, there's a shortcut here
for mirror option box. I'm going to change. I'm gonna say, hey, I
want to mirror this to objects on the world. But I want to mirror
them on the see negative axis because so far we've been working on the
positive side of, of C. So I want to go to the scene
negative axis over here, okay, which hit Apply. Now, before I do that, I'm just noticing something here when I press number three here. So weird pinch over here. It seems like I, I
messed up something. Because the curvature there, it looks a little bit weird. It should look clean
like this. Really weird. Let me analyze here
this real quick. Because you can see
here on the inside, when we press number three,
everything looks smooth. But at the outside,
this edge right here looks a little bit weird. I'm not sure why. Maybe it's, maybe it's fine. It looks like an extra vertex, but I don't see it. We can try to fix it by
deleting this face right here. And then if we go
edge, we can select one and the other
and use this tool called Bridge want and
the other umbrage. There we go. Yeah, so let's fix this again. So if you have this, just delete those faces and just
select one of the edges, the other one and just rich one and the other
one I just bridge. And that should fix any issues. Okay, so now that we have that, we can mirror this
to the other side, to the c-axis, as I mentioned. And there we go. Now, the only bad thing about
mirror Rig are not bad, but do you think
about mirroring? Is it actually emerges the
elements into a single object. You can separate them by going
mesh and that's separate. And now each one
of this is going to be its own separate mesh. And we actually do need to do that because as you can see, the proportions on this side
are not exactly the same. So this one I'm going to
send to the point is gonna be closer to this
area right here. And I love the little
legs right here. A little bit bigger. So let's push this
forward a little bit. And then this one's
quite a bit over here. And then the ROC is
very, very similar. We're going to
send to the point. Push it here, grab all of
this vertex right here, and push it a lot more. Not allowed, but you can see it like this is the
distance right there. So I would say
something like this. This is more than enough. And there we go. This done as you can see, we get that you really, really cool looking hammer. We can grab all of the
pieces right here. Center pivot, the history, freeze transformations, so make sure all of the
pieces are clean. And before we
finish this hammer, we're actually going
to go through all of the elements and
rename them properly. But yeah, so far this
looks really, really good. We're gonna go one more BD. I want to show you
how to do this, like a bolt or details
that we have right there. We're going to use the
mirror tool again. And I also wanted to
show you how we can work or improve upon the concept to create something
that looks even better. So yeah, hang on tight and I'll see you back
on the next one.
11. Complexity out of Simplicity: Very well guys. Let's continue with
the hammer right here. And we're gonna do
this a little details of the bolts and
things that we have. Since you can see it's a
single bolt that we just need to multiply or position
like several times. And we can of
course mirror this. Like it makes no sense to do extra work when we can do
things very, very easily. So I'm going to create
a new cylinder. And this is very
important that we, even though we are using high
density on certain areas, if we can do things
in a simple way, it's always a good idea
to try to do it that way. So I'm gonna make this bold, a 12-sided board, like a
very, very simple bolt. And then I'm going to
delete the lower faces. So this is pretty much just a, a cylinder with no
cap on the bottom. Make this a little bit smaller. And I am tempted to just give this one subdivision, one
fraction right there. So when we smooth, we get
a slightly soft effect. Now we're going to position
this, as you can see, this one goes on the top part. It really today, it
goes right here. We're gonna make it smaller. Rotate it, I believe
is something like 60 degrees should be
something like -60 degrees. There we go. We can just
position it right there. We can go of course, to
the right view and find the exact position which
is gonna be right there. And just make sure that this
looks as nice as possible. Something like
doesn't have to be perfect, as was
mentioned before, sometimes doing things way, way, way too perfect makes it very easy to know
that this is CG. And I'm going to duplicate this. I'm going to have this
right here. We go. That's it. We just
need to create too. Because as you can see,
this one on the bottom, like this one, is a
mirror of this one. So if we grab this guy right here and we move
its pivot point, we have V to the center
of this line right there. As you can see, even
though the arrows up here, I can point to this
vertex right there until, hey, that's the point where
I want you to mirror from. Do that and we go Mesh mirror. Why? Object? Because remember Object uses the pool point object near
there been a hit Apply. It should be. We need to freeze
transformations. So we freeze transformation and then
we do apply. There we go. That's it. We got it right here. Now we
can grab these three guys. Let's combine them. And let's do World X. And in this case is World
X negatively hit Apply. It's going to be on the
other side ready to go. Technically, we
could grab this guy, say world as Z negative
and hit Apply. This one is gonna be right where it's supposed to
be, but this one's are not. But that's an easy fix because
we can go to right view. Just go to vertex mode. Grab all of this vertex right here and just move
them a little bit. This is what they mean by
working smart and not hard, like trying to
find the tools and techniques that we need
to get this things too, just like or to position all
of this elements as fast as we can to get a nice result without having to
spend too much time. So yeah, that's pretty much it. Now, as you can
see, we are missing a couple of ones right
here on the bottom. So I'm going to grab
any of them, Control D. Then I'm going to
go to face mode. Let's grab that one, shift, select everything else,
and then we're go, we're left with one,
which just need to enter bullet point and
go to the center. We've already talked about a
snapping to a point with V. You can also snap
to the grid with X. If you press X, you're going
to be able to snap this to the very center of the grid,
as you can see right there. And now it should be
fairly easy to just find the position
for this thing. Rotate around and get
it where we want, which will be right there. And this is one of
the principles that took me probably the
longest to understand, but also that increase my 3d skills quite a bit
when I finally got it. Which is when you do
this sort of stuff, when you add simple elements, just cylinders, this is just cylinders, but
they're everywhere. Once you add this simple stuff, you can make very, very cool looking
pieces very easily. It, this is the principle that we use for the
name of this chapter, which is complexity
out of Simplicity, we start with simple objects. And by using a lot
of simple objects, we can create
something that looks really, really complex. So we'll grab this
one right here. I'm going to say Mesh mirror. This is gonna be X
negative and hit Apply. And there we go.
We got the bolts on both sides right there. Now, the thing that
we can do is we can start working on some
extra little elements. Like what, what kind
of elements could we add to make this thing
look a little bit better? Well, I like how this things are connecting to the
overall elements. Well, they also feel like it looks like a weak connection. I would like to have some
sort of like extra support. And yes, we're going to be going outside of
the concept aren't a little bit to create
this extra support, but I think it's working. Here's what we're gonna do. I'm going to select
this guy right here. And I want to, or actually no, we didn't
even need to select this one. I'm just going to create
the new cylinder. Sorry. We're just going to start
with a new cylinder. We're gonna go right view, push the cylinder up. And if we want to
make sure that it's aligned with all of
the other cylinders. We can press X to snap it
right there or V in this case, then we will be a little
bit more precise. Just snap this Hi there at the center. Perfect. We're going to change
this to six sites. Again. We're going to rotate this
90 degrees to either side. Now that we have this,
I'm going to push this to the border here. This is very, very common
in games where there's like an extra protection ring or armoring on top of
elements, something like this. I'm going to make this metal, but I would kinda
wanna make this so that we can see
the connection. There you go, See
that little lip or connection of the element. Once you a little bit of it, and then just push this a
little bit more to the back. That as you can see, is gonna give us a really
interesting connection against simple cylinder. So my, this was just
doubled the whole thing. Two segments in a
small fraction. Maybe this one right here. We can press Control and make
just a little bit smaller. So we can see a little
bit more of this guy. Let's smooth it out. Now for this one, remember, we want to erase the faces on the caps
so that we just have the main body of the
cylinder that we go. Now this one, you can just duplicate and position it
on the SAT right there. And look at this. Definitely looks like
a dwarf and hammer, one that you would use some
that forges or something to to create other
weapons, right? Yeah. That's that's pretty
much it my friends. Now let's go through
some cleanup process. So first things
first I'm going to select everything with history, freeze transformation,
center pivot. They should keep everything
very, very clean. And I'm going to press Shift P on everything. Why Shift P? We're going to
talk about this in the rigging chapter a
little bit more in depth. But when we combine
them separate things, they create these things
called groups like this rock hammer front and
rock hammer front armor. They create these groups. And groups are a way in which
we can organize things. We will use them in just a bit. But right now I actually
don't want them, so I'm going to delete all
of this catchment here. If you have extra Cameras,
you can also lead them. You should only have
Cameras here on the other. Now, let's start by combining things that
are very similar. So for instance, this two
guys which are going to be the rock Cameras, we're gonna combine
to a single object. These two elements, this
guy, this guy, this guy, this guy is actually, I mean, we could combine everything
but that should we. I don't think so
because we're going to know, Let's go back. Let's go back, Let's go back. Here we go. We're gonna do UVs and
Textures later on. Then it's easier
if we have things separated for the things
that I want to show you. Just grab everything against
entropy with Duluth history, freeze transformation, and
we're just going to rename. So this is going to be
called hammer rock front. And this is gonna be called
hammer rock back, back. And then of course, all of this like the bolt for instance. Now that's fine. We'll
keep this district gonna be hammer bolts. And this is gonna be HMO volts. This is gonna be
called handle. Handle. This is gonna be
called leather handle. A leather handle. This is going to be called main connection as
long as you know which one it is or
whether it's yeah. What did you pardon?
Represents it should be fine. It's going to be
called rock axis. And then Then we have
a couple of moments. It's going to be called
back hammer connector. And this of course
it's going to be called from hammer connector. This is back hammer armor. This is gonna be from
hammer armor that week. So now what we can do is we can give every
single object here, all of the geometries, and we're going to
press Control G. What Control G does is exactly what I was mentioning
earlier in the video. It creates a group and this
is gonna be called hammer. The cool thing about this group. It has its own transformation. Know that you can
see right here. So we can move, we can rotate, and we can scale every
single thing that's inside this group as a singular unit. Now, the group, for instance, we can press the
letter D and move its pivot point
center of the handle. So imagine that this
hammer is gonna be hold, are held by a character. Well, you can use that
pivot point to make sure that this is always on
the hand of the character. And that's pretty much it. Now to just keep
this thing already, I'm going to save this
actually haven't saved. Well, let's call this hammer. The last thing that
we can do here is we can actually do a render. Remember that we've
mentioned the renders are really good way to showcase
all of our improvements. Well, this is just the Modelling
so far and we're gonna be taking a look at some
more modelling exercises. But it's a really nice model
and we can already showcase this for a tour France
or family and stuff. So I'm gonna delete the
image plane right here. I'm going to create a new scene. Save Scene As I'm going to
call this hammer Render. And remember the
phrase that I use quite a bit of work
smart, not hard. Well, we already have a render scene for
the barrel, right? So we can just say File Import. And we're going to
import the barrel render scene and hit Import. And what should happen, as
you can see right here, is our to Lights our camera
and even the barrel. It's going to be here now. Very easy. Just grab the barrel. We deleted, we don't
need it right here, which need the camera
and distinct well, actually the ground we do need. I'm gonna grab the group here, probably going to
make it smaller. So nice, like post right there. Let's go to the camera. Panels looked are selected. Let's change the options here. Remember we were using
a square perspective or so two K squared. There we go. And I'm going to
grab the hammer. Just get into
position right there. Perfect. So make sure there's no
overlap or anything, and we're ready to
go if at any point we want to return the
hammer to its position, just remember, do not freeze transformation
on this group, we're going to just zero
all of these things out. So now I'm just
going to make sure to go to System GPU perfect. And just say Arnold and render. If everything is working
exactly as expected, we should have the hammer here render as soon as
the GPU starts. Let me pause real
quick and I showed you the result before we move
onto the next video. There we go, Make sure to
find the proper composition. One thing I'm
seeing here is that the hemorrhage a
little bit off-center. So I'm going to try to center a little bit more,
something like that. And now we can render again. And there we go. We've got this very cool. My look at how nice the whole geometry looks
really, really clean. Everything falls
into place properly. And again, once we add realistic
texture to this thing, it's going to look a really,
really, really cool. So I'm going to
save this image for our evidence over here. We're going to call
this hammer Render and we're ready to jump
onto our next exercise. So he couldn't fight. Penalty you back
on the next video?
12. Curve Modelling: Hi guys. Welcome back to the next
part of the series. Today we're going to continue with curve Modelling and we're gonna be doing one of the
exercises that I really, really like, which
is a chess set. So we're going to
jump into front view. This is a new scene here
in our project of course, and we're gonna go to View
image Planes and we're going to import the images and
we're going to import our, this one club, classic
books would a chess pieces. I've been playing chess
not for a long time. I started when the series came out of the
Queen's gambit there. But having hooked ever since, this is an excellent exercise to show you not only
curve Modelling, but a couple of
other new tools that we have here inside of Maya, such as booleans, three
topology, and stuff like that. So let's start with
the most simple piece, which is this guy right here. And let's talk about curves. There are other
softwares out there does tend to war with
something called nerves. Nerves are mathematical things. I'd like to compare them
to vectors and pixels. If you've worked in Photoshop, you'll probably
work with pixels. But if you're
working Illustrator, you probably would with vectors
which are more scalable, more precise, and
things like that. Well, the same thing happens
with at the difference between a surface such as
this sphere right here. And they polygonal sphere. The polygonal
sphere as a sphere. A lot of flat
surfaces like pixels. And this is made of Curves, which makes a mathematically
perfect like elements. Actually, I always forget
what the nerves means, but non-uniform, non-uniform
rational B-spline. So it's a way to
describe surfaces using curves and at this
elements right here, now, they do not work
and I repeat any, like they do not work
anything at all with polygon. So for instance, I
cannot grab faces. We have things such
as surface points. We have things such as control vertex right here that
changes the surface, but they're not poly goods. We do have tools that allow us to work
with this elements. However, usually in
traditional pipelines are not used as much. But there are a couple of tools that are
actually quite handy, which is what we're gonna
be taking a look right now. So curves are
really interesting. I'm gonna go here to
create curve tools. And there's three
types of curves. Cb curve, which
you create points. And after the third point, you create this
thing right here. The way you modify them is
by using the Control Vertex. Very, very handy. But as you can see, the
control vertex does not match where the curve is. This is the first type of curve. The second type of
curve is the EP curve, which is the one that
I'd like to use. And I like to use
this one because the control vertex ado
match or athletes, at least one of your drawing it, there are a lot closer to
the position of the curve. And finally, if you're
familiar with again, the Sierras and handles, you can use this Curves, Bezier curve, where
you draw a curve. You get this handles and you
can modify the handles of the control points to get a slightly different results
for tracing and stuff. So we're going to be using the curve tools and we're
gonna be using this EP Curve. And the way we're going
to start is we're going to sit right here on
the center of the grid. And I'm going to start drawing
123 456-789-1011, 1213, 1415, 1617, 1819 to Wednesday, we're gonna do 20 points, is starting on the very
base of the element, all the way through
the silhouette of our little part right here. Now, I'm going to right-click
and go to Control vertex, as you can see,
where you have a lot of little points everywhere. And the cool thing about
curves is that we can clean up discouraged
by modifying these parentheses
and making sure that they are as nicely
aligned as possible. So remember, if we want to
snap this to the center of the grid X and we snap
it to the center. I'm going to try to use
this curve to match, to capture the silhouette of this thing as close as possible. There we go. It gives you, there's a lot of points here and we're gonna
have to modify all of them to get this to
look as clean as possible. We might not be able to capture all of the
silhouette, but don't worry, as long as we gather a
really close like result, we're going to be
able to use this. Again, just a couple
of this points around, split a little bit with
the silhouette and stuff. And there we go now
grab all of this guy's, flatten them up with scales
or grab all of this are, and then flatten them up
so they're perfectly flat. This one, I'm also going
to bring it down actually, all of these guys and then
snap them to the center. There we go. With this done, as you can see now is we've
over what we have done right now is we've created
the profile of the pond. Now we're gonna be using a tool. It's very common in
other softwares, which is the Revolve tool. You can actually
see it right here. It's this one right here. If I click Revolve, we're
going to get the pawn. Just like that. Like no need to modify
or change anything. We just click the revolve
option and we get the pond. But we have a problem. The problem with
this bond is that this bond is made out of NURBS, Non-Uniform Rational BSP lights. And we want this to
be polygon so that we can modify them with
things like extrusion. We can babble some edges, clean up some elements, and just in general, have
a little bit more control So how can we do that? Well, there is a way, but we need to be very
careful about that, the instructions that we use. So here we go. First of all, I'm gonna go to the object mode
to, to curb mode. And we're gonna go to
their curves menu, sorry, the surfaces menu. On the surfaces menu we're
going to go to rebel, but we're gonna go
to the option box. And by going here, we're
going to be able to create something like
a Oregon create, able to create our revolt. But we modify things right here. We're going to be able to
change how this robot works. They'll be very careful here. This red bulbs, as you can see, works on the objects
pivot point, which right now
set to the origin. So it's gonna be
rewarded from here. If we move the curve
over here and we move the pivot point back, for
instance, something like this. And we do apply, as you can see, we're not going to get the
exact shape that we want. So the location of for curve
and the pivot point of that curve is very important
to how the revolt of works. Right now. This is the y-axis, so we revolve from
the top and we create a 360-degree element. We can change that to an X, for instance, and do
something like this. If you're gonna do like a regime or like a wheel or
something like that. That's actually how we do
it. We create the profile of the wheel and then we just revolve around
the access axis. We could also revolve
around the z-axis, but in this case is
not going to look great because it's
perfectly flat, so it's not really doing
anything, anything cool. So we're gonna do why?
We're gonna do objects. We do want to do
a full 360 sweep. However, we can change that
around if we make it lower, as you can see, we can do
fractions of the element. If you're doing some sort of
like mother Arthur creation, we can do it with this
thing right here with 3d '60s default
segments is eight. That's perfectly fine. And
here's where things start to change on the
output geometry. We don't want to output nerves, we want to output polygons
and we get more options. Once we select polygons, we're going to go to the
type of polygons and we want quads,
one-on-one triangles. We want quads are the
tessellation method. We're going to change
this to general. And finally, you're going to remember this because it's
the only different option. You're going to change
the you type t2 per span and the V-type
to press ban. This is telling the, the element is that for every
one of the eight segments, we want three divisions. So it's going to be a
24 sided like pawn. And between each
point that we have, we're also going to have
three divisions right here. So if I hit Apply,
this is what we get. A really nice smooth pond
that as you can see, follows perfectly the curvature of a lemon or for element. And it's all quads, which is what we want
to be able to do, things such as Uvs animation
and stuff like that. So that's it. So again, just quads,
general passband, passband. And we use this. Now, the cool thing about
this is that the curve that we have here still there,
the Curves still there. It is still attached to the history of the
revolve that we did. So if I grabbed the control vertex of the curve
and they modify them, you can see the geometry
is going to be modified. This is super handy. We actually use something
similar to this, are rigging to rig the spine of a character to make
sure that it moves and it flexes and stuff. So, yeah, that's pretty much it. Now, if you are happy with
the result and you don't want the curve to be
modifying the pond anymore? We can remove that connection, remove that like, yeah,
like a connection. Remove that relationship by selecting the geometry and
saying delete history. When we delete the history, it forgets that it was created from this
curve right here. And now we don't have
to use it anymore. Now this group, I
can rename it to pond curve and we can save it. It's really not a heavy
acid or anything. So having a backup of this thing in case we
want to create a new, a new Polys always useful. One thing we could
do, for instance, is we can go to this guy right here to the
display layers. We can create a new
display layer and just hide it so that we have
the curb right there, but it's hidden by the display. And this layer we
can call curves. There we go. Now let's add a little bit more
definition to this bond. For instance, this little
cap that it has right here, it's a little bit
sharper, right? So one thing I might want to
do is just go to this edge right here a little bit and then grab this guy and
this guy and beveled them with a small or
a small fraction. And shoe segments. There we go, small fractions so that when we
press number three, we're gonna get a really nice, clean sharp line right there. And everything else
is still like soft. The other thing we
could do, for instance, is we can add some more harsh
lines by going to our CO2. Be like, Hey, you
know what, I want to like other couple of
support edge right there. That's gonna give me a sharp
line right at that point. And they will want to sharpen
some of this other lines. We can do that as well,
like this one right here. Maybe. That's one right here. Let's bevel two segments
and a small fraction. When we do number
three, as you can see, we get this very nicely
cut line right there. Now you can see that on
their need, this guys, there's like a felt or
like the soft stuff. I do want to have that. I'll show you a very
cool tool here. I'm going to select all of this faces or let's just
go front view. I'm gonna do a quick
selection here. And then remove the selection. There we go. One thing we can do is we can extract
this faces are duplicate this faces to
create a line right there, which will be, let's
grab the outer one that matches perfectly with this or like a direction or profile that we
have right here. We're going to say Mesh
tools or edit mesh. Edit mesh, duplicate. This creates an extraction, as you can see, of the elements. You can push the extraction a
little bit lower like that. There we go to see
different objects. Now Control E, push
this down a little bit. And that's it. It's gonna be like a like
are nicely felt padding that we're going to have
underneath the whole piece. And this is how curves work. This is one of the amazing things that we can
do with curves because there's a lot of shapes out there such as this pons, wheels, like a ramus from
cars and stuff like that. There's a lot of
things like bases, glasses, like a wine glasses on other like great
example that we do. We'll probably do one on
this on, at the very end. And all of these things we can very easily do with Curves. Now, could we have
started with this here, extruder the phases at
that edge loop extra, the rest of the elements
are start with a cylinder. Of course, as I've
mentioned before, there's a ton of
different ways to do things instead
of the 3D world. But this one right
here, it's a great way to generate this quick shapes. So now the next
couple of chapters we're going to start focusing
on the rest of the pieces. And I'm going to show
you specific tools that each of this
elements are going to be using so that we can
create this or get as close as possible to
do this final result. So that's it for now. Make sure to save. Let's
save this as our chests set. And I'll see you back
on the next one. Will, will do the rook
13. Curves and Polys: Hey guys, welcome back to
the next part of the series. Today we're going to
continue width or rook. And it looks actually very, very similar to the pond. So what I'm gonna do here is I'm going to move the
pawn to the side. We'll get it back later and
we'll move our image plane, of course, to the center
here so that we got to work. Now, as you can see, we got some really intense
lines here on the road, kind of like cuts into the, into the woods and of course a little
elements right here. So this is where
we need to analyze how we're going to be like
doing this sort of stuff. The felt right there actually
bring back this guy. So we're gonna move
again to look over here and let's turn
modelling now, this is one of those elements. Where do you might be
like, hey, why not model this with
polygons and curves? Like maybe we can use the curves on the lower
section right here, but we can use
traditional polygons on the top part right here. And that's exactly
what we're gonna do. We're gonna go create
curve tools, EP curve. We're going to start right
here on the bottom part. Go to the site, will
just capture this. You lead right there a
couple of extra points to, to get a nice sharp
line right there. Right here we have another
sort of like little bump. And I'm going to
finish right here, going to the center.
At that point. Now we can go to
the control vertex, grab all of those guys,
hit R to scale them. It's going to flatten them out. And it's very important
that we cleaned her curves. A little of my students
struggle with this bar. They, they, they just want to jump straight into the polygons, but we definitely need to
grab some of these points and play around with
them so we can get a cleaner and nicer effect. We can scale them down. Or in, for instance,
right there. If we need to, we can
blend this guys as well. Like all of this guy's, flatten them out and
that's gonna give us a cleaner look right there. Same thing here like
this form right here. Push it down a
little bit so we get a nicer curvature right there. Here we get a ton of points. So let's start just like moving them and
playing around with them. And we'll get
something that looks really, really nice here. It's got like a smooth
curve right here. Again. Later on we need to modify
some of this elements. We can do them with polygons. If, if we can get this to
look as clean as possible, It's gonna save us a lot
of time that we can cool. Now that we have the main shape, we can of course grab our
elements and we can go to surfaces and
just do every bulb. It should still have the same
options that we had before. We shouldn't be leg, we shouldn't need to change
it because once you change the options on the tool,
just like keep them. And yeah, there you go. This, this is quite nice. I would say we get the
really, really nice approach. So I think this is a perfect, I don't even think we need to like any support or anything. I think this looks
quite, quite nice. Now let's jump into
this one right here. I'm going to start
with a cylinder. Again, push my cylinder up, and then make a little bit
smaller so that we get to the base of the little
holes that the roof has. And then again, weed control and clicking on the green element, I'm going to push this out. Now of course, there's gonna be a little bit of an empty
space right there. So we need to find a
way to solve that. Well before that
I want to do that sort of like border
that are real cast. So I'm gonna go to
this point right here. Press Control F to select
all of these faces, and then Control E to
offset them a little bit. I think something
like this is fine. Now we're going to grab
all of this elements. And if we go to the right view or to the front of you, sorry. These are the elements
that we want to push up to create the border of the cast right there
or the, or the rook. Now, we want this to be
symmetrical. Remember? So I'm gonna go to the
top view and I'm going to select all of these guys
and all of this guy. So we're only left with
one-quarter of the element. And this is the quarter
two we're going to be creating the little hole into. So the cool thing
is, we actually have the hole right here. If we select all of this
elements and we delete them, we're gonna be able
to select or to reach this things and recreate the little hole that
we have right there. And as soon as we duplicate this around a couple more times, we should have the
exact same shape. So I'm going to select this edge right here and this
edge right here. And I'm going to click this tool which is called the bridge tool, which as the name implies, will bridge two elements
together, bridge, umbrage, and there we
go, reach and bridge. And there we go. And as you can see,
we've successfully rebuild it that area if
I press number three. Because if we get
a really, really nice effect, of course, if we want this to be a little
bit more hard surfacing, we need to add some
support edges. So I'm gonna go to
my cup to here. I'm going to add a
support. It's right here, one right here, and
one right here. And as you can see,
that's gonna give us a nice effect right there. One right here, and
one right here. And it's gonna give us the
very nice effect for our book. You can see we've got a couple
of elements right here. These are called pinches, and it happens, we
will have a lot of space going from one
point to the other. But I actually don't
want to add one line right here or right here, which might be our
first instant. Because if I do
that, what's gonna happen is as you can see, the curvature of the
cylinder is gonna be lost. And that's something
that we don't want. So I'm going to show
you here a trig, little bit infinite bass trip, but I'm sure you guys
are gonna be able to To make good use of it. So first we're going to add our support I just
here and here, which is going to give
us a nice effect. We could keep it like this, but I actually do want
to have this sort of like hard surface see etch. So I'm going to add
one here and one here. That's getting closer,
one here and one here. And that's getting a lot better. So as you can see,
by adding the edges, not going on the
vertical direction, but going on the
horizontal direction, we can make this thing look a lot more square without
affecting the under, like the lower parts of
this thing right here. One line right here actually thing I want a bevel,
this edge right here. I'm going to bevel
with, of course, a very small fraction. And it's gonna give us
the effect that we want. Now to combine this, I definitely need to graph
this like faces down here. Control E. Actually, we're going
to do this once, once we've finished the mirror. Okay, so now that we have
this very important, we're gonna do the mirror again, shift right-click,
we're gonna go mirror. And first the pivot point
that's on the center. So we can use object
as her point. We're gonna go see negative. Very important to
use custom points 001 because we have vertices that are really
close to each other. If we let this do automatic, it's going to merge them
together and we don't want that. So we can apply. There you go. The border as you can see,
continuous perfectly. And then we're going to
use a get objects in this case is going to be
X negative and hit Apply. And there we go. And look at that. We get the really clean
mirror rook all. Oh, sorry. We get a really
clean mirror rook with a little
handles right here. And we create the little
crown of the whole tower. Now, to combine it
with the other part, we do need to do something here. So I'm gonna go to the vertex
right here, control if 11, Control E to extrude, we're gonna do a little bit
of offset and then Control E will push this down and
then we'll delete it. Why we want to delete it? Because that way,
when we smooth, we're not going to have any
weird distortions over there. And that's how we're gonna
get this very nice at the blind going across our rook. Now, other things you could do, I've seen some books that
have a detail over there. I didn't think we need it in. Here's again, we're we need
to work smart, not hard. So let's duplicate this guy. Zero it out. So it goes back to the rook. And that we're just going
to scale it so that fits the base of the roof a little
bit better and push it up. And that's it. With that done,
we've successfully created the root for our chests. It however, a rooks and now
composed of multiple parts. The big question is, do we
want to combine those parts? I think the answer
in this case is yes. So I'm going to select
both of this elements. I'm going to say Mesh,
Combine, Mesh, combine. This makes it a single element, a single object with
its own transform. And as soon as we
delete the history, there's no going back. Now this right here is
gonna be our ROC curve. And one of the things that
we can do is we can just right-click on our layers
by selecting the curve, right-click on the lawyers
and say Add Selected objects. And what that will do is we will add the curve there so that at any point we can turn our
Curves autonomic are enough. I'm going to call
this curve layer. There we go. Now
at any point I can access the curves
that we are using to create all of our
pieces right here. So this is just a quick
example of how we can combine the use of a polygons and curves to create a
more complex piece. Now, could we have done this
upper part with Curves? Yes, but they would require a lot more work to make
sure that all of the little holes filled
are fit together. So hopefully we the all of the things that
we've done so far, I think we've been
doing this course for like two or 3 h now, you are starting
to get that sort of like mental state of, Hey, there's a lot
tools here and Maya, and my goal as an artist
is to understand them and see how I can use them together to create more
interesting shapes. So I'm going to push this to the site with its little vase. Of course, push it to the side. And now we're ready to jump onto a little bit more
of a complex piece, which is the horse right here. Now the horse is going
to require us to, us to talk about something
called topology. But either one I'd like just cram everything into
a single video. I'll show you this
on the next one.
14. Topology: Hey guys, welcome back to
the next part of the series. Today we're going to continue
with the horse and it's probably the most tricky
part of the whole thing. So the reason why the
horse is so complicated is because we don't have
symmetry from left to right. We do have symmetry
from back and forth. There's a lot of things going on here in regards to the
curvature of the element. Like we have a very flat area here on the neck of the horse, but then we go to
this area right here. And as you can see, it's a curve going in and there's another
curve going out here, and then it's flat on the head. So there's some other
things going on that can really make the whole
element complicated. Now, the reason why we need
to talk about topology is because topology is the way
that we organize our squares. And when we're planning for organic shapes such as this one, we need to take into account at that sort of are those
sort of elements. So we're going to wrap my
blue pencil right here. And usually when I'm
faced with a piece or a in an element that's a little bit more
complicated than usual. I'd like to draw how I would
imagine that topology to be. So we know of course, that we're going to
have a topology that goes around the character. Usually if we want to have a really smooth
transition on topology, we want to have the squares
going like this, okay? We want to make them
float like this. However, anytime we have a
hard edge like this one, we can stop that
flow of topology and start a new user like topology
going onto this side. So as you can see,
we're going to have these Stop right
there on the corner of the neck or on the
forehead of the character. And we're gonna go from there. Now on the I, we do have, or we need to have a sort of like round topology to be
able to create the eye shape. Now, the two that
we're going to be using for this construction, all of the things that
we're going to be doing is not going to be any primitive. We're actually going to be like constructing the profile of this character from scratch using a tool called
the quadro tool. I'm a huge, huge fan
of the quadrate tools, one of my favorite tools. But in order for
this tool to work, we need to have an
initial polygon. So I'm gonna go
here to Mesh tools. I'm going to use this option
called Create Polygon Tool. I'm going to create
1234 and hit Enter. That's going to
create a first phase that we're going to be using to replicate are built up all of the rest of
the horse right here. Now, if this face turns up
a black by some recent, don't worry, just select
the object and go to Mesh display and reverse. It's going to flip it so that we can see it on the right side. Well, I'm not sure if we've
talked about enormous yet, but we'll probably
talk about them later on the Texturing
set of things. So now that we have this, I can select this
option right here, which is called
the quadrant two. And the way this
works is very simple. You click twice on any part
of your plane in this case. And then if you press Shift, you can create a new
face right there. And we can use this tool, click twice to create
two little points and create a new faces. But again, we need to
start with the basic face. That's why we're create
the first polygon. Now that we have this, we can
actually create four points anywhere and just click shift
instead of those points. And the cool thing
is, as you can see, I can manipulate it. The edges, the vertex are the phases to start adjusting where all of these
points are going to be. So I'm going to
start with 1234567 and we're going to finish
with eight right here. This is where we're
going to stop our topology flow on this
back part of the horse. Now on this section right here, I want to create one new
face because remember we talked about how this is gonna be it's own
like edge loop. And it's not going to flow
directly into the face. And then we're gonna do 123456. Okay, Very important. We do want to follow
this 1789, okay? So we're pretty much
going through the whole like border
of this course, creating this
elements right here. Now in this position
or this point, we're going to create
a new edge flow. It's gonna be 12.3. In this position. We're going to create another
new actually right here. So all of this are
like lines and the way we're gonna know they're
like independent elements. If I press Control while
in the quadrate tool, you can see we also go
into the Insert Edge Loop, very similar to the knife
tool or the multiple tool. As you can see,
each one of this is an individuals who are
like strip of polygons. Like we're not really
combining any of these polygons into
their own elements. There we go. So eventually, we're gonna have to create
some elements over here, but I want to focus
on this part first. Now, the next thing is we
need to fill this end. We need to completely
fill this in with the polygons flowing
from one section to the other in a way that makes
as much sense as possible. So if we start on
this side right here, you can see this elements
are flowing down. So I'm just going
to continue and make them flow into this
element right here. So the third one right here will flow into this
section right here. This guys right here,
very close together. So I'm just going to
make them connect to each other like this. As you can see, we're getting a nice uniform construction
of our topology. But here we have an issue, like things are trying to go everywhere.
What can we do here? We can create something called, or I like to call
the chicken foot, where it's a vertex, this one right here, that has
two different directions. It goes this way and
it goes this way. So we have this or like try Like trilateral
division or something, which is this part right here. Okay, we got that covered. Now, what are we going
to do with the eye? Whenever we have
a circular shape, you need at least eight sites for the secure shape to work. So I'm going to create
a point on the center, and then we're going to
create a square like this. Then another one right here, another one right here, and
another one right here. And as you can
see, the border of this sort of like square
shape has eight sides. So we're going to create a little edge loop that
goes around those sites, as you can see right here. We're going to start
modifying all of this points to create a ring that's gonna be going
around the horse's eye. And now that we have the ring, we can start finding ways to connect this ring
to other places. I'll show you how to do
that ring like super perfect because the
smooth nice ring. But right now we just want
to connect everything. So we have this line going
here and this line going here. So let's add a couple of points. Let's add one right here. And then we connect
that one on top there. And then here, 12,
We're gonna get a star. This is a star. A star is any point that has
like five Connections. Now we have right there.
We're gonna go over here. And here we're going
to have a triangle. Triangles are not bad, but we need to be very
careful of where we place it. Could we solve this
without triangles? Yes, but we need to
add another edge right there and make it flow into like a lot of different directions. And
I really don't want it. I'm actually going
to collapse some of this guys that might be very go that allows me to
save myself from a triangle and keep the topology flowing
a little bit better. Now from here, we're going to go forward towards the
nose of the horse. She can see we're continuing this edge flow into
this direction. And we're stopping right there. That one end. Now again, just a
matter of finding the points and filling them in here we have
another triangle. We don't want triangles. Triangles are, you can
not bad, but not ideal. So how can we
eliminate a triangle? Usually by adding an
edge loop somewhere? So for instance, if I add
an edge loop right here, this now becomes the square. And it's really not
that much of a deal. Now you can press shift, shift this a great tool
to relax the topology. And as you can see here, it's kinda like smooth it out to a more organized and
properly distributed effect. Going to move this thing down right there. And we're
going to have 1.2. There we go. With this. As you can see, we've
successfully created the profile of this head
here for the horse. And I know that when
I extrude this, we're gonna get
the proper volume. It's really tricky. So if you're having issues with topology or if this was a
little bit too confusing, just pause real quick. Take a screenshot
of this thing and literally copy every single
square that they have. There's not too many of them. And just make sure that you have the exact same distribution because this is gonna
be very important for the next couple of elements. Now, if we want to create this perfect circle
here on the eyes, I'm going to select this edge loop that goes
around the eye. And there's an option
here under Mesh, which is called a
circularize Edit Mesh. Circularize, it's going to
create a perfect circle. I can do the exact same thing
for this edges right here. Or let's make it a bit easier. I'm just gonna delete
all of these guys, since we have a perfect
circle right here. And then just Control E offset. And then to fill
this gap right here, I'm just going to say edit
mesh, mesh, feel whole. And then grab that face. Edit Mesh and poke. Poke will add a point on the center of the face
and connected to the, all, all of the other
remaining edges. And there we go. Now, the only thing we
need to do is we need to continue this thing all the
way to the bottom here. So I'm gonna go
back to my quadro. And to make this a
little bit easier, I'm just going to create four
faces on the bottom part, which is what we have, 1234. And then by pressing Shift, we can bridge all
of this together, as you can see right there. And we can add more edges
where we need them. Now, see how we have this
or like curve distribution, that one's going to
play an important role. So I'm going to start
pushing some of this vertex in this
way because we are going to be using some of these faces to
create this effect, sort of like a round
thing going forward. We can smooth this one
out a little bit there. That there we go. This is the edge
that we're going to be utilizing to
create that shape. Now we go. So we gather horse ready. And now we need to create the curvature that gives us the actual 3D shape
of this course. I'm going to press Control E. I'm going to push this forward a little bit, something like that. There we go. Because we know that
eventually all of this thing, it's gonna be mirrored
to the backside as well. So I don't want to
make this super thick. What I do want to
make a little bit thicker is this lower
part right here. So first, what I'm gonna do is I'm gonna go
to the right view. And all of the
phases that are on the inside, I'm going to delete. So they are completely empty. There we go. Now, I'm going to grab, you can see this piece
or this face right here, points a little bit further out. So I'm going to push this out. I'm going to create
the base of the horse. I'm going to have to
go to the next one, which is this one right here. Push it a little bit as well. And I'm going to have to
do a little bit of like traditional poly Modelling to find the perfect curvature
for all of these points, including this ones as well. So need to push this up, rotate a little bit, and then grab this
vertex, push it out. Grab this one, push it out. So we can start capturing
that sort of like soft curve that we
have right there. Let's do it for
this one as well. I love this one as well. There we go. Let's grab this four points. We can even use soft selection. Make the self-selection
a little bit smoother. Just push this out. It's a matter of
just like modifying this to get the best
possible carved effect. This is something
that nowadays we would probably do
with ZBrush level. It's called this piece inside
of ZBrush and then reach, apologize it so as we can find the perfect effect
here instead of Maya. But that doesn't mean that we can't do it here
instead of, instead of. Now that we have this, I'm going to select all of this edge. They need to make sure
that it's perfectly flat. You can see that
there's a little bit of imperfections there. So
we're gonna go to the top. You are, am going to snap
this with the blue square. So we scale all of this
into the same element. We turn on the grid, we
can snap this there. And now we should be able to do a mirror on the X and negative axis on the
world, on this negative CX. Sorry, There we go. We get there. Very nice piece right here. If we press number three, we're gonna get a really
nice smooth effect. And that was just a matter
of like literally going in and tweaking all of the vertex like this
guy and this guy, I do recommend turning on
symmetry world Z in this case. So we can select one of
this and just play around, press number three, which is
play around with that with a curvature that we want
to emulate from that part. You might know this,
that we do have a very strong edge right here, going to the insight. It is possible to do
it or to capture it. It's going to require
a little bit more key like control here let me show you I'm
going to try it. And if it doesn't,
where we will go back, I'm going to grab, first of all, going to use my Insert Edge Loop to insert
on the bottom part here. So we get a nice clean
shape right there. We might also want to do that like on this
part right here. So the horse is a little bit like stronger on its silhouette. There we go. Yeah, that looks
really, really good. Another thing we can do is
we can do the I, right? So I'm going to select
this guy, Control E, offset a little bit, and then Control
E and push it in. It's gonna give me a
really nice clean I there on the horse. If we want the eye to be
a little bit smoother, we can delete one of the edges. And that's gonna make
a little bit smoother. Or we can not do the offset like this initial officer that I did will get just like
extrude this end. Maybe we'll offset on that one and that's gonna make it look a little bit smoother. It all depends on the other type of effect that you want to go. Now here I'm going
to use an insert. And thanks to this edge loop
that we have right here, when I insert this
one right here, you're going to see that
we're going to start getting this sharp effect on
the back part here. That doesn't look
as clean, right? It looks a little bit wonky. So let's go to our Vertex mode. And again, here's
where we need to start tweaking to clean this up and create a really
nice sharp transition. So this one right here, and this one pretty much we need to push it all the way to the front because this is where the hard edge just caught me. There we go. That looks a lot better. Look at that. Now, in places where you
feel like things are looking a little bit wonky,
are a little bit off. That's where we
manually adjusted. This is why 3d usually
takes a long time. With this exercises.
I tried to do things a little bit
faster than usual. But in, in production, a piece like this might take you two or 3 h to get it right. And using all the time to
get the proper result. This is definitely important if we want to make this thing
look as nice as possible. Let's blow up with,
with the curvature and this one right here. We go. And look how nice and
organic the shape looks now. Now, as you can see, we have a very similar shape
to what we have on the rook, so we can recycle things. Remember, this is
very important not to do any extra work
if we don't need to. So I'm going to bring the rig
to the center right there. The horses you can see
it's not Coming up. Try to find the center of the
base which is right there. Scale this up, push
this up a little bit, or scalar like
this. There we go. And then what we can
do here, for instance, to capture the curvature here a little bit better
is we can use soft selection and start
pushing some of these phases. In. There we go. Now I can see that this is
where it pretty much ends. So all of the top parts of
the rook we don't need, we can delete those. And that was just a
matter of filling in this hole right here. How do we do this control E I'm just are to scale
this in like that. Let's go up all of these faces. These are, just flatten them up so they're
perfectly flat. It's where it has sort of like an oval shape and that's fine. We'll just grab this
guy right here and say Edit Mesh or Mesh, feel whole. And then Edit Mesh and
poke. There we go. This is gonna be the
base for our horse. Go to the front
view. Probably make the horse a little bit bigger, centered at both points to
match the proper shape. And there we go.
That'll be your horse. Now, if we want to make the, we want to flare out the
base a little bit more. We can do it, which
needs to select all of the vertex on
the bottom part. And here's beginner where
self-selection is really handy because we can make the self-selection
little bit bigger. We can flare this out
a little bit more. As you can see, this
is going to occupy more space on the base. And we're just going to have
a nicer effect right there. Here. It might be a good idea
actually to get rid of the symmetry because we were getting a slightly
different result. There we go. That's it. Now let's just a matter
of analyzing if we get any weird pinches like
that vertex right there. I'm gonna go back to
symmetry, will see. We just might need to, again, just fine and make
sure that this surface is as perfect as we can get it. To get the like the
feel of the Karp piece. Once you're happy with it, then that's pretty much it. We're done. I kinda want to add
another line right there. Let's see if we don't add
another extreme match anywhere. That looks good. And with that done, our
little hoarse piece is ready. But again, it is ready, thanks to all of this
topology tricks that we did. Now, I know that this B
there was like 20 min long. It's probably going to
take you a little bit longer for this the first
time you're doing it. Be patient may sure to go back
to the part where we have the proper topology and all of this like manual TIG
tweaks that I did. Those are definitely
gonna be the most time-consuming parts
of the whole process. So don't rush it. We want to have this thing be like a really,
really cool piece. So don't rush it. We're gonna be
using this later on for rendering and Texturing. So the whole set, so make sure to spend enough time here on the little hoarse. If you want to add the mouth, you're probably gonna have to do something similar to what we did with the remember with the rock. It can be done whether it
will be rig right here, hovered them out such a
small little detail that I don't think it's
really like necessary. Another thing we might wanna
do is add another edge loop. Right here. It's going to modify the
shape of the ILO bit, but it's gonna give
us the sharp effect. Actually liked the soft
way, to be honest. So yeah, there we
go, my friends. Last thing we need to do here, Let's just grab our
little like felt thing. Let's go translates zero. We got the horse
debase and this guy, we're going to move it
to the side over here. So three more pieces to go on. The king and queen are
actually very simple. We're gonna be
following the same sort of like Kerberos or thing
except for it a little cross. And then the queen. We're also going to do just
like traditional curvatures. The bishop is the one
that's gonna be a little bit complicated because we have this card right here. But don't worry, I'll
show you how to handle it and yeah, that's
pretty much it, guys. I'll see you back
on the next one.
15. Booleans: Hi guys. Welcome back to the next
part of the series. Today we're going to
continue with the booleans, which is one of the things that we don't, I
don't want to see. We don't use them as
much because nowadays there are ways to
use them a lot more. So there are a way
booleans or mathematics, mathematical
operation that we can use here instead
of Maya to create complex shapes that
wouldn't normally be possible due to the
way topology works. We took a quick look
at how topology should work for an organic objects such as this little
horse right here. But now we're gonna
go with this one. And this are like
subtractions from an element. They can be very easily
done with booleans, however, and you will see
you in just a second. Booleans can be
quite destructive. So I'm gonna go over here and we're going to start
with the curve creation. So I'm gonna go actually
how we're curves over here. I believe this is our curve. Is this the one that
they want? Yes. So we're gonna start with
an API curve right here. We're gonna go to the side, create the little base. Read a little belly right here. It's a little detail. We go over here, how
a couple of donuts. We go, we have another
extra doughnut right there. I would like an X shape. And we finished with the stigma. Here. There we go. We're gonna go to Control
vertex of course. And we're going to
start just like tweaking and modifying couple of this elements to
get a nice effect. There we go. That's flooded this guys out. We go right there.
And we can start giving it this or like
will look the we went, remember that any
point later on, once we're in the polygons, we can edit them and add more volume or remove
volume for instance, right there, that thing
right There's gonna be really helpful because
going to look like a pinch. Just going to really
make this like doughnuts look like separate pieces
or like an indentation. The whole thing that we go. Perfect. Good, good, good. This guy's, we just look, flooded them for all of
these guys over here. And even this guy
right here together. A nicer effect. Cool. So now that we have this, we
just go Mesh tools or sorry, surfaces and we're
just gonna read Cloth. And as you can see, we get the very nice shape
of the bishop, which is what will
work going for. Now, I do want to sharpen
a couple of things. So for instance, at
this edge right here, I'm going to press Control
and then the little thing right there to push it
in a little bit more, might want to push this
one that will be more. And then that guy, if
we go to poly modeling, we're going to
babble that border. So we get a nice sharp
effect right there. I still feel like it
looks a little bit too, like elongated. So I'm gonna grab this guy's
push some of them out. Which does what? In? There we go. I really
wanted to think to be a little bit more organic. So the late history Fisher
information, all that stuff. The script right
here, right-click. We add that there. And we've got the bishop. So the thing with the
bishop, as, as you can see, we have this shape right here, which is like really ache colic acute going
through the shape. And we can create a cube. We can go and create
the cube over here. We're going
to bring it up. Get the proper size of the cube, rotate a little bit. We go. And what we would
ideally want AS2 literally removed at this piece from this piece
right here, right? We could do it. We can
do it using booleans, but I'm gonna show
you why booleans can be a little bit
tricky to work with. And then we'll take a look at some other tools that
could be helpful to fix the Boolean issue and create something
that's a little bit more organic and more proper
in regards to topology. So a Boolean is a
mathematical operation. We have them right here, by
default is eight minus B, but we have B minus a
union intersection slice. And the way this
works is very simple. You don't like the first shape. You select the second shape and you click on this button to
go into the Boolean mode. In Maya 2024, we're
actually working with a, an interactive Boolean system
that allows us to select the shape that we're using
to remove a piece from. And we can interactively modify this and see how this will
change on the element itself. Now, the more complex the shape, as you can see, the slower
the Boolean process can be, but you can modify and
move things around very, very, in a very cool way. Now, we can change here, over here, this is
the Boolean Window. We can change the operation
that we're doing right now. We're doing
difference a minus B. We can change this difference
B minus a for instance. And we're going to
get this right here. We can go to intersection where only the intersecting pieces, the one that we're
going to be seen, we can go to slice, which is going to remove one of the slices
from the object. But in this case
difference, I am a minus B is the one
that we want to go for. Once we're happy
with the result, are careful here
what's happening? I don't want to smooth this way Let me go back. Let's go back a couple of
times. There we go. Oh, it was just
wondering if because I had it on set those smooth
muscle, Let's get rid of it. Let's get out of smooth
muscle and let's go to booleans and it
should be there. We go a lot faster as
you can see right there. So once we're happy with
this and once we're not going to be doing
any sort of like Boolean operation over here, we can select the
resulting Mesh and just delete history again to remove all of the
connections there. And this is the Boolean
that we're going to have in that first,
it might look like, well, we got one that we got the P is going
through the element. But the problem is that as
you can see right here, this face right here is
called an angle and it's a phase that has more than foresights and N
amount of sites. In this case, it seems like 19 sites has 19 different
divisions all the way around. And these things are really, really complicated to work
with in other softwares. And even here instead of Maya, and the easiest way I
can show you why this is a problem is if I
press number three, if I press number three
to go into smooth mode, you're going to see
everything else on the pieces modes nicely, but that part right there, it doesn't know how to smooth and it tries
to create this thing, but it's just not doing a
great job to be honest. So how can we manage
using booleans, which could be very
handy in order to create something that's more usable
for what we wanna do. The answer is Rig topology. So I'm gonna go back to
this guy in just a second. But first, I'm going
to go to a cylinder. Let's do a very, very
simple exercise right here. I'm going to delete all the
faces from the cylinder. Am going to be left with
like a cheese slice. Jesus, it's a great
example of how booleans can work and how we can make
this look a lot better. So I'm going to bridge
this thing right here. And this things right here. There we go. We have this slice
of cheese, right? Now. Let's say we want to
smooth slice of cheese. Well, actually we don't have
that battle foot topology. So technically we could add on top here, on
the bottom here. And as you can see this, it's not looking that bad, but I'm going to add
a card right there. It's going to make it
look a lot better. And then another one right here. But the topology
is like not ideal. Now let's add some spheres, and let's say we want
to add some holes to dislike cheese right here. So I'm going to add
one right there. One right there, another
one right there. Let's make it this one
a little bit smaller. Let's do another
one right there. Another one right here. Let's do another one right here. And then one more over here. Another one over here. Just going crazy with the
cheese holes right here. There we go. So let's say
something like that. I'm going to grab
all of the spheres and I'm going to combine them, Mesh combine into
a single object. Just the Boolean operation
is a little bit easier. I'm going to select
first, then the second, and we're going to Boolean out. And as you can see, we get this very cool looking
cheese piece that has a lot of elements in a
lot of cuts everywhere. But there are a couple of
pieces that are not ideal. For instance, this sphere right here, I'm going to
move it a little bit. There we go. So we don't
have such thin areas. Once we're happy, we can
say, Yeah, this is perfect. This is the cheese
other want to do with maybe I'm doing some product
render or something, and this is what I want to use. We delete history
and we got Archie's. The problem is if we
try to press number three, this is where we get. Maya has absolutely no idea how to smooth this out because
the topology is not right. Thankfully, in Maya 2024, we have an option here
called a rate apologize. And the way rate apologize
works is it allows us to use some computer
algorithms to try to find how to better describe this form
with proper topology. And by proper topology,
I mean the kind of topology that we
have here on the horse, all quads and everything
moving in a way that it captures the shapes of the elements that
we have right here. Now we can set the
target face account. I think 1,000 is fine for
this example right here, we can select whether we want to keep the original are
not in this case, I don't think I want to keep
the original and this are some options that we
can move around to try to get some more uniformity. But in this case, since this
is just a very basic shape, we'll just hit Apply
and see what we get. As you can see, it says, Hey, we've got some stuff over here. You're sure you're
want to go, let's go. We're gonna say ignore
and reach, apologize. And this is what we get. So as you can see,
we do get this or like t-shaped that we wanted. Everything is quads,
everything is flowing. We are capturing the shapes, but it's not really working
exactly as expected. So how can we improve this? Well, we can increase
the poly count. So if we go double the amount, you can see we're gonna
get a better effect. And we can select this
option called hard edges. If we select hard edges, is going to try to preserve the heart edges of our element. Now this aren't
complex operations, so let the computer
round and let the computer calculate
all of those things so that we can get the
best possible results you can see by increasing
the poly count, we can get you way,
way better result. And now our cheese is
looking really, really nice. We got 4,000 phases, which
is a little bit high. But if we smooth this out, you can see arches is
looking a lot better. It won't be perfect. That's the thing
about re topology, especially automatically
topology, you might not always get
perfect results. But as you can see,
this is way, way, way more usable than
what we had before. So that's exactly
what we're going to do with this
piece right here. We're going to
select our object. We're gonna go and say, Hey, preserved a heart edges which
are this one's right here. And as for polygon, well, let's see how many
faces we have right now. As you can see, we have 4,000, almost 5,000 poly counts. So I'm gonna go all
the way to 5,000. And I'm gonna give it even
20% tolerance so that it can go higher or lower if it needs to for this
particular piece. Now, when you have an
object that's very uniform in other areas where
the booleans not present, most of this thing
should remain the same and the booleans will only
modify this area right here. Let's see how these
to get apply, say ignore and continue. And let's wait for
the computer to show us or give us a result. I did not save in this case, but they strongly recommend
that you guys save because whenever the computer needs to do like
heavy calculations, such as this one's, if we
don't give enough time, it might have some
issues with it. But there you go, look at this. So it managed to create a
very nice looking element. And even though the topology
is no longer symmetrical, you can see that the flows
and allosteric symmetrical. If we press number three, we do get a nice result. All of the other faces down
here, like all of them, seemed to be working pretty
much exactly the same. So the only change
or the only place where this thing has got
modified is up here. Now, can do another try. Let's try doing a Control C here to go back to our Boolean. There we go. And a couple of other options
we can activate say, Hey, I want to keep asymmetry
and I want to keep with the symmetry on the object
from negative to positive. See, because right now
the object is symmetrical from this side to
this side, right? Let's say real quick
before anything happens. And let's give it another rate. Apologize here. Let's go, let's see what we get. You can keep the
original, by the way. In this case, I don't
think we will need. There we go. Now, this looks really clean. Look at how nice the
D topology looks here inside of the face.
All of that thing. I used to do that by hand when this tool
was not available. But as you can see now, we get a really, really nice effect. Any general shape
is looking good. Now, I do know this that even though the object looks a little bit better,
It's not perfect. So we're going to again
combine tools like it's not, There's nothing wrong
with combining two. So maybe to get a
better result here, I would like to divide this
object into two objects, will keep this a
little like X shape. And we'll do the Boolean
for that actually will keep the top part and the lower part a separate pieces.
How can we do them? There's a couple of options. The easiest one is just delete
these faces right here. Delete this face is right here. Then I'm going to say
Mesh and separate. And this will
separate the object into three different
pieces at the base, the little hat and
a little action. Let's go with a little extra, which is the most important. And this guy, we need
to fix it, right? So I'm gonna say Mesh, fill hole and then Mesh
or edit Mesh and poke. And to soften this up, of course we're going to bevel two segments and a big fraction. So that when we fix the little X shape up there, we'll do the
same thing here. Control E stood in and
then Mesh, feel hall. Grab that face,
Edit, Mesh and poke. We'll grab this whole
thing right here, will also give it a bevel
to make a little bit nicer. And there we go. This piece right here. We'll fix it super, super
easily by just extruding in Control E. We
extrude in again mesh, edit mesh, sorry,
that Mesh, fill WHO. And then Edit Mesh and poke. And we'll do the same thing
on this piece right here. Control E in Mesh, feel hope. And at the mesh. Ok, perfect. There we go. So now that we have this, we can go back to this little at right here and do
the same thing. Now, the amount
of faces has gone down or like 1,000
Faces right now, if you haven't if you
don't have this one, by the way, I'm not sure if
I mentioned this before. Bits in display,
heads up display, and it's poly count. That's one of the UIs that I normally use for this row stuff. On this one will go Mesh. Writ apologize, will say Give me 1,000 with a 20% tolerance. Hard edges. It's important and a symmetry
from minus E2 positive. See, Let's go. And what's gonna
happen, as you can see, it will only do it on the
little egg right there. And it should give
us a nicer effect. So as you can see,
this looks way better. Now if we go to the front view, it's just a matter of
maybe like scaling this. Let's center the pivot
point. Scaling this a little bit and making sure that it
looks as nice as possible. You can see it's not as uniform. That's the thing. When we're working with this
sort of like booleans stuff, we might not be
able to get this. Now, see how we have like
weird shadows going there. Let's try solving them by
going to mesh display. And we're going to
say on lock normals, mesh display and then soft edge. If that doesn't work, then
that problem means that we have way more topology
than what we need. And what we can do
here is we can go to, we can go to some of them, like skip one and select
the other one, like this. And then remember to
delete an edge loop, we need to press
Control and delete. That's going to simplify or reduce the amount of
points that we have. And that should give
us a softer effect. Now, we can try to do
it over here as well. Just make sure that we're
not hitting any spirals. Like those guys
right there we go. We delete. And that way we should have a smoother effect with the
top part of this patient. That's one way to do it. So hopefully with this guys, you are a little bit more
familiarized with booleans. Again, it's not a tool
that we use that much, but it is very useful. It's used a little bit
more inside of games when we're working with
games, because we'd games, one of the things
that we can do is we can bake all of this information
down into a low poly. So we don't care that
much about topology. I'm going to push this up
a little bit and in too can capture the roundness
of the visual right there. And once we're happy,
we can grab all of these three pieces combining
into a single object. Let's copy another one
of this file paths. And there we go. Let's go through the front view. Just get this in their will, adjust a little to things as soon as we finished the
rest of the pieces. And that's it. So we got our bishop ready. Again. I mean, when
you see it from afar in the take and a shot
with a movie or something, like it's gonna be barely,
barely noticeable. This line right
here, it's also a little bit too close
to the next line. So I'm going to push it up a little bit and that's gonna
give me a smoother effects. Well remember when two lines are really close to each other, we're gonna get a
sort of like pinch. And that's what we
want to avoid with this. But there we go. We got the Pong,
we got the root, we get the horse, and we
got the bisher ready. Now, it's time for the
queen and the king. So we're going to be using all of the things
that we've learned so far to create
the final pieces, hang on tight and I'll see
you back on the next one.
16. Duplicate Special: Hey guys, welcome back to
the next part of the series. Do they weren't going to
continue with the queen. The queen actual want to
show you a really cool thing because I want to decorate her
crown a little bit better. You know, the queen, She's the most powerful piece in
the whole board, right? So I think it might be worth it to make this thing a
little bit more special. So here's what we're
gonna do. I'm gonna go to the base of course, and we're gonna do
a basic curves. So curve up, curve. There we go. We're
going to start tracing the profile
of her curve. He has the little
bays right here, a little detail right there. We have three circles. And actually I'm going
to stop at this circle. That's where I'm going
to stop the whole thing. I'm going to have this
thing a little bit more. There we go. The reason I want to stop here is because I want to work on the crown starting at this
point right there. Go. Let's just fix a couple of
points here on the profile. We go Make sure to
adjust this so we get as close as possible to the actual silhouette
of the piece. Can flatten this case
a little bit there. All of these guys
over here, perfect. Now we have this
surfaces and revolve. And there we go. We're going to have the
base for the queen. We can say Adelie History Center paid with
Fisher information. Now for the crown, as you can see right
here, we got that you really, really cool piece. And I'm going to start with
this cylinder right here. However, one thing I'm gonna do is I'm actually going to delete. I'm going to give
this some lyric, couple of more divisions,
let's say 24 divisions. Because I want to select at
this four pieces right here. Actually, like two of them only. I'm going to delete
all of the other ones. So this two sections are
here are what they wanted to use to generate the cool details
for that, for the crown. And I want to poly modal them. So what I'm gonna do here is I'm going to rotate
them a little bit. Actually. Let me go back. It's just not what
I was expecting. Let's go again. Start
with the cylinder. We're gonna go to the top. And as you can see right here on the side
of the cylinder, we got this two phases, right? We're going to select
them and we're gonna go now to the right
view, front view. We're gonna use this to faces to model the shape of the crown. So I'm going to
start right here. I'm going to add some cuts, 1.2 with my CO2. And then we're going to
push them in like this. There we go. All the way down here. Then I'm going to use
this whole thing. I'm going to use Control E
to extrude this phases in. And as you can see,
we're creating the pillars of what eventually
is gonna be the Queen. Now, the reason why this looks dark is because we extrude it in the phases of the object R&D inside this
are called the normals. Easiest way to just
like changes is to go mesh, display and reverse. And there we go. So now this thing is
perfectly right over here. Now that we have this, I'm gonna go back
to the front view. We're going to start
giving you this the, the effects that we want. So I'm going to go with my CO2, going to insert a natural
right there. There we go. I'm going to insert one right
here and one right here. And that's it. One more interface. And there we go.
What I want to do is I want to create a crown, but instead of making
this a solid cram, I want to duplicate
this thing several times until we go around
the whole element. Now, here's where we're going to be using the tools that is on the title of this chapter
which is duplicate Special. We could of course,
uh, duplicate this and then
rotate this around, find the perfect like elements. In this case is like,
I think it's 30. And there we go. But then I want to do this like a lot of times because
it's gonna be really, really like time-consuming
and that would like to be a little bit more precise. So the way this
works is as follows. We're going to select the object and we're going to go to Edit. We're going to say a
duplicate Special right here. We don't select the option box. And this tool right here allows us to, as
the name implies, a duplicate this with
a special instructions so that we can generate a
really, really cool result. Now, the initial cylinder was a 20 sided cylinder and
we took two phases. So that means that
we need to duplicate this object ten times. And we want to duplicate
this object Ted times are along the y-axis, which is this thing right here. And if we find the exact
number that we're looking for, it's gonna be 36 degrees. So on the rotation right here, anytime you see in Maya three boxes like this
is always X, Y, and Z. So on the rotation I
want to duplicate this and rotate this
36 degrees, okay? So if we select this
one and I say apply, as you can see, it's
going to duplicate it. And it's gonna give me a
rotation at 36 degrees. If I do it again, it's going
to do it again and again and again and again and again and again as many times as I need. Now, the cool thing
is if we know how to calculate this
properly, we can say, Hey, I want nine copies because I already have the
original one right here. So nine copies at 36 degrees, it's gonna give me 360 degrees. And as you can see, we get this very cool
effect that allows us to generate this whole thing without spending too much time. And look at how nice
this like crown looks. Now, I'm going to grab
one of these pieces. I'm going to duplicate it. And let's say we want to
do an intermediate effect. So instead of six degrees, I'm going to say
18, 18 elements. And I want to make it
a little bit smaller. And I want to kinda wanna
push it to the outside. So how can we push this
to the outside without modifying the, the
element right there? And the answer is,
we actually can't. We're going to have
to find another way to, to find the position. So I'm gonna go to the top view. When I'm gonna do is
I am gonna make it smaller, then press W. But as you can see,
W right now it's not allowing me to push it on the
direction that they want. If I go to the
move options here, I can change the axis
orientation to object. And as long as I haven't frozen
the transformations yet, I should be able, as you can see right here, to
push this out, right there. Going to push it down. In, scale it up. Can I create like a nice
like element right there? Look at that, that
looks really nice. The problem is, the proof
points is no longer on the center of the,
of the cylinder. So if I try using
the same duplicate Special that I have right here, as you can see,
it's not gonna work because it's duplicate, Special. It's very important if works based on the position
of the Poupon. So I'm gonna go to the top view. I'm going to press a D. And with the letter V, I'm going to snap this back to the center of the cylinder. Make sure it's right
there on dissenters. You can see, I missed
there a little bit. So it's right there
or we can go to the grid and with X center
to the grid right there. Once I have that, I could go back to
duplicate Special, again, rotation 36 degrees
on the y-axis, nine copies because where
we have the first one and hit Apply and look at that. Now the queen looks
really, really, really cool because we got
this whole thing going. And that's it. If we wanted to add
a little sphere here or somewhere else, It's very easy to use duplicate Special to create a
sort of variations. Let's finish up this
piece real quick by going for a tourist. So I'm gonna go for a
tourist right here. Go to the poly torus Options, change the section
radius a little bit, change the radius here as well. This one's gonna be right
there. There we go. And we can duplicate this one, make a little bit smaller, probably a little
bit bigger, so we can get a nice overlap there. As you can see, we've
got a couple of spheres. So just create a
sphere right there. Match the shape of the queen. Probably make a little
bit more like an oval. And then a second
sphere right there. As you can see, we can make full pieces were just
like basic shapes. But at the moment we grab all of these guys and we combine
them into a single object. That's when we're
gonna get a really, really cool looking BCE. So not difficult, right? Very simple piece, just a simple cube here that we
created from a cylinder. And by using duplicate Special, were able to create
a new element, a new 3D shape, that it's going
to look way, way, way better than this one
that we have right here. So our queen is ready. Let's give her a little path
on the bottom-right here. Go to the front view. Scale this up a little bit. There we go. And our queen is now ready. We're now just going to
be missing the king. That's the final piece
that we're gonna do. And then we're gonna do
the board of course. But once we're done with that, we're going to have our
full chess set already. This is an excellent exercise. If this is the
first time you are using Maya or any
modelling software, I love doing the
chess set because it really pushes
you to learn a lot of the tools that you're
going to be using for more complex stuff that
we're gonna be doing later. So make sure to get to this
point and make sure to save. We're going to be
cleaning all of this up. One quick way to
do it is just make sure too little history and all of this information
did you have right here, if the groups are empty, if they just have a transform, just select them
and delete them. Now, a very common
mistake that I've seen some people get is when the
object turns green, like, like like this really intense neon green,
if that happens, did you just right-click, assign existing material and go
back to your Lambert one. And that's going
to bring back the, this nice gray material
that we have right here. So yeah, that's it
for this one guys. Make sure to get to this point
and I'll see you back on the next one will be
finishing up with the king
17. King Modelling: Hey guys, welcome back to
the next part of the series. Today we're going to
continue with the kink and the king is a really FUN piece because we're
actually gonna be like putting into motion are using all the tools
that we've learned so far. I'm going to try to center this as nice as possible.
There we go. And now we're going to
go with our curves. So I'm gonna go create curves, tools and EP curve. We're gonna go to the base here, push it to the side, create this little
curve right here, a little with an
angle right there. Keep going up. And we can capture this with a
couple of points. You'd need at least three points to capture a proper temperature. So that's what are we
going for it? And we're going to stop right here. This little extra
piece at the end. We're going to be doing
that as a separate element. We're gonna go to
Control vertex, at least this last one. Say definitely want to keep them like really, really flat. There we go. Now we can start
modifying or moving some of this elements
if we need them to be, for instance, a
little bit sharper, can push this point a little bit more towards the upper
side right there. Just in general, play around with this
elements right here. There we go. Let's try to capture the
silhouette as nice as possible. Remembering that at any point
after we do our revolve, we're going to be able
to adjust or modify any of these points a
little bit more precisely. We go and we get this
right here. There we go. Keep going over here again, just a couple of little Justin, especially this or
like knots that we sometimes get
where a couple of points are intersected
with each other. It's important that we
clean them up a little bit. Finally, disguise right here. We can blend them out and flatten all of these points on the bottom part,
right? Perfect. So now that we're
ready, we can describe this curve and do a revolve. Remember surfaces and revolve with all of the previous
options that we used before. And there we go, get a
high-quality pieces are really, really high poly but
really clean, really nice. And then we're capturing the silhouette of our
key right there. Now for the top piece right
here, as you can see, we got the sort
of like a tourist or actually it looks a
little more like a sphere. I'm going to use this fear
to create the bottom section right there, right around there. Doesn't make a
little bit smaller. There we go,
something like that. Now, if we want to make
this a little bit wider, trying to think one other thing we could do here, I'll
show you one trick. We can grab it like
the upper faces right here and London them
alla little bit. And then grabbed the lower
faces and do the same thing. This is going to
give us a slightly more rounded face like this, which I think it looks a little
bit closer to what we're expecting on this
position right there. Perfect. So it's just scaling some of the edges together on the top part and on the bottom part. Even though it's not
perfectly symmetrical, It's still going
to look just fine. Now for this piece right here, I wanted to go over
the quadrate tool again because it's again, a really, really powerful tool that everyone should know about. And it's important for me that you guys know how to use it, even though we will be
using it later on as well. So I'm going to start
with a Mesh tools. You can start with a
plane, by the way, but I'm gonna do
a Create Polygon, and I'm going to create a one
small polygon right here. Then with quadro, I'm going
to start drawing the profile of this are like round corner
that we have right here. There we go,
something like that. And then this is a
little bit sharper. So we're going to keep
it sharp, sharp, sharp. Let's do just two
lines right there. We're gonna get this right here. And then over here we need another little loop that captures this
particular silhouette. Now we also know that we're going to have a
central line, right? It's very obvious or it
should be very obviously, we're going to have a central
line and then we're gonna be mirroring this
across the whole thing. Now that we have this, we just need start
filling things scene to make sure that
we don't get any, any triangles or
anything like that. So for instance here,
these guys right there, that immediately tells
me that we should have two lines going in there. And as you can see, this
fills all of this elements. Very, very nice. Now here, the move that a little bit over here to get that
line right there. And since I don't want to add
more lines that we need to, for instance, in this area,
I'm just going to add to zero point. And there we go. Something like that. Over here. Got an issue. If we just feel this and
this is gonna be a triangle, what can we do to avoid that? Well, the easiest thing is just to add one more
line right there. Now this is gonna be a square. Yes, we add a little
bit more resolution or a little bit more topology. But for a piece like this, it shouldn't be that
much of an issue. There we go. Now, before we mirror this, There's something very, very important that we need to do. We need to make sure that
all of this vertex that are here in the
center are perfectly aligned with each other. There are perfectly
aligned to the x-axis. I'm going to press R
to go to scale mode. And we're going to scale
all of this together. So they're perfectly flat
against each other like this. Once we do that, we go
Too movement and with X, remember X is a snapping
for the grid snap, we're going to snap
them to the center. Now we should be able to mirror. So shift right-click
to mirror and we're going to mirror
across the X, negative X. There we go. Of course, when we
do number three, this is gonna be a
nice smooth effect, as you can see right there. We can modify this point
a little bit there to give them more roundness. And what we're gonna do now is just scrubbing
this whole object. I'm going to Control E to
extrude it forward like that. I'm gonna go to the top view I'm going to select
all of the faces on the center and delete them. And finally, we're
going to mirror this on the X negative z-axis. So, yeah, there we go. That's it for is number three because they're very
nice effect right there. If you want to make
sure all of the faces on the bottom are
perfectly flat as well, which I think might
be a good idea. We can go to vertex both
and just flatten all of this and merge them down
here with the rest of the, if we want to make
this whole thing be a little bit more sharp, especially on the
borders because I think it looks a little
bit too round right now. We could, of course bevel
or we can use another tool. I don't think we've
used this one before called offset edge loop, which is very cool because
when you have a symmetry line, you just click on
it and then we'll add two lines on both sides. So it's very easy to add a uniform divisions for this
particular part right there. And there we go. With that done, we
are pretty much finished with our chest a set. Now it's going to
bring a one last copy of this thing over here. Of course, scale this
up a little bit so that matches the size
of the king space. We go. That's pretty much it. Let's do a little
bit of cleanup here. So I'm going to grab the
whole king right here. I'm going to combine it
except for the curve. Make sure that we don't
select a curve and we're going to combine
it. There we go. Same thing for this one. You can press the G to
repeat the last action, G, G, G and G. There we go. Very nice. Now what we can do is just delete history
for all of them. Centered appealed point. There we go. And finally we can
rename stuff, right? So this one's going
to be called king. This one's going to
be called a rook. This one's gonna be called pawn. And this one's going to be
cold sores or night light. Essentially they're
the proper name. Night is gonna be
called the Bishop. Finally, this is gonna
be our There we go. With this done. We are pretty much finished with
our whole set. We can bring all of the
pieces into position. I'm actually going to grab
all of the curves right here, Control G to get them
into a single group. And I'm going to
call this curves. So if we need access to them, we just check them out. We don't need that
nerve square root. We don't need the
image plane anymore. We don't need to blue pencil nor all of this
extra front Cameras. And that way our scene
here instead of Maya is gonna be a lot,
a lot cleaner. One thing of course,
we're gonna have to do is just like move a couple of the pieces up and down to make sure that they're
on top of the ground. So that when we position
them on the board, all of them are going to
fall perfectly in place. So, yeah, That's pretty much it. Now. It wouldn't be a
chess set without the full like chess
board, right? So I'm gonna save this. I'm going to open a new scene. And then I'm going to say
File and we're going to import the chess set
into this new scene. However, there's
one thing that's going to happen
here when I import. You can see here
on the Outliner, we're gonna get this names
called the namespace. Name faces are good to remember or to tell you where these things
are coming from. And as you can see,
we get all of this just sets coming or adult, if the speed is coming
from this chess set, you can keep that if you want. We don't need a curse
on this particular one. You can keep the name
space if you want, but if you want to eliminate it, you're actually not going
to be able to eliminate, or at least in older versions, it is possible now to
eliminate it like this. Well, I'll show
you a quicker way. If you go to Windows, general a truss, There's an editor called the
namespace editor. And here you can
see that there is a namespace which is coming
from the chest set file. If we just select this
one and say Delete, it's going to tell us, what
do you want to do with this? And we can merge this
with the parent, which is just the root
or Metro with the root. And when we do that,
we get rid of them. Namespace. Very, very
important to keep the scene scalene
because remember this is the new scene that
we have right here. So what I want to build now is I want to build a D chessboard, the actual chessboards,
but I want to make it the make a little bit
more interesting. So what we're gonna
do is the following. We're going to grab
all of the pieces, move them to the
side for just a bit. And I want to create one square. We're starting with a cube, will make this cube
a little bit bigger, something like this
that says a good size. Once we're happy with this, I'm going to bevel
the whole thing, but I'm not actually going
to remove that thing. I don't want to do
a smooth version. I kinda wanna keep it like this. So we have this very
hard machine cuts on the corners off the object. Now what they need to
do, as you guys know, a chessboard is an eight
by eight grid, right? 64 squares. And we need to
duplicate this guy in a way that we can
create the 464 squares. So the easiest way to do that is by making sure that we
move the pivot point on this thing and assemble a little duplication of this
elements in the proper way. So what I'm gonna do is
I'm going to press a D, and then we the V key press, I'm going to move
the full point to the farthest point that
we have right there, which is the side of the little plate that I'm
going to press Control D. And I'm going to move this. And again, I'm going to snap it to the farthest
point right there. And as you can see, this
is what we should see. We can actually push
it a little bit more. There we go. This is what we should see. As you can see, each vertex are pretty much
touching each other. And once we do that,
we do that again Here's a small trick. Once you do it, once, you can actually press shift D and they will repeat
the last action. So if you did it properly, you should be able to get the eighth little blocks
that we want here. So that's 3678. There we go. Now, I'm gonna grab all of
this elements right here. And I am going to combine them to make
things a little bit easier because I don't
want to be working with individual elements right now. And I'm going to present Dean, move the pivot point now
to the farthest point on the back and then duplicate, move it to the farthest point on the front like that
with snapping, remember we're using V
to snap whenever you see the little gizmo
there change shape. That means that I'm using
some snapping tool. So this is the snap to point. And then we do Shift d34 5678. There we go. We get our chessboard. We can combine all of this
into a single element. And now with X, we can bring
it back to the origin, to the very center of the grid. And we're going
to have our nice, like the, all of the
squares of our chessboard. So there's gonna be
like a little bit of an indentation
in-between the pieces. We're gonna be like positioning. All of this is just a second. But before that I do
want to have some sort of like border or something. I'm going to show
you something real quick about the curves. I'm going to go to
my curves again. I'm going to grab another curve. And I'm thinking
about a flat box that's gonna be like this. And then we're going
to have a couple of like little decorations. And then we're going to have the main element right there. I'm going to just
control vertex. I'm just like being
creative right here. And I invite you to do the same thing for this
particular part of the exercise. That's one of the
cool things about 3d, like we've been following the
law of references so far. But you're perfectly
free to order, completely free to create your own stuff once you feel
comfortable with the tools. So this is gonna be like my, this is gonna be the,
What's the word? The corner of the box now it
seems a little bit small, so I'm gonna make a
little bit bigger. There we go. And what
I'm going to do, you can see the pivot point
is not on the border and I would definitely liked it to be at least on this
corner right here. I'm going to press
a D and there's another snapping option which
is called the C. With C, you can do a snapshot
curve and you can middle mouse and drag and snap this
at any point in the curves. I'm going to snap it right
there at the top of the curve. Then what I'm gonna
do is I'm going to rotate this 45 degrees. Okay, So 45 degrees, what I'm gonna do
is I'm going to position this Control D. I'm going to snap it to
the lower point where the lower portion of this
chess board right there. Okay? Then I'm gonna
duplicate it again. Duplicate it again. And I'm going to snap it
now to the next point, to the next lower
point of this one, which is V, which is
that point right there. And we're going to rotate this, but in this case is going to be, we can actually turn
on snap rotation. I believe we've already
explained this one, which is this option
that we can rotate in a specific angles. And we do that. Then again. We do it. The bottom part
or the back part, 45 degrees. There we go. Then one last time. That point right there. Perfect. So as you can see now we have four corners that
are going to be creating the wound border. There wouldn't box
that they want to have as the support for my chess set. I'm going to grab this
guy and this guy. And we cannot use revolve because reward goes
around the element. But we can use a tool
that's called a loft. And they worked in
a very similar way. It's this one right here. We're gonna go over here and
we're gonna say polygons. We're going to say quads, general perspect
perspective, hit Apply. And look at that. We get this very nice border. And the cool thing
about this is we can actually select
all four corners, but it's very important that
we select them in order. So you'll want to go either clockwise or
counterclockwise, but you want to select them
in ordinary, hit Apply. Actually, no, that's
not what they wanted. That's something
completely wrong. Let's do it one by one. Then we select that one, and then we select a
curve here and here. Apply. Then we select
that curve and death curve and apply one more, one more and apply. And as you can see,
we've successfully created this whole
mesh right here. Now to make this
Mesh final laser, to finalize this Mesh, this
is what we're gonna do. First, we need to
combine it, right? So Mesh and combined. So at all four sections
are a single mesh. Then we need to reverse the normals because
as you can see there, they're looking to the inside. So Mesh display reverse. The problem is if we try
to smooth things out, it might look like we're
actually smoothing things, but this vertex right
here are separated. See that if we want to have a single mesh, we
need to combine them. Now how can we
combine the meshes or vertex that are pretty
much on top of each other? Well, the answer is
actually quite simple. We go to vertex mode. We select all of the
vertex and if we go to Edit Mesh Merge, there is this thing
called the threshold. And as you can see,
the 0.01 threshold of 0.001 threshold
will make sure that all of the elements that are pretty much on top of each other will be will be
combined properly. Now, I'm not sure I'm going
to delete history here. I'm not sure if this is
perfectly symmetrical. Account looks a little
bit like weird over here. So it looks, it looks
correct over here. What can we do is easy.
We can just do mirror. So we might have messed up
something at that point in this position over here with a way mirror here
in the next world. And we do apply. As you can see, this should fix the whole thing fairly nicely. There we go. So now this should look
up perfectly square. And what I'm gonna
do is I am gonna make it a little bit
bigger, just a tad bit. I'm going to push it up
again just a tad bit. Because I want the squares of the chessboard to be inside, like a little wall over here. So I'm going to press
Control E, bring this down and then Control E
and offset a little bit. Or in this case the
thickness a little bit, just a little bit. Or we can use remember
the key to just like extra insight
towards the inside. Now. And all of this whole, we can just fill it
so Mesh feel whole. And did Mesh poke. Same thing on the other side. So mesh, edit mesh. Ok, there we go. Of course, if we
do number three, we lose a lot of this stuff. So in this particular case, or for this particular shape, we're not actually be
doing number three. If we wanted to do
number 31 thing that we're going to have to
do is actually the lead. This guy's first go to the corners,
especially the corners. Go to all the corners and do a Bible segments
in a small fraction. Why is that? When we smooth, we keep the hard edge that
we have right there. Now, some of you might
be asking, well, do we really need to like, uh, like do or model the things
that are inside this box. And the answer is actually no. We can keep it like this because
unless we will move the, all of these blocks in or out, no one's gonna know that there's an empty
element over here because all of these things
are like properly covering. We do have a little bit
of a hole right there. So that might be our indication that we
do need to fill this in. Just again, easy, just mash, feel WHO and the face. And we poke the same thing here. Mesh, feel home. Added Mesh and poke that we go, we got our nice chess
border right here. So the moment we're
all been waiting for, Let's place our pieces. Am. I am going to show
you a quick way to do a dark square just to, just to get some quick are
nice Materials for this, but we'll talk about
Materials a little bit later. Let's start with the
ponds. So I'm going to grab this point right here. One thing we can do is press a D and move the point
to the lowest point. So when we slide
the, as you can see, it's lights on top
of the position, which should be, this guy
is gonna be right there. And we can say Control D, then shift each of the shifting, shifting,
shifting, shifting. Now remember how
I mentioned that we tend to make things
way, way too perfect. So what I'm going to do here, you're seeing a little bit
of this like a green square. Remember that it only moves,
sit on specific points. I'm just going to move it
the pons a little bit. I know there are
some chess players. I love those pieces to
be perfectly aligned. I'm just going to move them
a little bit to give them a little bit of variation. And we're going to grab all
of these guys right here, Control D, and push
them to the other side, to the next row, which is one, that
one right there. There we go. Let's
go forward to rook. So we're going to
push the point of the rook to the lowest point. There we go. When position
the rook on the board. We go. Control D. This guy's Control D. There we go. Then we got the horses. So we're going to have one
of course, you right here. And the other horsey right here. We can even give them
slightly off rotations, that's perfectly fine as well. Control D, Let's go
back to World Mouth. There we go. We just wanted, we don't need anymore
than we got the bishops. Go right there. Actually, I think the
horses are floating. So let's go. There. We go. Forces to the side. And finally, the king and queen. So this guy is right here. Squares. I'm, I'm, I'm
supposing that this side of them that's closest
to the camera, it's white. That's way the king
is right here. And we just pushed
this together. So queens should be
facing each other. That's usually the weight
goes. And that's it. My friends is, you can
see we've finished our little element
right here. Now. What else can we do?
Well, of course we're going to select everything. We're going to
delete the history. We do not want to
freeze transformations. Why not? Because freezing
transformations might This allows us from doing other stuffs later
on if we want to. But I do want to do a nice
render for these pieces. And the question
is, how can we make this pieces like
different colors, right? Because if I, if I
choose render right now we're gonna get their
traditional clay render, which is not going to look bad, but it might be
interesting if we could, that just looks slightly
different colors. So I'm going to grab all
of the white pieces. I'm going to right-click
and I'm going to sign a new material or node. Ai standard surface will, will go over this whole
thing later on if you don't want to follow
and you want to wait until the rendering stage, that's perfectly fine as well. So here on the center, I'm just going to actually, I'm just gonna keep it
like that because that's actually a white color. And then I'm gonna go
here, assign new material. We'd right-click Arnold
AI standard surface. This one I'm gonna go
for like a dark red. Something like a little
bit more desaturated. There we go. Now, one more thing that we should do is
the squares, right? So for the squares, the problem is it's
gonna be a little bit more complicated, but
it's not that bad. So I'm just going to right-click where it first of all,
I'm going to right-click. I'm going to assign
existing material. I'm going to add the
standard surface one, which is the white material. And then we're gonna go to face mode and we're
going to start selecting one of each
face is like this. Okay? So we're going to
create or select the checkerboard pattern
that we normally get. Like this. I'm pretty sure that's
actually wrong. That should be. If I'm wrong, I'll
check in just a second. Think I remembered that the queen should be
on its own color. So since the queen, the
white queen is right here, it should be on a white square. So we just double-click,
we're double-clicking. Remember when we double-click
an island or a face Island, we're selecting all of the faces were connected to that island. By double-clicking all of them, we can right-click and
assign the new material or the existing material and
assign the AI standard surface. And this is what we
should be getting. Finally, we can go
and say File Import. Let's import our
barrel Render again. Import. We don't need the barrel
or this guys right here. Guys right here. And of course, all of the things that we've
done here with the element, we're going to Control
G to group it. We're gonna make it smaller. Let's just rotate it around a little bit so that we can see it from a nice perspective,
something like this. Let's go to our render view. There we go, because
we're going to change this to a two K squared, which is the one that
we've been using. We find a nice
framing like this. We save real quick. This is actually let's save. We're going to call
this chess render. We can just go
Arnold and Render. And look at this view. The full model
looks great, right? Not bad. So after what was it like an hour or a
little bit more than that, where we now have an actual prop that we can see on the movie. On a film, this
wouldn't be eligible for gains because it's
a little bit dense on the amount of
polygons that we have. But look at how nice this chest it looks with all of
the different business. And the cool thing is if
you made it this far, you made it yourself. I showed you the tools, but you were the
ones that made all of the clicks and all
the different things. So you are the ones that manage to create
this final result. So yeah, this was
pretty much it guys. We're gonna have
one more modelling exercise on this, a
modelling chapter. Then we're going to jump
onto the next chapter, which is going to be
UVs and Textures. So make sure to
get to this point, to get used to all of the
tools that we've been using. Because the next
exercise is gonna be a little bit more
challenging than this one. Yeah, hang on tight and I'll see you back on the next one.
18. Environment Basics: Hi guys, Welcome back to the
next part of the series. Today we're gonna be doing
a little and environment. And I wanted to use
this last exercise on the modelling section to show you how we can
incorporate all the tools that we've learned
so far to create what small environment. So if we navigate to our
source images folder, you're going to find this
fantasy door right here. It's a cool concept. And not only are we going to be Modelling and texturing this, we're actually going
to be rigging it and I'm gonna be
showing you how we can create some really cool like a Animations with the
mechanisms of the store. Now, the first
thing we need to do is we need to talk about scale. We have mentioned
this briefly before, but instead of Maya, when you create an object,
this object is made out of a one by one by one cube. And the units that you normally find instead of Maya
are centimeters. So we definitely
want to bring this into a real-world scale. And if we were seeing this door on a castle or a
dungeon or something, it will be at least 2 m, right? For my friends in the US. I believe that's about six-foot or seven for
something like that, so a little bit bigger. So what we need to do is we
need to change the dimensions of our grid so that we can
work in real-world scale. This is not something
that you do all the time. You can work at smaller scale and then just scale
everything up once you're exploiting
this to like a game engine or
something like that. It's a good idea to try to model everything in
real-world scale. So if I grab this cube and they changed the scale right
here and I say 200, that's gonna be 200 cm. This is how big I want
at the door to be. And usually they're
about 1 m wide, so I'm going to say 100. So this is like a normal size for a door, probably
a little bit more. I think the default is to 30 by 110 or
something like that. So let's do something
closer to this measurement. Now as you can see, the grid becomes
really, really small. And I've had some
students that are really scared about modelling
things outside of the grid. It's not going to like nothing's gonna happen if you
turn off the grid, this thing is not going
to fall into the ground. There's, there's no gravity right now here instead of Maya, so you're perfectly fine, but it does look a
little bit weird. So to change that,
we're gonna go to display a grid and we're going
to go to the options here. We're going to change
this to 110.1. I'm gonna hit Apply. And as you can see now,
the grid is going to look closer to what
we're used to see. Going to delete this, then
we're actually not yet. Let's go to the front view. And let's go to our
image plane right here. And we're going to
import our fancy door right here, hit Open. And we're going to
scale this up until the main size of the door fits inside of the volume
that we want. It's going to be a wider door, of course, but this
is what we want. Now, I would expect this
door not to have this. This looks more like a window than the door, but that's fine. We'll just Malda whole thing. And that's it. With this, we pretty much have the required size
for the element. And now we can start thinking about the general construction. I'm going to show you a
technique that we use very frequently when working with environment that's
called a blocking. Sometimes when you
are working on a game or an inexperienced
or whatever, you want to see, roughly how things are going to look
before you start modeling. Just to save a little
bit of time and make sure that all of the
things are looking like, okay, we're gonna go
to the front view. And what I'm going to start
doing is I'm going to start creating
very basic shapes. So for instance,
for this handle, I'm going to create a cylinder as you'll have my steps nap, turn on. That one's
gonna be right. They're going to
make a lot thinner. So I would expect this
to be quite thin. We can push this
back by the way. Then we need to create
a wall, of course. So we're going to create
a big plane right here. Rotate this 90 degrees. And this is gonna be
my wall right there. So let's push this wall a
little bit further back. Then, we need to have
this Arc for the door. So I'm gonna go to Create polygon primitives
and we got the pipe. Push this up. Let's scale the radius. Let's scale the height. One
other, hide the thickness. There we go. Let's bring the radius given the higher should be right around
there, there we go. That's actually really close. So let's change the
thickness a little bit. There we go. And what I'm gonna do, just to make this a little bit nicer, we're just gonna delete
those for just a second. And if we go to perspective
view, of course, we're gonna have to
scale this up to get a really nice depth
for the whole door. Then we have a Secondary, like a wooden ARQ. So I'm gonna duplicate this, make it smaller for
the wouldn't Arc, which will be right
around there. You can see that the doors
is not perfectly straight. That's fine. Where we're going to ignore certain things
about the concept. And that would expect this to be a little bit less effect. So something like that. Going back here,
we got the handle. I'm just gonna use the
basic for the handle. Just make the handle
little bit bigger. Scale this representing
again the handle. Something like that. Perfect. And I'm actually going to
reuse this cube to create. This is the big leg
actual mechanisms. So I'm expecting that when you move this
thing right here, this elements goals probably to this I read here
because this is the it looks like this is
the thing that's locking the door into them
into the wall. So this whole thing, just like
pump moves a little bit to the side and it allows
you to open the door. So again, just a very basic, very, very basic blocking of
how this thing is gonna be. This one of course,
is gonna be up here. I would expect this to
be right here as well. Probably not as thick,
something like that. Now we got the door right. So the door is let's
go front view. There we go. The door as a curve door on top of any sort of like
straight door on the bottom. So I'm gonna go with a cube. Let's start with a
VQ cube right here. Get the main shape of the
door and under division, so I'm going to add a
couple of divisions on the width, something like three. Why? So that they can go
to the vertex and just push this guy's
up a little bit, create an overlap with the
upper elements and just continue moving this
thing so backwards. Make this a lot thinner. There we go out,
something like that. Since girth, we go
to the front view. Then we got two more cubes. Right here on the sides. There's going to capture
the general volume of this things. Pillars
right there. We've got the a frame
on the lower side. So before I do that, I'm going to combine
this two elements. And I'm going to move
the vertex of this like arches down so they
touched the cube. And this cube, we can actually mirror it to the other side. So World X negative. Again just together, a general idea where this
thing is gonna be. I can definitely see that the door is going to
need to be a little bit wider so that we don't
see the whole thing. There we go. Let's go to
the front view again. And now we're just missing
this like Frame right here. I'm going to create
another cube. Bring it like right
around there. Go to this faces
Control E. Push this down at one division right here. Grab this interface right there, and Control E to the center. We can snap it to the center. And again, we know that
this element right here, we can grab this object and
mirror it to the other side. There we go with this
done, and of course, push the wall closer to what we will expect
this thing to be. And if you want to be like
super precise right now, we could even delete the faces on the inside
of the wobble. We don't really need to. In this, I said this right here, my friends is called
the blocking. And as you can see,
it allows us to see a very good idea of how this whole door is going to
look when it's on the game. Of course, we need
to model all of the details and a lot
of different parts. But as you can see, this
is gonna give us a really, really nice result. Now, if you want to see this a little bit better
here in the viewport, I want to show you a couple of things that you
can do to improve the look on the view-port
without having to Render. First of all, we can turn
on this option right here, which is called screen
space ambient occlusion. And it's really good. It's a little shadow that
we get and we can see a little bit more
contrast between the different pieces
that we have. The other one is this one right here after the
ambient occlusion. It's two bonds
after that one it's called the multi-sample
anti-aliasing. And this will soften up the elements
anti-aliasing for those of you are unaware of whether
this give me use one. Anti-aliasing is this
thing that happens with screens where
we're using pixels. All of the screens that
we have in the world work at the time
of this recording, all of the screens
are made up of pixels and pixels r-squared, right? So when we have a line that's not going in the
direction of the pixels, we get this sort of like jaggedy
edge with anti-A lysine, we soft and we blurred a
little bit deadline to make it look a little
bit less intense. So that is you can see
softer and softer. The effects here instead
of Maya, hopefully on the screen you can see a
little bit of the change. You will see some lines
be a little bit thicker, especially like on the
wireframes and stuff. But yeah, that's a couple
of things that we can do. Now, as you can see here
on the concept ART, there's actually a light source. See how we have a very
nice light source hitting most of our
door right here. Well, we can actually add a little light source that
is not an Arnold light. Just to again, get a nice idea of how things are going
and make sure that we get the proper depth with different parts of the store. So if we go to rendering here, not Arnold to rendering, we can add this point Light, which I really like using. And then we've compressed
the number seven on our keyboard and we're
gonna go into light mode. And as you can see,
this is going to start working very similar to what
we have on the concept. I'm going to turn on
this option right here. There's no number for this one. You need to click it
directly, which is shadows. And as you can see, now,
we're gonna get some shadows. And again, we should
be I'm sorry. We should be able to appreciate a little bit more
how things are looking. So if I take a look
at the concept, you're gonna see that
there's quite a bit of depth between this wooden
frame and the door. So I probably need
to go to Maya, either bring this whole arches up or out a
little bit more. Maybe even this one needs
to be going a little bit more to create a nice
step for the whole thing. Now if I move this light
little bit closer to the side, we should start seeing a
very similar shadow here and look at that shadow right there to what we have on the constant. And that tells me
that we are going are we are creating the proper
depth for the elements. I don't usually work with
lights when I'm modelling, it tends to be a little
bit distracting. But from what's the word from
a production perspective, it's good that you can
show your Art lead or your clients how things are looking even before
you start working. So if I was working
on the studio, I would definitely just
like Dewey quick test and send this to an
engine to make sure that the scale of this
door like matches the character or the enemies or wherever this thing
is gonna be, be. Before I start modelling all of the things that we have
here on the concept. But once I have the
blocking ready, well, now we're ready to start working on all of the different pieces. So let's, let's stop
the video right here. And then the next one,
we'll just start building all the different parts
that make up this door. And we're also, as I mentioned,
we're going to make them, we're going to build them
with Animation in mind. So all of the species
would eventually be moving once we get
into the reading section. So let's go
19. Door Modelling: Very well guys. So let's start now Modeling
our element over here. I'm gonna grab this whole
thing and this works again, it's a really nice blocking. So I'm just going
to Control G called this group of lock-in. And we're gonna save this. Some people like to
call it blackout. I've always called it blocking, but both of them, same things, just a very primitive way to showcase the main
volumes of our elements. I'm going to create a new layer. I'm just going to hide it so that we don't have to see it. And when we take a look
at an object like this, we always need, need
to ask ourselves, where are we going to start? Like, what's the first
piece that we wanna do for this particular object? And you're free, of course to start with anything
that you want. But usually, and this
is an advisor that was given by my sculpting
teacher several years ago. You always want to start
with the big shapes first because the details, even though they're
really interesting and really cool to model, the details are the last thing that you want to
be worrying about. If the structural form, form or the primary forms of your object are properly done, then everything else should
be fairly EC2 to just follow. What I'm gonna do here is
I'm going to start with a cube and I'm going to
do one of the planks. As you can see, this
are asymmetrically. I actually wanted to go and make them a little
bit asymmetrical. So not all of them are going
to be the exact same thing. I'm going to make this really, really weak so that we can
create the long plank. And I would imagine
that opens right here. I'm going to grab this
vertex and bring them down to right
around there again, we're probably going
to have a little bit of overlap here, but not too much
because I do want I do want to capture the
curvature of the door. So something like that. Then what I'm gonna do is I'm going to make this
a little bit thinner. I think something like
that, That's good. I don't want this to be
like a strong, sturdy door. So something like this. We're going to double
this two segments and the small fraction to give
it a nice smooth effect, Let's turn off the anti-aliasing,
the amine inclusion. We don't need it
right now. Once we have this, I'm
gonna do Control D. I'm going to start building
the next elements right here. I want to be very
careful to respect the depth of all
of the elements. So Control D, Control D. I don't want to leave any
spacing between them. So I'm going to like push
them really, really close. And what I'm gonna do
some probably going to bury the thickness a little
bit with some of them. So for instance, that one's
a little bit thinner. And then we're gonna make this
one a little bit thicker. There we go. And then another one. There we go. Let's grab
one of the originals. Bring it right there. Perfect. Then we'll
just grab I mean, we can just duplicate
some of this guy's, save ourselves a
little bit of time and move them all
the way to here. Can we don't want
to see through it when I make sure that
the topology is really, really tight right there,
this one right here. I kinda wanna push it
a little bit more. There we go. And
this one right here, I also want to push
it a little bit. So that's the main
structure of our adore, which is looking
quite, quite nice. If you want. One of the things that we can do is
we can actually change the position of
some of these blocks. So this is a technique
that I like to use to add a little
bit of variation. But before I do that, let me, let's fix the curvature of
the element right here. Now, I'm going to crop
all of these guys, and I'm going to combine
them into a single object. And it might seem a little bit, whether it be, well will be the word weird what
I'm about to do. But we're gonna be using
something called a deformer to capture or, or move this thing
closer to the position. And then we're manually going to adjust the curvature
of the door. Because again, I definitely
want this door to it will look like a door
and move like a door. And therefore we need to have
this curvature on the back. So if we go to the
different options, we can create something
called a lattice. The lattice is literally a box that goes
around the object, the bounding box of your object. And this box has something
called lattice points. As you can see, it only
has two components, the object and the
lattice points. In this lattice
points will move, as you can see in a very
nice like deformation way. All of the things that
we have right here. So this is a super, super handy way to the form of an object in this
particular instance. So I'm going to bring
this down to three. We don't need as many points
on the verticality of it, but we do need more
divisions on this one. So we're going to bring this
to something like eight. There we go. Now, if we go to the front view, we can go to our lattice points. And I can start grabbing some of this lattice points
and moving them down. And as you can see, by moving
this lattice points down, we're modifying the way
the vertices are working. And we should be
able to capture, or at least get really close to the proper curvature
that we're going for. Something like this. There you go. Look at how nice the
planks look here on the upper side of the door. That looks really, really good. To get rid of the lattice, the only thing we need to do is the little history and that's
similar to the curves, will get rid of them. Now, as you can see on
this site right here, we're not getting the
exact thing that we want. So we might need a couple
of extra divisions, especially on this site
elements right here. So I'm going to add two
lines here with my cut tool. And then I'm going to manually just fix some of this position, all of these points right here. Door is a slightly asymmetrical, which again is perfectly fine. Two more natural
view, more realistic. And we get this. Okay. Now we cannot eliminate this new I just did we add,
we're going to keep them. But what we can do, again to give this door
a little bit more, life is we can select a
couple of this planks, for instance, hit Scale and
just slightly scaled them in. And then we can select
some other ones, like, let's say this one's right here and slightly
scaled them up. What that's going to
create, as you can see, it's going to create a
very interesting visual, like a difference where all of the planks are
not exactly the same, they're not all uniform, and we get a very nice natural. Now imagine how this
thing is gonna look once we add the texture
and everything. And that's going to look
really, really good. So, yeah, that's pretty
much it for this, for this wooden block. The last thing I
need to do, again, talking from an
Animation perspective, is I need to move the
pivot point to a position, in this case, on the side of the door that will
allow me to move it. So we know that this
thing like locks into the wall when we pull the lever or move
the lever around, this thing moves inwards
towards the center of the door. And then there was probably
going to be a hinge on this site that allows
us to move the door. So the rotation of
this door should be right here so that
when we open this door, it probably only
opens one way, right? Because we have a lot
of things over here. So when it opens this way, we get this thing where here
we don't see the hinges. We could model them,
but we don't see them. And remember one of the rules that we follow are not rules but suggestions is we
don't need to spend time on something that's
not gonna be visible. I do think it's a
little bit thin, so I'm gonna make the whole
door a little bit thicker. There we go. That
looks a lot better like huge beams of
word right here. Now let's go onto the main
section here of this lever, which looks really, really cool. I'm going to start
with the cylinder. I'm going to bring this up. I'm going to rotate this around
and get this right here. Now, we're going to of course, make this a lot thinner. And it looks like it has
a little bit of depth. So it's gonna be sitting right here on the
wood like that. Then there is, as
you can see here, a section, will We got the
nice sharp bevel here. So I'm already going to add a nice bubble there
on the border. In this particular case, I know sometimes I'll tell you guys to delete the back part. Glad I'm not going to
delete the back part. And this one, I'm going
to actually give it the small bubble as well. There we go. If we go
to the front view, we can select that
this vertex right here and say Control F 11, extrude and use offset to get
to that line right there. That's very important
because that's the line that's gonna be moving. So we need to
create kind of like the space where
this whole cylinder is gonna be rotating around. When we move this lever, this intersection will rotate while the other section
remains is still. So at this point, I'm going to show
you another trick. If we select a natural
right here and we bevel it, we're going to get
a little segment. We were actually kinda
like splitting that edge. And we can play a little
bit with a fraction to find the proper position. And there we go. Now, it's just a matter
of grabbing again this vertex and
extruding this there. That's it. Finally, we just grab
this edge right here. Nice bevel, again, two
segments in a small fraction. So that when we
press number three, we get this very nice effect. Look at that super clean piece right there for
our, for our metal. Now, let's do this lever piece. So the lever pieces, you can
see it's a little bit round. Then we have this like huge
handle poking out of it. So I think I'm actually going
to start with a sphere. For this particular one. I'm going to start
with this fear. I'm going to scale this up
and I'm going to snap it. Remember V with a, with movement, I'm going to
snap it to the center there. Rotate this so that's facing us. Let's go right here. There we go. I can definitely imagine this
thing being a lot thinner. So something like that, that
looks actually really good. And you can see we have
an inner circle where the whole handle lists
like attached to. So I'm going to go
to the front view. And as you can see, it's not exactly centered. But I see that it's
like 22 edges white. So I'm going to select
this guy and this guy. And I'm just going
to say Control E, W, I'm going to push it up. I don't want to use the
extrusion here because it's going to do
this or like flare out and that's not
what they want. That's why I'm pressing W. Just push this up. Or for worse, that's
gonna give us the again the handle where our main
element is going to be. Health. Seems a little bit
big to be honest. I'm actually going
to go back and I do want to have two lines, but I want to have the
inner lines right there. So Control E, W
and push this out. Now, again, looking
at the element, this part right here, it seems to be going
in a little bit, and then this has
a strong bubble. I'm gonna do it. There we go. That's what it looks
stronger, Lacey, like a shine right there. And then we're going to
grab some of this edges. And we're going to
beveled segments and small fraction. There we go You can see we get this piece. Again. This is the piece that eventually will rotate
with the handle. Now, for the handle, this is where things
get a little bit tricky because we're going
to be creating two different elements
that are gonna be will combine together. I'm actually going to go back a little bit here
with the bubbles. So I'm going to Control C and we are going to be doing
the handle real quick. So if we go to the front view, we take a look at the handle. It's a very simple handle. And it would be ideal
if we could extract that the base of the handle from the shape that
we already have here. So what I'm gonna do is
I'm gonna go to the side. I'm going to grab it this
four phases right here. I'm going to say
Control E offset to create a little
offset at right at that part. And then Control E. And we're going to
extrude this out. As you can see, this is gonna give me the base of the handle. Now, I know actually, did I rotate this thing? I'm wondering if I wrote
to the this thing. Well, that's fine. Let's grab this four faces. Know, hey, the second, I just want to make
sure that this is as symmetrical as possible. So what we're fine. So one-two-three-four,
one-two-three-four, control E, a little offset, and
then Control E and we W, we're going to push this out. I'm going to scale this. So this is perfectly
flat in this, indicates this part right here. Okay? So it's similar again, just imagine,
imagine that we're, we're transforming
the shape into what eventually will be
the hand control E. And we're going to push it
all the way to the head. I know that handle
those up here where we're going to be
modelling down here. We're gonna go here
and we're going to add a couple of divisions, 1234. And then if we go to vertex
mode or to edge mode, we can grab this
edge is right here. I'm going to scale them in and start making them thinner, thin. Then. And then over here, we're going to use
this vertex right here to give it a little
bit of roundness to that, to the head of the handle. This one's, we're going
to bring them back. There we go. As you can see now, we have a shape that's coming off a different primitive and we create the handle that the
player would just like interact with to
rotate this around. The rotation looks
a little bit weird. I'm going to have Freeze
Transformations real quick. Just wanted to make sure Maybe it's my eyes that
are deceiving me, but it feels like I'm rotating wanting to one side
and then I'm getting the rotation on the other
side. But yeah, there we go. So as you can see, when
we press number three, we get a really, really
nice handle here. Now, if we want to like play a little bit
with this elements, now we can go here, add like a support
line right there. We could even add the
support lines right here, another one right here. And those are going to help with the pebbles that
we need over here. We can even grab
this guy right here, that bullet, two segments
in this mole fraction. It's going to give us a very
nice like modeled effect. Let's go in here, babble two segments
and a small fraction. And there we go. As you can see,
we've successfully created the section right here. Now, where is the
rotation going to be? The rotation is
gonna be there on the center because we want
this thing to rotate. Like, like handle, even
though the player is going to be affecting or modifying
this thing right here. So from a reading perspective, we might add the controller here so that the animator can
animate from this point, but the rotation is gonna be there on the center
of the object. Now, I would probably
expect this thing to be available on the other
side of the door as well, even though the door won't
will only open to one side. But again, if we're
not going to see, we really don't need to
model it all the other side. If this was gaming,
I'll probably just mirror this
to the other side. Finally, you can see we
have a couple of spheres, six spheres to be exact. So I'm going to
create a new sphere. I'm going to bring it
to the center here. Make those a little bit bigger
decision that right here, I'm going to make sure I
select both of these guys. And I'm going to
make sure to snap this to the very
center right there. And then we're going
to rotate this, so that's facing forward. Just to get a nicer effect. We don't need as many divisions. Usually when I need
low poly versions of spheres 12 is
more than enough. It keeps it a lot
more manageable. We're going to have
a right there. Now, if we wanted to
have at the six spheres, we can again practice the use of duplicate Special
because the force just like duplicate
them and that's it. But I do believe using duplicate Special might make
this a little bit easier. That makes it a bit flatter,
something like that. I'm going to grab both of
this elements and they need to move the pivot
point of this guy. Remember with D to the center
of the point right there, then we just use a
little bit of math. So 360/6, that's 60 degrees. Note that we go edit, duplicate. Special in this case
is on the c-axis. So we're gonna do 60 degrees on the c-axis and we need five copies because
we already have one. And if we do apply,
That's what we get. We can grab all of them,
are even all of this piece. Just combine it into
a single object. And there we go. We've got the basic
shape of our door ready. And everything is
getting prepared for the animation process where
we're going to be able to animate this
elements right here. So I'm going to stop
it right here, guys. And in the next video
we'll talk about the mechanism that
we have right here. And then we'll go
over the next parts of the frame of the doors. So yeah, hang on tight and I'll see you back
on the next one.
20. Door Mechanism: Hi guys. Welcome back to the next
part of the series. Today we're going to continue
with the door Mechanism, which is this part right here. And let's get to it now, before we started modelling, it's always a good idea to, to really look at the
constant value like, okay, that looks cool. This has actually worked
like this. It makes sense. And it doesn't make a lot
of sense to be honest, this looks just
like a declaration that this sort of
doors usually have, but we need to make
sense out of it. So even though it might not
look like it could work, we need to imagine that there's some sort of mechanism
behind this thing. So let's do the
sorts shape first. And for that one I'm going to
use the quadro techniques. So I'm gonna go Mesh
tools, create polygon. I'm going to create a nice
little triangle right here. Actually, I'm just
going to hit Enter. I know I've mentioned triangles
are not usually ideal, but I'll show you how
we're going to fix this and that then with quadra, we're going to start drawing
the remaining parts, so that's our square. There we go. One thing we can do later on, this just fixed this and
make a fake triangle. I'll show you how to
make one of those. And we're gonna go all
the way over here. So that's one, that's 233.4. And then over here go. And I kinda wanna make
this symmetrical. So I'm just going to do one of this top part's right here. I'm going to have one
line right there. Actually. Need a
couple of lines, probably like force,
it's gonna be like 1234. There we go. Like that. Then we add a couple
of lines here. There are going to fill in this section one
more line there to, to capture the curvature of
this area little bit better. And even though this is
not perfectly symmetrical, I do want this to be
symmetrical to the bottom part. So let's delete all
of these faces. And let's do a little
bit of cleanup. I'm going to grab all of
the vertex right here. I'm going to scale
them so they're in the same exact
plane right there. I'm going to grab all of this
guy's to the same thing. There we go. So we're going to push this
whole geometry for Worth. And again, from an
Animation perspective, this thing should be
going into the wall. So I'm actually going to
push this a little bit more. Probably something
like that should be more than enough because I don't want to be moving this
whole thing too much. And now we're gonna give this a little bit of
thickness or Control E. Push this forward. I think that's more than
enough thickness. To get the proper mirror. We're going to select all of the faces on the bottom part. Delete dose. And we're going to shift
right-click mirror. This is going to be white
negative bounding box because we want to
go to the limits of the object and we hit Apply. There we go. Look at that. It's really, really,
really cool. Now usually this sort of like metal details have
a lot of bubbles. So I know we haven't
done this a lot. I'm actually going
to go and manually select all of the edge loop that goes through the element. As you can see, when we
try to select the natural, it stops because it doesn't
know where to continue. So we need to be very
careful and select the whole thing right
here like that. And once we do that, we're
gonna give it a bevel. I'm not going to change where I'm actually not going to add a two segments in
a small fraction that we would
normally do because I do want to have that sort of like metal like faceted
look right there. Now in order to keep
that when we smooth, which is something
that we definitely need when start
adding support edges. So we need once
production, the back, one right there,
one right there, and one more right here. There we go. We're going to
add one here and one here. So when we smooth, we don't lose any of the square effects. And here is, you can see when
we tried to add one line, it's gonna, it's gonna stop at the triangle, which is fine. It's going to change the
triangle into a square. But now the triangles
look a little bit weird. So how can we make
fake triangles? So that would, this works
a little bit better. Well, a fake
triangle can be made by simply adding one
line right there, like right there
in this section. As you can see, that creates a square that has three of its vertices
on the same element. So now we get something that
looks a little bit better. And if we want to
add, for instance, one line right there,
it is going to work, is going to work like a support, which even though
it looks really, really, really, really weird. We're gonna have
another one right here, and another one right here. Probably add one
more right there. And it will make it look. It might have a slightly weird
pinch, but it should work. That's the one more right there
and one more right there, one right here and
one down here. Those are also going
to help with the sort of like sharp look. There we go. Get the really nice
triangular looking shape, very medieval looking at. Definitely want to add
one more right here, one more down here. With the opposite edge loop. Off the edge loop, we're
going to add one right there. As you can see A really cool looking shape
right here, really clean, really clean like a bolt or however you
want to call this, this thing right here. Eventually will slide
sensory appeals point. And they will slide
probably this much, like not a lot, but just enough so that it
gets out of the door, right? So that probably
means that we need to bring this elements
just a little bit closer so that when we move it and it stops with this
like handle right there. Again strongly, you're gonna
be like right around there. We have enough like a
clear for the door. So there we go. Let's bring this back where it's supposed to be and let's start adding some
of the details. So as you can see
for the details, we've got this
interesting elements. Most of this stuff is
usually added in texturing, but we can create these
fear that's gonna be a good place holder for
all of this Textures. So I'm going to
create these here. I can bring this down
to eight samples, or 12th horse will 12 divisions. And here's what I'm gonna do. I'm actually going
to grab all of this vertex right here.
I'm going to flatten them. I'm going to push
them up like this. So this creates like a bolt
that has a, a, a backpack. But we're not going to be
using that back part as much. If we wanted to be a little
bit more performance savvy, we can delete a
couple of edge loops right there so that we don't add too much divisions on the console that kind of
see like a little border. So I'm tempted to just
grab this guy right here, given an extrusion,
small offset, and then a second extrusion. And another officer
right there used to create a little bit of a
bump, something like that. I feel like that it
looks quite nice. My God. Now we're going
to rotate this 90 degrees is what we
have right here. We're gonna go to our front view and we're just going to
start positioning it. So that's the first
one right there. Let's get old way. They're probably
make a little bit flatter, something like that. From View. There we go. Duplicate, duplicate,
duplicate, and duplicate. This one is like the big one, so I'm going to make this
a little bit bigger. I'm not going to move it from the position that
we currently have because I want to distribute
like the stopping element. This is the thing that's
going to stop with them with a mainframe or with the main Leica like
that metal lock right there. And yeah, that's pretty much it. We do have a couple of more up here on the center
of this thing. A little bit smaller. Move this down right around. There. Doesn't have to be
exactly symmetrical. Gives surface. Now this log, we
don't see it right? But we could eventually make
this look evenly thicker. I don't think it's
necessary to be honest. But there we go. So that's one nice
effect right there. Now let's do this
piece right here. This piece right here. I think we can also do it
with our quadro techniques. So we're gonna go Mesh
tools, create polygon. We're going to create a nice
little square right here. And then with quadra, we're gonna do another
square root there. And this will be
the middle section. We clean this
vertex a little bit by making sure that they're
very flat right there. And let's bring that shape up. Central point and
will push this up. It's gonna be right around
there because it's supposed to be like embedded
on the width as well. Even if there's a little bit of overlap, that's perfectly fine. Control E. And we're going to push this out quite a bit,
something like that. Now, we do need to create that hole where this thing
is gonna be sliding through. Otherwise it's going to
look very, very fake. So I'm going to push
this a little bit more. I'm gonna go with my knife
tool and we're going to add one line right there. And then another
line right here. Because I know that
this face right here, or this face is right here, we can eliminate to
create a little like a space where this thing is
gonna be sliding through. Now to fix this,
I'm going to grab this three lines and grab
these three guys right here. We're going to bridge and
we're gonna do the same. This would this one. There we go. We've got this face, delete it. Make sure the
vertex are aligned. And what do you think
we're going to be doing? Of course, we're going
to be mirroring here. On the Y. Negative X is
bounding box and we hit Apply. And as you can see,
this is going to create a really clean effect
for the whole element. I can see that this saturate
here and this is right here, need to push further up. This one specifically needs
to go quite a lot lower. Seems like we actually
miss this one as well. A little bit lower. Maybe we miss the exact center of the element, but there we go. We got the nice
piece right here. And if we take a
look at the concept, you can see again a
couple of Babel areas. So let's grab this area
and let's do some bevels. I'm going to grab all of the top part right here,
all the back part. And this guy, whenever
you do a babble, especially like this bevel
to them about to do, you should always
close the loop. Because if you leave
the loop open, you are open to creating an guns and we know and glands
are not a good thing. So we grab this whole
thing right here and we bubble holding not that
intense, something like that. Now when we go to number three, we need start adding
some support edges. So let's go over here. Support edge right there. Want support, it's right there. One support edge right there. Once reportage right there. One support their wants
support there once before they're one on the
back, one on the front. That already is looking
a lot more blocky. One right there.
One right there. One right there,
one right there. It's going to help hold the
edge on that specific corner. One right there and
one right there. And as you can see, this
gives us a really nice, clean like double look overall. I think we can add one
more extra right there. And right there. There we go. This is the mechanism
that's going to stop this big elements. So we can imagine that if we grabbed all of
these guys right here, I'm not going to combine them, but I am going to group them. And if we center
the pivot point, when we animate this thing, this thing will move until
it hits right there, right, like that's where this whole
thing is going to stop. Now I can definitely tell
now that either this guy, it's not align to the center. There we go, That's
a lot better. This case also seems to be like a line a little bit lower. I'm going to push
them just a bit up. And that's it. So this is the
maximum distance that this thing is going to
move or the group itself. You can see five units, I think minus five units
is perfectly fine. So I need to make sure
that this vertex right here are open when we move it. And if we go back to the group
and we see where this out, this is how much this is
gonna go into the wall. Not a lot, but again, it's just a fantasy doors so
we can play around with it. If we want more distance, we can move this thing a
little bit further back, like bare for instance. And that's gonna give us a
little bit more distance. Or we can move this sphere
like a little bit further up. I think that might be a better
idea so that we can give this a little bit more
strength for the holder. We don't want invaders to be
attacking our castle, right? So, yeah, that's, that's it
for this one right here. Now we're missing this or like handle or another plate
that we have right there. So let's start with a cube. Bring this one right here. Looks a little bit the
way it looks like a, just like a
reinforcement sort of thing. So I'm gonna
go with the cube. I'm going to add one
division and the center. Grabbed the vertex right
here, scaled them up. This guys are gonna go up here. This guys are gonna
go down here. Let's center the pivot point. Find a good position
for this thing. And since it's a
simple geometry, we can just double the whole thing segments and
this mole fraction. This is going to rest
right there at the center. We definitely need to make this. Maybe we can make this a
little bit smaller again, that's going to should give
us a little bit more room. So that thing is going
to rest right there. And I'm not sure what that is, but it kinda looks
like a handle to me. So I'm gonna, I'm just going to follow the shape that
I'm looking here or there. I'm gonna do is cylindrical
handle because it looks like a loaf of bread,
but it looks really weird. So it's going to use a handle, maybe, maybe you unlock it and then you manually
move this thing. So I'm just going
to add a cylinder right here in the center. Push it outside of the
elements so that we can connect it with other
two cubes or cylinders. I definitely wanted to
bevel this elements. This is where we're
the creative part of the 3d process
can come into play. There are, I mentioned
this before. There are a couple of
school of thoughts when we're working
with concepts. Some people say that you need
to do it like perfectly, perfectly exactly
like the constant. And sometimes especially for products and things like that. Yes, it's very important. But for other things, especially fantasy stuff
like this one right here, I personally think that
it's perfectly fine to switch things
around if needed. If you think that certain
things are looking or might look a little bit better with what you're having mine, then that's what
we're artist, right? Like we went to, went to leave our impression on the
things that we work in. It's perfectly fine to
improvise a little bit. Let's do this right here. Grab both of them. Combined babble segments
and this mole fraction. There we go. We've got a handle,
actually one that again, I want to add just a
little bit of offset. Then another offsets. And then push the scout. And then another office. It's just like four or five, extrudes that I'm doing here. What's going to look really,
really cool. There we go. I might even want to go
to this guy right here. In throwing an extra level. Just the one that's in one. And there we go. Not bad, right? So yeah, I like this. I think we can make this a
little bit bigger though. There we go. Cool. So with that, we've pretty
much done with the Mechanism. One thing we can do is we can also grab this guy, this guy, and you can middle
mouse and drag it into the group that
we created so that when we move this whole group together, everything
moves as a whole. We can call this Mechanism. We're going to be doing
a cleanup pass later on, but this one right now
it's a good way to start. So that's it. We got the Mechanism ready, but we can turn on the me,
the collision and stuff. Start seeing how this
door is looking. Quite nice if I if I
may say so myself. And we're ready to jump
onto the next part, which is going to
be a little bit of the architecture that's gonna
be supporting this door. So hang on tight and I'll see
you back on the next one.
21. Door Frame: Hey guys, welcome back to
the next part of the series. Today we're going to continue
with the door Frame. However, things are getting a little bit BC here
with our elements. So one thing we can definitely
do is create a new layer. If you remember, we have this, which is our lock-out, lock-out layer, we're
going to call it. We actually don't need it
anymore so we could delete it, but we'll keep it for now. I'll grab everything else
here, create a new layer, and just hide that
layer as well so that we can focus on
the actual frame. Now, this frame, as you can see, has a quite that big of
a thickness right here. And it has a really,
really interesting shape. And again, this is
one of those things that works really well. We'd are tracing technique
that we've been doing, especially the lower portion. This upper portion, we
can definitely do it with an ark if we've, as
we've done before. But this lower portion, I think, will benefit quite a bit
from having a trace. So I'm gonna go to my again, my Mesh tools create polygon. We're going to start creating
a polygon right here. Now, this thing that
I'm seeing right here, it looks to me like
the perspective. So I'm not going to be
or I'm gonna be ignoring that thing happened here. G1234. There we go. I'm gonna go to vertex mode.
I'm just going to flatten this thing so they're
perfectly straight. Usually with
architecture, you want things to be really
straight. There we go. This guy seems to be
a little bit wider. So right around there. We
can go now with our quadro. So we're going to
start right here. We're gonna go down 123. Careful there we
need an extra point there to hold the
curvature little bit better, 45 curvature, 67. And then we have this
lens right here. And we're gonna go to the center of the grid, which
is right here. I know that the lines
do not match perfectly. That's fine. We'll fix
that in just a second. So now we're gonna
be using again, our skill or skill tool to start flattening some of
these things out and making sure that they were
asked to straight as possible. I know we have a couple of
curvatures here and there, but most of the inner lines
should be pretty straight. So there we go. Now that we're happy with this, we can literally
just go Control E and extrude this into
the actual elements. I am going to go to this
face right here, delete it. And we're going to bring
this to the other side with a mirror bounding
box, X and negative. And there we go. Let's bring in our main doors so that we can find
the proper thickness. There we go. That looks pretty
good. Oh my God. I believe that we we nailed it. We really, really nailed it. There we go. So as for the perspective, I am just going to push
this thing up a little bit. I think that's perfectly fine. One thing that we
definitely need to do is bring some of this elements. You can see that the
perspective really is missing a couple of
things here and there. So I'm going to have
to scale this down or scaled the door for words. Actually think, I'm
gonna go symmetry, Let's do symmetry will see
that we can not working. Let's freeze transformation. Sometimes that messes things up. Not is not the world. See, sorry, it's a world
ex doesn't like it. Okay? Okay, so here you can see
something weird happening. We can delete history there
that shouldn't make it. So let's go here. Instead of work. No,
Let's try object X. That's really weird when
this starts happening, as I've mentioned before,
some things Maya just like starts having issues. I haven't actually
close Maya in awhile. So sometimes just opening and reopening Maya
should do the trick. But let's keep it
like this for now. Now, if we take a look at the, at the elements, you're
going to see that this are like shapes right here, dislike sites, shapes are their own like a form and then we
have a couple of bricks here. So I'm gonna grab this vertex
right here and push them toward the main brick is,
which is right around there. And what I'm gonna do is I'm
actually going to separate at this frame into
multiple objects. So I'm going to select
this edge right here, this edge right here, this one right there, and
this one right there. So all of those elements, and I'm gonna say Edit Mesh, and we're going to use
something called a detach. What detached does
is it separates those edges that we selected
into different islands. So now if I double-click,
you can see that we're only selecting
this part right here. Once we have that, we can
grab all of the elements, the object and just
say Mesh and separate. What this will do is
we'll get the Ford like blocks that make
up the whole element. I'm going to grab all of the blocks and I'm
gonna say Mesh, feel whole so that all
of those empty elements are now like properly filled in. And now that we have this, we can actually do the,
the bubbles that we want. So let's start with this
lower sections right here. I'm going to grab
this guy right here. And since it's a
very simple shape, I'm just going to bevel
the whole thing Segments and its mole fraction a
little bit bigger than usual. So 0.21 seems to
be a good number. And now we need to match the exact same
thing for this one. I'm going to delete this edge. We don't really need it. And then this one,
we're going to say babble 0.21 seems to
be the good number. And two segments look at that
same thing with this one. So bevel, 0.20, 1.2 segments. And now we've successfully created the bricks that are going to be here
on the underside. Of course, we can scale
this tad bit so we get a little bit more
overlap and we don't have any empty spaces. But look how nice this looks. Now for this one is right here. Since we don't want to
do double the work, I'm just gonna do one
and then we'll mirror But we definitely need
to be a little bit more aggressive on the bubbles. So I'm gonna go to
all of the sites, especially this size right here, that you always want
to complete the loop. So we complete the loop
right there and we bevel. Actually, I'm gonna
show you a trick here. I'm not gonna, I'm
not going to complete the loop on the lower or
on the lower sections. I just want to grab this
edge is right there. I'm going to babble,
going to keep the fraction a little
bit bigger actually for this site elements
because I want this to be more like architectural, kinda like what we see
right there in then, as you can see, we have
an guns right here. Can we solve those? Can we fix those? The answer is yes, we could, but we can also just delete
it like this one right here. It's gonna be inside the block. And this one right here
is going to be inside the other block right
here on the underside. This one, we might
need to fix it. So if we need to fix it,
here's how we do it. I will just select the
whole thing right there. Control E is small offset or a small thickness
to the inside. And then just push it down. That's it. It's going to create
enough overlap. And now the only
thing we need to do is probably throw in a couple of extra bubbles into this like hard edges that
we have right here. Here we definitely want to mentioned complete
the loop right there. That one definitely
needs some extra bubble. And that's it, which is double segments in
the small fraction. And when we smooth, we're
going to have this very, very cool looking
silhouette. Look at that. Pretty nice. Now this one actually
has another level here. So let's keep it a lot harder. And I might need to add another extra support
edges right there. And that is, you can
see it's going to match the shape of the stones
very, very nicely. Later on when we
go into Texturing, we're going to be able
to add a lot of really, really cool stuff
to the whole thing. So yeah, that's
it. Now, this one, we're gonna do a mirror. In this case, it's
going to be a world to the other side
right there that we need to figure out what
are we gonna do here? We did door because door is not looking at symmetrical
this I would like. And that's because
the concept might not be exactly perfect, but we need to make it
a little bit perfect. So the first thing
I'm thinking about, as I'm actually going to
delete this guy right here. And I'm going to make this whole section a
little bit thicker. So I'm going to grab all of
these vertices right here. Just push them forward
a little bit more. Even this one is right here. Can push them a
little bit forward. Just make sure
that this is still looking like it goes
on top of the element, even if there's a little
bit of overlap right there. That's fine. As you can see that
it looks really nice. Start getting a really nice, strong form on the whole door. And then when we mirror
this to the other side, what I'm gonna do in order not to destroy all of the things that we had done is I'm just going to grab this
vertex right here. Like that. Silence. Just push them a
little bit more to the side. There we go. That way the door
is now complete. Okay, So the other thing that you might be
wondering as well, what are we gonna deal with? Things that are like touching
the stone right here? Everyone, to be more precise, one of the things that
we can do is just really utilize the vertex
that we already have and try to follow the
shape here of the door. You can see here for instance, we're going to have
a little bit of an issue because we
need more divisions. So I'm going to add one
more division right here so that we can grab
all of this new ones. It just push them down. And if it gets like a slight weird effect right
there, that's fine. This isn't going to look a lot
better than not having it. And it's just a matter of
pushing and pulling the points. They're a little bit
to make sure that this fits nicely as possible. I'm going to add one
line, one support, especially on that
piece right there, so that we don't have
as much distortion. Will talk about distortion
later on because you can see the edges are
distorting quite a bit. But right now what I'm
mostly interested in is making sure that there's
not a lot of overlap. This whole blocks right here. All the elements,
essentially the pivot point, get them into the
center of the world. Really going to go a little bit crazy with the
thickness there. Because they're supposed to go through both
sides of the dura. Again, the hinges will
probably be on this side. So when we wrote it the door, I kinda wanna avoid having a
little bit of overlap there, but even having that. Sometimes it's not
that big of a deal. Another thing would be that this whole this whole thing
like that breaks and stuff, they only are visible
from the front like this. So that when we rotate,
especially if we rotate from this back
part right here, we get this sort of rotation and there's not gonna be any, any sort of problems there. I'm going to keep
it like this for an affix, for a render, I really want distinct to
look as nice as possible. Now we got this arch right here. This are just stones, right? Very, very simple blocks. So I'm going to start with
a big block right here. I'm going to move this
so that we get this as close as possible and you can
see the corners or beveled. So I'm going to grab
all of this edges right here, level the corners. It's gonna give me this Ehrlich
hexagonal looking shape. Split-level the fraction. There we go, closer. And then the whole
like top edges, top and bottom edges are
also double or nothing. We can do. This. Just grabbed this guy
and this guy Control E, pushed them up and upset in As you can see, that matches
what we have right there. Like they were a
little bit bigger. I'm going to grab this
whole vertex, push them up, push them down.
With scale control. There we go. See how nice would match
those styles right there. And the bottom one is
the exact same piece. Now this is a simple geometry, so we can definitely just
doubled the whole thing, two segments in a
small fraction. So we get this and if we
want to be super precise, both of those mesh, edit mesh and poke, make sure that we
didn't have any errors with ambulances stuff. We duplicate this thing. I think it down make
a little bit smaller. It's going to be like
Secondary base right there. Now which need to make
sure that both of them fit nicely on this
walls right here. There are a little
bit too thick. Bring them in a
little bit there. That looks really
nice. There we go. Just grab this two
elements shift and we mirrored them
to the other side. As you can see, we're building
our door little by little. Hopefully again, with all of these techniques that
I'm showing you guys, you can see how even something that might look really
complex and really advanced, it's actually fairly
simple to do. We don't need to do
or to spend a lot of time like imagining
how to handle this. If we divide or go and try to see the simple shapes that we
have on our objects first. Now, let's bring
in the blockchain because the blocking already
had this piece right here. I'm going to select
the piece, right-click and just say Remove Selected objects because
we're going to be utilizing them or we
can just duplicate. Let's get this out with a
mental mouse button out of the outliner. There we go. We're gonna be reusing this one. I'm going to separate.
So Mesh and separate, got this is the width Frame and we need to adapt
it a little bit. So let's grab the
door and the Woodford and this guy right here isolate. And they can definitely
tell that I need to grab this intersections. Apologists is killed
him in a little bit. I'm just going to
scale it without the Y or with the
y-axis as well so that we don't move anything
that we shouldn't. Let's grab this
vertex, for instance, bring them down,
skilled them out, and start playing
with this so that we can match the curvature of
the door a little bit better, even if it makes things look
a little bit symmetrical. I'd rather have a nicer fit. Now on the concept, you
can see that this thing is made out of multiple beams. So we have one beam right
there and one beam right here. So let's play a
little bit with that. Let's grab the concept as well. There we go. So the thing is, we need to win to of
course Babble this. The good thing is
we don't have caps, so we're not going to have
to worry about angles. So I'm going to bevel this, give them a small fraction,
again, two segments. And when we smooth this, this looks really nice right there. They definitely want to
split at the elements. As you can see,
it's this guy right here, this guy right here. So it's asymmetrical. So we select both
of those edges. I'm going to say
Edit, Mesh and detach get that's going to create
different islands so we can Mesh separate. Now we have three different
islands right here. And to make the line look
a little bit better, we do need to fix the
holes that we have. So let's start with
this one right here. This one. We need to grab this
element right here, Control E and scale
it in a little bit. Then this edge right here, where it's going to
bevel it a little bit. We don't need to do a lot. Because now when we smooth, especially if we
add a support edge right here and right here, there's gonna be a line
is going to create overlap with this guy right here. You'll see just a second. So we extrude this thing
that's a little bit. Then we doubled this and we can leave that
other part empty. I know it looks really weird. We're actually not using it. Now, when we see both
of them, look at that. You get a nice little
insertion right there. The only thing is we need to
do it on all of the sites. So this guy Control E, a little bit of thickness in a little bit of febrile here. And then 1.2 to
support that edge. That's gonna be our, our
wouldn't be right there. This one finally,
which is the last one, control E, scale
in a little bit. Grab this edge, that bullet. And then we'll just add a
couple of edge loops there and they're perfect. Look at that. Not bad right now, math for another bad
for the wood beams. And even like a little bit of an issue there, that's fine. I mean, we could always go to the front view if we wanted
to just fill this in. The menu soft selection to
try to, to hide the army. But again, a little
bit of imperfection every now and that's
perfectly fine. Then with this one right here. We're going to follow a
very similar process. You can see we have
that line right there. This one is a little bit higher, so I'm going to add one line indicating where
that one's gonna be. This one goes there, this one goes there, then another one there. So let's start with the, with the smoothing
first, with the pebbles. The roof self-selection levels. This one does, will
have a small fraction, supposed to be a
little bit more solid. There we go. And now we
start cutting suits. That one, That one. Dad, dad, dad, one, that one. It mesh, detach and then added Mesh or Mesh Separate half
all of the blocks right here. And we're going to follow the
exact same process of grout this guy Control E, scale in. And this one is
gonna be a babble, but it's gonna be a type double. So two segments and small fresh because it's
supposed to be outbreak. Same thing for this one. Unfortunately, we
do need to do this. Like for each 11 thing we could do is we can extrude
all of them first. And then we just
babbled disguise that should save us a
little bit of time. You're gonna see
how nice this like it does break or we do lose a little bit
of the curvature there. We're going to be recovering
that in just a second. Just keep in mind that
there will be a little bit of that happening right now. It's Control E is true, then Control E
scale in this guy, this guy, 2 s, this one guy, this guy. We can also try to
do at the same time, as long as the thickness goes in the proper direction,
we should be fine. Here. Here Control E, the thickness in two more. Let's go to this guy's control E. Thickness. Go finally one control E. Here and There we go. So as you can see now, whole thing looks a lot
sharper if we want to recover a little bit of
the curvature because some of these pieces became a
little bit too smooth. It's fine. Now we can
combine them back again. And we can be like,
Hey, you know what? Let's add another extra
line right there. So that when we do this, can push this N and recover a little bit of
the curvature right there. Let's just course it's an and recover a little bit
of the curvature there. Push this in, can recover a
little bit of the curvature. It's also going to
make the whole thing a little bit asymmetrical, which is aforementioned before, gives us a really
interesting look. I want to add one right there. Push this a little bit out. Can recover a little
bit of the curvature. There we go. Now of course, both arches will, the wooden arch actually know, will Duchess need to be
moved a little bit so central to point them both and just snap them there
to the center. There we go. We need to make them
a little bit thicker. I don't think we can
make them dad much thicker because you can
see we're almost there on the limit for this
thing's going to have to move the
stinks for worth. Now going to think of this, or how about this? Need to push this things
out a little bit more. So I'm going to
grab this elements. I'm going to push
it more to the side because otherwise the door like BU definitely need
to do a codon door. We're not going
to be doing that. That's a little bit too much. Will definitely need to
do something similar to make sure that the door can
open and close properly. But that said would
scrap everything here. Delete history, we freeze transformations because
we're sure that this is now the final result that we
want and our door is ready. The next thing we
would need to do, I'm not going to do it here on camera just because
I want to save some time and so that we can
jump into the next chapter. The next thing we need
to do is we need to clean up some of things like group, things
that we need to group. But we're pretty much ready
to bring this into Texturing. Need to Uvs first bill, once we do that, we
can go into Texturing. We're going to have an amazing
piece here for our course. So I'm going to stop the
video right here, guys. And in the next one,
we're going to jump onto the next chapter. I think we're ready to go
into the next chapter. I'm gonna do a quick render again, not going to
show it right now, but I'm gonna do
a quick render of just like a clay
render like what we did with the barrel so that
we have it on our evidence. But yeah, that's
pretty much it, guys. I'll see you back
on the next video.
22. Character Overview: Hey guys, welcome back
to the next chapter. This is gonna be a really,
really FUN chapter, and I'm sure this is one of
those chapters that people are really looking
forward because what are the things that
you think about when you think about 3d is
characters, right? So we're gonna be focusing the whole chapter in creating a cool
character right here. I'm going to look straight going through the
front view right here. We're gonna go to
View image plane. We're going to import
our first image, which is gonna be, well, let me set the project here. As you can see, a
switch projects, very important when you're
working on something else. And we're gonna go to source
images and we're going to select this monster
front right here. And we got this little creature. He doesn't have a name yet,
but he'll have one later on. We're going to increase the
scale of this object to five. I want to make this
super, super big, but they're the ones that
make him a little bit bigger. We're going to position
the hymn right here. So as you can see, this is a really cool
concept, this font character, you can maybe find
this and then like a children's storybook
or something, I'm gonna guide you
through the creation of this character right here. However, one thing that we are going to need is when
you got to get into a side view and sometimes you're not going to have
access to a side view. Actually, most of
the times that I'm giving a character for a
production or something, we only have some key
guard or a concept dark, but we don't have all of the orthographic views
that we might want. So what do we do in those cases? Well, if you know how to draw, you can create your
own little version which has what they did
for this one right here. Going to go image Planes
import image and we're going to import
this monster site. So as you can see, that this monster
side right here, it's not the exact same ones
just to sketch right here, but it's mainly to get
the general shape or the general form that we
want for our character. So I'm also going to
change the scale in this G5 to make sure that
we have the exact same one. I'm going to position
this so that it's foods are aligned to the ground
right around there. The hips of the character
should be on the central line. Okay? So this is it. Now, this one we're
going to push back, and this one we're going to
push to this array here. Now, I do have the image
open here in Photoshop, which is the little sketch
that idea because they need to explain to humans as the main purpose of
this first video, I need to explain how
we build characters. We'd like to think about
characters is as assistance. So a character will
have its main System, which is usually its core. Okay, I'm creating
a new layer here. Let's go. Green color. There we go. So the main body
of the character, it's going to be
its core element. And this is a thing
that we're gonna be focusing on first, which is the head, the face, and of course, the
belly of the abdomen. After this system, we have arms. And the arms are
going to be attached to the main system of the body, but they're going to be their
own independent systems. Then we have the
system of deluxe, which is gonna be,
are there gonna be its own independent
system as well? Now when I talk about Systems, I'm actually referring
to a more complex thing. We're not going to be curving
this and this series, which is rigging when we read the character
we rig depending on which system we want to give
functionality to. The arms. Are Rig different than the legs, which are Rig different
than the torso, which is rigged
reference than the face. And there's a lot of
things that go into this. Now there's a couple of
rules that we need to follow when we're gonna
be Modelling this thing. And this is actually
a technique that I really encourage
my students to try whenever they're modelling
something that they really don't know how to tackle. So whenever you have something complex like this
character right here, we need to break it down
again into simple shapes. So I know it's very easy
to see that the fingers, for instance, are just
cylinders, right? So if we model cylinders
around the fingers, We're gonna be able to capture
the form of the fingers. And then we're going to have more cylinders for each finger. And we're gonna have to
do something here on the hand to combine all of the cylinders into a single
element, something like this. Then the arms just
gonna be really long and thin cylinder as well. It's gonna go from the wrist
all the way, the shoulder. That's where the
system will end. We'll figure out how to
combine this system or this part of the body
with the torso later on. We also have something
very similar here on the legs we have really
thin and long cylinders. And then once we get here, the cylinder ends and we have something like another
sort of like cylinder, like a box going forward
into the foot area. So hopefully you can kinda see the wireframe of how we're
imagining this guy right here. As you see, we have Cloth. We're gonna be doing those
Cloth a separate pieces. It's always easier to do
them as separate pieces. We also have a big toe on the bottom and right
and that's it. Don't worry about the hair. Imagining this character
has no hair at all. We will be adding data later on. But for now we're just
going to keep it simple. Now. On the face, there are a couple of things that we need
to take into account. For instance, the ice. There's just the
spheres, right? Like we do a big sphere for the eye. We're going to be
good and that's gonna give us a nice result. However, as you can see, the is heavy connection
to the head right here. I'm going to use a
different color. Let's go for like a yellow. So if we can imagine
this from a side view, there's gonna be like a socket and then the scholar
of the character. So we need to model the head and the skull with this
sockets for the eyes, and then the body itself. There's a couple of rules
that we need to follow. There has to be a symmetry line to character is going
to be symmetrical. And we have to try to
keep everything with quotes and in a
nicely uniform way. Why is this? Because eventually
we would love to animate this character and have a little short
or something. And in order to do that, we need to make sure
that all of the topology will bend in the form properly. So there are certain
rules that we're going to Following on the arms, on the torso and legs to create the proper topology
for discussion and talking about topology, there's a super, super important part which
has the mouth. The mouth has to have a big loop going around the whole
mouth like this. That's going to have
its topology as well. You can imagine the little squares are
going to look around. In Mexico, we have a candy
called clown lollipop. Lollipop, it's like a clown
candy and it's the face of a clown and the chocolate,
chocolate like envelope. And it has the mouth. So I always refer to
that one right here. But just imagine like
any Cloud Mouth, you can see that this kind
of like a doughnut, right? Like this. That's the topology that
we need for an amount. Because again,
eventually, if we want to animate this character
Randy me just character, we need to make sure that
topology allows us to do that. The teeth are going to be
separate pieces, of course. I mean, it's very
simple to see that we can just add them at the end, even though we don't see it, but probably do need a tank as well. So it's not a simple problem. We're gonna have to use a lot of tools that we've
been learning so far that we learned in chapter two to create this character. But hopefully at the
end of this chapter, you guys are going to be able to create cool-looking
characters like this one. Of course, there's a lot
more knowledge out there. There's other
softwares that we use for more realistic
characteristics such as C brush allows us
to create like anatomy, like perfect anatomy are
correct anatomy and we're not gonna be able to cover that in this particular course. But this should give you a
really good understanding of how things are
made in the 3D world. So now that we're ready and we have our image
Planes prepared here, let's start building
up the Bobbi. So I'll see you back
on the next video.
23. Torso Modelling: Hi guys. Welcome back to the next
part of the series. Today we're going to
start with the torso Modelling of our little
character right here. I definitely need to
come up with a name, but we'll talk about that later. As you can see, the character has to sort of
like peanut shape. It has this big expanded
head on the top. And then we go and
create the little like a torso and abdomen
here on the bottom. So I'll all of you might be tempted to start
with the cylinder, but like, hey, we'll just
kinda looks like a cylinder. Why not start with
the cylinder wall? From an information perspective, cylinders are actually
not that great for characters in The reason that is the polls that
we have right here. So even if we go to
the options and we add some subdivision caps and
we make this round cap. The problem is at
this vertex right here is a very tense
vertex because it's sharing a lot of edges with all of these points
on the next circle. So when we move this, every other single
edge moves and that makes it a little bit
difficult to the form, especially when
we're talking about skin deformation and
things like that. So when we're working
with characters, we tend not to use this
a poles right here. We want to keep everything
with quotes and triangles and try to avoid as many multi
points edges as possible. So I'm actually going
to start with the cube. And it might seem a
little bit weirder. We're starting with the cube, but you'll see just a second. What's gonna happen? When you select the
cube and just move it? You get the sphere, which is really close to what
we're looking for, for the shape of the header, in this case the shape
of the abdomen. So when you select the
cube and you go to Mesh and you hit
this smooth option. What's happening is we're actually doing this mood
that we normally do. And we see number
three, but we're making this permanent
and we kept and two divisions and
we're gonna get a really nice and
smooth mesh right here. Look at this really
clean a sphere. And the cool thing about
this is even though it's not perfectly for you called, it gets a really nice result. It gets really close to the
result that we're looking for without having any poles. As you can see, this is a more organized
version of this fear. Same thing as if we
started with the sphere. The problem with the
sphere in the same way as what cylinders is that we got the pole right there and against not ideal for what we're
going to be doing. So I'm going to bring
this thing here. I'm going to make it
a little bit bigger. There we go. And one of the things that
we need to understand this, since the character is
going to be symmetrical, what we technically only need to worry about half
of the character because eventually
we're gonna be doing or modelling
the other half. So what I wanted to do here, as I want to grab all of this
edges and I'm going to push them out to create like the
general shape of the head, which is something like this. Move this a little
bit further up. There we go. Now,
you can see that since we move all of
this points to the side, which is fine, it's giving
us the result that we want. But one of the problems
that we're getting as that there's a lot
of space in here. And one of the
rules that we want for animation and especially
character Animation, is we want to try to keep
things as uniform as possible. So I'm gonna go with my
cut tool and I'm going to add two lines right there to increase the amount
of divisions and get something that
looks a little bit better, something like that. Now we go to the right
view and we can of course play around with
some of this vertex, for instance, maybe we can
push them a little bit back. We can definitely push this
one's a little bit for worth. Just balance them out to create the general
shape of the head. Now, the eyes are gonna be super-important
for this character because he has this
very huge, googly eyes. So I'm gonna go with a sphere. And I'm going to position
the eyes right here. So that's the first one.
And of course we can, I'm going to rotate
this forward. So at the center is
essentially looking at me. And then we're going to mirror
this to the other side. There we go. Now you can see that it's not
matching perfectly. Remember that the concept
might be slightly off. So we're not going
to be obeying or paying too much
attention to the concept on the right side, we're gonna be seeing it
on just one of the abuse. We're going to
push them forward. And that's where the
ice are going to leave. Cool. Now technically, we can
delete this one for now because we're going to be doing just half of the character. So we got the head right
here. It looks good. I think I do want to push some of this vertex up
a little bit more. So I'm just going to start
using my selection here and pushing some of these points up to give this a
little bit more rounds. Now, to generate the rest
of the element right here, there's always 1 million wasted. With that, I'm gonna
show you one that hopefully is gonna
be a little bit easier for us right now. So there's going to grab all
of this vertex right here. I'm going to bring them
all the way down to the bottom of the little bud
that we have right here. I'm gonna make this a little,
a little bit smaller force. Now as you can see,
the only thing we need to do is we need to start adding some
lines across the section. Balanced this things
out like this. And I'm gonna go to wireframe mode and we need
to start grabbing all of these pieces very
similar to what we did with the barrel. Remember? And we're going
to start matching or getting to match this as close as possible to the
silhouette that we have. So I'm going to
start scaling them down and just pushing
them forward. Scaling thing dam
pushing them forward. If the image is a
little bit too intense, remember that we can
bring the alpha again down to like 0.2 or something. We can see our wireframe
a little bit clearer. All of this skilled and
down push them for worth. All of this skilled and
down, pushing it forward. This scale them up to create a little button
that we have right here. And there we go.
So as you can see, this creates a very nice
aversion offer character. Want to give this a little
bit more roundness here on the belly. There we go. Perfect. Now we go to the front view. You're gonna see
that of course we're not matching the thing. So when it started like
tweaking this thing as well. So I'm going to start
moving, not the central one. I always want to keep the
center one like clean I'm going to start moving
all of the other ones, scaling them, moving
them in, scaling them, moving them in scaling, and moving them in
scaling, moving in. We could grab multiple of this. Like I can see that all of
this are a lot smaller. So there we go. Now over here, Let's go
to the right view again. I'm going to push the little. Thank you. You're up a little bit. There we go. Because I can see that this
was a little bit too low. And then we can
start pushing all of this vertex up as well. Well, this will do
is this will capture the silhouette of her
character a little bit better. And we should have in
just a second sort of like peanut shape
that we're expecting. There we go. Now you can see the
character looks a little bit square, right? And that's because when we
added the lines right there, things became a
little bit square. So how can we get rid of this? Well, one option is to go to
the quadro and if we own it, it's like actually
not going to work. So we're gonna have to do this a little bit more manually. By manually. I mean,
we're gonna have to grab some of this
face is right here, for instance, I want to start creating a little
bit more curvature, right? So I'm going to grab all of the side view right
here on the torso. All of these faces scaled
and I'm going to scale them with soft selection,
with small self-selection. As you can see, this is going to start
giving me a little bit more of a round
effect right there. If I press number three,
you can see how this thing's not looking ideal. So it's now a matter of
going into face mode again. And we're going to start
pushing some of this up, a little bit of manual. I wouldn't call
this the topology, but it's just like manual setting up of all of the squats
that we have right here. Another thing that we can do actually let me show
you a cool tool. I think this is going to have
worked a little bit better. Firstly, you need to mirror
this to the other side. So let's make sure
that we mirror. There we go. And
then what I'm going to do is I'm actually going
to go to the sculpting tools. Maya has some sculpting tools. They're not the best
way better sculpting tools in the market than Maya,
but they're salvageable. We can at least clean up a little bit of
this things right here. So here's what I'm gonna do. I'm going to select the object. I'm gonna go to this
option right here, which is the smooth brush. And the way this
works, as you can see, it will smooth out the surface and create something that's
a little bit rounder. However, we definitely want
to turn on object X so that we can do this
on both sides. We're going to be smoothing. All of this is, you can see, this is making things like
a lot softer and lot more, more organics, especially here. All of this point and
I love this lines. You can start cleaning them up with a little bit of smooth. So we get rid of that sort of
like square effect that we have and we recover something that's a
little bit more nice. Now, if the brush sizes too big, you can double-click
this option and you have the size right here,
mine is set to 1.9. You can also reduce
the strength. So if you want to do like
smaller changes with this sculpting option,
you can do it this way. There you go. As you can see with this, we're pretty much creating
the Basics of our care. Not bad. Yeah, this is perfect. So now, of course, when
we press number three, we're gonna get the,
a way smoother effect of the whole thing. It can still see a couple
of pinches here and there. So I'm going to keep my numbers three and just smooth a
couple of elements around. Because you definitely
want to keep the geometry as
clean as possible. So that point right there. Definitely want to clean it. We never want to have a
vertex that's pushing way, way too far out
from the surface. We always want to keep
things clean as possible. Smooth mode will always give
us a very nice clean result. There will always be
slight little pinches. You can see, for instance,
this, this point right there. It's a slight little pinched. It could be improved by just smoothing that
a little bit. There. There we go. We
got this torso and this course is perfect
because I know that this course will allow us to properly deformed
a character when, when we get the final thing. Now, there's a lot of
ways to do the eyes, but I'm gonna show you a
very simple one right here. I'm just going to
grab this right here. I'm going to duplicate it. And then this duplicated mesh, I'm gonna go to face mode. Let's get rid of symmetry. I'm going to delete actually this phase right here
and this front part. And then this one is
going to extrude, and we're going to extrude out. Then of course, this
guy in this guy, we're just going to throw
in a very quick like that. So that when we press
number three, we get this. So this is going to work as
the socket of the character. Now of course, there are
ways in which we can incorporate it to
the skin and make sure all of the topology flows. But for this particular case, I think this compromise,
this is more than enough. We're going to select
this two objects, shift middle mouse
or right-click it. And we're going to mirror
this to the other side. And there we go. So you
can see with this done, we now have a really nice
torso here for our character. And we got this guys right here. The next step is going to
be the math and the Mouth. Let me tell you, it's
a little bit tricky. It's not as easy
as it might seem, because we're not going to be able to do the trick that we did here for the ice. However, before we
do anything else, actually want to do
the little big here. So we have right here
that kind of look like antennas to me. So let me show you how I would do them really, really quickly. Remember to curves, well, we can go here to
create curve tools. We can create an EP Curve. And we're going to
create 12345678. There we go. We want to clean it up
a little bit of Greek, and of course go
to Control vertex and just clean this guy
a little bit there. Now, there's a new tool
here inside of Maya, which is called the sweep Mesh. But actually, now that
they think of it, I'd rather have that as a
separate a separate file because I know people are gonna be looking for this topic. So I'm gonna stop the
video right here. And in the next
one, I'll show you the sweep Mesh and
we'll do them out. So hang on tight and I'll see
you back on the next one.
24. Sweep Mesh and Mouth: Here we go. So let's do the sweep
Mesh real quick. First thing I'm gonna do
is I'm actually going to save them a little monster. So I'm going to call
this a monster, will, will give the name later. And I was talking
about this Gerben, the last video with
curie, this little curve here for the antenna. And we're going to use this
tool called the sweep Mesh. The sweep Mesh is
a really cool tool because literally you just click on it and it will give you any of these presets
that you select, polygon rectangle, line or whatever I'm gonna be
using polygon here. And it extrudes that
polygon profile along the curve
that you selected. We can of course change
the profile here. We can increase the precision
to make a lot smoother. So something like this. We can taper this so
it becomes smaller or thinner as it goes into the
end of the, of the element. And as you can see,
that's all we want. We just wanted to have like a nice little antenna
sort of thing right here. Now, I'm going to make this
a little bit more sites. I'm gonna give this to
sites or ten sites. I'm going to increase
this a little bit more so we get the rounder effect. You can check the
topology right there. It is a little bit dense,
but it's not that bath. And once we're happy with just delete
history and that's it. However, we got a couple
of issues with this. The first one is
that the point is open and we actually
want to close this. So I'm gonna select all
of the vertex right here. And we're going to
use the tool that we haven't used before, which is this one and it's
called emerge to center. It will grab any components that you have and merge
them to the center, which in this case are
all of the vertex. And that's pretty much it. Then on this part right here, I'm just going to
grab this edge. And I don't need to combine it, but I'm going to
bring this inside of the character so that
we don't see it. Now, it's a slightly
asymmetrical, right? The little thing right here. So let's central point and push a little bit to the
side, duplicate this. And I'm just going to
rotate this and scale it a little bit less like
that. There we go. Something like that. Or we can create another mesh. But just to keep it simple, something like this should
be more than enough. Now, this one, for
instance, we can rotate a little
bit to the front. This one we might be able to
return to the front as well. So this has a little bit
more perspective to it. There we go. So that's the, that's the way where we can
do that sweep Mesh, which is amazing guys, it's
one of my favorite tools. They added this back
in 2022, I think. But it's one of
my favorite tool. It's been one of my
favorite tools since then. You can do pipes,
you can do corners. There's a lot of things
that you can do. And again, the only thing
that you need is curves. And one of the cool things about the sweep Mesh I'm
just going to show you real quick is it actually
works with multiple curves. So let's say I have
a curve right there, and then I have a
crib over here. And then I have a
cube over here, and I select all of them
and I just sweep Mesh. It's gonna do it for all of them and it's going to modify. So imagine you plan out like cables or Connections
and things, and then you just sweep
Mesh and you're going to have all of the
cables available, not only that, but Uvs. We'll can talk about Uvs later. Uvs are also taking care of with sweep Mesh like
they're already working. Now the math, the Mouth is
one of those tricky things. And the S, we've
mentioned earlier, we need to create
a special topology for the mouth that
allows us to have a loop going around the whole thing to make
sure that it will modifies, removes the best possible way. So what I'm gonna do here
is I'm going to select this guy's like all of this
front-facing elements, all of this, as you can
see, it's quite a bit, but we can see that
the Mouth goes really quite far into the back. I'm going to press Control E, but we're going to offset
this to create the loop, that loop that we
have right there. That's the look that
we're going to be using for the mouth. I'm going to push this
forward just a little bit because that's gonna be
like the lips pushing out. Then we're gonna do
Control E Again, another offset because we want
to keep having the effect. We're going to push
in a little bit more. And then Control E offset. We are going to push
in a little bit more. And then Control E
W to push this in. And that's going to
create the mouth cavity. Going to flatten this
out because I want the mouth cavity on the back
to be a little bit flatter. And one thing that we can
do is we can grab this face is similar to a
width of the barrel. We can give or add
a little bit of curvature to the back of
the math like this. Okay? Can I have this grabbed
this edges, for instance, even this edges that are really, really close to the
border right there. This one's right here. You can push them in like this. So that when we press number
three, as you can see, we're going to get this
interesting effect, which is not that is, of course it's not looking
like the amount that we have on our concept,
but it's getting there. And that's the, that's
the main thing. Like the fact that we have this, this loop around the mouth. That's what we're looking for. Now that we have this, I'm going to add a couple
of edges on the inside. So I'm going to have one right
here and one right here. And here. What is, where's the sculpting
tool can be quite handy. I'm going to select the object. I'm gonna go to sculpting. Let's turn on symmetry
object X again. And I'm going to use
this option which is the mood or points, this one. And what we can do
is you can see is we can move points around. Again. You can change the intensity. I have a size 1.9 and
the strength of 100. If you want to modify
that, you can also press B and middle mouse And you can change the
size of the element. And what I wanted to do
here is I want to start pushing some of
this elements down. You can press Shift
to smooth things out. I'm going to be pressing
this down a little bit, start creating the
curvature of the almond. I'm going to push, for
instance, the corner of the mouse out a
little bit as well. It's kinda like using
soft selection, but I feel like
you sometimes get a little bit more
control with this one. I'm going to move the
corner of the mouth up a little bit more. I'm going to move this lips to add a little bit right here. I really want to curve them
out a little bit more. So I'm going to push this
points forward a little bit. And you can see the mouth
on the bottom side. It's hello rounder. So let's create the rounds
that we're looking for. For instance, we
have a couple of points here that are
really close together. We're going to use that tool to relax them and just move them
apart a little bit more. This we can relax
them a little bit. Start creating the math. Let's make the brush
a little bit bigger. And then we'll now open the
mouth a little bit more. Let's make the
brush a little bit smaller. It's more this in. Really pushed his
hand on the incident. Can add the tongue
and just a second. As you can see, we have all of the proper topology that we need for an eventual Animation. What Seth, like the roof
of the mouth there to, to create a little
bit of a cavity. And we can do this right here. This is not something that
we do that much lately. Be completely honest. Nowadays, most of the
characters like this one we will do inside of ZBrush
and then we will reach, apologize to make sure that we get the, the precise effect. But this is the way we used
to do it several years ago. I remember this is
how that you started doing backing what
2011 when I started, we didn't have super short, at least Sievers was not
as good as it is today. And a lot of characters
we're done this way. Traditional poly Modelling. And there we go. So that if we go back here
and we press number three, you can see that we
gather a very nice Mouth, therefore our character. Now, let's add the teeth. The teeth are very, very simple. The tongue first, let's
have the tongue first. So for the tongue, I'm actually going to create another cube. And we're going to use the
same technique that we used before, where we're
going to smooth this. So Mesh and smooth. And we're gonna do
another smooth. So two divisions that make
this a little bit bigger, I'm going to make
this a lot flatter. Then the only thing I
wanna do is I want to delete the back
face is right here. And this, I'm going
to snap them, bring them back, scaled
them up a little bit. Let's get rid of symmetry. So we get the proper
scale or deformation. So we're going to
bring this back. That's it. We'll just position this
where we want to be, wanted to talk to be a
little bigger or smaller. This is where we want, but it's very
important that we have this topology coming
from the sphere because that's the topology
that we would normally use for rigging so that we can
modify this character. Now here I am going to add
a couple of more divisions. And the reason why the
tongue is going all the way in is because
maybe we will have an animation where
we do like that and pushed the tank or
scale the tongue forward. And we need to have
a little bit of area on the back right there. Some people like to model, like all the way down to the
throat of the character. I don't think it's
really necessary for this particular one, but if you want to go
for it, well, go for it. Yeah, that's that's
it for the tongue. Now for the teeth, again, we don't want poll spores post can be a little
bit the damaging. So we're also going
to start with a cube. I'm also going to give
it a subdivision. So Mesh smooth twice. Then instead of doing,
what's the word? Instead of doing it, the scale or
modifications and stuff, remember the lattice
things that we have. I'm going to go to form lattice. And as you can see, we get
enough lattices on all of the points so that we
can really sharpen this little block right here and create a rounded sort of
like teeth like this. We can even like pushed
this things down. And we can use them to degenerate
the shape of our teeth. And you can see on the
topology that this is gonna be a lot cleaner
than what we have. So yeah, that's, that's perfect. This is a perfect
teeth right there. Delete history, and now the
teeth are asymmetrical, so let's position them
asymmetric little, We got one there. Then we get a longer
one right there. This one's a little bit thinner. Going to get rid of
the discrete rotate. So right there. Right there. And another one right there. I would scrap all of
these teeth wrinkling into the character because we're gonna have to
modify certain things. You can see that my lips
right here a little bit high. If we want to perfectly match one thing that
we can do here, and this is why topology
was so important. I can select, for instance, all of these faces right here. Press B, which is my
self-selection with a small amount, and
bring this down. And they can match exactly where this thing is right
there on the concept. And I can do the exact same
thing on the lower lip so I can grab this
face is right here, which are the, the
faces of the lower lip. And bring them down
with soft selection. As you can see that
it's even gonna give me a nice
little border there, they're on the bottom. Now if this border is
a little bit too much, we can of course, grab it. Without self-selection,
just move it down to relax a little bit. And that way we're
not going to have as much of a problem. I'm actually going to
grab this guy right here. I'm going to scale it in. So we get a rounder
effect right there. We can even push it
forward a little bit. It's gonna give him more
far from the factory there. Now let's just play a little bit with the position
of the teeth right here. To make sure
that they look good. It might not perfectly
matched the concept. But again, one of the things
that we wanted to do is we want to capture the essence. You can see this like Disney
does this all the time. Picture does this all the time, like they'll do concept arts. But when they translate a
concert piece to a 3d artery, 3D model, certain proportions
from elements will change. You can see this in like Buzz, Lightyear and woody
and all of this like Toy Story Characteristics
in monster sink of course. All of that sort of
stuff. You can see it happening where the concept moves or it gets
modified a little bit. Now I can see a little bit
of tension in this area. So I'm gonna go
back to sculpting. Two are relaxed been and I want to relax
couple of del before we, we start there,
Let's turn object X. Want to just soften up
some of this elements. You don't want to
see any big pinch on the character once
you have the really, really clean, That's it. Like that little cute
character is looking good. I promise I'm going to come up with the name by the next video. But yeah, by doing
this, as you can see, the elements right here, the eyes, the TD
like everything, is looking quite, quite nice and we're ready to jump
onto the next assistance, which are going to be
the arms and the legs. We're going to start with the legs first because
we're going to be connecting the lexer to
this area right here. And after that we'll we'll
jump onto the onto the arms. Okay. So hang on tight and I'll see
you back on the next one.
25. Leg Modelling: Hi guys, Welcome back to the
next part of the series. Today we're going to
continue with are a little monster and he's got a name now his name
is gonna be XM MOOC app. And I'm actually going to
show you something cool real here we have
this text tool. I believe I've shown
you this before. I'm just gonna write here
and let's name is gonna be. Again. I've mentioned
MUGA. There we go. Actually let's change this to
make it a little bit cuter. And instead of MUGA, it's
gonna be double 0 MUGA. There we go. So yeah, the Text tool is a great tool to
create textures. You can see right here there's a couple of things
that we can change. We can change the
font, for instance, right now, this is Lucy that
what continue to impact. We can finish Georgeanne, like whatever font you can even download your own fonts
and that it will try its best to use the
vector information from the font to create it. We can change the kerning size, which is the distance between the elements right here,
the grading scale. You can also go to
the geometry options and there's a couple of
things that we can do. For instance, we have
the extrusion first, which is how thick or thin
we want the elements to be. We got pebbles. We can enable a bevel and give it
a bevel to the name. The one thing about the
textual is as you can see, the front-facing face of the texts will
always be an angle. And so you're probably going
to have to triangulate that. You don't have to
fix it manually. There's ways to do this or we can try it like the
Subaru meshing tool. The point, this is
the way to do it. So I'm just going to
keep the name of us, MUGA right over here. It's gonna be a
little character. Let's go into focus
now on the legs. So the lexer, as I
mentioned earlier on the first video of this
chapter, there's a system. So we need to think of them as individual elements
that the will of course play a role
with this guy right here. So the way this is going to work is we're going to
start with a cylinder. And we're gonna
make the cylinder and eight-sided cylinder hit. It's a really, really clean, easy shape to remember, easy number to
remember, because it's low enough that it allows
us to control things. But that's not super
intense that it will make the, the
modelling difficult. So I'm going to position
them right around here, as you can see on the
center of the character. And one of the things
that we need to do is we need to kind of like
flare them out a little bit. So I'm going to have a
couple of divisions here, here, here, here, and here. It's a 12345 divisions. And we need to start playing around with those
divisions a little bit. So I'm going to graph the
center division here. I'm going to press
soft selection. I'm going to increase this
a little bit right here. That's gonna give me a
nice like natural flare up pretty much everywhere. Yeah, there we go. I think it definitely needs
to be a little bit thinner, so it's right around there. And then we need to do
that one thinner and thinner and thinner than
one, a little bit thinner. We're not going to
be using the caps, so we're going to
delete the caps on the top to bottom
and on the top. There we go. Yeah, that's, that's pretty much
it for the elements. I do want to make this
a little bit bigger. Just a tad bit. There we go. And important for the elements for any characters that we're doing is there's something
called an IK system. We're gonna talk
about this later when we do or will talk
about rigging. But when we're talking about IT, systems such as in
elbows are nice, usually easiest, a good idea to have a little bit of
a band on the leg. So I'm going to
actually push all of these things back a
little bit in this, which is the one
I'm going to push it forward a little bit. And it's always a good idea to have enough divisions here. For instance, I'm going
to add two more divisions there and two more right there. Why? Because the more
divisions we have, yes. The rigging or the skinning might be a little bit heavier, but we're also going
to get a smoother, nicer transition on
the deformation. Now we're just adjusting a
couple of points right there. And that's pretty much
it for delay, okay? Of course we're going
to be duplicating this to the other side. One thing I definitely
wanna do is I want to flare this out
a little bit more. It gets, it's kind of like
chicken food or chicken leg. Push this down a
little bit more. There we go. Now the big question
is how it looks. Kind of looks now
that's cylindrical, so I'm going to bring
this back to me. Cylindrical position.
That's a little bit better. So how do we connect this
thing to the actual leg? Because right now, oh,
actually, it looks really ugly. What happened? I have to start
over real quick and worse. So it will just start
with one right here. I think it was the, the symmetry thing that
we're, we're doing. Let's add a five
subdivisions on the height. Let's go face mode, delete the top and bottom. And let's see if we can
bring this down to date. There we go. It didn't work because we're not
following the order of operations that we go. So eight sides, 2345.
Yeah, there we go. Okay, perfect. Let's find the initial size
which is right around there. And we're going to scale,
scale, scale, scale. On this side, we know that we're going to flare this out a little bit more, less, less. Now, here's where the fund begins on this part right here, we're going to flare this out a little bit more as well
because it's supposed to be Combining, or it's
gonna be combining itself with the
element right here. Now, when we want to
combine two objects, two different objects together, we need to try to
find a common number. So we know that this leg is made out of eight
divisions, right? I'm going to turn on
this button right here, which allows me to see
the skull wireframe. Unshaded, allows me to see the wireframe while we're
working on the geometry. And we know that we have
eight divisions right here. In the closest point of where
we have a divisions is, this face is right here. So I'm going to select
this face is right here. I'm going to press Control E. I'm gonna do a little
bit of an offset, okay? Then I'm going to delete
the face right there. So as you can see, that
creates a hole that has the exact same number of faces that what we
have right here. And this should allow us to
bridge everything together. Now some of you that are
really, really smart, you might have noticed that
every time that I'm trying to do something that involves
like deformation, like the mouth or the
eyes or stuff like that. I'm bringing in a
natural edge loops are super-important for
this sort of thing. So that's why we want to
have an edge loop here, the finding or
separating the system. So a little bit, I'm going to
push this in a little bit. And one thing that I wanna
do is I want to call it like circularized this
thing a little bit more. We can even modify
or move some of these points around it. Now, the only thing
we need to do is select this guy right here, like the body of the character and combine them into
a single object. You can do this by going
Mesh and combined. Because the tool that
we're going to use, which is the bridge
tool, does not work. If we're not combining,
we're going to select this guys and this guys,
and we're going to bridge. And this is where
we should get this. You can see it's a combination. It's a nice flow of topology from the body of the character
into this leg right here. Now if we want to clean this up a little bit, we can do it. For instance, we can grab
this edge right here, go to the front view, and play a little bit with that,
with the position. You can even grab this
vertex right here. This one's right here. Just make the transition a
little bit smoother, softer. So something like this. There we go. And eventually when we mirror this thing
to the other side, we're going to have both little extra can already
do that by the way, mirror and there we go. You're going to have both of the little legs for a
character right there. This is the beauty
about topology and knowing how to position
all of this elements. If we do this properly, then we'll allow us to
create a very nice, very smooth transition
of the elements. We're getting some errors there. I'll, I'll show you
how to fix them later. That's a problem
with the mirror, where we get extra vertices. But yeah, this is
going to allow us to, is you can see connect
Alexa eventually there's gonna be a joint right here that is going
to move the leg. Now, I did mention
that it might be a good idea to push
the leg a little bit back to define word that we're the
knee is going to be. So if my knee is going
to be right there, I'm going to add 1.2 lights. I know there's supposed
to be like a chicken leg which is like really,
really straight. This helps with the
rigging department so really inclined
to do it here. Of course, we're
actually now let's go back. Will keep them straight. The only thing I'm gonna do here to make this a little bit better is I'm just going to
grab my cut tool and I'm going to add a couple
of lines right there, which symbolized word
than E is gonna be. So that's where
my knee would be. So eventually, all of
these faces right here, if we were to animate
this character, they will move like
this backwards, right? That's how we would expect the
little movement to happen. And we need those
extra divisions right there to make sure that
that can work very nicely. Now we're going to
go to the foot. And then for this a
little bit interesting, it's a little bit more tricky. So we don't have
any reference on the side view which
will be ideal. So I'm going to show you the, the old-school way to do it. I'm gonna go to a
front view first. I'm going to delete
all of the half, half of this little
character right here. You can see we have
a lot of extra faces that I didn't want to have. One thing we can do here. The problem is,
you can see there, there's like extra vertex
and stuff. It's horrible. I don't know why this happens. It's well, actually,
I do know where it happens when things are
not perfectly aligned. So I'm just gonna go
here in face mode and just delete all of
those extra faces. Going to be the
first of our issues. And then the second issue
that we're going to have is that there's gonna
be extra vertex as well. You can see all of this
face is right here. Kaitlyn softwares don't
work exactly as intended. Most of the time since
a user errors all of those extroverted side
you're seeing right there. Oh, those like weird
pinches. That's Maya. Like creating more geometry
where he shouldn't be. So let's just all of those. There's another one
floating right there. Sometimes there's gonna be like edges that the tree there, we're going to
have to delete it. If you can't delete it, you have to like all of
those faces right there. And then reap rich this. It's quite unfortunate
to be honest, having to clean the mesh right here when the
mirror doesn't work. But hopefully If you encountered this arrow later on in your
and your career, you're gonna know how to fix it. Seems like we're fine. Now there's a couple of faces. I'm gonna go here, I'm
gonna go to vertex face. And then you can
see that there's some bases they're extroverts is right there That's just select this whole thing, elite. And let's just
rebuild real quick. Sorry that this be to turn on into fixing the
topology kind of thing. There we go. Okay, so let's go to the foot. For the foot, this is
what I'm gonna do. I'm gonna go to this top edge is right here, the front ones. Then I go to the side view. I'm going to say Control E, W. I'm gonna push them all
the way to the front, right where the toast with N, which is right around there. You can see that there's
actually no toasts look on, look up like a loaf of
bread or something. So this just goes to four. Then this two edges right here, again, we go to the
right view, control E, and this one goes
back like this, like once, and then
Control E twice. Okay, So this is
going to create a little bit of an
angle right there. And finally, this one is
right here on both sides, the front and back. They're gonna be going
down this wall like this. Okay? Now what we're gonna do, as we're going to add, we're gonna go to
the right view. We're going to add
a cut right here. That's going to add a cut on
both sides of the elements. Then we're going to merge. So this guy and this
guy merge to center, this guy and this guy
merge to center this guy, this guy merged to center this guy and this
guy emerged a sense. That's what we're
going to create. The heel of the characters is
a little bit too far back, so I'm gonna push this forward. And then from this I read here I'm going to see control E. And we're going to
bring this down. And this one is well-controlled. E, we're going to
bring this down. We're going to add an
edge loop right here, and another one right here. And this vertex we're going
to merge together to center, to center, to center and
the merchant center. So we should have right here, as you can see is
the shape of a shoe. Now we're going to grab all
of the bottom elements. I'm going to scale
them and snap them to the floor, which is
what they're going to be. And we need to close
this whole thing, right? So the easiest way to close this is to go from this
guy, this guy, bridge, and then from this
guy and this guy and bridge, then we need to add one
little line right there. And this to vertex,
mesh to center. We're gonna get this
thing right there. Of course, to bring
this or give this a little bit more form. We're going to flare
this out a little bit. And we're going to start again. Traditionally poly Modelling, just like modifying a greeting, a nicer shape for
the foot right here. So we'll push this for
worth. Push this down. Maybe even back a little
bit, back a little bit. As you can see,
this is gonna give us sort of effect
that we're going for. I'm going to graph
this edge right here, bring it back, flare it out. It gives you that this
vertex right here. I really like far answer. Let's push them out, push them forward a little bit. And that's gonna give me a
more rounded effect overall. The beginning of
how wrong we want. This is supposed to be
a little bit rounder, so I'm going to push this
out a little bit more. And this is what
we're gonna get. Now before we do the claw and all of the other stuff
I don't wanna do, like the sole of the foot and it should be
fairly easy again, we'll just go from one
side to the other. And since this things
should be symmetrical, we should be getting
this sort of effect. Then we're going to add one
line right down the middle. And then this two points, we're Merchant Center, puts
them back a little bit. Probably. These two guys
were merged to send. As you can see, we're gonna have a really nice clean
element right here. Now we do need to add a
couple of extra edge loops. We're going to add
one that should write here for the ankle. And we're going to add a
couple of sessions here. There's usually a
couple of right around here where you start. There's going to have a
couple more right there to make a nicer for a second, I have one more
edge right there. And this is going
to allow me to, to make this even a
little bit puffier, as you can see right there. Cool. So with this, we got the fifth done. However, at the feet,
as you can see, has a single claw. So one thing we can do here is grab all of this
forward-facing elements. I kinda wanted to
do a little bit of self-selection and make
this a little bit smaller. Make it smaller. There we go. Kinda like, sort of like
sharp triangular shape. We can also use lattice
and stuffs like that. For instance, it can grab
this two edges right here, push them up a little
bit, and it's going to make the full a
little bit puffier. I'm going to try to keep it
as clean as possible for now. And then on the tip here, when they go to the whole thing, Control E, we're
going to offset. It seems like we dropped
one more than we should. We grab all of this
guy's control E, offset a little bit? Control E, and we pushed me. And that's gonna give us
a nice effect where there if we want to make this
a little bit puffier, we can control E
ofs a little bit. Push this up like that. That's gonna give us sort of like the Bill of
the nail, right? And always, as I say, work smart, not hard. Let's duplicate this
teeth right here. Rotate it facing forward. Let's the snap it,
snap to point with V. Snap it to the center
point right there. And we can just reuse
this as the clock here on our, on our graph. Let's say that facing that face, Soft Selection, scale it up a little bit here and
there to create the Cloth. Oh, it seems like we did an
extrusion here that they want to let me show you how
to fix this real quick. We just delete all of these
faces and we bridge this one. Very common to get like a stroke extrusions every
now and then. That's it. We got the feed over
character ready. There should be a
little bit fatter. So I kinda wanna go to this line right here
with self-selection, a little bit of fluff election. It's going to make this
a little bit wider. Worried like and that's it. Now, if we cover character
and we do a mirror, which would have
this right there, Let's go to the mirror options. There seems to be some
issue with the mirrors. Let's change this to
0.01 is the 0.001, so that we combine all of the vertex and
we don't get any, any issues because I
think points Here's your one was a too
low for tolerance. And that's what we're, we're
getting a couple of errors. We did that one right there
and that one right there. And there character now has some cute little legs
to start walking. If the lexeme a
little bit too thin, remember, we can
always change them. Just grab all of those
guys and we the y-axis, we can control it just a scaled
them a little bit there. In there we go just to make them slightly
thicker if we need to. But yeah, that's it. We got the likes of
her character ready. Now we're going to
jump onto the arms. And the arms are definitely
a little bit more tricky, especially because
of the fingers. But don't worry, I'm gonna
show you some cool techniques to get those done as
nicely as possible. So hang on tight and I'll see
you back on the next video.
26. Hand Modelling: Hi guys. Welcome back to the next
part of the series. Today we're going to continue
with the hand Modelling of our dollars
will go over here. And as you can see, the hand is made up of
two fingers and a thumb. And the way we're going to
be Modelling this as we're actually going to be Modelling
them like down here. But later on, we'll
connected the hand or the, the rest of the armed
with everything. Now as you can see, modelling it right here can be a
little bit complicated because we don't have a specific plane like this
is a 45-degree angles. So what I'm going to do is I'm gonna go here to
my front view and I'm going to re-import
another image plane. So I'm going to import again
monster front and hit Open. And as you can see, we get
a second image right here. I'm gonna be working on the
other side of the element. I'm definitely going
to have to scale this all the way up to five, which was the original scale. And I'm going to rotate this around so that the hand and arm, our asset straight as possible. I actually just need
one of the fingers to be straight because
we're going to be Modelling one finger first and then we'll continue
with everything else. So there we go.
Now, the way we're going to start this as I'm
going to start with a cube. And we're going to do the same process that we've done before because we don't want to have
any poles on the fingers. This cube right here,
I'm going to say Mesh and we're going to smooth. And that's it. Would that done? We pretty much have at
the tip of the finger, I'm going to delete this
face is right here. I just need to position this on the proper place which
is right around there. I'm gonna grab this edge
right here, Control E. I'm going to push it
all the way back. Now that we have this, we can start playing around with the thickness or the
shape of the finger. So I'm going to add a
couple of divisions. Usually the fingers are
made out of three segments. So we're going to have
one segment right around there and another segment
right around here. Each segment is supposed to be slightly smaller
than the last one. So let's start with
this right here. The image is a little
bit too intense, so let's bring the
Alpha gain 2.3. There we go. Grab this guy's,
make them smaller. Grab this guy's and make them smaller as
well. There we go. Now that we have this, we're going to add a couple
of more divisions. Remember we mentioned
that anytime we're going to flex something, usually having three
divisions is a good idea. Now what this model, games and modern like acids, we don't need to do this
as much because we have enough resolution that
we're not working with so low resolutions that
we need to do this. But it's a good rule
of thumb to add extra divisions on the areas that are going to need
more deformation. There you go. As you
can see with this, we pretty much have
one finger array. Now. It has a Cloth. So I definitely want to add
a little like Cloth section. So I'm going to create an
offset there are a little bit less and then Control
E and push this in. There's going to
create the little section, therefore the Cloth. And now to create the claw, we can actually just recycled one of the teeth, to be honest. So we're just going to duplicate one of this teeth right here. Let me zero out the rotations. There we go. Then rotate
this 90 degrees to one side. And then something like this. Scale it, get it in there. We can snap it to zero point
so that snaps right there. Make a little bit thicker. It's good to the front
view as you can see the clause a little bit curved. So I'm going to grab
this vertex right here, self-selection. We'd rotation, we can rotate
this and just move it. As you can see,
that's gonna give us the sort of like curve, the fact that we're going for and increase the
size a little bit so that fits better on the
finger. And there we go. That's our first finger right
there. This saturate here. I'm going to scale it
a little bit more. We always want the
transition of the, of this elements to be as
smooth as nice as possible. We don't want to see like any weird like Pinterest
or anything. That looks really good. So that will be our
first finger right? Now what I'm gonna do is
I'm gonna grab this finger, am going to duplicate it, move it to the site to create
a second finger and make it slightly bigger because usually the index finger in
the middle finger, there's light at different
and this kind of like a middle and index
finger combined. And this is like a pinky
and ring finger combined. So this one's gonna be slightly
bigger, just like that. Going to move this back so
that's a little bit closer. And I personally like to, I'm going to move the pivot
point of this selection back. I'm gonna give it, actually, no, let's keep it like this for now. It's gonna be a little
bit disturbing. Usually fingers now. Usually fingers do
have a little bit of when you see it from the top, they're
not perfectly straight. They have a little
bit of an angle. So what I'm gonna do here, so I'm gonna grab this
two guys, combine them, combine these two guys as well. And then this first guy
I'm going to send to the point, same for this one. And that way I'm going to
be able to rotate this out a little bit and rotate
this in a little bit. Just like that. One of the Make sure that
the connection here is really close to each other because we're going to be using, we're going to be combining
them into the palm shortly. Now for the thumb, the thumb actually works
in a very similar fashion to disguise, it's just slightly thicker. So I'm gonna duplicate
one more time. I'm going to rotate this
kind of like 50, 60 degrees, something like this
because the thumb is not in the same sort of like
direction that everything else And then we're going to
rotate it like this. So if we go to the front view, we should be able to position
the thumb where it goes. I'm gonna make a lot thicker. And the thumb
doesn't have all of the divisions from the finger. You only has two. So what I'm going to
do, so I'm going to eliminate the first
division right here. And that's gonna give
us a really nice clean the thumb that we're
going to be able to use. Now as you can see, this is not perfectly aligned with
the rest of the fingers. So I'm going to play with
the precision a little bit. There we go,
something like that. It depends on the rig.
Some people like to have the rig with the finger
a little bit higher. Thinks something
like this is good. I'm going to move it
forward a little bit. I know that doesn't
match perfectly with the concept,
but that's fine. There we go. So this is what our hand would look like by
creating this three fingers, we get the basic
shape of our hand. But here's the problem,
or here's the, the, the tricky thing. Eventually, we want
this whole arm to be connected to an
eight-sided cylinder. That's going to represent
the hand, right? Very similar to what
we did with the what's the worth with the with the leg. First thing I'm gonna do is
we're going to grab my image. I'm going to now
make this perfectly flat with the arm because it's going to be
easier to work it that way. And then this guy right here, we're going to make sure that
this is set to 90 degrees. If we position this right
here on the wrist, again, you can see that this
is where we're going to be finishing the connection. Right around there. We delete those faces and
all of these guys are gonna be connected in this
particular area, right? So we need to create the connection that's gonna
be attached to this arm. So this is where we're poly modeling because
it becomes a little bit complicated because
we need to find a way to reduce the amount of loops
that we have right here, because we have eight loops for each finger and bring them
all the way into the arm. This is also why I love
characters in games and stuff. They have the fingers and
things like separately. That's a segments like robots
are really easy to Reagan everything because
you just create independent sections
and that's it. But for here in the
organic character, that's a little bit
more things going on. So I'm going to grab
this three things, so I'm going to combine
them into a single object. The first thing we
need to do is we need to bridge a couple of elements. So we're going to breach
this two intersections of the fingers together. We're going to breach the
two sides sections as well. So this guy, This guy is going to reach to this guy
and this guy like that. As you can see, that's
going to create the initial connection
of the hand right there. Then we need to create a sort of another connector or another like movement from the
sides of the fingers, this guy in this guy to the
actual element right there. So I'm going to see control E, push this back to
right around there. And then Control E again, push it back in like this. And as you can
see, this going to start creating this
sort of like shape, like the boxy shape
of our ahead. This again, this is
known as box modelling, where we model
everything from us. You can see here a box. And we'll just create
the general shapes. I'm going to do the same
thing here on the outside. And there we go. So eventually this
thing is gonna be connected to the arm
right around there. The big problem comes with all of the sections right
here on the inside. Like, how are we going
to be creating all of the sections without adding
way too many polygons. And the answer is, we need to connect polygons in a way that they do not flow
to the other part, rather that they float to
its own little element. So we can see this to top areas here on the thumb and
this to bottom areas. Ideally we want them to connect and we're going to connect
them through the palm. So what I'm gonna do
here is I'm going to add one section line right here on the other side of the hand. And then with this edge and this edge, we're
going to bridge. We're going to add another
section right here. And this edge, and this
edge we're going to bridge, as you can see, that
connects the Paul. And we're gonna do the exact same thing
on the other side. We don't need to add the
edges now because we already have them here
and we just bridge them. So as you can see, this
center line of the finger, instead of it going all
the way into the arm, is going to keep
itself on the hand. Now of course, it
looks horrible, but you can see
right here this is a really ugly-looking elements, so we start adding more Lights. I'm going to have one line right here that has to do
with this connection. And I'm going to
push this line up, rotate a little bit to give a little bit
of volume to the hand. Then we need to decide again how we're going to solve
this issue right here. We don't want to have, or
ideally we don't want to have any angles or anything we
want that were triangles. Why don't keep everything Cloth. So we can't just combine from this line to this line because we will get a triangle. But if we add one
division right here, a new division, now, this can work as a square, this guy to this guy. And that's a square right there. It's a very like mood square. It's not perfectly clean, but it's gonna give us a nice like a division right there. So we'll gonna do
that right there. Same thing here.
We want to bring this guy into the loop over here So I'm going to create
a new line right here. And this point, I'm just
going to merge to center. Well, we're creating
here, as you can see, it's kind of like a
loop that's gonna be going around the hand, the swat, same thing here. I'm going to add one
line right here. Grab this vertex
and this vertex, and we're going to
emerge to center. And that's going
to start creating the little puffiness of
the inside of the hand. Now the problem is we have
12345 lines over here. In, over here we're
only going to have to. So ideally, we want to convert this lens right here into
this two lines right here. So we're gonna have to
use some topology tweaks to do something
called a reduction. We're going to be reducing the
amount of polygons that we have right here into
weigh less polygons. So I'm going to select
this whole thing. I'm gonna say Edit
Mesh, feel whole. This is going to create the
canvas that we're gonna be using to work with our elements. You can see that this
is a super bath and gone because it has different
depths and everything. But we're going to
be fixing bits. I'm going to start
with my cartoon. We're going to start right here. I'm gonna go in and
back out like this, creating this sort of
like trapezius shape. Then from here I'm gonna go
out and into this corner. And then from here
we're gonna go out and into this corner. And as you can see, if
we go from here to here, we're now successfully
created a reduction 3-1. This U-shape right here is super-important for those
types of reduction. Now to clean this up
a little bit more, I'm actually going to
delete these faces. And we're just gonna go
from here in and from here. And as you can
see, this gives us a really nice and clean effect. Now the only thing that
we need to do is maybe just push a couple of this lights up a little bit to
create a better effect. Now, actually this
vertex are not good. So let's grab those two. Merge to center that
when we don't need. And this one mash to center. There we go. So now everything
is quiet and we get a clean topology with this a U-shape right there. We're
still not done right? Because we still need to
reduce this a little bit more. We can get into the hand, but this is getting
way, way, way better. Now, I'm gonna go back to the, or the lower section right here. We're gonna do the same thing. So we're going to
select this thing, Edit Mesh and we're going to feel hot or sorry,
mesh field whole. We're going to use
the same trick. So we go from here
out across in. Then we go from here, create this little
like trapezius shape. Like that. I'm hitting Enter every time I'm finished
with this thing. There we go. Oh, I didn't realize
my taskbar was on. Sorry about that. I usually have this
thing that we call. And then I will just
go from here to here. And from here to here. And this phase we delete, okay, because we're
going to again, like repair or recover some of those elements
is just a second. So yeah, that looks good. Actually let me delete this guy is right here
because we're going to need a little bit more geometry
on this inner area as well. Going back to the
back part right here, we see that again. Actually, let me
bring this down. We're going to combine
this two things already. So we're gonna combine them
into a single element. And we're going to
bridge this guy and this guy into a single element. And this guy and this guy
into a single elements. We might need to tweak
the depth here a little bit again to make this hand
looks as nice as possible. And we understand
that for instance, these two guys right here, what we're gonna be extruded for worth probably push
a little bit up, degrade like the palm. This to vertex. We can reach them together. And ideally this too as well. There we go to create
like the, the wrist. But again we have
the same issue. We have three lines right here and we have two
lines right here. So somewhere around this lines, we need to do another reduction. Okay? Now, I would like
this line to continue very straight to
this guy right here. So I'm just going
to do a connection. And that would like this guy to continue straight this way. As you can see, that gives us a really nice
clean flow of topology because we're flowing from the fingers all the
way into the arms. Now, pretty much like if
this was just the bustle, I'm going to start adding
lines, for instance, this one right here, and
another one right here. Because this lines
are coming from the fingers of the, of this guy. And we just merge to set there's two points
and merge to send. Now, on this side, we're going to have
these two guys that we can very easily breach. And this two guys that
we can easily breach, and we get this a triangle. It's a horrible triangle. But here's the cool thing.
This triangle is actually floating or it's being
present right here. So we could technically just
add one line right there. This now becomes a
square, just like that. So we create a square right
there and then we have a flow that's coming from the
finger and into the palm. And over here, that
new line that I added should help me with
this guy right here. Because I'm going to
have these two guys. I can mesh to center. And then over here we can add another line to recover
another square right there. And there we go. So as you can see, when we smooth,
everything is a squash. Yes, we are going
to have a couple of stars in a couple of points, actually, this
one, I don't love. Then we can minimize this
by just Merchant Center. There we go. That looks even better. And then this line is gonna be going to keep going over here. Very simple, which scrapped
the desk guys right here. We know we're going
to extrude this up and probably up a little bit to create the puffiness
of the hand. This to vertex are going
to merge together. And this divergers are also
going to be merged together. That we need to solve this
whole thing right here, which is quite
tricky right there. So there's a lot of surface. Now here's where,
that's why this is also close to what we
normally do every topology. Well, we tried to solve certain
areas of the character by making sure that the
flow of polygons are going into the
proper direction. So here what I'm gonna do is I'm going to do a mesh, feel whole. And it's kinda like a blank
canvas so they can be like, Okay, how would they fix this? Well, I know that for instance, this guy needs to go
all the way to here. I also know that I want a clean line going
into the finger. Like similar to what
we have right here. Like a clean line
going into the finger. I would like like this line to go clean into the fingers,
so that's a square. That's good. And then from here,
we can go over here. And we got square,
square, square, perfect. So this area is
pretty much salt. Yes, we can push some
of these things up a little bit to to give more
puffiness to the hand, but that area is off. Then we get this
line right here. This line right here was
one of the ones that we use for this a square. So what can we do? Well, you can just go
get it right there. Yes, we're gonna
have another star with five points right there. That pretty much salts
all of her issues. We're going to get the
slightly weird polygon, this one that we
have right here, it looks a little bit off, but it's not the
end of the world. And eventually when
we smooth like it, since it's in a
part of a character that's not going
to bend as much, we should be perfectly fine. However, another option
could be like, hey, why not cross this
like this together? Another square line right there, which is, of course
is gonna be helpful. And then we're still left with the issue of, hey,
we got this guy. Well, let's push
it and let's hide the little star somewhere else, for instance, are actually
another thing in this case. I think a triangle in this case is not going to
hurt us that much. So we're going to cross
this one right here. This one is right here. This one right here,
or there you go. So as you can see, we get
the triangle right there. So now we'll just cross
and we stop right there and does now
has become a square. We grabbed this point
and we can push it. Now here's where the sculpting
tools really help us. Well. We can go to sculpting
and we can go to smooth. And you make the
brush lot smaller. We can start smoothing
all of this elements. And that's gonna give
us a little bit more of a puffiness here on the hand. Because remember, at
the end of the day, we're going to have
this character in subdivision
level three, right? Like in, we're going to press number three to just
move the character. So as long as this thing looks
nice, We're gonna be fine. And the cool thing about this
hand is it's a perfectly, perfectly square hand, like it has, everything
is R-squares. So the flow of topology is gonna be working perfectly fine. Look at that. Very, very, very
nice, very clean. Let's go to the top
part right here. We're going to delete those. And now that we have our arm, we can delete this image.
We don't need it anymore. And we can bring it in position where the character
is going to be. So hope position, it's a
little arm right here. There we go. Let's start
adding some divisions. So poly modeling. And we're going to add one
division on the elbow. And again, as we
know, we usually need at least three divisions. Let's add a couple of
divisions here on the forearm, a couple of divisions
on the arm. And here is where things are going to get
interesting again, because we need to
combine this into rotate this a little bit and
combine them with the body. So remember what we
did with the legs. We're going to be
exact same thing. Let's push the arm a little
bit back. There we go. Usually the arms are really in line with the central line. There we go. I'm going to find four phases where we can create
the, the connection. In this case, I
think I'm going to, I think I'm going to add
one extra line right here. Just because that's gonna
make it a lot easier. Otherwise, the faces will be
a little bit to separate it. And now we're going to grab
these two guys, delete them. Grab this edge as well. We need to combine both objects. And we're going to
grab this outer edge and this inner edge right here. And we're going to bridge. Sometimes the bridge comes, offset it like this, like a spiral if that happens, just move the brick offset until you find the
proper number. In my case, it's not working. It's working properly,
but sometimes I find that issue It's a
relatively common issue. Now, this guy right here, I'm going to push it
in a little bit more. So we're really
following the curvature. And I'm going to add one
more division right there. Because I really want
to make sure that the division of the character
looks, it looks nice. Of course we mirror this thing. And this is what
we're going to get. Now we go where
it's MUGA is ready, the little character is done. Every single piece
of the character is now a single element. I'm actually going to combine. Well, I don't want to
combine everything, but we could combine everything
into a single object. But yeah, that's, that's pretty much it as
you can see right here, we get a very nice result. You can see there's
a little bit of a, of a pinch right here. So I'm gonna go to
symmetry object X, and let's go to sculpting again. I'm just going to smooth
some of these things out. So we get a better,
slightly better result. Same thing here on the chest. That because of the line that we added for the for the arms. So there we go. It looks green because
I press number three to take a look at
the smooth, smooth Mouth. There we go. So smooshed. Muga. Muga is ready and we're
pretty much finished. My friends with this, we are done with our
chapter number three. I know this was a little
bit more challenging. Make sure to pause. And oftentimes to take
a look at the geometry and all the elements
that we're doing to generate this character. Because we're going to
be using this character on the texturing department. And that's gonna be
the next chapter. We're going to be taking a
look at a UVs and how to prepare everything for the for the Texturing things
that we're gonna be doing. So yeah, hang on tight and I'll see you back on
the next chapter.
27. Monster Render: Hi guys, Welcome back to
another video in this chapter. I know what we're gonna
be done with the chapter. Really think it's worth it to add an extra little
render option right here. So one of the things
I'm going to do, so I'm going to start
cleaning up the scene. I'm going to delete
all of the Cameras. I'm actually going
to delete the name. We don't need it right now. And I'm going to select
everything right here. Go to poly modeling, central pivot, delayed history, freeze transformation to make
sure that we didn't have anything that we don't need and we need to
start renaming things. So I'm going to call
this as monster eyes, monster eyelids, monster hair. A good idea would
be to combine both of those hairs in
3d single element. We really don't have any
reason to have them separated. So that's gonna be monster hair. As you can see, I don't
like using space. This is something that was taught by my teachers back
when I was a student. And this is because there's
a lot of students that use other operating systems to do render us and stuff
and stuff like that. So spaces can sometimes be
interpreted in different ways, in different engines
or different OSs. And by using underscore, you are just make sure that
things are a lot cleaner. So this is going to be monster. Tong. I also like to capitalize
the first letter. Now for the teats, same thing, we can just grab all of them and combine them into a single one. Monster teeth. Well, the history, we don't need to type mesh all of this extra Cameras
we don't need. That's monster toenails camera. And this is monster body. There we go. Now we could grab
all of these guys Control G and just call
this monster a group. That way we need to do anything, we'll just do it from there. So I'm going to say File
and we're going to import again our a barrel render scene, the one that we've been
using for everything. And as you can see
on the options here, there's the option to
not use namespaces. I talked about
namespaces before, so we're not going
to use namespaces in this case so that we can
just get everything in here. Now, of course, we're going
to delete the barrel. We don't want the
barrel right now, but you can see that the whole scene is a
little bit too big. So I'm just gonna
grab the group of my monster and make it smaller. Let's go over here. Panels, look through selected. And let's change the size
here to two K squared. Make sure we're using GPU
to get a nice render. And let's Frame or
monster right here. There we go. That's a great, a great picture. So let's save this file, Save Scene As I'm going to
call this monster Render. There we go. And then we keyed
render, we should get our result right here. One thing that I didn't mention, as you can see, my GPU
is preparing here. Every time you update
your graphics driver, you're gonna have
to do this process. And usually it takes
like two or 3 min. If you want to speed this up, you can go to Arnold and then utilities and use this
pre-populate GPU cache, which is going to just do the whole compilation
before we start. So especially for what's especially for the for tough renders are renters
and I have a lot of stuff. I do recommend doing a compilation before
starting to render. It should speed up
your render times sine quite nicely
because as you can see right now it's been
35 s and still thinking about all of the things that they need to prepare. So I'm going to
pause real quick. There we go. So yeah, as you can see, we get this, however, this monster is a really cool
little dude, right? So even though we
don't have color yet, it will be nice to just get an idea of how things
are going to look. So what I'm gonna do here, as I'm going to start
selecting a couple of elements and I'm going
to change this color. So for instance, I'm
going to select the eyes, the teeth, and the toenails. I'm going to right-click,
assign a new material, Arnold AI standard surface. And on the properties
of the material, I'm going to keep this white. As you can see, the
roughness is low, which means that the
object is going to be really glossy and you
can immediately see the difference when
we render because the eyes are going to be
a little bit glossier. So it's going to look a
little bit more cartoon, which is great right now. To remember, I'm going
to change the name of this AI standard surface into M. I'm going to call
this white plastic. Then for instance, I could grab the tongue, assign
a new material. We'd right-click Arnold
AI standard surface, and we can call this
M underscore tongue. This is a little bit of a sneak peek of what
we're gonna be doing on the next couple of
chapters when we jump into texturing and rendering. So M underscore tank. And this one's gonna be a pinkish hue,
something like that. So again, if we Render now, what's gonna happen
is the tongue is going to look a little bit
nicer, something like that. Now you might be
wondering, well, could we add the
original white material to the fingernails?
And the answer is yes. However, as you guys remember, the fingernails are combined
with the character. So here's a quick way to do it, and we're going to
select the faces, select all the phases, and then control
and double-click on the body so that we
deselect the phases that are connected to
the body and we're only left with the faces
on the fingernails. Now we'll just
right-click assign existing material
and we're going to use the white
plastic material. Now when we Render, we're gonna get this. Seems like we change the
color on the white plastic. Or do they assign the wrong one? Maybe I just turned
the wrong one. So we select everything here. Right-click sign
existing material, white plastic. There we go. Now we've, we Render again. We're going to have a
nicer looking effect there with the fingernails. And I know, I know you guys are, you guys can't wait to add a little bit of
color to the character. So let's just go right ahead. I'm gonna go to the
faces right here. I'm going to sign
a new material, Arnold AI standard surface. And in this case, I think I wanted to go with a blue color. We're actually
let's go are green like traditional green colors. So something like this, a
little bit desaturated. Other one is to be
like super intense. I'm going to grab this guy's right-click assign
existing material. We're gonna go for the AA
standard surface three, which we can of course
rename to M Green. And then with this one
right here, There we go. So now if we Render, we're going to have a very nice, a little cute
creature right here. Usually the eyelids
of characters are a little bit
darker than the color. So I'm gonna go to the eyelids. I'm going to add a new material. Again, Arnold AI
standard surface. And if we go to the color, you can see that the
green that we select, this is gonna be right here. I'm just going to
make this darker and little bit more saturated. I'm going to call
this M dark green. And now we Render, we're gonna get a nicer
contrast there on the eyes because this green is gonna be slightly different. I'm actually tempted to add
the same green color to the antennas so that we get a little bit more contrast
with the whole character. But there we go. So now imagine we're doing
some sort of like commercial for a medicine or something
and we're doing the viruses. This is a perfectly
good and clear way to degenerate the results. Of course, we're still missing the little islets
are the I texture, but we're gonna be
taking a look at that on the next
couple of chapters. For now, I'm just going
to say File Save Image. I'm going to save
everything here with our, the rest of our elements. Look at this guys, look at this. We've been working
and learning about Maya for just a
couple of hours now. And you guys have already been able to do all of this
little exercises. So we've got our barrel,
which we're going to texture. We gather a chess
set, we got to door. We're also going to
texture this one. We got our hammer and now
we've got our little monster. Aren't, aren't you glad that you're watching this tutorial? Well, if you're happy so far, then stay tuned because we're going to be working
on more interesting things. We're going to jump into
texturing now and we need to talk about the
whole pipeline first. So in the next video
I'm going to explain how the pipeline works. And then we're going
to jump and do an actual texturing of
the different elements. So hang on tight and I'll see
you back on the next one.
28. Texturing Overview: Hello everyone and welcome to the next part of our series. Today we're going to be
talking about a texturing and it's a little bit of
a heavy theory thing, but I'm gonna be
trying to simplify this and divide this
into a couple of things. We're gonna be taking a look at a texturing this time around. The first thing we need to cover is something called a UVs. And the wet best way I can
explain what the UV is is by using one of this kinder
surprise, like chocolate X. So every single object that
we have in the 3D world, you're going to open the
barrel scene, for instance. Every single object
that we have on our, on our environment. Well, actually, yeah, this is a perfect
example of what that is, but that's not what I
wanted to show you. Let's go to our barrel Render. There we go. So every single 3D
object that we have in the world has something
called a UV space. In the UV space is the 2D
representation of a 3D object. I'm gonna make it
really simple here. Let's say we grabbed
this Q right here. If we grab this cube, which is just a very basic primitive, we go to UV, UV editor. We're going to see
a 2D representation of the six phases
that this cube has. What I can do is use this map to create a texture that will
map specific features, specific, I know,
taxed or logos or whatever to the different
parts of this cube right here. So let's say we
download any texture. Let's go for like, I don't know, like look for weird or not. Let's just something simple. Color, full texture. We're gonna get something like
this, like this, perfect. So if we save this image in
our source images folder, of course, it's a very weird, It's a very weird format. Let's try saving this one. I hate that nowadays
everything is wet P. The problem is, the wet P
is not something that's compatible with them is at the point of the
time of this recording. So we might have, so if we grab an object, we assign a new material
to this object. I'm gonna just going to do with a very basic Maya
Lambert material, which is the most
basic materials. We can go to the Color option of the material and the link with this little
button right here, a file texture will go over this a little
bit more later on. Just want to do it real quick
to show you how this works. So there we go. When we do this and we press the number six in our keyboard, we're going to get at this, which is the cube being mapped out by the
texture that we assign. And we can see the
Texturing action if we go to the UV editor, as
you can see right here. So depending on where the
phases of this cube are, we're gonna be seeing
a different texture on the phases of this elements. And we can move
this thing around. And again, depending on which, where each of these phases is. For instance, if I
move this face to this eye right here
to the green element, there's gonna be a face, probably the one on the bottom there, scrubbing another one. There we go. This top face, you
can see how the texture shifts and moves around. So the way we texture objects, so that we can create amazing
looking renders ease. We find out Textures, width, texture, break texture, all of the different
textures on the Internet. Or we use software such as
Substance painter and a, we generate Textures that match the UBI information of
our object right here. However, we have a problem. The problem is, well, actually it's not
a problem when we create the basic
shapes such as a cube, a sphere, a cylinder. They all have a basic UB that we can just very
easily map ETEC, a texture to end
generate a nice result. But for more complex objects,
Let's take, for instance, at this a barrel as an example, when we start doing extrusions, bevels, and all of
these different things, we start generating changes on the geometry of the
object and unfortunately, the UBI cannot keep up. So as you can see, we
have a UB right here. But if I were to place a
texture on top of this object, you can see that we're
not going to get the best texture available. So every time we finished
modelling an object, we need to jump onto
the next stage, which is the Uvs and the texturing of this
specific object. Once we do that, we can jump
onto the actual texturing. So let me bring it in my
notepad here. There we go. So there are three main stages on a degeneration
of a good render. First of all, we got
the texturing stage, which is what we're going to
be focusing on right now, which in Bob's UVs and Textures. Okay? Then we got the shading,
which is the materials. The materials are
the connections, the one that I showed you
before about the color, all of those connections and all of those parameters that we change to make the material
look more realistic, we're gonna be dealing with
in the shading department. And finally, we're
gonna be dealing with rendering with a lights
and shadows very similar to what we
did right here to get a really nice result
at the variant. But as you can see on this
all instructions right here, we always need to
start with UVs. So I'm going to
show you real quick the basic ways to create UVs. And then I'm going to
show you my technique to create a final UE. So let's go for
instance, to our dice. I'm going to say
File Open scene. And we're going to open
the very first object that we created,
our dice, right? So let's imagine we're gonna do like a casino dice or something, and we want to add logos and things like that to
the overall object. Thankfully, when we
created this object, we're actually already
have a really nice Uvs But as you can see,
it's not perfect when I press number
one, Number three, you can see some of
these phases like generate, something like weird. So there's a couple of ways
in which we can create Uvs. First of all, it is recommended that if we're going to be
using a smooth version of the object that we smooth are low poly version because if the UBI of the low
poly version changes drastically to the
smooth version, there will be a little
bit of something called texture stretching, and we don't want
that to happen. So in this case, as you can see, the change from number one, Number three is quite extreme.
I'm going to go to Mesh. I'm going to hit smooth. As you can see, this
is going to give us one level of subdivision. We can still press
number three to get an even smoother version. But this one right here is a lot closer to the smooth version. So this is the one that
we're gonna be working with. Once we have this, if we
take a look at the Uvs, you're going to see that
the UVs are a mess. You can see that things are overlapping and we're getting some really, really
weird results. So in order to create
or generate a new UVs, we're gonna go to this
Uvs section right here. By the way, I'm not sure
I've mentioned this before, but any menu that
has the dotted lines you can click and you're
gonna be able to undock it. Right here we have a lot of
different options that we can use to create UVs
for this element. A lot of people go with
the automatic version. They're like, Oh, it says
automatic, I'm going to use it. Let's use automatic mapping. The problem with
automatic mapping is you're going to see that we can generate a ton
of different islands. Imagine trying to find a
specifically which island, this little guy right here, as it would be very difficult. You can see we have like
weird cots and stuff. One of the other examples
that I can give you about this is this thing
called paper craft. Some of you might have
done this before. I've always wanted
to try, but I've never done it to be honest. The paper craft is this
thing where you print out a version of a little character or a little animal or whatever. And you use this flaps
to glue them together. So it's a flattery presentation, a 2D representation of an
eventual 3D model right here. Of course, there's
gonna be characters or elements are going to be a
little bit more complexity. So for instance, let's see this little like anime
character right here. You can see has a lot
of different partial, all the different
armor bits and stuff. Now, if we go for something very simple than the UVs are going
to be relatively simple. Everything's pretty
much the square and that set. But there we go. For something really complex, the UVs are going
to be more complex. The more complexity up is, the more complicated it
could be two texture. So that's where the
automatic mapping, even though it is automatic and this could potentially work, is not ideal because
we have a lot of extra cuts that we
really don't need. And it's just going to
make our lives very, very. So. The first thing I want to
do is I'm going to select the object and I'm going
to say delete Uvs. That way. We have
absolutely no Uvs. Know Uvs here on the UV editor. And we can start
creating our own cuts. The cuts for a cube,
such as this one, should be very similar
to what we have when we create a very basic cube. So when we start with a
simple cube like this one, if we go to UV, UV editor, you can see that it has
this sort of like T-shaped. I've also seen some
people that do it like a, like a cross thing, but a T-shape is usually
a really good idea. I'm gonna grab this guy and before we can start
creating any UVs, we need to give them a vase. We need to create a basic UVs so that we can start carving and adding the lines that we
need to generate our UV map. To do that, I'm going
to use this thing called Cameras base Mapping, which are going to try to go for a three-quarter view like this and do a camera
based projection. This camera embrace variation is already a UV and
as you can see, it's a UV that matches
the camera that we use. If I go to a front view and I do Cameras
based projection, you're gonna see now that the UV editor is
gonna be like this. There is a small little
book here instead of Maya, where you select the object and if you go to the UV editor, you sometimes might
not see this thing. If that happens
to you especially happens when you're
in component mode. If you go to the UV editor,
sometimes you don't see it, just right-click and go to UV shelves and it
will show them. Okay? So if at any point you open the UV editor and using nothing, just right-click and hit
UV shells and that's it. As you can see, we also have access to things such as edges, UV shell, vertex faces and UVs. But these are not
the same as the ones that we have on the 3D view. For instance, if I grab a
face here under UV Mouth, you can see it's going to
be one of those faces. There we go. But if we move it
here on the UBI view, it's not going to be moved
under 3D view because this is only affecting the UV
map of the object. Once we have a basic UV with
the camera based prediction, we can start to finding where
the cuts are going to be. And there's a rule
of thumb for cuts. We always want to hide cuts in either crevices or corners are places that we're not
gonna be seeing them. One unfortunate
thing about using up Maps is the fact that every
time you have a UV map, there will be a seem light
in sometimes texture will be very obvious to see
where the texture cuts and starts with
another section, especially when
you have patterns for things that are more organic like skin and elements like that,
it's usually fine. But for things that
are like wood or it has like Cloth we'd like
to pattern or something. It can be a little
bit complicated. So I'm going to use this
option called 3D cut. And so you B2. And I'm gonna go to the object, I'm
going to start cutting. I'm gonna go, Let's go
to the number one phase is gonna be our main element. And I need to cut the team. So I'm gonna double-click
and as you can see, the actual bright they're
stops at that point. And we get this wide line indicating that we
are generating a cut. We cut this. So this is
like the first flap. And then we're gonna keep going down on the sides like this. Okay, so cross the cross
and then we're gonna do one more right here. Right here. So this is like the top of the T or
the bottom of the T, middle of the T. Top of the T. And then this is where
the T We'll just like I'm flop into two
different sections. So those cuts right there
should be more than enough. If I now go to the UV editor, you're gonna see that the
cuts are going to be there. They're going to look
a little bit thicker, but the object is not unfolded. We still have the full elements, so we need to do something
called the unfolded function. I'm going to right-click
select the UV shell, select all of the Uvs
shells right here, am going to say modify. And there's this
option called unfold. If you don't have this
option enable or if you click on it and the unfold
3D option is not enabled, Make sure to go to
Windows Settings and Preferences Plug-in Manager. And look here on
the first plugins, just going to be one right
here that says unfold 3d. It should be on by default, but sometimes it gets turned
off for whatever reason. Once we have that, if
we just hit Apply, what's gonna happen is
Maya will automatically unfold the UV that we have in the best possible
way that it can. And it will generate,
as you can see, the T-shaped that has a really, really cleaned up for
my dice right here. The only problem is that
you can see the UV is now outside of the
zero to one space, which is this first
square right here. If that happens, you
can just scale this down and rotate this around so that it matches a little bit
closer to what we have with our initial or would the
cube when we first started. Now with this, we do have
a proper, a proper UB, which means that if I
add the texture, again, let's add a new
material. New material. Arnold or Maya. Let's do a Lambert in
here on the color. Let's bring in whatever
color it could be, whatever color I could even
add this imagery there, and that's perfectly fine. If I press number six, what's gonna happen is
we're going to start seeing the texture of that barrel image projected onto the surface of our object. Remember, if we don't have
Uvs, I'm gonna do UV, delete UVs even though we have the material that's
supposed to have the image, we're not going to see anything. That's why UVs are so, so, so, so important
for our element. So that's the basics
of Uvs and the Basics of all we're
gonna be doing in texturing this whole chapter. We're going to be getting
the Uvs from the barrel, the hammer, and the
door, and the character. So it's four different
like exercises. That's why it's important
that you finished them. If you haven't finished them, go back and finish them because
you're gonna need them. And we're gonna get the Uvs
of all of those characters. And after we get those UVs, we're gonna start talking
about how we can texture them to make them look
really, really, really good. So, yeah, that's it
for this one guys, hang on tight and I'll see
you back on the next one.
29. Uv Mapping Technique: Hey guys, welcome back to
the next part of the series. Today we're going to
be taking a look at the UB Mapping Technique
that I like to use for, I would say like N95 per cent of the objects
that I worked with. In order to do this,
we're actually going to go online and we're gonna look for a UV map checker. This is a tool that
some softwares include and there's a
new one right here. I believe this is diem. Like any of this
ones would work, but there was a
new, There we go. So earlier this year, someone released a
UV checker map tool. Jorge VIII is the author
of this very cool tool. There's a preset, I love
this one right here, and that you can
change the colors. You can use different elements. It's perfectly fine,
like whatever, which, whichever one you
want to use, it's fine, but we need this
up checker map to visualize how good our UVs are. Because there's a couple of
rules that we need to follow. I'm gonna show you in just
a second now I'm going to download this to
K map right here. But, but, but, but bum, if I find it helpful,
Thank you very much, but I'm, I've already
supported before. And we get this supposed
to be downloading. Okay, let's just
wait a little bit. While we're waiting, Let's jump back here
into the barrel. And what I'm going to use, I'm going to grab
the area, light, the camera and the plane. I'm going to hit Control G. And I'm going to call
this a render setup. What this will do this I
can hide the render setup and I can just
work on the barrel without being distracted. Let's see if this thing is. There we go. We got our little costume
thing right here. I'm going to copy and paste this into our source images
folder right there. And what we need to do is we need to create a material that's going to allow us to see when that UV is
working properly. So let's create some very
basic shapes so that they can show you how to
use that checker so that we can understand what are the things
that we're looking for when we're creating UVs for
any objects inside of Maya. Let's do like it towards
fine. There we go. I'm gonna select all
of the materials, right-click and I'm going
to sign any new material. I'm going to go Arnold,
AI standard surface. Am I call this
material M UB checker. There we go. If we go to color now and
we go to the file note, I'm going to be able to bring in the UV checker that
would just download it. That's one right here.
And I'm gonna hit OK. And if I press number six, we should see this. So as you can see, our barrel has messed up Uvs, like this is completely
not working at all. The sphere has a
really good UVs. As you can see, the
distribution of the letters, all of them are facing properly. We do have a little bit of
distortion on the bolus. This is what I mentioned
that last video. Like it's impossible to
have a UV that's perfect. There's always gonna
be certain issues that you might find in
the case of the sphere, one of the issues is
that on the poles we get this like distortion event. And some of you might
be wondering, well, what if we did the trick that
we did for the character? Could we create a cube and
smooth at a couple of times? How would those look like? Well, if we do a cube, we say Mesh smooth twice and we add the same material that
you'll be checker. You can see the UV checker or the material looks a
little bit better, but we still have some issues. So for instance, in
this one right here, one of the issues is
that this backwards or the faces that are here
on the back are upside down. So this are the things
that we will have to consider when we're texturing
an object like this. But you can see how
the UVs are way, way, way better than
what we had right here. So that's why I've
mentioned that this technique with the
sphere is way better. The cubist looking very nice. Again, the issue is that
this face is backwards, but everything else
looks very good. The cylinder, the caps of the
cylinder look really good. However, the center of the
cylinder, not that good. And finally the tourists, there was probably the
cleanest one that we have. As you can see,
the interfaces are like a compressed and the
outer faces are Stretch. But in general, we're getting a relatively good distribution. Now let's group this
one to start with, and let's go to
the UV, UV editor. And you can see that
by default the tourist has this grid-like
distribution on it's up. We could grab the shell and use the tool that we use on
the thighs, the unfold. You're gonna see
that we're gonna get a different distribution. Now, if we manage to get
this inside of the square, you're going to see
something really interesting on the
distribution over here. It looks way more uniform light. Now we don't have as
much as stretching on the outside and not as much
compression on the inside. However, we now see the seam line right here and
it looks a little bit off. So that's the main
challenge that we're always going to have
when working with UVs, we're gonna have to
decide what do we want. We want to have some
distortion or do we want to have some cards and seam
lines every now and then? Now, for instance,
on the cylinder, the cylinder is
probably the one that's closest to being perfect because the flat areas are perfectly both on the
top and on the bottom, but the center is not
working as intended. If we go over here again, that's the that's the
error that I mentioned. You need to right-click and
just display the UV shells. We can grab this one's
right here and we can scale them up all the way until they
touched the border of the element
right around there. Now as you're going to see, we're going to get their way better distribution here on
the surface of the cylinder. Look how nice this is. So imagine we're modelling
Coca-Cola can or something. If we follow this process, we're going to be
able to Texturing perfectly fine on
this side right here. The only problem is we
have a really harsh edge, like a seam here between the caps and the center
of the cylinder. But again, that's unavoidable. Every single shape that we do, no matter how simple
or how can flex, since we're going from 3D to 2D, we are losing and
dimension and that will always cause issues There's actually some of you might probably have seen this, but there's actually a
demonstration of the map. So if we look for Earth, map, distortion was just like documentary going around
Facebook a couple of years ago where they explained that the map that we're
used to seeing which is which is one of which was something like this, I think.
Yeah, it's this one. This is the one that
we normally see. It's wrong. The
proportions are wrong. So for instance, eyes on
or Greenland right here, looks almost the
same size as Africa, and that's not the case. But we see it like
this because they distorted the map so that
it's easy to navigate. However, the real map, the real proportions of
the map will be more like this or probably not. The, this was a little bit
more precise. There we go. So this is the
actual proportions. If we were to create a map that took the distortion
into account. So that's the problem
with bringing an object, so 3D object into the 2D world, we're always going
to lose a dimension. Now we're going to talk
about how we're going to be creating the UV map that we
want for our little bear. Alright, so we're going to start with our five
steps right here. I think it's five,
which are the steps that I always follow for my Uvs. The first step that
we're gonna do is we're going to select
all the objects that we want to UV and we are
going to delete the Uvs, UV, the lead Uvs, their vehicle Uvs gone. We have absolutely nothing
and we can start working from zero to make sure that our UVs are as
perfect as possible. We're going to select all
of the objects again. And we're gonna go UV and we're gonna do it Cameras
based projection. This will give us just a
snapshot without any seams. This is important parts
about the UBI projection. It will give us a
base up to work with, without having any seams that
we need to fix later on. As you can see,
the camera please, prediction is actually
very useful if we are exactly at this point. So if you wanna do
like some paint over in Photoshop using
this map right here, it could potentially
work perfectly fine. However, for our purposes, since we want to see
this as a 3D object, well, it's not going to work. We're now going to select
the object right here. Remember where they mentioned
about the smoothing option, while in this case the shape
is not changing that much. And you can see that
the distortion of the texture is actually
not that much either. So this is perfectly fine. The numbers can get a little bit distracting when doing the
cuts that we're about to do. If you want to hide that detect texture without
having to change Materials, we can click this little
button right here that uses the default material. And we're going to see
this as a very basic, just like gray material. We're going to open
our UV editor. And we're gonna go to
this guy right here. And we're gonna go to UV 3D cut. And so you'll be tools. And we want to find where we're going to
be doing the cuts. Now for cylindrical
shapes like this, the usual technique that I use is to cut the caps
of the objects. So we're gonna go to this corner right there, on the top part. And on the bottom part, like that Double-click to just call it the
whole thing through. And then I'm gonna go, usually on the back of the elements are on
the negative z-axis. And I'm gonna do a cut
down the middle like this. What this will do is pretty
much like the sticker off for soda or like any drink. You're going to
have the label and then the caps on both sides. Once we have this, we
can go to the UV shell, grab the UV shell and
say Modify and unfold. What this will do
is it will create this unfold option right here, should allow us to see
how the new UV is. Look. Now as you can see, the barrel
right here does generate a really nice UVs on the front
side of things right here, it looks really, really good. But it starts distorting
things on the backside, which is not exactly
what we want. So I'm gonna do a slight
change right here. I'm gonna go back on my cuts. And for this particular one
instead of using the 3D cut. And so you'll be Tool, I'm gonna do a couple
of other tools. First I'm going to cut at
the corner on this top part, right here on the very Werther
of the barrel right there. And I'm gonna go to the
bottom one as well. And we can say UV God uveitis, which is the exact same thing
as using the 3D cut and UE2 on those edges
right there you can see they're white in. Then what I'm gonna do is I'm gonna go to this
option right here. I'm gonna say UV shell graph, this UV shell right here, which is the label
of the barrel. And we're going to use
a cylindrical mapping. We have a couple
of options here. These are very traditional,
very old school way to do it. But for this
particular elements, especially for this barrel, this cylindrical mapping
will work even better. So I'm gonna hit cylindrical
mapping right here. And as you can see, we get this very cool effect of a really straight line going
across the whole thing. The only problem is
that we're going outside of the X and Y axis, so everything should
be inside that square. So I'm going to
have to scale this down a little bit like this. And then to make sure that
this is proportionate, I'm going to bring
this down as well until the squares
are well square. So something like that. Do not, and I repeat,
do not unfold. Because if we unfold again, we're going to get the same
result that we got before. As you can see, it's
a little bit less intense but we still get this or like weird overlap on the back and I
don't want that. So this one we're going to
keep exactly like that. You can select individual edges and then we just
unfold those elements. Only those elements
will be unfolded. And we will get a really
kinda clean distribution on the top and on the bottom. So first step, delete Uvs. Second step, find where
the seams are going to be caught the
seams of our element. And then third step unfold. With the unfold done.
As you can see, we're gonna get a really
nice distribution This will eventually receive a wood texture
that's going to look really, really, really nice. Now, what else can we do here? Well, of course, we'll
missing the rings and rings. Have you guys remember
we got six rings, all of this ones right here. Now, all of them came from
the exact same object. We just changed the scale, but the topology is
exactly the same. So one thing that we can do is we can do the Uvs
for one of them and then just transfer all of the other ones to
the next rings over. Now for an object like this, the best card that we can do is a cut on the back of the ring. And then on the back of
the object like this, just a single cut around
and then cut like this because that By the way,
the shortcut is control. You control, you will generate a super
clean straight line. Look at this super clean line. And again, as long as we scale this properly
instead of the element, we're gonna get the proper
proportions that we want. Now that we have the, the elements for this one, I'm going to select the first
one, select the secondary, and we're gonna go to
Mesh Transfer Attributes. And one of the
attributes that we can transfer is the Uvs. The only thing that we need to change your can see
here that we are transferring UV sets like
no vertex precision, no vertex on, we're just transferring Uvs
sets and Color sets. In this case, we didn't have any color set, so that's fine. But we do want to
transfer the Uvs set. And the only thing
that we need to do is here on the Uvs set, we need to change the
sample space to topology. So we want them to,
want to tell during, say check your topology
and make sure that the Uvs match both
topologists properly. And by doing this,
if I hit Apply, you can see this guy
has a new UV and we can continue transferring this
from one to the other. This is going to say it
was quite a bit of time. So whenever you're duplicate
an object and using the same object to create a UVs, we're going to be
able to do this. But the only problem is all
of the Uvs right now are in the exact same position
and we don't want that. So we're going to
grab all of them, hit Control U to unfold them. Then we're going
to use a new tune, the new tool that
we're going to use. And this is a final tool for our UB like preparation
is called a layout because right now we're breaking a couple of rules
here on the Uvs space. So before I show
you the layout to lay me show you the space, but before we do that, let me just write real quick the steps
that we had so far. So first step, the lead Uvs, second step, camera Mapping
together a clean slate. Third step, cut Uvs. Four-step on fourth, fifth step, it's gonna be the cleanup
process and we're gonna be using a tool called
layout to do this. But again, I need to explain why we need to clean this up. So the reason why we need to
clean this up is twofold. First of all, we do not want
any of this elements to go outside of the space
because when this happens, when they Asia a shell you we shall goes
out of the space. Other softwares
are going to have issues like I'm trying to find out or figure out how to properly work on this
area right here. So usually we want
everything to be here inside of that
one-to-one UV space. There are ways to use. All of these are spaces. We usually use the positive one. So all of this ones right here, we'll talk about
this a little bit later with something
called UTMs. But right now we're
just going to be using this one right here. Second room. We don't want things to be
overlapping each other. And right now there's a lot of overlap between the
different elements. So we will need to probably like scale all of this
down and start moving them around to have a
free-space and making sure that none of these guys are overlapping to each other. Third rule, we don't want one object to have more
resolution than other objects. Very commonly, when
do we do the unfold? Maya will add more resolution to one place than other.
This is why I disagree. That's so important. If we take a look
at the barrel here, you're gonna see that we have
a really nice distribution. But if we go over here, you can see that this
course are really big, meaning that there's
a lower resolution here than what we
have right here. And it could even happen with the little badge right here. Like maybe let's grab this band. And let's imagine that we're
breaking a couple of rules. So we're making this super, super big and our making it outside of
the one-to-one square. So if we do that, you're going to see here
immediately that we're gonna get a lot of resolution on
this things right here. And they do not match the same resolution that
we have on the barrel. If we went ahead and texture that way, what's gonna happen? This, there's gonna be a part of the object is going to look
super high resolution, and others are gonna be very low resolution and we
don't want that. So in order to avoid that, we're going to be
using this layout tool that solves all of those issues. It will make sure that
all of the UV shells that we have right here are inside
the one-to-one square. It will make sure that all of the elements way
the second we have a cylinder right
there, There we go. It will make sure
all of the islands are inside the
one-to-one squared. It's going to make sure that no islands are
touching each other. And it's going to make
sure all the elements are aligned properly. So the tool can be
found here and modify, and it's called the layout tool. I'm gonna go to the
option box again, make sure to unfold
3D option is turn on. The layout tool is part
of the unfold 3D plug-in. And here's where we are going
to be doing some changes. So the first changes,
shell pre rotation, do we want to align this
elements in a specific axis? And in this case,
yes, I want them to be horizontal because
I wanted to bands, especially this metal bands, to be as straight as possible. Shelf re-scaling
very important and we need to preserve
the 3d ratios, meaning that we want the
islands to be proportionate to the way that they're
being shown on the 3D world. Over here translate shells. This is telling us that we allow the object to
move the shells around. That's fine. Rotate Chelsea, this case we don't
really need it, so I'm going to leave
it off over here. Which type of map we're
going to be using, I'm going to say to 48, which
is the standard nowadays. And then on shell padding, this is the distance
in pixel that we want each cell to
have from each other. I'm going to say give
me at least eight pixels from each shell. And then title padding
is that this is, we're going to have four
divorced from the border. I'm also going to give it
eight shells. As you can see. Finally, we have tiles U and V, which is in which
area we want to go. We're gonna go from
the one-to-one area, which is this one right here. If we set all of
these options on, we select all of our UV
shells and we hit Apply. This is what we're gonna get. Can see we have a
little bit of an issue. Some of the elements are
not working properly. What can we do here? Well, first of all, let's
make sure that we have freeze transformation or delete History done with
all of these things, especially for eastern
information is the one that usually mess things up. And let's try this again. So we've got all
thing hit Apply. The barrel is working properly, but for some reason this are not working exactly as intended. It could be a bug right now. I'm not exactly sure
where this is happening, but if this becomes an issue, one thing that we can
do is we can just combine everything
into a single object. And by doing this,
now we'd know is that all of the shapes should
be part of the same object. And if we do again,
modify and layout, everything is going to
be in the same section. Now here, of course, one of
the things that we can do, you can also turn off the
texture by clicking here. We can line this up a little bit more because another
one of the rules that we wanna do is we
want to try to make use of as much
space as possible. So if we can later on
at another problem, this area right here to make
use of the of the UV map, then we're going to
have a better result. But look at this. Now, every single
part is looking good. All of the letters
are facing forward, all of the distance or the
size of the squares for both the rings and the barrel
are really close together. So no single part is going to look more high-definition
than others, and every single part
has its own stuff. See, for instance,
this ring right here is having a little
bit of an issue. So if I want to be super, super precise about this, I could go to this one and I can see that that's upside down. And of course it's upside
down because if you guys remember all of this three
rings, we inverted them. So I'm gonna go to UV, UV shell, this guy, we have some
UV tools over here. For instance, we have
the transform option. I can click on the center. And then there's free
rotation here to rotate this 90
degrees that we go. Now I can see
there's a little bit of stretching is going on there that shouldn't
be happening. I'm gonna grab this and
say modify, unfold again. Another unfold. There we go. It seems like we
miss some unfolds. I'm gonna do another modify
unfold except for the barrel, of course, so only
this modify unfold. Then again, Control L is
a shortcut to layout. As you can see, this should
give us a better layout. The only thing that I'm
seeing is that this guy, this guy and this guy are upside down so we can
rotate them around. And now all of them should
be facing properly. And that's it. With this done, our
barrel is now ready. I'm actually going
to grab this guy, the lid history for its
transformation center pivot, I'm going to change
his name is just going to call this bell. If we want, we can split this back again into
multiple pieces. That's fine. Like it will
work perfectly fine. We don't really need
to do it right now, but we can split this back
into its original piece. And this barrel is ready to
jump onto the next stage, which is gonna be
the texturing stage. But before we do that,
I want to go over the remaining elements that we have so that we can
practice a Uvs. Uvs is one of those things that you really want to practice. Because the more you do it, the more use you
get to the kind of things that we're looking
for to get a proper UBI. Yeah, that's pretty much it now, I'm gonna do one
last thing here, this up checker material. We're going to be using it quite a bit and I
don't want to be recreating it every single
time we opened a new scene. So I'm gonna go to this little thing
called the Hypershade. It's this little blue is right
here. Don't find it there. You can also find it in Windows, Rendering Editors, Hypershade. The Hypershade, these were
all of the materials live. I'm going to select this
one right here and say File Export Selected network when the export this
on my Assets folder. And I'm going to export
this as a Maya file. So I'm going to call
this just to Maya ascii, and this is gonna be my
UB checker material. That way. The next time we
opened the new scene, we just imported into the
scene and we're gonna be able to use it on the hammer
or any of the other acids. So, yeah, that's it
for this one guys. Make sure to get your
UVs as nice as possible and get ready
because we're gonna be going into a lot
of Uvs right now. So hang on tight and I'll see
you back on the next one.
30. Hammer Uvs: Hi guys. Welcome back to the next
part of the series. Today we're going to
continue with the hammer. So let's open it, open scene and I get the
hammer right here. I'm not going to open
the render scene. Of course, that's
one right here. We don't need the image plane
and this is the hammer. Now remember we exploited
the material to last time. So I'm going to say File Import. And if we go to our
assets folder over here, because I have a UV
checker material, we just important,
it's important. We select the whole
object, Right-click, assign existing material, and we bring up our UB material check. We press number six
to see the Textures. You're gonna see that
this is a mess like the UVs are all over the place and this is not working at all. So let's start with the process. We grabbed the
whole object first. We're going to say UV,
and we're going to delete the Uvs to
start from scratch. We've got everything again, UV and we say UV editor, sorry, UV and we do a
camera based prediction. So as you can see, now we have some basic UVs and we need to start bringing
all of the pieces. Now, this elements
is a little bit more complex because you can see
we have a lot of pieces. So one way I like to
organize myself when working with an object like this is I'd like to create a new layer. It's gonna be an empty
layer right now. In this layer is going
to be called UB ready. So every time I finished the Uvs for an object
before the layout, just the basic unfolding Uvs. I'm going to add that object to this layer so that I know
that that object is start. For instance, let's take a
look at the bolt right here. Remember how the bolts have
no face on the backside? Well, when you have
an object that has no faces on one side, like it's, it's a thin object
that board that immediately becomes
an edge right there, as you can see, it
immediately as a UBC. And we technically only
need to grab all of this and say Control and
you, and that's it. Control you, it
unfolds all of them. We can even control
L if you want. It's gonna give them a lot
of resolution right now. But all of this bolt already, like we really don't need
to do anything else. It's a very simple asset. It already has the cut. The winnings can
like a cylinder, but it already has the cut. So it's, it's thin enough
that we only need to do that. So I'm gonna grab
all those guys. Right-click and
we're going to add the selected objects there. I'm gonna go to the cylinders. There's two cylinders you guys remembered when we did them. Very simple and both
of them are also missing their faces on the top. And since this we're
cylinders that we created from the
very beginning, the only thing we need to add
is just one section line. So we're going to grab this section right
there, right here. Uv caught up edges. And then this section
right, right here, UV and caught up edges. And doing that, both of this
elements should be ready. We grab both of them,
go to the UV editor, control you to unfold.
And there we go. Go Control L If we want. And both of them are going
to have perfect Uvs. Ready-to-go. Very simple again, because
we don't have the caps, we don't have any of the
elements right here. What I'm doing Uvs, I
usually prefer to go with the simple elements
first just because I can get them out of the
way real, real quick. So right-click and we just
add the selected objects. This one right here, another
little bolt there easy, which need to unfold, unfold. Grabbed the official
and control you. That's it. Will do the Liam later. So grab this guy, right-click and we add the selected
objects. This one. What does this? Well, it's a very
hard surface thing, but set cylinder at
the end of the day, it's a cylinder with
six sites only. So we're gonna use the
technique that we use for cylinders, UV 3d codons. So Uvs tools, we caught the cap that you can see there's no specific
like edge loops. So we're going to have to
manually select all of them. Same thing on the
lower side right here. We're going to manually
select all of them. In. Now, we need to decide which of the six sides we're going to
be using to cut this thing. And usually you
want to use the one that's gonna be
the less visible. So we are seeing the
hammer from the front. Probably one of this side beause one is going
to be better. We go to UV, UV editor
and we do control. There we go. So you can see we get this
or like rounded effect, we could use or do the same thing that we
did with the barrel. But in this case, since it's metal doesn't really
matter that much, this is perfectly fine
and RGB as already, so we just add the
selected object. This guy is right here. It's are a little bit more complicated because
as you can see, we have a lot of geometry
and load topology. But at the end of the
day, they're pretty similar to a tourist. So as you can see, we
have one line that goes across the whole
axis of the element. And that's the line that
we're going to be using. Just that one right there. That one cuts straight
across the whole thing. And even though this is like
super twisty and stuff, just by doing that caught
and doing a control, you were gonna get the
two very long strips. The only problem with the really long strips
is that as you can see, the UB becomes
really, really long. Which means that we're
gonna have to really scale this down to make
it fit into the elements. So it is advice for things
like that or like this to cut, if possible to God every, a couple of coils to
get a better result. So I'm gonna go to edge mode, I'm gonna go to a
side view as well. So like X right here, I'm getting like one right here, one right here, and
one right here. Uv. And we do manually. So we cut right there, we caught right there,
and we cut right there. And what this will cause
now is when we unfold, we're gonna get
more little pieces. And especially when we lay out, you're going to see that we
got to get more strips and this is gonna give us a
little bit better resolution. Yes, we're going to
have a seam line. So we're going to
have to find a way to hide the seam
line right there. Don't worry, there are ways to do this instead of Texturing, but it's a way to
compact or create a more efficient packaging
for our whole thing. I'm going to repeat
it with this one. So we're just going
to go UV 3D cut, going to cut right
down the middle. Then on the x-axis, here, Here, and here. The whole thing control you. And then we go Control
L. There we go. It seems like we didn't cut the back line right there
for whatever reason, it sometimes happens
because the 3d CO2 stops at the last one
we're gonna go here. So it stops at the line
that we already had. So we need to go here, here. And here. There we go. So by doing that, we can go back here, control you again, and then
Control L. There we go. So you have that we get
even more space right now, more resolution, which I think is something that
we miss on this one. Some of you might
be wondering, cool, we transfer this Uvs, yes, but it's such a simple object that just a couple of
extra cuts here and there. They're not going to take too much time away
from us. There we go. We go UV, UV editor and we
control you, and Control L. There we go. Now all of this elements, and you can see when
we turn this on, they have a better resolution. They better like a distribution of our UVs and they are ready. Right-click and we added to
the element right there. This one, simple cylinder are very similar
to each cylinder. So UV 3D cut. We got there, there, there, there, there, there. That's the cap. So I like to use this sort of like a mantra, which is cap, cap and along the
height of the element. And that's the way
I do this shapes. So we just do the same thing, control you and Control L. And that's it. That piece is ready. We bring it right here. We had selected object in. There we go. This one and this one, they're
very similar, right? So here's where the
transfer UB could work. Or in other hand, we could just combine them into
a single object. You can not, unfortunately,
you cannot do 3d codons, so you would tools at multiple
objects at the same time. I'm going to grab a light on
the bottom part right there. Then over here, Uvs 3D
cut, one, that one. But you can do the unfolded
multiple elements. So control, you, control
L and that we go. You guys are living
in an age where doing Uvs is so much faster
what I was a student. This was so, so, so painful. So let's go over here. Now this one's are a
little bit more complex. Actually think this is probably the most complex
piece that we've done so far because
it has in this, any sort of like a
cylindrical shape. The way we're gonna do
this is as follows. Let me turn this off. We're gonna go UV 3D cut and we're going to cut
one line right there. And then we're gonna go
to this edge right here. One of the ones
that we use for the support edge, see that? And that's gonna
be my main cuts. So that's gonna be a
full thing right here. I don't want to call it a cross. I actually kinda want to work. Now. Think of it. I think I'm
going to cut a cross here. I'm going to make
this a flat surface, and then this is going to
be a cylindrical surface. So we need to hide the corner of that cylindrical
surface right there. We're going to do the
same thing on the inside. So right there and right here. Let me show you how this looks. So we do control. You were going to have the flat surfaces right here and then the
corners right here. Now, since this is a
very like heart sure, fuzzy thing, in my note, it might not be a bad idea
to give this to cuts. So I'm gonna go here
and here as well. So we're going to
have two halves. I think more cuts will make the full work a
little bit better, but it will also make
a little bit harder to hide certain seems that does. You can see that this one
right here, it works fine. It's going to work fine. This is going to
be a metal bits. So metal is very easy,
especially with edges. It's very easy to hide
the same sun and metals. Let's repeat the
same thing here. So UV 3d curve, we're going to cut here. And that line right there, we're gonna do a cut right here. And a cut right there. Now, if we take a look, should get the exact same
thing are very similar. It seems like we've missed
one cut and this one, did we? You can even cut inside of here. We have the options over here. We go to this edge right there. We can cut. Then we can go to
that sit right there. We can cut this or that we
go seems like we're missing Let's turn on this elements and see if things are being
displayed properly. It seems like we are UV
shells which have 1234. Okay, I forgot this
one right here. So UV 3D cut. So we cut that one. And
now what's gonna happen is when we do the unfold here, we're going to have
something that's divided. This one right here. We're missing this
one right here. So I'm gonna grab one
and let's just cut. And as you can see this
section now as two halves, which is not what we
had on the other one. But we can fix it. If we go to this edge right here,
we can just say so. And that's going to
bring them back, stitch them back together. And then again,
when we do unfold, which would have our pieces
as well, we imagined. Cool. So yeah, that's, that's pretty
much it for that piece. Going to add it right
there. Same for this one. And now we're just missing the blocks right here, the stones, which again, very simple,
door like cylinders. So UV 3D cut, you're going to cut right there. And here on the front, actually I'm going to cut here so that the front of this
a little bit cleaner. And then we're going to
cut one line down here. And over here. We're going to cut same thing. They're there and
one right there. Now, if we go to UV, UV editor and we unfold layout, we can to really clean
stone hammer right there. Perfect. Oh, sorry. So now we have every
single piece of the element properly Uvs
there, Ubisoft, properly done. If we follow the list
that we have over here, we've deleted the Uvs. We did our camera Mapping, we did all of her UVs and we
did are all from unfolds. The last thing that we
need is our cleanup. Or what's the word or layout? Again, technically,
it should work. I'm going to Shift P to
get it out of the group. And just a freeze
transformation and everything. And let's see if we can make it work without having
to combine it. So I'm just gonna go everything
here and say Control L. There you go. As you can see, this
now has brought all of the pieces into a
single UV to a single element. And we can see that the
size of the texture is properly laid out for
every single element. Yes, there's gonna be a
little bit of distortion. You can see it right there, but everything seems to be
working quite nice, especially when we press
number three, look at this. And the important thing
that I want to see here is that everything
has a proper human. There are some
schools of thoughts, like for me this right here. If one of my artists here
from the studio show me this, I'll be like, yeah,
that's perfectly fine, as long as we can texture,
that's perfectly fine. However, there are some
schools of thought that say that in order to
make the perfect Uvs, you need to make sure
that all of the lines are facing the exact same way, that they're all having
the same colors. For instance, all of this
like little strap should be in one section of the Uvs. However, that takes
a lot of time to get it to work properly. And I would say it's one of
those things that you can invest like ours, making
sure it works right. And you're only going
to get like a oh sorry. You're only going to
get a five per cent or maybe a 10% improvement
in performance. So even though it is important, unless you're struggling,
we'd like super, super tight budgets
of performance-wise. It's usually not really death worth something like this
is more than enough. We're gonna be texturing
this hammer later on inside us, substance Painter. And yeah, This right
here is really, the only thing I need to
do here is save the scene. The scene now has the
hammer with proper UVs and everything is ready so
that we keep, keep going. So I'm going to stop the
be the right here guys. In the next one, we're
first gonna go with Edim. What are we missing? We've got the barrel,
we've got the hammer. We need to do the door, and we need to do the character. So we're going to
jump onto the door, which follows very similar processes to where
we have right here. So yeah, hang on tight and I'll see you back
on the next one.
31. Monster Uvs: Hi guys, Welcome back to the
next part of the series. Today we're gonna
be taking a look at the Uvs for our little
monster right here. The reason we're going
to be doing the monster first before the door
is because we the door, I'm going to show you
something called U-turns, which is a little more advanced. But we're gonna need that
for that specific prop, because of something that
we're going to be explaining the intellect in
the next lesson. So what this guy right here, it's actually fairly,
fairly simple. We're going to start
the exact same way. Well first let's import
our little checker here. So we're going to import
our chapter material. We're going to select the
whole character and we're going to assign the
existing checker material. There we go. We've got number six. You can see that the UVs are completely messed up as well. And this is because, well, we didn't take them
into account when we're modelling and
that's usually what we do like we don't care about Uvs until we jump
into texturing. So I'm gonna say UV and we're
going to delete it Uvs, then going to select
the whole character right here. I'm going to say UV. And we're gonna do a
camera based projection. And let's start, let's
create our layer right here. We'll call this ready Uvs safe. And I usually like
to start again, as I mentioned from
simple, too complicated. So the tongue, What's the easiest way to the
tongue on the underside? So UV 3D cut and just cut
that line right there. That's all we need. I'm not even going to do you
unfold just yet. I'm just going to start
cutting everything and then we'll do unfold
at the same time. And that's it. So we add the tongue, the teeth. The theater really interesting
because the teeth do not have the caught
on the lower section. So if we take a look at this, you're gonna see that we could
do that cut right there. It's going to be a
little bit complicated. So our rather spend a little
bit of extra time just cutting the square shape that we have here
underneath them. Then once we have this
shape cut right there, I'm going to cut
down the middle like this so that we have the front
and the back of the teeth. Now it's very important
that we first cut the desk. I actually think of it. It's going to save
us even more time. I'm just going to
cut halfway through, kind of like a teardrop shape. So we're just going
to go halfway through the teeth right there. And there we go. I was gonna say it
was very important that we did those cuts first, but in this case it
doesn't really matter. Now here, I want to
work on the nails, but don't want to work
in the body just yet. So I'm going to
select everything, deselect the body, and
go into isolation mode. And the nails are going to be
very similar to the teeth. So we're just gonna go UV 3D cut and we're going to cut across
the center of the knee. This is why having
proper topology so important to see how fast we can go and create all of the cuts that we
need for a character. If we didn't have
proper topology, if we just had like topology is something automatically
or whatever, this will take so, so, so long. Now the body there is really important that it's
actually fairly easy. We're going to treat it very
similar to how we model it. We're gonna do in sections. So I'm gonna go to Uvs 3D cut, and we're going
to cut edge mode. There we go, UV 3D cut. We're going to cut the arms out. We're going to cut the legs out. Let's go. Lowered like there
are going to go legs out. We're going to cut defeat
out here at the ankle. And we're going to cut the
hands out here at the wrist. We could of course, turn on symmetry to make this
a little bit faster, but in this case,
fairly quick selection. There we go. Now the arm actually let me, let me turn on
symmetry object X. So just make sure it works. So the arm, we're going to
cut on the inside of the arm because that's the place
where we can hide the same better on the leg. We're going to do the
same on the inside of the leg right there. And then the hands. Super simple, if you
follow the proper topology and you did all of the little tricks and things
that I showed you. It's simple, cut down the
middle of the fingers. It's gonna go straight
across the palm, is going to stop right here on the other side of the wrist,
as you can see right there. For the foot, the foot is
a little bit different. We're going to cut the
sole of the foot out. All of this thing
goes out like that. And then we're going
to add the cut. I usually like adding the cut on the inside following
the leg elements. We're going to have
this flat surface of the feed going around. In that way we hide the
effect very, very nicely. We do need to cut the
inside of the mouth, so we're gonna cut
it right there. Okay, So we have the
lips on the outside. In then for the body, the body is like
a peanut, right? So we need to find the
best way to cut the body. Usually we caught the neck, but there's no neck
on this character. So we're gonna have to do something a little
bit different. We're going to cut from
the arm down into the leg. We're going to cut from one
leg to the other right there. Then we're going to cut
across the head, right? This that way we're going to have the front
part of the body, at the back part
of the body, yes. We're going to have a
seam line right here. But again, once we
go into Texturing, I'll show you how we can
hide that very easily. Now that we have this
along with the nails wall, that whole part is
ready for the teeth. So let's just add
them right there. These guys over here,
again, fairly simple. We'll just cut them
in half, right there. Perfect. There we go. Select objects. This case right here,
there like a tourist. So in this case we just need
to add a cut on the inside. So UV 3D cut, and we got that right there. And right there. That's gonna be it. That's like objects. This one's right here. A little bit tricky.
Well not tricky, but we're gonna do the cut here on the inside so that we don't see it because the
I is gonna be covering. So we're going to have an outer
shell and an inner shell. That's it. And finally the eyes. We're gonna do a cut on
the back right here, which again are going to
be inside the cavities. So we shouldn't be
seeing them really. And that's it. With that done, we're pretty much finished with the whole UV. So we can grab all
the character and do Control you to
unfold all of them. Then Control L to lay them out. And look at this beautiful
layout right here. We've got the body,
we got the teeth, we got the eyes, the hands, everything's here. And if we turn on our
little element right here, we turn the basic material, you're gonna see that we have
a really nice distribution. Here is again, where some
people will be like, Hey, I want to make this
super, super perfect. Why not just like a star
rotating things around. Like maybe we want the
body to be straight up so we can go to rotation and just rotate the whole
thing like this. It's gonna be upside
down right now, but at least things are
going from top to bottom. Not again, this is not super important for this
kind of characters. It's more important when
you're doing like products, like boxes and things. You're gonna be following
me a label and you need everything to be following
perfectly, perfectly fine. But in this case, this
is more than enough, like this right here is
looking perfectly fine. And once we texture him, he's going to look really,
really, really cool. So yeah, that's it for this one, my friends, not too difficult. Hopefully you saw all of
the important cuts that we have here on the arms,
the hands and everything. And the most
important part about this character is again, eve, everything you build
was properly done, then the topology should be
flowing super, super nicely. And we're gonna have a quick UV ready to go into texturing. So that's it for this one guys. Hang on tight and I'll see you back on the next
one where we're going to be talking
about udim so forth door
32. Door UDIM Uvs: Hey guys, welcome back to
the next part of the series. Today we're going to
continue with the door. We're gonna be doing the Uvs for all of this
things right here. But I need to explain something
called the udim process. The process is slightly more
advanced thing that we, you, we do nowadays that allows us to break one of the rules that I
mentioned earlier. And it allows us to go
outside of the one-to-one space to fill in more islands
and get more resolution. Now, you might be wondering, why will we need to do
something like this? And the answer is
the resolution. So imagine we have a little
box right here on our scene. This little box is just like
a wooden crate or something. Let's bring in our What's
the word hour Materials. There we go. And we assign the material to this
box right there. So if we have this box and
everything is well and good, but then the artists or
the clients tell us, hey, we're going to have a bigger box like at the other
side of the door. Well, if we just duplicate
this box and make it way, way bigger, let's say
something like this. It might look like
everything is fine. But when you place two of this elements together
and we start zooming in, we're going to start seeing
some issues that Textures on this first box are going to look really good
at this distance. But the Textures on this
other books are going to look very pixelated. And this is because
the surface area that this box is encompassing, way, way, way bigger than
this one right here. So when we're doing Textures, if we assign a to K texture to an object that's gonna be a
small object like the hammer, like the character
like the barrel. Usually two K is
more than enough because it allows us
to have the element even in full view
in a render and we will never see the
full 2k a resolution. However, if we have a super, super big object or
we haven't objects such as at this box
right here that has a way more surface area than other
objects in the scene. A to K texture will
not be enough. So we could potentially have a UV material for maybe
this thing is right here, and then a different UV material for this things right here. But what ends up
happening as we start having a lot of materials
inside of our hyper shade. And it can be a little
bit difficult to manage. The solution that
programmers came up with several years ago was, hey, what if we could
program a single Shaders, single material to go outside of the normal one-to-one space and use as many of
this as we need. And this is what udim stew. Now you them's only work
like properly inside the file film and
commercials and renders like we can
use them in game, but they're not as
efficient because even though we are
breaking one of the rules, we're not making things
more performance oriented. We're actually making
it worse because we have twice, three times, four times five times the
amount of Textures that we will normally have
on a single UV space. So the way you them's works, It's actually fairly simple. The first thing is we need
to Uvs this traditionally. So I'm just going to
grab all this things, go to UV checker, Mapp, grabbed the whole
thing again, say UV, delete Uvs, grab
everything again, UV and do a very basic
Cameron based projection. Now that we have all of
the things to start with, we can start bringing all
of the elements easy. Let's delete all of this layers. There we go. Let's just add a new layer
here and it's gonna be, again, you be ready. It's safe. And let's start for instance
with the word right here. So the world, one of the cool things about
the Woods is you can see we have lines going
down the middle, right? So with those lines, we should be able to create just like the front and
the back of the width. Well, another thing we
could do is we can go to the top view, grubber, cut line into one line straight down the
middle, just like that. Then if we want to, we can just snap this to the very
center like that. And that's going to be RGB. So now we'll just go UV 3D cut and we're going to cut all of those lines right there. Yes, there's gonna
be a little bit of distortion across the, the top areas of the element, like the corners of the element. But it should be fine. So let's take a look
at how this looks. Going to control you, control L. Look at all of the different
elements right there. Now the big question
is, when we are smooth, do we get any distortion? In this case, we're not getting distortion or at least
not as much distortion. So this should be
perfectly, perfectly fine. So that's our UB04, the door. Let's bring it here. And there we go. So right-click and add
selected objects. There we go. Now we're gonna keep going
with the rest of the elements. Some of them are going
to be very simple. Some of them are little
bit more complex. So for instance, this
one's right here. If you remember this fierce, don't have the back side
of them, cut it out. We could cut them
out very easily. Let's just invert the
selection. Select them. And to make our
UVs a lot easier, which is scrapped
like the back of the faces that are going to be quite hidden, all of those, and just delete that way when we unfold those
particular pieces, everything's gonna
be unfolded nicely. And now the only thing
that we need to cut is this ring right here. Now since it's very flat, we actually don't
need to do the cap, cap and along, we can just
do like two sides of a coin. So I'm going to say UV 3D cut and we're going to
cut right there. And that should be it.
If we go to the editor, we can just control
you and Control L. And there we go. We got the little six elements right here, and the
coin over here. Now, some people like
to work with multiple, like when I'm working, I actually have two monitors. So I like to just bring
this to the other monitor. Well, you can actually
dump this into, into a section right here. So instead of having to open
and close the UV editor, we can docket right here. And yes, the window is gonna
be way, way, way smaller. But as long as you feel
comfortable working here, it should be the
exact same thing. Let's just bring, I'm gonna get a little
bit more space here. I'm actually going to hide this. We don't need the UV
toolkit right now because I want to see
the isolate selection, grab this thing and
add select objects. This one right here,
the whole handle. This one's a little bit more
complicated because it's a more complex shape due to the extrusion that we
did for the handle. So for this particular
one, again, if we want to save
ourselves a little bit of what's the word of
geometry. We could find. Like one of this
interface is right there, like this one right
here, and just delete the inner side, right? Since we're not
gonna be seeing that inside part at any point, just deleting that should
be more than enough. Then we can do. Let's turn off the colors and
what else go to UV 3d got, we know this is pretty
much like a sphere. So we're going to cut these fear from the inside right there. And then similar to the
arm for the character, we're going to cut the handle from this circular
shape right here. I'm also going to
cut the inside of this piece right here so they don't false a little bit better. And finally, the handle, we're going to cut on the
backside of the head. So we're going to have
the back of the handle, of the front of the handle, and then a couple of
cuts right here and their control, you control L. And you can see a really nice clean topology
for this piece. Now we just add it to the selected objects at
that selected object. And there we go. Let's go with this pieces right
here, all of this guy. So I'm going to just
quickly select this guys. And let's start with
this one right here. This one is fairly
simple because we already have a
line going down the back against this is a very flat area just to cut down the back should
be more than enough. This one right here might be
a little bit more tricky, because as you can see, it's a little bit more of
a complex shape. So in this particular cases, depending on how we
want to save our edges, one of the things
that we can do is just again cut all
of the back part. So that guy right there,
that guy right there, and then follow this
edge along the, the border and cut
this back part out. Just like that. Now, to unfold this
a little bit better, I'm actually going to cut
the corners right here. That's something
that we do every now and then we'd square
shapes like this one. Because instead of
having a very Stretch, that curvature here,
it's going to have the T-shaped from the cube on die. So when we do control you, you can see that we get
that sort of like control or T-shape that we
want right there. So yeah, that seems
to be working fine. Now, we're gonna go to
that was the first one. This guys right here.
This guys right here. I don't remember if
I cut the back part. Yes. Oh, no, I didn't. Okay. I actually don't want to cut the back part
and this one's, so what I'm gonna do here is I'm just going
to select all of them. All of this like
circular shapes. Isolate them, might as
well just combine them into a single element to make
this whole thing easier. If we go again to UV and 3D cut, we could just got on
the back border, right? Remember you always want to hide the same lines as best as you can so that we don't see them on the final
texture element. There we go. So that one's done, that
one's done, that was done. Let's go with this two
pieces right here. This one's fairly simple. Again, just a, the back
of this, of this thing. So let's go UV 3d. That one right there. Again, we can cut
the corners just to help on Stretch some of those elements a
little bit better. There we go. And this one, this one they say more traditional cylinder. So we're gonna do the traditional
technique that we do, which is at the top, the bottom. And then of course
on the inside, because we're not going to
see it all the way across. And we got this extra
cubes that we added here. If we want to be
a little bit more precise for those
ones, for instance, we could just delete for forward-facing faces and
the backward facing faces. So we're just going to be
left with this beveled cubes. Then it's just a matter of cutting one-quarter
number here. Just control you. There we go. Cool. So this guy, this guy, this guy, this guy is,
and this guy already. And we add select objects. Now we're left with
the French right here. And again, the frames are fairly simple because
they're fairly square, everything is fairly
squared, right? So ideally with
this sort of thing, if you go to the top view, you can see all of them go
through the middle section Especially not really the, this box right here,
but everything else, like all of this pieces. It might not be a bad idea
to add the code line on the center so that both sides of the elements are a little
bit easier to manage. So I'm gonna grab
all of these guys. And I'm going to
combine them into a single object to work
a little bit faster. Let's isolate. Let's go to the top view. I'm going to add one line across the center and make
sure that that line, I'm going to snap that
line to the very center. There we go. That should allow me to
go UV 3D cut and just go to all of the different
pieces and cut them in half. Since that section line or that seem like
there's gonna be hidden beneath the door
because it's the very center. That should also allow me to not struggle as
much. There we go. So if we do unfold, yes, we're going to have some
areas, especially the corners, are gonna be a little
bit stretched. Stick a look there. But as you can see that it
looks really, really good. Some of these pieces are not
perfectly like this one, for instance, might need an extra cut here on the corners. But to be honest, since
we're gonna be Texturing, we'd like stone materials. This is more than enough. Of course, one of the
things that we're eventually going to do
is we're going to do the layout so that all of them shared at the
same proportions. And as you can see right here, this looks really, really. Finally, we're just gonna go
with this blocks right here. And the Daryl kind of
like cylinders, right? Even though they don't
look cylindrical, we can count them
as cylindrical. So we're gonna go cap. Let's go, let's go to
this, to this lower one. So we can use an edge loop. Lower one and that corner here. So lower one, lower
one in a corner. And then over here, lower one, lower one corner. We go cap. Perfect. So there we go. With this done now, all of the
pieces are ready. So here's what would happen if we don't do you them's if we just go like the traditional way we've been doing all
of the Uvs so far. And we'll just say,
Hey, you know what? Let's do a Control you to unfold everything and
then a control L. Yes, everything is
going to fit in a single element and it's gonna be proportionate
and everything. But look at how big the
numbers are, right? So we can't really go
that close because as soon as we start going a
little bit closer like this, you're already going
to start seeing the the, what's the work? The different like a resolution or pixelation of the elements. So what I'm gonna do,
so I'm going to grab all of these pieces right here. We're gonna go to the
Modify layout options, and we're going to change the title distribution to three. So we're going to bring
the total amount of surface area three times as much as what we
have right now. I'm just gonna say three
You V1 and hit Apply. And what's gonna happen,
as you can see here, is it's going to make the whole island is a little bit bigger. And now we're going to be
able to occupy more space. So again, it's kinda like, like bringing this
like three times. Let's do four times sexually. So we're gonna do four
times right here. There we go. So now what we're going to end up
having here is gonna, we're gonna have 42k maps for all of these sessions and look at the resolution
now that we get, now we can get really, really close and we're not going to see the same amount of pixelation because we have
way, way more resolution. Usually this udim thinks like, I've seen some people push this guy's like all the way
to something like, I don't know, let's
say like 5.2. And look at the amount of resolution that we can get here. Now there's a smile, a
slight little problems. You can see this
piece right here. This object is not giving us the proper size and that's
messing everything up. So I'm going to grab
everything here. I'm going to combine it
into a single object. Later on we'll bring
it back together, will separate it again. And then now let's try it again. Let's try a layout. And we're still
getting an issue here. So as you can see,
even though we like freeze transformations
and everything, history, even though we have this, there seems to be an issue
with that piece rate that ideally every single piece should have the same
amount of resolution. And I can see some of
them are not having it. So that's probably means
that there's some cuts that we're missing other than
nothing done properly. That one does seem
to be working fine. For this one. Really weird. It's really weird that we have different amounts of, I mean, sometimes this also happens
when the objects are not. What's the word there
longer than others? Remember how we
talked about this with the straps on the hammer? So first let's try it. Let me try something here. Going to go back
to a single udim. And let me see here real quick
what we're going to try to diagnose whether or not
we have an issue here. Oh, sorry about this. So I'm trying to see if there's any pieces that look
like ILO place. But so far nothing
looks looks that wrong. I think this looks a
little bit better now. Okay, Let's do another like clean up on the whole
meshes and let's try doing for you limbs. And let's see the
distribution. There we go. That distribution
looks a lot closer. You can see that the
size of the squares. There we go. Cool. So, yeah, now with this 4D you, them's that we have
we're going to have a slightly more heavy file actually later on when we're gonna be working with
Substance painter. If you start having
interested in substance Painter with
this sort of stuff, make sure to only
use as a thing. This is again, a more
advanced technique, but we're going
to be able to get so much more resolution. And this thing is going to
look super, super cool. So that's it. My friends with this,
we're pretty much done with the UV side of things. All of the acids
that we are now UVs. And the next step is we're
going to jump into actual, the actual generation
of Textures. Now, as I've
mentioned in lately, we are going to be using
a different software where maybe using
substance Painter. The reason why we need
to use the software is because it's really good. Maya has some texturing
elements that we can do here, but substances just like
miles above the competition. So I want to teach you guys to full pipeline and I
want to make sure you get some amazing results
and we're gonna be using a substance. No worry. If you don't own a license, I'll show you how to
get one for free. There are a couple of options, legal options that you can use to continue with this elements. Now, if for any reason
you can't Download, if you're having issues with substance Painter, don't worry, all of the textures that
I'm going to be generating, we're going to be including
them under Project Files. So even if you can't follow
the Texturing side of things, you're gonna be able to
connect everything and get the proper renders
for your elements. So, yeah, hang on tight and I'll see you back
on the next video.
33. Understanding Shaders: Hello everyone and welcome to this next part we're
going to start with before we jump
into Substance painter, I want to go over a basic
understanding of the Shaders. Because as we mentioned
the first Texturing video, there are three main components that we need to do in order to get proper materials
inside of our 3D renders. Those are the
Textures, the shading, and of course, the
light and the render. So we're gonna do something, we're going to move
forward a little bit. I just want you guys to
follow along and I'll explain why what
this does later on. But we're going to bring in
something called an HDRI. There's this site
called poly haven, one of my favorite sites out
there, human poly haven, we can get access to HDRI, Textures and even models that
we can use for our renders. Most of the stuff
that you see here is commercial,
commercially available. So you can use this for
your own work if you need to download that one HDRI and NHGRI is an
image that we're going to be using to recreate a delight environment
inside of Maya. We're gonna go to Arnold lights and I'm going to create
this sky dome light, which should be this huge
like sphere right here. And once we have this,
if I press Control a, I'm going to jump into
this part right here. Let me make sure that
we have Karnak enabled. So Control a will allow us to go into the attribute editor. And here on the color
information of this thing, I'm going to click on the
little checkerboard pattern to connect a note. And we're going to
go to the file node. In this final note, we're going to connect
this pi attic for K. What's gonna happen now
as we're going to get the image here inside of Maya. And if I press number seven, you're gonna see that
we're actually getting light into the scene that is mimicking what we have here
on our little element. Although thing we can do is
we can go Arnold Lights. I'm going to create
an area light that make this error life
a little bit bigger, going to rotate down so that it's pointing
towards our element. And we're going to increase
exposure to something like a 12th, maybe even more, 15, 18, you can, it's
a little bit too much. Let's do 17. There we go. So as you can see now,
we have our lights. We can even turn on our
shadows as you guys know. And this is real-time
rendering right leg. We're not seeing anything, we're just seeing the
real term rendering of our scene right here. What we're gonna do, and I'm
using this real-time setup, I'm actually going
to save this for you guys in case
you're having issues. I'm going to call
this Textures setup. You could just
open it from here. What I'm going to show
you is how we can connect Textures in order
to get a nice result. So the place where we're
going to be doing all of the magic is this little
blue sphere right here, which is called the Hypershade. The Hypershade is where we manage all of the
things that have to do with Shaders and with textures and materials
and all that stuff. If you don't have the
shortcut right here, you can find it on Windows,
rendering editors Hypershade. Now, a shader is just the interpretation or the mathematical model that Maya uses to create or replicate the materials that
we find in the real-world. As you can see on this
side, we have two options, Maya shaders and Arnold shaders. We're going to be
using Arnold shaders. So I'm going to click on Arnold
and then click on Shader. And these are all of the
available shaders that we have for ourselves
here instead of Maya, they each have a
specific function. We're not gonna be
looking at all of them. We're just gonna be using
this AI standard surface, which is the basic shader
that we have right here. Now, as you can see, the shader has a
lot of parameters, all of the things
that we can change to change the
physical way in which this element behaves and therefore generate
a different result. Now, all of this parameters
that we have right here, the base color, the
specular transmission. All of these things,
as you can see, has, they have parameters as
well that we can modify, such as the way the colored
roughness mentalis, all of these things right here, these are the things that
we modify in order to keep the objects disorder
result that we want. So I'm going to change
the name of this thing. I'm gonna call this M. I would Material. Now, usually, usually there are four main things
that we're going to have for any Shaders. This are the four main
Maps that we use. So I'm going to write
them down here for you. The first one is the diffuse, which is the color
of the object. The second one is
the mental illness. We're going to be
using something called the metallic roughness models. So the metal now this tells us, tells us in a such
sort of one or off, like on or off method, whether an object is
metallic or not is metallic. Then we have something
called the roughness, which tells us the
quality of the surface. Is the surface a really
clean surface there? Therefore, it reflects
a lot of light, or is it a rough surface therefore reflecting
very little light? In finally, we're going to
have a normal map information, which is going to change
the details of R L. Now to make things easier
for you in this first video, I actually have this
little Textures basic element that
we have right here. And we're gonna be using
this three Textures. Let's start with the
first one, the diffuse. So we're just literally
just going to drag and drop the diffuse or right here. And this is going to
bring in the reference of our color into our Hypershade. Now, how do we connect this? You can just literally
like drag this little Green icon from out color
into the base color. And now as you can
see, this material has the word color that
we have right here. Okay? Another way to do this is to middle mouse and drag this
node right here in the color, and they will automatically connect to color into the color. Note, those are the two ways in which we can connect elements. We can also, by the way, create a new node. So if we select this
guy and say Color, and we create a final
note, as you can see, we create the final right here in the only thing
we're going to need to do is point this file node to the specific texture
that we want to use. All of those are ways
in which we can connect Textures here inside
of our hydrogen. So as you can see, our
color is connected. And if we go over here
and we press number six, you're gonna see that we get are very nice color as long as soon as we assign
the material, right? So I'm going to select
this two objects, Right-click assign
existing material and we're going to
assign the M width. And if we press number
six, there we go. As you can see, we get this very cool looking with, let's
turn on the light. And as soon as we turn on
the lights and shadows, you can see how nice this material looks here
inside of Maya. However, one thing
that you might know, this is the fact that
this thing right here has a lot of
gloss like Scott, like if it had a varnish, but it's a perfect garnishes, absolutely no
imperfection whatsoever. Well, this is where the
second map comes into play. We're going to be
using this map, which from poly Haven
it's called the arm map, which stands for
ambient occlusion rough this metallic map. And this is a really interesting map because as you can see here, there are colors embedded into
the channels of the image. You guys should know by now that every single image
that we see on the digital world is made
out of RG and B channels. Well, what's happening
here is the R channel, direct channel is holding
certain types of information. The green channel is holding
another type of information, and the blue channel is holding another type of information. I'm going to show this inside
of Photoshop real quick. I'm going to open the
texture right here. And if we go to the
channels of the element, you're gonna see
that the red channel has certain type of information. The green channel has other
types of information, and the blue channel in this
case has no information. By combining these
three information, we get this image that
looks a little bit weird, but it's gonna be super
useful for us inside of Maya. So if we go to this guy and we'll just drag and
drop it right here. We're gonna get a
reference to that image. And if we go to the out color, you're going to see that
we can actually split the color information
and we can select R, G, or B depending on which
channel we want to access. So if we want to change the way the wood looks in the
roughness department, like which parts
of the woods are rougher and which parts
of the wood are smoother. We're gonna be using the G
channel because remember, RAA stands for
ambient occlusion, which we're not going
to be using right now. R stands for roughness
and then for metallic. So from the green
channel we're going to drag and drop this
into the specular, or sorry, into specular
roughness right here. What's gonna happen
now we can see is that my color is going to change dramatically
and now we're going to get a slightly
different result. Now the woods not
going to look perfect. We're actually going to
see a very rough wood, but certain parts
are going to be a little bit more
glossy than others. Now there's this
model thing here. We're gonna go over
this later on, but just, just, for
now, just follow me. We're going to change the
color space on this thing from sRGB to utility wrong. This is going to give
us more precise colors. Right now, you might not
see any change at all, but it's going to
change the colors. So as you can see now,
the wood looks like more like natural world
because we get this very nice planks and the
roughness is gonna be changing slightly how it reflects the surface on different
parts of the element. That was the third
or second texture. The third texture,
as I mentioned, was the metallic texture, which right now is an IRB can, we can connect this to
mellowness right here. We're not going to see
absolutely any change because this object
is not metallic. But if this object
was metallic than the way that's
gonna be reflecting light might change a little bit. We will see this
a little bit more once we do the Textures
for the hammer. So that's texture number three. So texture number one was
the diffuse texture number two is this arm which is me who roughness metallic and we're
using the green channel to get the specular roughness and the blue channel to
get the metalloids, metalloids of the elements. Finally, we're going to
use this one right here, which is called the normal map. But the normal map
is a little bit different because
the normal map is actually not a texture that
we use for the colors. It's a texture that changes
the geometry of the object, but it's not going to actually change anything on
the geometry here. It's just gonna be a fake
way to change the geometry. So how does this work? Again? There we go. How
does this work very easily? We're going to need a
new note here to input this normal map information into this normal Cameras effect. We can't just plug it like this because it's going
to look very, very weird. We're gonna, we're
gonna be using something called a bump to denote the bump to the node. We're going to grab the
out alpha of the EX are, and we're going to use
the bump to denote. You can see how we get this
sort of like would affect. And we're going to use
this out normal to get it into the normal camera. Okay. So how did I get
this bump to denote? Just press the Tab key on your keyboard and you can
write here, bump to D. You can also look for it. It's gonna be up here,
it in the Maya options. I believe it's one of this. You can just also type it
here. The weakest, the bump. The bump to denote
we're going to change the options to tangent
space normals. Very important. And we're going to plug
in the out alpha to the Bump Value and the
normal to the normal camera As you can see now what's gonna happen is if we go over here, there will be a little bit of an effect where it looks like we're actually
pushing the geometry. You can see it right here, especially if I move the light. More like a side view
effect right here. You can see how it looks like the war that's
actually pushing in, into the element right there. And this is thanks to
the bump information. Take a mental picture of
this thing right here. Let me go over here. We might not do the
mental picture. We can just have it like
right around there. And if I disconnect this, you're going to see how
the surface changes. See that. There we go again. So that's width bump information and this is without
pop information, without bumping information
interests perfectly flat. But if we insert this in, we're gonna get a
little bit of relief. We can of course like Make
this way more intense. So for instance, this bump
that we can go to a ten, it's gonna be really,
really intense. This is not what we do because
it's way too aggressive. But if you want that
you can change it. Maybe look at five or something. It's gonna look like
really, really rough with. So thanks to this four
elements right here, we're now able to
generate an object or an element that looks really
nice here in our viewport. Of course, if we render this, we're gonna get an Uber like
software and nicer effect. Let me show you here real quick. So we go like right around
there and we do a Render. So now I said it's going
to convert the Textures, is going to create something
called a TXT file. So it needs to
process the Textures, but once it's finished
processing them, we're going to get the result with more calculated lights. That should give
us a nice display. So let me pause real quick. There we go. As you can see, this is
the render that we get. There's of course
a little bit of sampling going on right there. But once we're
finished with this, once we have this
thing complete, you're going to see that all
of the bump information and all of the elements are
looking quite, quite nice. So this are the principles that we need to understand in order for us to apply all of this
elements to our objects, I can actually bring
the barrel right now. So if I bring my barrel
render right here, I don't need the render setup. The parable should
be right there. It's very small
barrel right now. If I assign the same
like wood material, thanks to the fact
that we already have, what's the word the Uvs. You're gonna see that the viral is going to be
started looking very nice. Now of course, the
size of the planks and everything's not
like matching perfectly. Of course the rings don't have the proper information
that we have, but you can see that
the rest of the maps are looking quite, quite nice. So what we're going to do in the next chapter is we can that they were
in the next video. We're going to take a look
at substance Painter. And we're going to use
substance Painter to generate this texture maps that we're talking about
in a way that they perfectly fit what we want
here with our barrel, our rinks, and all of
the different assets. That's why substance Painter is such a powerful tool because unless we want to do a lot of this kind of work
into the Photoshop, trying to texture
an object that has more precise coordinates for SUB would be very
difficult to do. Traditionally actually,
when I first learned 3d substance Painter
didn't exist. And we have to do all of these things instead
of Photoshop. So we would go on
line graph images of wood and steel
and stuff like that, and properly calibrate all of those values
instead of Photoshop to then transfer them into an
object here inside of Maya. But thanks to advancements
in technology now we have Substance painter
and we can do this very, very fast through that software. So I'll show you real quick
how to get substance Painter completely legal
and make sure that you guys are ready
to to work with it. And we're gonna be
doing the barrel. That's gonna be
our first element that we're going
to be working with inside of a substance to get a really,
really nice texture. So, yeah, make sure to do this little exercise
just to get used to the light and to the Hypershade because we're going to be using those
as well later on. And that's pretty much it guys. I'll see you back
on the next video.
34. Substance Painter: Hi guys. Welcome back to the next
part of the series. Today we're going to start
with Substance painter. And I promised I was going
to show you how to get the software for free illegally. And then this of
course, is going to Adobe side to the Adobe site. And if you have access
to a dot EDU email, you should be able to
get access to this, the students and
teachers option, which is an education license that you should be able to use. Perfectly, perfectly
fine. You can, of course, try this out. I believe they give
you a 15 day trial or it's like a ten-day trial should be more than enough for the exercises that
we're going to be doing during this course. So you don't have an EDU, you to be able to get the original one and
just try it out. Or if you want to, you can of course,
subscribe to the planet. This is actually the
one that I have. Substance 3d collection. There used to be another option
that have only Substance, Designer, sampler, and Painter, which are the ones
that we actually need. We don't really need
substance 3D modeler stage here are the 3D assets, action or access to them. But if you can afford them, then it's not bad to have them. Once you get Substance painter, I believe you can also get
it from steam by the way. But once you get
substance Painter, we are going to
jump straight into the interface right here. There we go. This is the substance
3d Painter interface. Before we can actually use it, we need to, of
course, go to Maya. This is our variable option. I'm going to select the
barrel and we're going to say File Export Selection. And we're gonna go to assets, to our assets folder in our project inherent
instead of props, I'm going to export
this as an FBX. Very important that
we export as FBX. As you can see, we
have the right there. Now, if you don't
have X DX available, you can go to
Windows Settings and Preferences Plug-in Manager and make sure to look for FBX so that we can take a look at this, make sure both of
them are loaded and you should be able
to export as an FBX. Once you have here instead
of substance Painter, we're gonna go to File New. We're going to select the file that we're
going to be using, which is the barrel
on the templates, other things he's
going to ask us which kind of Textures we're
going to be working with. And as we've mentioned before, we're going to be using this
PBR metallic roughness, which is the type of shaders
that we're going to be using where we define how, whether or not an
object is metallic and how the roughness is
gonna be applied to it. The document
resolution is gonna be two K, the normal map format. We're going to change
this to OpenGL and that we actually don't
need to select them. You make sure
everything is exactly like this and we're
going to hit, Okay? And if we do this and things
are working properly, this is what we're going to
have our barrel ready to be. A texture here inside
of substance Painter. The interface is
Substance painter is actually very, very easy. It's way, way easier than Maya. We have the most
common tools here. On the left side, we have a shelf with all
of the materials, the smart materials, mask, brushes, and all this
stuff right here. We're gonna be on this
material tab for now. We get the view-port
options up here. So for instance, right now
we're in the paint tool, which is this first one. You can see the
size of the brush, the flow, the opacity,
all that stuff. Over here we have the
texture set list, which is you can see it
registered the What's the word? The material that we
have for the barrel, which is the UBI
checker, which is fine. Here's the layers we're
going to be building. Everything, texture
sets the things, is all of the specific things about the textures
that we're painting. As you can see, we're
painting base color, height, roughness and
metallic and normal, which are the maps
that we talked about before, except for HIV. We didn't talk about
height. But I'll explain what that is shortly. And finally the property. So if whatever we're doing, so if we're in the
paint mode right now, which we are, we're
going to have the properties of
the paintbrush. If we, for instance, drag and drop this
aluminum material here into our layer stack, you're going to see that
the properties are going to change depending on the
material that we have selected. Over here, we have said things. These are the display settings, these are the Shaders settings. This is our history
and this is our log. We're going to be using
the display settings probably just to change
the environment. I'll explain how this
works in just a second. And that's pretty much it. Asked for movement. It moves exactly the
same as in Maya. So Alt and right-click or left-click is just
normal movement. Alt and middle
click and then Alt and right-click or the
little scroll wheel. Those are gonna be the moments
that we're going to see. Now, you can see that rhino on the interface there is
light information there. There is a rendered going on. This is thanks to the
display options right here. So if I go to the
display options and they changed the
environment opacity all the way up and the environment
blur all the way down. You're going to see that
we have something very similar to what
we saw inside of. Instead of Maya, we
have a dome which is an HDRI That's Lighting arsine and creating this
thing right here. If we want to, we
can change this. There's a lot of setups
right here or presets. We got this like a
desert one right here. This is escape entry. There's this awesome thing and I'm going to show you
in just a second how we could even import
the one that we were using inside of, inside of Maya. The reason why this important to import another
element is because if we're texturing the asset
specifically for a render shot, then knowing what
type of light we have is going to give us
way, way more advantage. You can change the
exposure as well, lower it or increase it. I'm not going to modify
anything right here. I personally don't like working with the opacity of
the environment, but if you guys like to see it, again, change it right here Quick little shortcut. If you press Shift
and right-click, you can rotate the D
HDRI around so that you can see how the light reacts to different parts of the model. And this is very, very handy. Now, how could we bring one
of the Shaders in here? Very easy. If you go to your ESR and you just drag and drop
it here into the shelf. We're gonna get this
element that tells us, hey, we just find an asset. What do you wanna do with this? I wanted to find this as an
environment and they want to import this to my
current session. So only available for the time that we're
gonna be working on this barrel if we want them permanently added
to your library, you can also go here to
Library and say Import. Now as you can see,
we're going to have a new environment
over here. So if we go to our
display settings again, then we go to environment maps. We're going to have the
pint attic right here. And if we bring it here, we're going to have the
exact same elimination that we have inside of Maya. Again, very, very handy
when we're matching specific light situations to our element on the
display settings, we can also activate
shadows if we want to. I don't particularly like
them because as you can see, it's going to try to find
the highest light source and it's gonna give us
a really dark effect. And even though it's
set to live with, it's still, It's a little
bit on the performance. You find them
necessary, that's fine, but I usually don't work
with the shadows for now. So we have our model here, a couple of extra shortcuts
that we should know. F1 will show us that 3D view and the 2D view so
that we can see the UV. F2 will show us the 3D view. F3 will show us that the 2D view and F4 is going
to be back into a 3D view. So we're gonna be in
the F2 right now, which is our 3D view. But if we want to see
again our UB F1 and F2, it's a good way to switch
from this and the other. Now, in order for all of this Textures and all
the tools that we have here instead of substance
Painter to work properly, we have to do something called Generation
or map generation. This we're going to be
doing in this little cross something which is the baker. So if we switch to
the baking options, you're going to see
that we get a lot of the third thing
is right here. Don't worry too much about this. This is a little
bit more advanced. It's something that we
use a loading games. We're not going to
be going through all of these things right now. But I do want to I want you
guys to do the following. First, we're going to change the output size to K so that we match the document size of
our texture resolutions. And then we're just going to
hit bake selected down here. What this will do is it will generate all of this
Maps right here, which are called Mesh Maps. And this mesh Maps have
information about our objects. It tells our objects. Where's your position? Where are the objects
that are close to each other like with
the ambient occlusion, which parts are the corners or the or the crevices
of our object, which pressure thick
and which parts are thin like this or information, or it's information that
we have from our Mesh. And we need to extract
this information by doing this quick bake process
so that we can get are, so that we can use
some of the Generators that we have here
inside of a substance. Later on, if you continue
learning from me, I'm going to be explaining
a lot more in depth, a lot of these things
that we use for games, for characters and
more advanced props. But we extract information
from high Polys and project them into low Polys to generate more advanced
set Textures. As you can see right now,
just by doing that vague, and this Borough already
looks really good. And the reason it
looks a little bit better is because
as you can see, we have a little shadow on the objects that are
touching each other. The shadow is called
the ambient occlusion. Remember the map that
we saw last time that had the arm and arm? Well, the a is the empty
location that we can extract precisely from
those Maps right there. So now that we have this, we can very easily
assign a material. So if, for instance, if I
look for a wood material, you're gonna see that we
have three words right here with American cherry, wood rough and wood walnut. I'm going to use wood walnut and I'm
going to drag and drop it here onto the barrel
and look at this. We get the width element being projected on
top of our barrel. As we mentioned on the Uvs
section, we have a scene. It's impossible, it's
unavoidable to have this seems, but there are tricks I'm
going to show you some of those tricks to hide those
seems a little bit better. The first one here
would be to change the direction of this would
because as you can see, the direction of the lines is going in the opposite
way that we need. We needed to go
from top to bottom. And right now it's going
from left to right. So if we go to this
part right here, and we could do the
properties, as you can see, we're going to be able to
change properties that had to do with the
transformations of the UB. One of them is their rotation. So again, click on
the material here. And if we go to the rotation, we can rotate this 90 degrees. And if we do that,
as you can see now, the lines of the barrel
are actually going to be going the direction
that we want. And look at how nice this looks. Now, we can change the
color of the barrel. We can make it more like a like a cherry barrel
or something. We can make a really, really dark, we can
get really light. I'm gonna go for
something like this, like a very traditional
orangey, dark brown bear. There we go. Another thing we can
change the roughness. Remember that we talked
about the roughness. What is the router? This is the quality
of the surface. So the lower the roughness, the more shiny and more
clean the surface would be, the higher the roughness, the more rough it's gotta be. And therefore, the more
matte It's gonna look, it's not precisely
dirty, It's just rough. So imagine materials that
are really rough, like The street or like a
rock or something, we're going to have a
really high roughness and materials that are really
clean like plastic, they tend to have a
really low roughness. I'm gonna go with
something like this. The thing I want to go
like a 0.3 roughness, a semi new barrel. And this is what working again. Now, let's add in other materials such
as a metal materials. So I'm going to look
for metal. You're gonna see that we have all
of these metals. And we have this steel rod. We have this iron rod. Both of them look good. I think I'm going to use
the iron rod right now. So I'm just going to
drag and drop this on top of the woods right here. And look at that. We get a metallic abuse. However, we have a
couple of problems. First problem is
that at this, Iran, Iraq is overriding whatever
we have here with the wood, not overwriting everything
because as you can see, the word is actually like we can see the details of the woods going through the iron rod
and that's not what we want. So I'm going to turn off
the iron rough or just a second by clicking on the
little icon right there, this opens or heights and
unhide the layer right there. And if we could to the
Woodward not I would like to only be present on
the actual barrel. How can we do that? Well, what are the big things that we're
gonna be working with here inside of
substance are masks. Masks are a way to
hide certain parts of the elements very similar to what we have in Photoshop. So I'm going to
right-click this would walnut and I'm gonna
hit at Black Mask. What this will do is it's
going to add a black mask that's going to hide everything that we have in the layer. But now if I click on the mask, since we have this white brush, I can actually paint and reveal what's
underneath that mask. And you show again the
word that we're hiding. Now of course I'm not
going to spend like 20 min painting and trying to perfectly match the
word of the barrel, There's, there's faster way to select specific
parts of the object. And one of those is by
pressing the number four. If we press number four, we're going to jump
into this tool, which is called the Selection
Tool or polygon field. And we can select specific
phases of the barrel. Or we can go to this option, which is called the Mesh option. And it will select all
of the phases that are welded together
so the island. And as you can see, this
allows me to select the whole barrel
very, very quickly. If I want to hide it again, I can press the
letter X to switch 1-0 right here and
go into black Mouth. And I'm going to be like, Hi, these white is going to show, black is going to hide. So we go to white to show all the elements.
And there we go. I'm going to press
number one again to go back into paint mode. I'm gonna go to the
iron rod damage and we're going to
repeat the same thing. So right-click black mask to hide all of the
raw iron damage. And then number four, to go into the selection
filler polygon, fill this one right here. We're going to select objects, and we're going to select
only the rings right here. There you go. Number one again, to go back. And with this, as you can see, we have successfully
added specific sorry. Oh my God, me and my allergies. We have selected
specific materials for the different parts that we
want here for our barrel. Now if I press F2 or F1, this is where we're
actually getting here. This is the map
that we're gonna be exporting once we're
finished with the Textures. And you can see we have all of the metal on the
rings and I love the width on the wood
panels of our barrel. This is what we
would traditionally need to do instead of Photoshop match all of this things with proper Textures to
get this result. I'm gonna show you something
real cool, real quick. If you press the letter
C on your keyboard, we're going to jump
to the channels. So we're not gonna be seeing
the final render results. We're actually going
to be analyzing what's happening on each of the
channels that we have. Remember the channels
that we mentioned here on the Textures
that setting, well, here's where
we can see them. So for instance,
from the base color, you can see we have the colors
on the height information. There's a little bit
of hide information, therefore the metal
on the roughness, this is the roughness
information that we have. The darker the color,
the shinier it is, the wider illness
that refer it gets. This is the metallic,
which parts are metallic, which course are non-metallic. This is the normal map, and this is the normal map Proust the height which
you can see right there. We've got a little bit of
detail with the width. Go back to material
and you just press M, and that's going
back to material. Or again, you can select
it right here and the single channels or
the material chance. So that's it guys. This is pretty much
the beginning way in which we're going
to be working here instead of Substance painter, as you saw, the interface
is very, very easy to use. We can even import our images. We got all of this
elements ready. But now in the next
one I'm going to be talking about
Generators because this are the things that we're
going to be using to generate better results
here for our barrel. So hang on tight and I'll see
you back on the next one.
35. Substance Generators: Hi guys. Welcome back to the
next part of the series. Today we're going
to continue with the Generators,
which are a very, very cool tool that we have here inside of substance Painter to allow us to generate well better Textures
for our elements. So as you know, where, as you can see right
here we gather wood and our metal ready, I'm gonna go to the metal
and I'm actually going to bring the color
Download button. I wanted to make
this a little bit darker, something like that. And I actually
wanted to make this just a tad bit rougher. There we go. I think
the word social a little bit too shiny, so I'm going to bring the
roughness up as well. Now, Generators work by creating
specific masks that are gonna give us a lot
more detailed than what it will take us to
manually paint them. Let's say I want to add
a little bit of rust. So I'm going to bring
a Ross layer all the way to the top
here of our barrel. And if we go to the right-click and we
add the black mask, we can then right-click again. And that a generator right here, which is one of the
elements that we have available in substance. And in degenerated,
we have a lot of preset Generators
that we can use. For instance, we can use
this one called dirt. If I just click this
one right here, you can see that
we immediately get this very cool effect where Rust is being added to all of
the crevices of our object. So every single place where we see a 90 degree
angle for elements, we're going to get a
little bit of rust. Now, the cool thing about Generators is the
fact that we can actually change the way they work. What do
I mean by this? Well, if we increase the dirt
level here, for instance, we may modify this into
getting us way, way more dirt. So again, by increasing
the dirt level right here, we can get more dirt. We can change the contrast. We can go for a really
hard dirt like this, or we can go for you
to really soft dirt depending on how we want
this to affect our element. We can change the seed. So all of this are
randomly generated. So if we want to look for
something slightly different, we can change the seed until we find something
that we'd like. And we're going to be inverted. In this case, it's not
something that we want, but this mask right here, it's a black and white mask
that's being generated all of this parameters so
that we can add this effect where we want. Now, I usually like to change the blending mode here to
something like an overlay or something like that
to make a little bit darker and to make it blend a little bit better with the colors that we
have underneath. Another thing is the dirt
layer is really good, but it actually has this
thing called a crunch amount, which adds a lot of grunge on areas that have no crevices. So I'm going to bring
the crunch amount down a little bit right there. I might increase the dirt
level just a tiny bit, but I'm going to bring the
crunch down or I might increase the crunches scale so that the heels a
little bit finer. As you can see right there. There we go. The cool thing about this
Generators, as you can see, is that we don't have to
manually paint any of this elements and we
automatically get this effect. But what if you did want it to paint something
like maybe we want to remove a little bit of dirt
from certain places or we want to add a little bit
more jerk in certain areas. Well, if we right-click again, we can add another paint layer. And if we go to the
little brush right here, you're going to see
that we have a lot of brushes that we can use. I personally like
using this dirt Chu which is like a
hard brush for dirt. And if I start painting,
as you can see, I'm going to start adding
specific elements of dirt in certain
areas of my barrels. So let's say all of this thing
right here, like a stain. If I press X to switch
from black to white, I can bring this down
and start removing a little bit of this
elements from certain areas. Now, if you have a tablet, like awaken tablet or
pants split or something, you can actually
use pen pressure, but you can also play around
with the opacity over here. So if I bring the opacity down, you can see the opacity
is going to be a little bit less intense. And that way I'm
going to be able to start building up
this a little bit nicer by going and adding this
sort of effects ourselves. As you can see, we're
going to be able to get a more interesting
result that is going to be very
different from whatever everyone else or anyone else
can do in this program. That's one of the
things that I always tell my students
about. The Generators. Generators are really,
really, really good. But the problem is anyone who does a barrel and
thus generator, we'll get the exact same result. If we then start
removing certain dirt or adding extra dirt
in specific areas, we will get a detail
that looks a little bit more unique, more like our own. Okay, so let's add a little
bit of dirt over here, for instance, let's remove
some stuff over here. I'm using Shift and right-click to move the camera or the light around to be able
to modify this, this thing right here. And there we go. Go. And we get it just like yeah. And you can spend as much time or as little time
as you want them, this part of the
texturing process. But as you can see,
we're going to be able to get something
really, really cool. For instance, maybe
here on the top we don't want to
have as much dirt, so I'm going to
remove a little bit of this or at least
we don't want it to be asked you in the form, so we'll just remove
it just like that. So that's the first generator. The generator really good at any point at this
layer is again, they work very similar to
what we have in Photoshop. So you can bring the intensity of the dirt down a little bit. It's like a 90% or something
and that's going to remove. But look at how
much difference we get just from adding
that simple layer A couple of extra layers
here on the results. Let's add a new
layer and this one's going to affect the
metal a little bit more. So what I'm gonna do here is I'm going to create a
new fill layer, this little bucket right here. The field layer is
the layer that's not precisely programmed to
look like a material, but we can create
our own materials. So right now you can see
it's a white material. It's non-metallic. So I'm going to bring
this all the way to metallic so that we have
a metallic material. And from here we're
going to be adding something called
the Metal Edge way. So the middle edge where is another very famous
generator that we can use. And I'm actually going
to create a layer first, I'm going to add a black mask. And before we add the generator, I want to select only
the ranks because I only want this effect or degenerative
to affect the rings. So we're going to
feel the rings, they're going to look
really, really shiny. Now we go. Once we have this, again, I'm going to right-click add the generator and we're going
to add the metal etch way. So what's gonna happen here as even though we did
select the rings, it's actually
affecting everything. You can see the mental
edge we're affecting the barrel is what I'm
gonna make this a little bit more intense so
that we can see it. So the way we're in the fixed
this is we're going to grab this middle edge where we're
going to multiply this. So what's gonna happen now is this middle edge work is
being multiplied against the original mass that
we have right here and tomorrow toy multiplication
where it finds black, that's zero, so we get nothing. And when FY21, That's where we're going
to see the result. Look at how nice we get
now this metal issuer, we're getting this very nice
effect where the metal is not as new in certain
areas and it's very, very new in other parts. I kinda wanna go back here
and make this even darker. So at the middle edge where it looks more contrasty,
there we go. That's it. Now of course, as
with everything, we can reduce the intensity of the effects so we can bring the middle edge,
we're down a little bit. So that is not as asymptotes. There we go. Look at that. This barrel is now looking
really, really, really good. I'm gonna show you
one more trick. I wanted to do some
scratches on the width. So I'm gonna bring here and I'm going to add
another field later. And they can imagine that the
wood underneath the barrel, It's going to be a little
bit more like this, like clear with
something like that. But in the roughness
is going to be really rough because
usually would on the inside of the planks tend to be or tends
to be very dry. So I'm going to add
a black mask here. And instead of
having a generator, I'm going to add
something called a feel. You feel layer allows us to feel the whole mask with
either white or black. But the magic here is that we can click over here and we have more Textures and
more Generators like see this atom right here. If I click it, what's gonna happen this
now we're going to project the atom on top of
the Uvs of the elements. So if we go to number F2, you can see that the atom
fits their very nicely. Of course over
here it's going to look really weird because the UVs are not align with the, we could theoretically projected texture like this
into the element. Now what I'm gonna do instead, so I'm going to
look for scratches. And we got this grungy
scratches right here. That as you can see,
allows us to create some very cool scratches on
top of the whole element. Now, let's say we want to make the scratches
go into the Berlin. We want to push
the scratches in. What we can do is
we can go back to the original layer and
on the hind information, if we push the hide information, see that we're actually
creating detailed. It looks like we're treating
detail on the model, but this is all in
the normal map. Remember we talked about
the normal map and how it gives the impression
or the illusion. This thing is going in. Well,
it's exactly what we want. Now. I'm going to go to
the garage scratches. I'm going to increase the tiling a little bit so they're smaller and I'm going
to bring them down. I don't want to have as many. So something like
this. Another problem that you can see right
here is unfortunately we have scratches on the
rings and we didn't create a layer at first so that we
can multiply against this. We could go back and create it. But there's another way as well. We can just right-click,
add another paint layer and just fill this with black. So the, we pretty much tell the, this new layer to overwrite the initial grunge scratches
and we get this right here. I think the colors a
little bit too saturated, so I'm going to bring
a bit more like this. Then we're going to
reduce the intensity a little bit on the
color. The color is fine. I think the high this
a little bit too much. I'm going to bring the height. Something like there. There we go. And look how nice
our barrel looks. Now, thanks to adding this very, very simple layers, we
went from having a really, really clean barrel to
Eastern per dirty one that we're going to be able to get the render out
inside of Maya. But that's another, I want
to show you one more thing. Let's say we want to
add the little bolts that we sometimes
see on the barrels. Probably seen them like a
like just as simple bolts. I'm going to add
another field layer. But this filler, I'm
actually going to turn off all of the
things right here. So I just want to have height information and I'm
going to add a black mask. Then while only having hide information in
this new field layer, I'm going to push it up. And if we go to the brushes, I can grab something like
the basic hard brush. Just double-click to select it. Here on the mask. We can paint a
bolt, look at that. So by doing that, we're
painting the effect. We're, we're, we're
making it look like there's an effect there where
this thing is pushing up. If we go to a basic soft brush, which is a little
bit of follow up, you can see that this
is going to look more like a little
detail right there. This detail does not
exist, It's a fake thing. But when you see it
from certain angles, we're going to be
able to know this. A very interesting effect. That's not all. We can push this to
make a little bit more intense or a little bit
more visible like that? Or we could go to this
option right here, which are called D or E, right here, the alphas. And while selecting
our soft brush, we can select an
Alpha such as this, like a bolt element of this
circle element right here. Now if we do it, Look at that. It looks like this thing is
actually being carved Like, like a nice element, right? Like a nice effect into
the Uvs of the ring. We can again increases or decreases depending
on how I wanted. But this could
potentially be used or could really help
us in this case, on the areas where we
have the same lines. So you can see we have
a couple of seam lines. And if we notice where
the seam lines are, we can use the same lines
as a sort of a disguise to blend this with
the rest of the, of this screw elements. Actually not seeing
the seam line on this one. Very well hidden. Right there we go. And thing we're
just missing one. Now we got it. So one. There we go. So the
height information, it's kinda like a way of sculpting things
inside of the texture. We don't want to make
this super intense. I'm actually going to make
them the other way around. So they're gonna go in. I'm going to keep them
soft, something like that because we don't want to make them super, super extreme. And that's it. Look at
how nicer barrel looks. Now this is the one thing
that I love about 3d. When you do things the right
way from the very beginning, as you keep moving forward
and forward into the process, things just look better and better, and
better and better. And the more time you
invest into something, the better the final
result is gonna be. We spent what like 20 min
Modelling this barrel. When we first model
it, we've just, we have spent about
20 min doing this. Now imagine 20 more minutes on the rendering or Animation. And as you can imagine,
we're gonna get a really, really nice result. Now, before we finish this, let's go back to or let, let me show you how
to export this. Of course, to save this,
to just save this, It's going to save
a Substance file. I'm not sure I'm gonna be able
to share this because they sometimes get a little
bit heavy on the size. But if I am there gonna be
there on the Assets folder, and I'm just going to go
File Export Textures. And we need to decide where
we're going to export this. And we already know where on the source images, if you want, you can create a new folder on source images called barrel, because we're going to have
a lot of Textures and that way we're going to keep things a little bit more organized. Now, the output Template, this is very important. We're going to change
this to Arnold AI. Stand. There we go. So the Arnold AI
standard template is the one that
we're gonna be using for Maya because it exports the elements in the
way that we need. Five tap PNG is fine. You can change this to target, some studios like JPEG. So it depends, PNG is just fine and you only thing we
need to do is say Export. And what's gonna happen
is as soon as it exports, we're gonna get all
of this Textures. We're going to have
our base color. Look at how nice this
base color looks. We're going to have our
height information. We actually don't need
hide information. So this one we can delete. We don't need that
map, will have a metal notice that tells us which parts of the
object or metal. We're gonna have our
normal map which gives us the details of the scratches
in the world and everything. And we're going to have
our roughness map. This are the four
main Maps that we need to properly shade an
object inside of Maya. Okay? So since we're already here and we've already done the
export of the Textures. Let me show you real quick how to connect them
are actually no, I'm gonna do that on
the next one because we want to show a nice render. So we'll explore how to
connect Textures and connect the Shaders
properly in the next video. So hang on tight and
I'll see you back on
36. Texture Connections: Hey guys, welcome back to
the next part of the series. Today we're going
to continue with the texture Connections. We were able to export
this for Textures. And now we're going
to jump into Maya, into the scene where
we have our barrel, which is this one right here. And as you remember, I already have my render
setup right here. So the only thing I need
to do is I need to create a new material for this
character right here, this element. I'm going
to press number three. We're gonna go to Hypershade and I'm going to replace
the UBI checker. We don't need it anymore. So I'm just going to change his name is going
to call this M. Okay? So this is gonna be the new
material for the barrel. Now, if we want to see how the connections with
this thing are working, we can click on this
little element right here, which shows input and
output Connections. And as you can see, we have our material,
our shading group, and the texture
which originally is pointing to the UV
checker, which is great. But in this case we
want to change it. So we're going to grab
this UV and we're gonna go to the files to our barrel. We're going to graph our base
color and just hit Open. And there we go, this
little sphere right here. This is a previous fear. I sometimes have this off with the Medicaid, but on right now. The reason I like
to keep it off, sometimes it's because it does use a little bit of
resources from the computer. You can even change this to
Arnold and you're gonna get the actual render of how this thing is going to
look inside of Arnold. However, as you can
see, it's really heavy. It's trying to do the whole
rendering process in here. I don't really recommend. So that's my first texture. The, what's the word
the color texture. Now, if we go over
here to a Textures, we can drag the next ones. I'm going to grab all of them. So I'm gonna grab the normal, the roughness and
the gentleness, and we're going to
bring them right here. So as you can see, this one's the way it
exported from a substance. This is slightly
different than the one we got from poly Haven. It's the exact same thing. Just instead of saving
a little bit of space by combining
these two Textures, we're getting the two Textures
as a separate elements. However, there's a
very important thing that we need to consider here. And here's the, here's the deal. So if I connect
the roughness map or if I try to connect the roughness map to
the specular roughness, you're gonna see
that I cannot do it. The reason why I cannot do it to the specular
roughness is because this out Color
has three values, R, G, and B. In this specular color or specular roughness is
expecting only one value. Because the specular
roughness only tells us 0-1 how intense some element is. In this case, the out color has three zeros to 11 for R14 G N14. So we're actually
going to be connecting the out alpha into
specular roughness. However, to make sure
that this actually looks exactly the same as what we
have in substance Painter. We need to go to denote and change a couple
of things over here. First of all, we're gonna change alpha is luminance and
we're going to turn it on. You can see how it
definitely changes things by just turning
the Alpha's luminance on. Then we're gonna go to the
color space and we're going to change this to a utility rock. This is also going to
change the effect, but now we should have the proper roughness that
we're expecting by changing again the color
space to rock and setting Alpha's luminance to on. Now, this should be pretty
much the exact same thing as if we grabbed the R channel. As you can see, it
doesn't change that much. So I'm just going
to grab the alpha channel and that's
the way we do. Let me explain real quick
why we're doing that. This is a little bit
of a technical thing, but it's important for me to explain it so that
you guys to understand. So usually images so that the monitor you're watching it or the screens
are watching this. They're using a standard
called the sRGB standard. And the sRGB standard
tells us the software or the screen to display
colors in a specific way. We would expect a zero
to be a zero right here. And they want to be
a one layer right here and have a pretty, pretty straight gradient, 1-0. However, the sRGB
actually pushes the values a little
bit more like this. It creates a slight
curve to make the blacks a little bit darker and the whites a little bit
more intense as well. So it changes the way the values of the colors
of an image look, and it gives us the
different result. If we leave the sRGB turned on here on the
texture elements, what's gonna happen is the Maps that drive the roughness and the mental illness will be slightly modified and we will get slightly
different results. So what we need to do
is we to tell it, Hey, do not use this, use the raw line. So use the raw colors. Do not change the color
correction on this thing and give me the values as they
are from substance Painter, there's something that
we do in a lot of software is not
only here in Maya, we change the information
so that we get the pure color on any map
that is black and white. So the metal, this is
also black and white. If I were to try, first of all, I cannot plug this into
the maintenance map. I need to plug in
the alpha channel. I also need to change this
to Alpha's luminance. And I also need to change the color space
to utility's raw. And this will change it so that the rings on the elements,
you can see them right here. They started looking
more metallic. Otherwise, this is
not going to work. You can see without
the Alpha's luminance, the metals are going to look
slightly, slightly weird. Or also if we change
this to sRGB, you can see how the colors not match what we have in substance. So that's it. Metal, this goes to medalists. Alpha is Luminance turn on, and we do the Iraq Color Space. Finally, the normal map,
if you guys remember, we need a bump to D, so half bumped udim. This is gonna be a
tangent space normal. We also do alpha goes in here And this one goes to normal. This will give us like the scratches and
stuff, very important. This one also needs
to be changed from sRGB to utility raw. As you can see now,
things are displayed properly and you can see
the scratches right there. How they're looking
really, really nice. So yeah, that's that's
pretty much it. Now we are having here like I grab a different
color. There we go. So now the only thing we
need to do is go over here. You can see everything
is looking quite nice. Yes, we can turn onto lights and we're gonna get a nice result. It's not going to be the best result and I'm
going to explain why. So let's save this real quick
and I'm gonna go to Render. We're going to look
through selected. Let's go for a
render right here. Let's Arnold and render. We would expect to
have a nice result, but you're gonna see as soon
as the render finishes, it's going to do a
conversion of Textures. Remember anytime we
input a Textures, Maya will convert them into something called texture files, and this is what
we're gonna get. So the first thing that I'm noticing is there's
a little bit of texture stretching on the, on the border right there. That could be the metal
edge where something, but everything else
looks quite, quite nice. The problem is the metal doesn't look as nice as it could. The reason is, whenever
we're rendering things that are metallic or do they
have a lot of reflection? We need an environment because the metals will reflect the environment
they're in right now. We have absolutely
no environment. So what we can do
here is we can do Arnold Lights at a sky
dome light to this scene. And then on the sky dome light, we can input the pint addict
that we have right here now. So you thought we'd
already converted it to a texture file. That's great because now when
we Render It's not going to take us long to bring
this connection in. So now when we Render,
look at the difference, I'm going to click this
little snapshot over here to save the
different elements. And we will render, of course, we're going
to have more light. So it's going to look way more. Let, because we have an HDRI, but the metal is also
going to look way, way, way more realistic because now we actually have an environment that
we're reflecting. This looks very,
very photo-real, even look at that
really, really good. Now, the only thing
that we need to do is go back to the camera, find a better frame right
here, something like that. And there we go, You render once more and look at how beautiful this
render effect looks. Again, we could go back and
fix a little bit of this. It might seem or it seems
like there might be a little bit of an
issue with this ring. So that's something that
I will probably need to fix inside of
substance matrix. It's not the end of the day
for something like this. One thing we could
do is just select those faces and
rotate them slightly. Let's see if that fixes
the error or less. Heights in a little bit better. Yeah, it does. It's a little bit better. We could even delete
that ring and just duplicate another
one of the Rings to, to take its place as long
as it fits right there. It should look very nice, but look at this,
not bad, right? Let's save this real quick. You can see we have our
barrel Render there. Let's call this
barrel Render Color. I want to replace this, going to be named Color. And let's very quickly
navigate these. I want to see the renders here. We can compare and
look at the difference is very basic model. It was a great model like
four or 5 h ago when we were working on the
Basics of modelling. Look at the difference. Now, this is what
we're talking about. This is the magic and the
power of the 3D world. So, yeah, that's it guys, make sure to get to this point. Make sure to get this amazing
random from your barrel. Make sure to show it off on with your friends
and your family. I'm sure people are
gonna get really excited to see all of this improvement in just a
couple of hours of study. And the next thing that we need to do is we need
to texture the hammer. We need to texture the door. At this one, we're
actually going to be talking about Shaders
a little bit later. So we're not gonna be texturing this one. We're not
going to be doing. We don't even have
UVs for this one, but that doesn't mean
that we can't get a better render from it as well. So yeah, that's pretty much
it for this video, guys. Those are the connections
for the texture. Make sure to bookmark
this video because it's a very frequent question that we gather about how to do
the proper connections. Well, I just show you the specific things
that you need to do in order to connect
the Textures here inside of, inside of Arnold. So that's it for this one guys. I'll see you back
on the next one when we continue with the hammer
37. Hammer Textures: Hey guys, welcome back to
the next part of the series. Still there, we're
going to continue with the hammer Textures. So we exploited the hammer from a Maya in the same way
that we did the barrel. We're just going
to select it here. Hammer hit Open. And we're going to
change this to two K and OpenGL that we can hit. Okay, and the hemorrhage
should be here, ready to be up. Before I do anything, we need to do the base of the elements of you
as you guys remember, one more thing, I need to check. My God, I need to check
to make sure that UVs are the UVs are
properly laid out here. So everything seems to
work, working fine. Also over here on the
Textures, at least, I need to make sure that
you only have one material because we're only
going to be using one material right now. Once we have this, I'm gonna
go to a little croissant. And as you guys remember, we're gonna go to K and we're
gonna do a bag like that. Just generate the maps
that we normally have, such as the ambient occlusion
and all that stuff. And we are ready we're
ready to start a Texturing. We're gonna go here
to the paint layer, and this is a little
bit more complex. Write this, this asset, it's a little bit more advanced than the barreled barrel
only had to Materials. And in this case we
have a four Materials. We got a width, I'm going to use width for the center
of the hammer. We got leather, we got metal, and we got rock, which is gonna be the other part of the hammer. So the way I'd like to do this, as I like to create
a groups first, because by having groups, we can work in specific parts of the element without
affecting other areas. Let's start with the width. I
think that's the first one. I usually like start
from the thing that's lower than the heirarchy or the, the thing that's closer to
the center of the object. And then we go to the
things that are outer into them in the outside
part of the element. So I'm going to be using
the wood walnut again, going to drag it right here. And what I'm going to do
something that control G to create a new group, and this is gonna be my group. So anything that
I want to modify Underwood is going
to be right here. And in a similar way
to normal layers, we can also create
elements right here. So I'm going to
Control G, or sorry, right-click, create a black
mask and then number four. And with polygon fill, I'm going to fill in
the woods sections right there. Look at that view. Then I'm going to
look for leather. We got this leather back to the thing is going to work nice. We could also use
this leather rough. I think leatherbacks going
to look a little bit better. So I'm going to
drag it right here. Control G, right-click
black mask number four. And we select the two
bands right there. We'll change the color shortly. Right now we just
want to create the basic grouping of the layers. This layer one we
don't need anymore. It's just there as
a, as a placeholder. Now we're going to
look for a metal. So I'm going to use, I think the iron rod right here, Control G, like Basque. And this one's a
little bit more, gonna be a little bit
more complicated because we have a lot of small things. Here's a trick. Just select everything
else and then press X. And when deselect the things that we don't want. All
of this case right there. Because you can see
that makes it for a faster selection
because we just need to go to those specific areas. And this is gonna
be our metal layer. Layer. There we go. Now we're going to add
finally, the rock. Now we don't have rock, or at least we don't have a
rock material right here. If you have access
if you have access my lo-fi playlist to
Substance 3D assets. If you're subscribed
to substance in your pay your monthly license, you're gonna have
access to this and they have Materials and we
can look for rock, for instance, rock material. And we're going to find a lot of different options that we
could use for this rocks. Unfortunately, I cannot
share this with you. It will break the
um, what's the word? It will break the
license that I have. It's only for commercial use but only for your
personal use, right? So I'm going to grab this cracked canyon
Rock to show you how we could use some of
this instead of substance. However, there is some something
called Substance share. So if we look for
Substance share, this is like the the community driven element
that we can use. And second word, since substance that real
community assets. You look for Substance
3d community assets, we might find some rocks in here as well that we could use. There we go. So there are
some that could be useful. Even this, I think the stylists rock actually looks even better. Let's just that one. I'm just going to download
this stylized rock. You can download it as well. And if we drag and drop this
into substance Painter, We're gonna be able to import
this as a base material. Again, Let's see to our
library and say E port. So now we got this, a
stylized rock over here. So if we drag and drop it, we're gonna be able to
see how the stylish ROC looks on top of our object,
which looks really good. I'm going to again Control G to group it either Black Mask, let's call this a rock. And we're going to select
this elements right here. The rock hammers. There we go. Now of course, we can
change a couple of things. For instance, let's start
here with a stylized rock. One of the things that I want
to do is change the tiling, going to increase the
tiling a little bit more. Let's say something like
cat like a two or three. You can also see that the height information is
a little bit too intense. So you can see it really pushes same for the
normal information. So if we don't want to
have that information, we can literally
turn it on or off. And there's one more
thing we can do. As you can see, there's
a seam line here that I would love
to have removed. So I'm going to change that up projection to try
planner projection. This is going to change
the way this works and it should make it look a
little bit less obvious. Here I'm going to bring
the tiling back to something like a WAN or WIP 1.5. There we go. That should give us a
more interesting look. I think in number
one might be good. That looks, that
looks interesting. I do think I'm going to bring the height down for
the normal map. Kinda want to only keep this, maybe keep the normal map. I'll keep the normal
map just to keep it a little bit more
visual interests. There we go. Now, it's time to
start going into the different
elements and change them so that we can match
things a little bit better. So for instance, that would, We can go to the color
and we can actually sample the color of the woods so we get the exact same tone. And I don't think
we really need to add any dirt or anything
to the word that. It's a fairly simple elements, so that should be
more than enough. Let's go now to the leather. And on the leather,
we're also going to sample the color of the leather. Never go for the highlights,
for the shallows, you always want to sample
the center of the color, the more neutral color in this, I can definitely see it's a
little bit too saturated, so I'm going to bring it down and just changed a little bit. And I am going to bring the
tiling a little bit up, something like a three
so that we can see the tiling of the leather a
little bit better like that. I do think I'm going to make
it a little bit darker. I'm going to keep
it saturated but just a little bit
darker on the color. There we go. Then the metal. I kinda wanna go a little bit more into the warm
tones for the metal. Kind of like a bronze color, something like data
thing looks good. And roughness wise, we definitely want to increase
the roughness a little bit. Now we're going to have a rust and stuff like that
in just a second, but just changing the roughness there is definitely
going to help. And finally, the rock, as you can see, we do
have the option to
38. Completing Hammer: So let's continue, guy. So unfortunately the
recording software crashed and when I was
doing the changes, I wish I could never
get rid of this one. I mean, you can try if you want. I'm going to show
you the other one. Let's see how this looks. The the, the other a
little bit more advanced. So there's the crack canyon Rock also going to import this. It's a little bit heavier
on the beginning, but should look very
nice over here. And since we're getting
for this sort of like realistic look overall, I think this might look
a little bit better. There we go. Let's
also try that. Try planar projection. Look at that. It looks really, really good, way better. Let's change the title into two. Not bad. And now is just a matter of playing a little bit
with the color here. So I am going to saturate
a little bit more. You can see right here
that's color one. Color two is also going to be a little bit more saturated. Color three that we
can change as well. So we go into this,
like oranges effects. There we go. Now that we have this,
we can start playing around with the effects, right? So let's start with the leather. I'm gonna go to the leather and I'm going to
create a field layer because I wanted
to do a metal edge where on the leather I
know the letters on metal, but we can still
add this effect. So the color is going to be the exact same color
as the letter. It's going to be a little bit lighter, something like that. The roughness is gonna
be really, really rough. Then we're going to add a black mask
right-click generator. And we're going to
have a metal edge where generator we go. It can increase this
a little bit more. And this I'm gonna change
to Linear Dodge so that we can really see the
highlight right there. I'm going to desaturate
this a little bit more, just a tad bit. And we can play a little bit
with the effect right here, again with the,
with a mental edge where the contrasts we can
make a little bit softer. Just play a little bit here. Not bad, right? Just a very simple change and it already looks really nice. I'm going to do the same
thing here on the iron rod. But first, I want to add a
dark pass on the iron rod. So actually I'm gonna make
this Iran a lot darker. And then I'm gonna duplicate
the exact same one, but they didn't want
to hide anymore. I just want Color and roughness. And this one's gonna be
a little bit lighter. Then this one, we're going
to add a black mask. And we're going to
add a middle edge where to give the very
nice effect right there. Look at that perfect, really cool looking
effect right there. Of course I'm going
to go to this one. Just push the color
a little bit up. I don't want this to be
like super, super dark. And that's going to
give us a very nice effect on the rock. I'm going to do something
similar fill layer. I'm going to grab the highlights of this rock right there. This is gonna be really rough. Black mask, the generator. And another middle edge,
we're right there. A little bit more intense. And this one's gonna
be also linear dodge. And then we can bring
this down a little bit to soften the effect that
we might have right there. But yeah, that looks
really, really cool. Now, for instance, for the rust, if we want to add
roster to this thing, I'm going to add this on
top of the layer stack. One thing that we
need to understand is that all of the stack, the stack that we
have right here, they worked very
similar to Photoshop. So whatever is on top is going to overwrite everything else. So I'm going to add
a black mask here. I'm going to add
the generator and we're going to add a generator. And as you can see,
we're going to get the Rus pretty much everywhere, which looks really, really nice. However, there's a problem. This is something that I tell my students very frequently. The problem with Generators
is that even though they do an excellent job by adding
this like detail everywhere, it's not normal or it's not usual that we're going
to find an object on the world and the real-world
that we will have damaged uniformly
across its surface. So that's the same thing
is going to happen here. Like, I don't want this
thanks to be affecting every single bit and
Kravis of the element. So what I'm gonna do here, so I'm going to
have a fill layer. And then I'm going to
look for some clouds like this Klaus
to, for instance. And what they can do right now this clouds are overriding
the other thing. But the way I can do so I can play around with the attributes. Let's increase the tiling
here a little bit. For instance, let's
bring the balance down. That's how we're creating
like this or like noisy pattern or effect
across the whole thing. Well, what we can do is
we can multiply this against the original dirt
layer and look what happens. We're combining two
different Generators, one being detergent error and the other one being
the clouds generator. And that way we
generate a breakup on the texture that
allows us to have a way, way nicer effect. Now, other than this, I can also add a
paint layer and I can go for a dirt brush right here. And I can manually remove like maybe I don't want to
have rust on the handle. It doesn't make sense
to have rather than the handle because
there's no metal, right? So maybe on the borders of it
we might have a little bit, but on the other, other ends, we don't want to have anything. So we'll just remove
the rust from there. We might want to add a
little bit here on the top where it meets the metal and
we might find some rust. Maybe a little bit
here and there, but just very briefly and we
don't want to add too much. Same thing here, like
maybe we will not remove some of the rust on
this areas because this will be areas that
we will be cleaning or polishing more frequently and we'll leave the rust on the areas that we don't
take as much care off So the artistic
can't of going in here and removing or adding
rust in certain areas. That's very important, very important part of
the process to make sure that our assets look as nice or as clean as they can. For instance, I wouldn't
expect there to be a lot of rust up here. Russ usually accumulates on
areas where humidity gathers. All of the phases that are
like pushing are facing down. That's the place where we might find a little
bit more rest. And look at the difference. This is just the
very basic dirt. And as we add the clouds
and we add the paint, you can see how we
increase the complexity. And as I'd like to call it the visual interests of
the whole thing. Now, later on, this
thing right here, I'm actually going to
change it so that it looks more like a gemstone
or like a glass. But that's something that
we're going to be doing on their Render Settings from
the shader themselves. So, yeah, that's, that's
pretty much it for this one. My friends. In regards to texturing,
Let's continue now with a couple
of extra filters. So I want to add the filter. Usually when an object
is on the ground, they're gonna get a
little bit more dirt on the ground, right? So I'm gonna go over here
and we're gonna look for a Morcher wall layer. It's kind of like
Mouth going to make this like a dark moths,
something like this. You can also use this
as a stone if you want. It has the effect. I'm going to show
you this over here. We have something called Smart masks and some more
to master really cool because there
are presets for things such as the third
ground right here, which is the one that they want. So I'm going to grab
this a dirt ground and drag it into
the mortar wall. And as you can see, it applies this mask builder thing that gives us this or like dirt only on the lower
sections of the element. And we can change this around, can change the blend right here. We can change the contrast. We could choose to try
plant or blending. We can change how much it
affects the ambient occlusion. We can change how
much of the fence, the top-down gradient,
look at that. Beautiful, right? So thanks to this, a mass builder that
we have right here, we can generate some really, really interesting, interesting
effects that we'll take a little bit longer to do if
we were to do them manually. So look at nether. Not bad, right. Like
a little bit of dirt on the lower
portions of the hammer. And we get a really nice effect. We can of course change this
thing a little bit here. We can go to the
Ross, for instance, and changes to overlay, which is going to modify
the color slightly. Like there's several
things that we can do. Some of you might be like,
Hey, could we add maybe like a little bit of
scratches to the metal? Like maybe one of
those scratches to be like shiny metal to make the whole texture like punch a little bit more.
And the answer is yes. If we add a new layer, Let's make this metallic layer really shiny like
that black mask. And we have a field layer. We can look for scratches. There we go. Let's style this a
little bit more. And then what they
can do as they can do a black mask and only select
the main sections of metal. And then again, let's set
the fill layer scratches and we multiply. So they're only on the metal. We change the timeline
and look at that. We could even go here and use the height information to
push the little scratches in. They're going to
start looking very similar to what we
have over here. That should interest
to Linear Dodge. I'm going to bring
the intensity down a little bit on the color. There we go. Now we have scratches
all over elements. Very, very cool looking
hammer right here. And now we're, once
we're happy with this, if we liked the way
this is looking, we could just save
the scene of course. So File Save, Let's say
this is our hammer texture. As you can see, substance
does have all the safe, so you'd leave dose after
you're ready because we won't be using
it later on file. And we export the Textures. We're going to export
this, of course, to our source images. We're going to create a
new folder over here. And we're gonna
call this hammer. We're going to export. We already know this
as AI or AI standard. Png is fine and we hit Export. Always check the
directory to make sure that things were
exporting properly. We don't need the
height information. I'll explain what height does later on on the shared things. So yeah, that's it that you
can see we have hammer, you'd be checker material
add up trickery scholar. We can rename those
if we need to, but this is ready. So let's jump really
quickly into Maya to attach all of this and
see how the render looks. Because there's nothing
more exciting for me. And then to go into Maya and actually see this
actually happened. And also I'm going to talk about that glass material
that I was mentioning. So let's go here. Here we go. We're going to say
File Open Control 0. We're going to open our hammer render that we have right here. This hammer render is
the exact same scene. I just like move the
hammer a little bit. Actually. I don't think this is the one that we need
because this one yeah, this one does not have the UVs. So file open scene again, let's open our hammer
scene. There we go. We're going to just check
the change the material. This material is now
going to be M. M Hammer. And we can
go of course to the Hypershade and
start working here. So let's close this. We don't need it anymore.
Let's delete this one. And we're going to drag and drop all of her Textures right here. So that's the metal miss. That's the normal. That's the roughness. And this is the base color. So base color is CS1. Scrap base color
goes directly into base color. Metal NUS. We got the alpha
goes into madness. But one very
important thing here, we're going to change
this to utility row and Alpha's luminance
to make sure that the metal beats
look like a metal. Roughness, alpha
specular roughness. We also change this
to utility rock. And we also make
Alpha's luminance on. And finally, normal map. We're going to need a
bump to denote number. You press Tab to get the
little option right there. The alpha goes here. This one is tangent
space normal, and the abnormal goes
to the normal camera. And very important over here, we also change this
to you to draw Alpha's luminance so that
we get the proper details. And if the sphere
looks good here, that means that it's gonna look good on the hammer itself. Look at that. Beautiful, beautiful,
beautiful, that looks great. Let's bring into renders. I'm going to say File Import, and I'm actually going to
import the hammer render scene. Sorry, not the hammer render.
Made a mistake right there. Let's delete this,
the barrel render. So File Import, we're going
to import the barrel render. As you can see, we're
going to have the HDRI, we're going to have the
barrel and everything. This barrel. We can of course delete it. We don't need array now,
we need everything else. And then the hammer,
I'm going to grab all of the hammer elements,
just Control G. I'm going to make a
little bit smaller. Let's change the resolution
here to two K squared. And we can change or rotate
this group a little bit. So we can really see the hammer. That's a full
element right here. Let's save this real quick. I'm going to save this file, Save Scene S, hammer Render. There we go. Now if we render, well, let's just make
sure on the options here that the system is GPU. We Render. We're not done. I'm going to show you
one more thing about the crystal thing
that they weren't to do. There we go. Yeah, that looks really good. Now, I think right now what
we don't need to of this, I'm not remove one.
We only need 1.1. Thing that we can
do is we can bring the intensity of the
HDR a little bit lower. So if we go to the HDRI and
we go to this exposure, we can bring this
to a minus two. That's going to make
the whole light like the environment light a
little bit less intense. Minus two. There we go. It's going to look
a little bit nicer. There we go. Look at how nice
this render looks. Really, really cool with all of the texture
too, we're adding. Now here's where the
magic is going to happen. I'm gonna do, I'm gonna, I'm gonna change the material for this two
elements right here. So I'm going to select
those two elements. I'm going to assign
a new material. It's gonna be an Arnold
AI standard surface. I'm going to call this M crystal because they want this
rock to be more like a, like a toe path or something. So it's going to be
more like glass. So if I change this
to M Christel, One thing that we can do them, we can do it here or we can
do it on the hyper shade. I'm going to do it under
high pressure because this is where we've
been working. As you can see right now,
this is a little bit dirty, so I'm just going to click this little button
right here to clear. Do not delete them. Like do not make the mistake of selecting everything
and then delete it. That's going to
delete the object. Let's select this M crystal. And what I wanted to do is I
want to make this a glass. So to make this
glass, I'm gonna, I'm gonna have to go
here to the base color. I'm going to bring
the base color down because we're not
going to be using diffuse, we're gonna be
using transmission. And we're going to bring
the transmission up. And as you can see now,
this becomes like glass. And as you can see, this
transmission also has a color. So we can direct the exact same color here
at the base color of the object and use the scholar
on the transmission color. So now as you can see, the class is going to change colors. And if we go over
here and we render, Let's take a look at
how this will look. Look at that looks
like really, really, really shiny metal or glass. Now we can increase this, we can make this a
little bit more intense. Because right now
you can see that the transmission color, it is working, It's a
little bit dark, right? So one thing that we can
do here is we can bring the scatter up and we can
use something like that, like a, like a nice orange
material right here. And if we do that, should change the intensity
of that glass right there. Look at that. We started seeing a little bit
more of that orange color. Let's really pushed this up. I think the color might
be a little bit too much. One thing we can do
is the specular. We can also make the specular
like this amber color There we go, That's looking
a little bit better. And another thing that's
definitely going to help is a normal map right now, because right now it's,
it has no information. So if we go over here and we bring the normal
map information, we can bring at bumped to D map as we use with
the other material. We also need to change
this to utility rock. And this one's gonna
go right here, see how it changes the texture
now of the whole thing. That's the kind of stuff
that we're going for. We can play with other things. Let me try this first and
see how this how this looks. I'm actually not seeing the
normal information that we let me just make
sure that I oh yeah, we need to change this
as tangent space. There we go. So tiny space, normal, raw of illuminance. There we go. Give it a shot here
on the Render. There we go. So now
as you can see, this definitely changes the
way this thing is looking. Now it might look a little
bit too glossy right now. So one thing we can do again is going over here to the
specular roughness. We can bring the roughness
up a little bit. It's going to make it
look a little bit more like a matte surface. We can also change the
index of refraction. If we bring this
up to like a five, it's going to be really,
really, really, really shiny. We're breaking a couple of rules from like how things
work in the real-world. But it's gonna give us a really
nice effect right there. Look at that. The sort of like
gold molten metal. We can of course, like push
the roughness even higher. And this is going to look
like a rough surface. There we go. So it's starting to look
a little bit more like glass or two like metal
rather than glass. So we probably need to
bring the IOR lower. I feel like the transmission
color might be affecting it. So I'm going to break
the connection here. I'm not going to be
using the color, I'm just going to be
using the element. I'm going to change
the color here to the amber color that we have. And let's see how this looks. Kinda want to make it look
like transparent effect. There we go, That looks
a little bit better. So instead of using
the color that we have from the Textures, we're just using the,
the elements right here. This thing that I'm doing
right now, by the way, this is called how did they
call it in the industry? I lost the word loop
deaf looked deaf. They play around
with the Shaders. They play around with
the Textures and they find out what kind
of things look good, in which kinda things look. Now That's good. So this is a perfectly
good and valid way to start looking for
different results. I'm gonna go back to a white color here on the reflection. So it looks more like less. There we go. Look at that. Now this is looking like actual, like an actual gemstone. And you can even see
the diffuse color going all the way back
there into the wall. So yeah, that's it. My friends were using the
normal map information from the rock and we're making this into a glass by changing this
elements right here. Make sure to pause the
video if you want to know the exact values that I
got to get this result. But that's it. We're finished with the texturing
here of our hammer. So the next video, we're actually going to go into the texturing of the character. I wanna do a very simple cartoon looking like Painter texture on the character without
using materials. We're gonna do it from scratch. And after that, we're
going to pretty much apply all of the things that we learned for the final Textures, which is gonna be the door. Yeah, hang on tight and I'll see you back on the next one.
39. Monster Textures: Hi guys. Welcome back to the next
part of the series. Today we're going to continue
with the little monster. Here are some UGA and we're just gonna
grab the whole thing. What happened here?
Like something having here whether
UVs, but that's fine. We already have everything cut. So we're just going
to control you, control L. We have the
udim option selected. Let's change that. So modify. We're gonna go to
our lay adoption and we just want a one
single island here. And there we go. So that's it. All of the elements have a proper UB and we're ready to go. So I'm going to grab the
little guy right here. I'm going to say File
Export Selection. We're going to go to
Assets, props, I'm sorry, not props, acids and FBX. It's props and the students
going to be monster. There we go. And we jump into the
substance Painter. So the character here is, it's going to be fairly simple. We're going to do everything
more hand painted. We're not going to be doing or using any of the materials from here because we want this to be a little bit more
stylized, right? So file new to K is fine. We can select and select
a little monster here. We're going to do OpenGL, and there we go. That in. Now, there's a
little problem here. As you can see, some of
the faces are looking like very faceted it, and that's not what we want. So I'm gonna have to
go back over here. And since I don't want to be exporting this guy right here, I'm going to combine everything
into a single object. I'm going to say
Mesh and smooth. Once we're just going to give it a one subdivision or once
mood element right here. Now you can see we
have a couple of extra lines that we don't want. Retard the extra vertex, remember, we're going to
have to collapse the center. Some of this guys, it
shouldn't really affect the UV because we're doing
everything very cleanly. So this guy are just two guys. There we go. We're going to see
hopefully it doesn't affect that you've been
getting it shouldn't. And that unfortunately happens
with the mirror option. That we go. Make sure all of the all
of the points are fixed. We shouldn't have
any extra elements where we don't need
them. Perfect, Okay? So as you can see, this is gonna be a little
bit more dense than usual. It's not that bad,
like something like this is perfectly
fine for animation. We don't want to go
any higher though, so don't do to subdivision levels. This
should be more than enough. Now we do need to do another
unfold because they UVs are, the geometry changes
slightly and another layout. And there we go. And now we're ready to
re-export this thing. Make sure to also
go to Mesh display and select soft and edge
for all of the edges, this is very important. So File Export Selection and we export our little monster again. We go File New select monster, okay, to K OpenGL.
And there we go. So ideally, we won't have
that issue anymore. Perfect. So we're going to
go to our baker. Of course first, we're
gonna do a two key bake, and we're just going to bake
to get me the solution. Some basic stuff to curvature, thickness elements like that. Now we go, we go back to our paint and we
can start painting. So we're going to do something very similar to what we
did with the hammer. We're going to
create some groups. First, I'm going to
start with the body. So I'm going to create
a new layer here. And one of the things that
I want to do is I want to be modifying or controlling
everything with pure color. I don't want to have
any roughness yet. We will have a little
bit of roughness later, but right now, we want to keep
it really, really simple. The color is gonna be the
sort of like green color. There we go out of black mask and we're going
to have it on the object, the whole body right there. Then this is gonna
be called the body. We're going to duplicate this. We're gonna make it
slightly darker. We're going to call this
eyelids black mask again. And it's gonna be
on the geometry. This guy right here
shouldn't be really weird. Maybe I'm double-clicking
or something. Let's add a new layer. This is going to be
called ice black mask. And it's gonna be
this one right here. Well, that's really weird. Why did that happen? Yes. You can see there are
different here with for some reason it's
grabbing them both. So let me show you another
option we could go to up option and that we were only going
to be selecting the Uvs that we have
here on the front. There we go. Then we're going to
create a new layer. We're going to call
this claws or teeth, or going to go for this
or like bone Color, Black Mask, let's
call this bone. And it's gonna be all of this
little bones right here. Let's go to object mode. We're going to grab
all of the teeth here, little toenail. And there we go. I think the little hair dark. It's a good idea. And finally, we're gonna
have one for the tongue, which is gonna be sort
of like pinkish hue, something like that black mask That's the perfect. So as you can see, we've got the really nice base for
the character right here. And now we can start
doing a hand painted approach for some of the texture that we're
going to be adding. So let's start with the body. We're going to work on top
of the body so that we're not affecting anything
else over here. On the body. I think especially on the back. I would like to add some
dark splotches or something, so I'm going to add the New few later in the color as well. And we're going to
add dark elements like this black mask. And if we go to
the Brush option, you can see we have this adults
that we have right here. And we can use this
to add this sort of like interesting texture
on the top of the half. You can do this symmetrically by clicking this
option right here, which is gonna do symmetry line. But in this case I
actually don't want to use symmetry to make him
look a little bit nicer. So we're going to
start like this and we're gonna go all the way down. We don't want to
overdo it though. It's just like a, like
a nice little detail. I'm going to make
the brush smaller by pressing control
and right-click. And I'm going to add some
dots here on the front. So when we see it
from the front, we see a little bit of
that effect going here. Like a reptile skin, right? A little bit here on the chest. That's very, very simple. Maybe we can add a little bit of a little bit of elements
here on the hands, a little bit on
the arms as well. It's going up the same
thing on the other side. And this is a cool thing
about having independent Uvs, that the spots can be slightly different from
one side to the other. And that gives a character a
more in more unique field. And then we go. Now usually the belly of characters tends to be
a little bit lighter. So I'm going to do another field layer and start
with white, that's fine. Black mask. I'm going to
change my brush to this. A basic soft, they can do is I can just add a sort of like
light effect right there. And then we can change
this to Linear Dodge and decreased intensity. So we have a nice lake, clean green color right
there. Not bad, right? That looks good. Now, I want to go
forward the Cloth, so I'm gonna go all the way
to the class right here. I'm going to add a new layer. And something I can do is I can actually copy the
mass from this one. So add black mask or sorry, right-click and I
can say copy mask. And then I can add
a black mask here, right-click and paste into this mass right here
pasting to mask. So now what I can do
second and black mask. And if I want to make
the tips of the, of the class a
little bit lighter, I can just paint them
later right there, because this layer right here is a little bit lighter, right? So we can do there. Make the brush really small. Go. That way. We create
this very nice, again, hand painted, very, very stylized, similar
to what we would see in kids, shows, right? Very stylized effect
for our character is the same theorem, the teeth. We could do, number
four and just feel the tongue back
within normal color. There we go. We've got a very, very FUN transition here
for our character. The last thing I want to do, and I want to show you what the character here
with the Textures. Because again, we're
going for very, very simple texture for
this guy right now. But the last thing I want
to show you is how we could add the cartoon
I to the character. So I'm going to add any new, I'm going to look for
new thing right here. I'm just going to
look for Cartoon. You're gonna see,
we're going to have a lot of this
options right here. I'm going to look
for cartoon iris, which is this sort
of thing right here. Something like this is
what we're looking for. And ideally, we want to find a square, a square selection. And also ideally
we don't want to have any reflection information. So I'm going to grab
this one right here. And I'm actually going to
edit it inside of Photoshop. I'm going to create a
new file in Photoshop. Very important, it
should be squared, so 1024 by 1024 should
work right here. I'll make it a
little bit bigger. There we go. Then I'm going to manually
fix some of the stuff. Again, we don't want any of this reflection because
that's the reflection that we're going to have
in the character itself. Just a trick that I'm
going to show you. I'm gonna go to my
Elliptical Marquee Tool. I'm going to select the eye as cleanly as
possible right there. And then control I, actually
something like that. Control, I, Control Shift I to invert the selection
and I'm going to delete. And then when I'm gonna
do is I'm going to duplicate this layer
and delete half of it. And then delete the
half that I don't want, which is this one
that has a shadow. Then this half, I'm
going to Control T. I'm going to rotate
to the other side. We're going to have to do a
free transform right here, right-click and free transform. Or we can do the warp. Tried to make this fit
nicely as possible. So you can see it's
not a perfect circle. As long as the outer edge fits, we can recover the inner
edge. There we go. Then I'm just going to grab a hard round brush and
just fill that in. There we go. Paint everything white. And this is our iris. So I'm going to save this
for you guys on their files. There we go. Well, this iris. And we're we're gonna
do is we're going to import this texture
into substance. So by going into our images and dragging
and dropping it here, we're going to import
this as a texture. Just the current session are
listed library. That's fine. Now what I'm gonna
do is I'm going to use a different type of layer. This is called a paint layer, which is this one right here. When I bring a paint layer in. And if we go to number three, number three is projection mode. We can select this guy right here and drag and drop
it into the color. There we go. And now this works
us in a stencil. You can press the letter S on your keyboard and then
middle or right-click. And we can bring this down. Fine with middle mouse button. Find the projection where
we want this to be. I am going to turn on symmetry. And that was, you can see, if I just paint this, I'm going to be able to paint the little eyes
for my character. Not bad right? Now we can go to number one, and I definitely want to
paint all of this UVs. So let me first
paint the Uvs white. There we go. Now I'm gonna go back to number three,
which is projection mode. I'm going to find the
center of the eye. And now we're going
to paint the eye. And that way the
texture is going to be directly on top
of the carriage. And that's it. She MUGA here, he's ready to go into the rendering stage
and get some nice Shaders. I'm actually going to be
showing you some cool shaders. And I'm going to divide
this into a different video because I want to show you
how to do skin shaders. So there's certain things look a little bit more like skin. So that light is actually
going through the character. And we're also going to
do some glass shaders for the eyes so that
we can see the very, very clean reflection
that we normally get in this type of characters. So, yeah, that's pretty
much it for this one guys. I'm just gonna go
File expert Textures. We're gonna go of course, to our source images right here, create a new folder
called us monster. And instead of this
monster folder, we're going to export
everything as AI standard, Arnold, AI standard that we go, we export, we check
the directory. As you can see, we've got
all of the Textures there. We don't need to
hide information. Technically, we don't need the metal this information either white because
everything is black so we don't need to
connect anything. We just need the roughness, the normal and the base color. You can see the roughness
is very uniform. We actually didn't
add any roughness. It's very plasticky
just like a full, full simple color for
the whole character, which would also ignore and just play with it independently. That's it. My friends, I'm going to save
this one as well. So this is gonna be
my monster texture. Of course, as you can imagine, there's way, way
more techniques, more advanced techniques for painting scheme for a
character like this. I've actually teach, are taught this sort of stuff in
more advanced of places. But yeah, this is the one that we're gonna be using,
red right now. So we're just going to come
listen monster texture. And there we go. So on the next video guys, we're going to be going over the Connections for
the monster Textures. Hang on tight, and I'll see
you back on the next one.
40. Monster Materials: Hi guys. Welcome back to the next
part of the series. Today we're going to continue
with the monster Materials. And first of all, we need to set up
the basic Materials. And then I'm going to show
you some very cool materials that we can add on top of them. So I'm going to select the
whole character right here. I'm going to assign
a new material. I'm going to call this
Arnold as to under surface, I'm just going to
call this M monster. Sorry for the spam right there. It's the thing that we use here. So I'm gonna go to
the Hypershade, of course, and we're gonna
grab this M monster. We're going to use this little buttons right here to show all the connections. And then if we go to our
Textures right here, we have this three Connections is very simple Connections. We got our neural map, which we already
know how this works. We need a bump to denote. There we go. So we got the out
alpha right there. There's actually I don't
think there's any bump map. Do we have any bumper? Can see a loop the bone
marrow normal map, but I don't think we
have a lot of bump map. I'm just going to do it anyways. So a normal camera
goes right there, and this is tangent
space normal. This one should be set to utility raw and alpha Islamists. Then this one is the roughness. As you can see, we don't have any reference,
I'm not going to use it. It's perfectly great and
the color is the one that I'm mostly concerned about. So base color goes
into base color. And as you can see, we've got
a little bit right there. Let's bring in the barrel. So I'm gonna say
important and we're going to import our barrel scene. I believe it's the
bear or Render. Go. And we're going to actually
let's keep the barrel. Like why not? Right? Like we already did
that work for tobacco were so why not? Why
not? Just keep it? And if we grab the monster here, we can make it a
little bit smaller and just position him
in front of the barrel. So let's just actually want to make him a little
bit bigger than the barrels. So right around there and we just push it
forward a little bit. There. We go. Let's go to her camera panels. Lucas selected. And we can go of course
to our square render. Square root is the format that I like to use because
nowadays with social media, There's a lot of like most of the stuff is
in this square format. So if we render just like this, Let's save this as
monster Render. We're gonna get a good result. Like I know from experience that this
is going to look good, but it's not going
to look perfect. So I'm going to show you how we can make
this even better. Let's go to our
shotgun right here. There we go. And we can do the exact same
thing we did with HDRI. We can go to the
options and bring the exposure a little bit lower. Minus two is usually
a good number. Let's close this
for just a second. And there we go. As you can see, this looks okay, but it looks just like a
plastic toy and I would like to monster to look
a little bit more alive. Wasn't gonna do, is I'm going to grab only the body
of the character, only that the green stuff
and maybe even the eyelids, the eyelids are a good
idea to do this as well. So the eyelids and
the green stuff, and I'm going to
assign a new material. Right-click assign the material. It's gonna be Arnold
AI standard surface. So as you can see it,
this is white right now. But what we can do
is we can connect the same color texture
to this element. So the history, this, we're gonna call em SSS, subsurface scattering is one
type of shaders that we have inside of the 3D engines that allows us to simulate how skin, like Jell-O, this surfaces that let some light
through happen. So what I'm gonna do here, so I'm gonna go to
subsurface and I'm going to turn on the weight
of the subsurface, but I'm going to turn
off the weight of the color because we're not
going to be using color. Now, as you can see
here on the subsurface, we do have a subsurface color. This is where we're
going to be connecting the same color that we have
here with our monster. So we're gonna go
off the base color right there and hit open. So even though it looks
almost exactly the same, if we Render now and
I'm actually going to save a copy of this
file right here. If we Render now, you're
gonna see that it looks really different.
Look at this. He looks semi-transparent,
kind of like a jello. You can see the arms that
are way, way thinner. They look almost transparent, and everything else looks a
little bit more like solid. So this is the magic or the great thing about
subsurface scattering. The fact that we can
get this element. Let me just, I'm going
to change this to GPU. Cpu uses too many of my
resources for encoding. There we go. We're
rendering out. You can see this is what we get. We're getting this sort
of like a jello effect, where the character looks a
little bit squishier and it just makes it look
a little bit more natural instead of looking
like a plastic toy, which is perfectly fine if that's the thing
that we're going for, it make you sick look a
little bit more interesting. Now, this we can
control by going into the shader itself and we have a radius and we have a scale. If we increase the scale, let's say something like a five. What's gonna happen
is a D effect. The effect of the
subsurface is gonna be way more intense, but he knows is going to
look at that almost like a transparent gummy
bear where we can see straight through him
because we're letting this subsurface effect him
really, really intensely I'm gonna bring the scaled back. Now, the radius talks about the kind of color
that we're living through. That's why he has a sort of
like bluish or greenish hue. I'm going to change this
to eat green for instance. And what's gonna happen
now when we render is, we're going to see a little
bit more of a render or for a green effect going through that gummy
element, look at that. So we get this very
cool looking effect. And he looks like a
green gummy bear. Now, if you change the color, this color is of
course, is going to play with the color
of the object. So if we go purple,
for instance, yes, we're gonna see a
little bit of purple, but the original green color of the character is still
going to be there. So we get this sort of like interesting mix between
the different elements, which can result in some
interesting things. Now, in my case, thing
I kinda wanna go green, but I'm going to push
it a little bit towards the blue colors just to get
a little bit more interests. Now, this is not
something that we can texture instead
substance Painter. We can play around
a little bit with subsurface scattering instead
of substance Painter. But this is the kind of
stuff that you are gonna be working with directly
under render engines, like what we see right here. So as you can see, this looks really, really good. We get a nice result
here for the skin. Now if we want to
reduce the intensity, we can bring the scale
down to something like 0.3 for instance. And this is going to
lower the effect of the subsurface scattering
so that we don't see their arms like
super, super transparent. As you can see,
we're still going to get a little bit of that effect, but that's not going to be
as noticeable while still keeping it really interesting
skin tone overall. So that's subsurface scattering. Let's do one more thing here. I wanna go to the eyes. And I wanted to add
the like glass thing that we normally have
on top of the eye. So I'm going to
select this guy right here and this eye right here. And I'm going to say edit mesh, edit mesh and duplicate. And we're going to
duplicate those phases and we're going to extrude
them out a little bit. There we go. Now, we're going to
select those new faces. I'm going to sign
any new material, Arnold AI standard
surface and this material we're gonna
call em glass. A very important we're going
to make this glass eyes. Now again, we're going
to remove the color. We're going to keep
specular, but in this case we're going to
turn on transmission. And the roughness of the
specular is gonna be really, really low because we want those glasses to
be really intense. So now if we save another
copy of this picture right here and we
Render, look at this. Now the eyes are going
to look way, way, way, way, shinier than what
we have right here. This is the first one,
this is the second one, and now this is a third one. As you can see, we go from plastic looking skin like
no subsurface at all, to subsurface
scattering right here. And then right now to a glass
effect on top of the ice, making him look way, way nicer. We could, of course, at
individual shaders or materials through the rest of the elements like the
tongue or the teeth, we're gonna get a slightly
different result. Now, can you see how noisy
this thing is right here? This is because right now, if you remember, we're
using this, the noisier. And the problem with using the denoise or is
that the noise or we'll try to solve the problems that the subsurface
scattering is giving us. Surfaces scattering
is a really cool tool that we have here inside
of the 3D engines. But the problem is,
it is very noisy. So even though we have
the noise, your active, it's very difficult
for the denotion to solve something
that's this noisy. How can we prove this? We're going to talk about
render optimization later on. But one of the
easiest things we can do is go to render
setup right here. In instead of Arnold renderer, we can go to adaptive sampling
and just enable that. This will tell Arnold to go all the way up
to 20 samples per, per pixel or two, that the adaptive
threshold is 0.0, 15 under noise, it's going
to take a little while. I actually like to lower this
all the way down to ten. But now if we Render, you're going to
see it's going to take a little bit longer, but without the noise here, we're gonna get a cleaner image. This is what we do normally at the end if we
see a lot of noise. But again, this
usually only happens with materials that
are really complex, such as this surface and the glass materials
that we have right here. So as we leave the computer, keep on like cleaning it and
solving all of this issues, there will be a point where
it's gonna be a lot cleaner. And once that happens, we can enable again our denominator here to get a cleaner
software result for the skin of her character. So yeah, that's
pretty much it guys. That's the quick
overview of subsurface. We're going to take a look
at it again once we do the chess set later on during the rendering stages or
the rendering chapter. But I wanted to show you
how we could use it to give this character a
very nice to finish. I know it's a simple character. I know it's a simple
texture, but as you can see, we can already get a
really professional result without having to
spend that much time. So that's it, guys. I'm gonna I'm gonna
stop the video. I'm actually going
to hide the barrel. So I want to have
a single render of this little guy without
the, without the barrel. And once I have the render, I'm just going to save
it on their files and we're going to continue now, we the last thing
which is our door, Don't worry, I'm
gonna make it brief. I'm going to show you
something that's called smart materials so that we can move really fast and create a nice looking texture for
that particular asset. So hang on tight and I'll see
you back on the next one.
41. Udim Texturing: Hi guys. Welcome back to the
next part of the series. Today we're going
to continue with udim Texturing and
we're going to be doing the fantasy door
that we have right here. So as I've mentioned before, don't worry, this is not
gonna be that difficult. I'm actually not going
to be showing you or we're not going to be doing
layering and stuff like that. We're gonna be using something
called Smart materials. So I'm gonna grab the whole
like door right here. Let's change his name.
And the one thing I'm gonna do is I'm
actually going to change the name of the material. We're going to call this M
fantasy door. That we go. And we're going to select
this File Export Selection. And we're going
to export this as our fantasy door right here. We're going to bring
this into substance. So we're going to open
substance real quick and the process is
almost exactly the same. Like there is just one thing that we're going to be changing. And that is when we
started project. We're going to change a
couple of options here. So we're going to
select here are fantasy door. There we go. We're going to change
this to two K. Opengl is fine, we
don't need this. And here's very important
and we're going to change this to use UV tiled workflow. And this is the thing
that we're gonna do, preserve Uvs Galileo
per material and they will printing
across tiles. That's what we want
and we hit Okay, if we did everything correctly, this is what we should have. And as you can see,
this looks good. However, we have the same
issue that we had before. I'm not going to do a
smooth version of this. I don't think it's necessary because we're going
to go really, really high into
triangles are quite high. But I am going to
say mesh display and then Software nach to make
sure that everything is soft. We're going to say File
Export Selection again, fantasy door. There we go. We could substance so File
New, select, store, udim. And we hit Okay, and this
is what we should get. There we go. Now how do we
know this is working properly? If we press number or F1, we should see all of
the you didn't tell us right here as we
had them prepare, which means that we're
in a good position. We're of course
going to do a bag. And this is where things
get a little bit tricky because even though
it is a single bag, we have for UV tiles. So this becomes a little bit
more heavy for the computer because it needs to save all of the information for each
of the different tiles. So us, as we mentioned
earlier, udim, sort of really cool
way to work with a big assets are assets are recorded a lot of surface area, but they will hit you on the
performance a little bit because there's way more Textures that we need
to take care of. Now other than udim. And the cool thing
about this udim thing is that if we want to paint, as you can see, we
can literally paint across the door right here. And if we go to the UV, you can see that what's the
word Substance automatically knows where to place a stroke so that it's perfectly
matches here. This is something
that would've been impossible to do
instead of Photoshop, because we will need to perfectly match
everything in bold. That's just way, way,
way too difficult. Now, as I mentioned,
I don't want to spend too much time
here on the Texturing. We already covered the basics
and hopefully you guys already know some of the
stuff that we can do. So we're gonna go to
this things right here. These are called
smart materials. And smart materials are a collection of
materials that already have things such
as the metal edge where the dirt and
stuff like that, so that we can literally
just drag and drop them into our assets and get
something that looks good. So for instance, if I look for, with over here,
you're gonna see we have a couple of ones like this, a wood walnut wood shape hold, hold, beach, vein or something. And then we got this like
with a chest, the stylized. So I'm going to use
this, a weird shape hold Alt and I'm just going to
grab and drop it right here. And as you can see, it's
going to give us this very nice would affect
pretty much everywhere. So what we can do here is we
can also add the black mask, and we can use our selection
to start filling in all of the pieces that are
going to be made out of woods. So in this case, all of
this elements right there. And look at that. Like it's pretty much
doing the job for us now, this doesn't mean that we're not gonna be adding
some extra layers. We will add a couple of
extra things in a second. But this, you can
see this is not bad, not bad way to create
something cool. Now, I do want to change
slightly the color of this like upper elements.
So here's a trick. I'm going to have
the PHY layer at the very top of this stack. I'm just going to be
playing with color. I'm going to add like a
nice dark color here. I'm going to change
this to overlay. Then I'm going to
add a black mask. And as you can imagine, there's going to select
those right there. Then of course we can
play with this too, to change the intensity of the woods Color and get a
slightly different result. Here we go. That looks good. Now let's look for stone. Let's see. We have some stone, not really have like
concrete or rock. Know, Let's see what we
have here that we could use for something like that. We have metal of course.
So we have, for instance, this still ruins, still staying. We got this still
Painter BRAF damage. I think this one is the one
that we're going to be using. So bring it right here
at the Black Mask. And I'm going to add it to most of the
elements right here. All of these little guys. Now, of course,
if we want to use the traditional approach
that we used before and manually paint and
create the layers. That's perfectly fine. Also another thing that
we can do, for instance, let's say I do like
it, but I feel like the black color is a
little bit too intense. Well, here's the metallic
paint. This is the one. So if I find the material, I can go to the material
and just modify the slightly to get
something that's a little bit closer to
what I'm looking for. Something like that. I
think it looks good. I'm going to use a bronze
color or something. I dislike bronze
armor I really like, so I'm going to bring
it on Louis to the top. I'm going to add the
black mask as well. I'm going to make this things
bronze, little spheres In this little
spheres right here, that way we get a little bit
more contrast on the paints. We can also go to UB and
say, Hey, you know what, I wanted to the handle
to be be branched. Does that look good? Now I think actually that
doesn't look as good. That looks a little bit better. There we go. Now, I'm
wondering if we have Iraq. We've got this bronze statue. Should be some sort of we got leathers and
stuff over here. So if you want to go back
to any of the old ones and change them by
using some of this. You're also welcome to do that. It seems like we don't have We had some rocks or
something but we don't. Okay, Here's a trick
that we can just look at this iron old, it
looks really cool. It has some nice texture
that looks kinda like rock. So if we added over here and
then we add a black mask, we can use it to generate
the effects over here. Then the only thing I need
to do is I need to go to the properties of the material
itself and change it from, from Iran, something
that's not iron. So as you can see, this
is the main Iran here. So I'm going to remove
the metal effect. And as you can see now, by
removing the metal effect, we've successfully like pretty much changed this into a stone. Although it's a very
glossy stone and I don't love this
glossy glossiness. I would like this to be
a little bit flatter. Also the color, I don't
like the color as much. I think it's a little
bit too light. So one thing we can do here, also here on the
edges, I'm also going to remove the metal miss. It becomes like a flat effect. So I'm going to have a PHY layer here that's only going to control the roughness and I'm going to increase
the roughness. And as you can see, this brings the roughness of everything
on the element down. So it looks a little
bit more like stone. Now, we already know that if we added a little bit
of dirt right here, it could make it look
quite a bit nicer, right? So we're gonna go back to
the Rusk fine right here. And let's add some
black mask generator. And let's add generator. That's what I'm going
to change to overlay. And there we go
and look at that. That immediately that
disrupts immunity, makes everything
a little bit more contrasty and it gives us a
really, really nice result. I'm going to lower it a
little bit more right there. And there we go. Now, I want to add a
little bit of dirt on all of the
underside of the door. So a little bit more global for the whole thing. I'm
just going to say file. Sorry. Over here on the Materials. Let's look for the
month or the what's it? Oh, forget about the name. It's this mortar wall. I'm going to add the more
toward the very top. Then we can go to the
smart masks, remember? And we're going to use
this ground, dirt. I just drop it right there. Look at that great. Of course, overlay. Look at
how cool this door looks. I mean, that's it. Like we can of course, add more stuff or make
a little bit better, but I think this looks really, really, really freaking good. So yeah. Now it comes to time
of exporting, right? Like we need, I need
to show you how to export this and
how to connect everything inside
of Maya because the connection is a
little bit different. Okay, want to say File, I'm going to say
export Textures. We're going to go to
our source images. And let's call
this fantasy door. It's creating new folder door. And then we go, we're
going to export this for AI or sorry, popup up above. There we go, Arnold,
AI standard and we just say Export, As you can see. And this is the
interesting thing about the udim workflow. We're going to get for Textures
or for texture for each. Udim says you can see this is a lot of textures that
we have right here. The Medalists for, for you
them's the color for Forgive them is the highest
preferred you them's the normal and the roughness. We don't need the
height as we've mentioned before for
this particular case. Later on, again, I'm gonna show you how to use
displacement Maps. But so far we just
need this right here. But as you can see
this or at Textures, and it will be really tedious to connect 16 Textures
instead of Maya. So there has to be an
easier way, right? That's a question that I
frequently asked myself. And whenever you ask yourself a question like there should
be an easier way to do it. There usually is, there's
usually a plug-in or a tool or something that we can use to make our lives
a little bit easier. So I'm going to
close this for now. We have a very nice result
here on the texture, and we're gonna go back here. Now, there is a plug-in actually that works hand in hand
with Substance painter. It's called the
substance blogging. You're going to enable
this by going Windows, Settings and Preferences
Plug-in manager. And if we look here on the search breadth-first
substance there, this is gonna be right here. So I'm going to load this. And I'm actually
going to set this to follow because I do
use it frequently. I had it set to off because I want to show
you how to optimize Maya, but they actually do use
this quite frequently. So I'm going to say
Close and there we go. So what's gonna happen
now is over here, we're going to have the
substance tab also around here. And one of the things that
this thing has is it can automatically create a material, connect the colors,
and set everything exactly as we need to set it up so that we can get
everything to work. And we're gonna be using
this button right here. It's called applied
workflow to Maps. So we click right here. We
said we're gonna be using an Arnold waffle and
we're going to tell it what that we're going to
select multiple Maps. We go to resource images. And if we go to
our fantasy door, we're going to select the 1001, which is the first udim
of each of the Maps. So that's roughness Normal mental illness
and Color only those only the first Maps we're going to use and
we're going to hit Select. You should see them here, like they should be linked the base color to the base color, the normal to the
normal roughness of the roughly metallic. Metallic. If we have more
Maps, we can also leak the ambulation height
and the Mississippi, but we're not using
them right now. We're only using this one's. And when we hit Apply, what's gonna happen
is a new material is going to be created right
here, this AI standard. And as you can see, everything
is already connected. We got the roughness set
to raw Alpha's luminance. We got the bump map
with a bump to D, we get the color like
everything is here. This extra note is when we use
the the ambient occlusion, but since we're not using
information is just passing through and we're
not going to have niche. Now we're going to change
this to M fantasy door, which is gonna be
my new material. We're going to assign
this to our door. So right-click, assign existing material and fantasy door. And there we go. So as you can see, some parts of it do look good, but other parts look awful. Why does this? Because
even though we have correctly linked everything
to the material, the way we needed to be, we haven't told
this material that it's supposed to be
a udim material. So we need to go to each of
the file nodes right here, where it says UV tiling mode. I'm going to say UDIM Mari. I'm going to say you didn't
marry. And as you can see, it will automatically say,
hey, yeah, that's right. I found four tiles for you. I'm going to change
the preview quality, too low quality and generate preview so
that we can see them. I'm gonna go here
to the same thing, changed UV tiling
motor udim mark. It should find that you
can see it's looking for the 1001 information on
the name of for Textures. And once it finds it, it replaces it with
this flag that tells Maya that this is supposed
to be a udim workflow. Then we're going to
go to mental illness. Same stuff you them. We don't need for high-quality,
low-quality, that's fine. Because this is just
a preview and the normal, we do the same thing. You them quality
January. There we go. So by doing that, the previous should
have been generated and now we should be seeing
the proper Textures here. Inside the first
thing, look at this, a beautiful door grade, right? We can even press number three. You can see the
Textures are going to be respected very nicely. This is gonna be working
super, super nicely. Now, the only thing that we need to do is bringing the render. So let's go file. Actually let me delete
this because it was the, the hidden renders and
we can say File Import. We're going to import
our barrel Render again. Let's, let's leave the barrel. We don't need it right now. And if we go panels,
look through selected, which needs to find a nice
setup right here for our door. Now, keep in mind something that's very
important with this. I'm going to be doing
the render right now and it's going
to look really nice. But keep in mind
that we are using four sets of two K Textures. So this is pretty much
the same thing as if we had divided this door into
four different objects, texture them separately, and
then rebuild the Materials. People sometimes think that
when we use the udim things, we're making things
more like performance, savvy or something and that's not it like
the performance. It's pretty much the
same thing as if we have four different parts of the door and we texture
those individually. The reason why udim are so good is because they allow us to save a lot of time
on the Connections. We only need to connect one or two or three Textures and it will automatically
load everything else. Imagine like a big character
that has like 50 you them's, it will be a nightmare to try
to read, set everything up. And that's why udim
start show so helpful. So let's save this real quick. Let's make sure that we
are eating GPU here. There we go. And let's
throw in the render. Let's see how this looks. Get a little monster
right there. We're going to be rendering
from the perspective shape or the camera, the shotgun. Remember that all of the textures that we
have are going to be converted to TXT files
on your source images. This is not what
you're going to find or what you're going
to have on your, on your files when
you download them. But the first time
you do the render, all of the Textures will be converted to this dot TXT file, which is the file that Arnold uses to be a little bit more efficient on the creation
and look at this. That looks really **** cool. So I'm gonna go to
the image right here. I'm going to lower the
exposure a little bit. Let's do another quick
render right there. Oh my God. That's just look
at that. Come on, dude. I gave you guys
are doing this on the first ten or 15 h of
using Maya and Substance, you guys are going to be doing home runs as soon as you
get to the industry. So yeah, that's
pretty much it guys. Hopefully, all of
this information has been really good
for you so far. This is the end of this chapter, chapter for all of the
Texturing is now covered. We went over UVs, we went over all of the
texturing process is Substance, all of the connections
than we need. Now we're gonna take a detour. We're actually gonna
be taking a detour. We're gonna be taking a look
at other parts of Maya, such as rigging, animation
effects and things like that. And then we're gonna go back
at the end we'd rendering so that we can just get more
renders out of our elements. We're actually going
to be coming back to this one because I'm going
to be showing displacement. We're going to be adding some
brick walls and stuff on the back to make this look
like an actual castle door. And yeah, so make sure
to get to this point, make sure to save your renders. This, it's are going to
be a great example for you as you keep growing
into 3d industry because you're gonna be able
to see where you started and where you're
going to be then. So yeah, that's
it for now, guys. I'll see you back on
the next chapter.
42. Groups and Transforms: Hi guys. Welcome back to the next parts of our
series today we're going to start a way that
joints and we're gonna be doing a very cool exercise. So you're going to open the
scene called Solar System. And this is the system that we're going to
be using to learn a little bit about the
whole process of a joints, how joins work, and
how we can use them. Now, I did include the
whole solar system for you guys to play with. However, I'm just gonna
be using the sum. I'm using a Mars actually
let's use the Saturn. In this case, I'm going to
grab saddle right here, combine it with a little
rings very quickly. There we go. So I'm going to use the earth, we're going to use Saturn, and we are missing the moon. So let me show you
real quick how I did all of these other planets. We're going to start with a very simple sphere right here. And then to this
fear, we're going to assign a new material, Arnold AI standard surface. And on the colors of course, we're going to
assign a color map. All of this color maps
should be a billable under the solar system
folder on your files. And we got the moon right here. There we go. So that's it. Now, as you can see here, we are dealing with something
a little bit more complex. Again, I'm going to leave
all of this for you guys in case you want to
complete the exercise, can look a little
homework for you to play around inquiry the full system with
all of the planets. But as you can imagine,
we're now dealing with a lot of local rotations, local translations,
general rotations, a general translations
and trying to deal or recreate a system with only groups will be
very, very complicated. This is where joints
come into play. If we go to the rigging tab, you're going to find
the second button right here, which is a joint. The joint is a special component or a special object instead of Maya that has a
transformation matrix. So we have translator,
rotation and scale. We have access to those values. But not only that, it's actually
visible on the viewport. And when you have two or more bones combined
or parented to each other, you can see we're
going to have a visual connection as well of how this elements are moving or interactive
with each other. So bones are super, super important for the
creation of more complex Rigs. If we're thing,
something simple like the door or even just like
a sphere or something, you might not even
need the bones. But for something a
little bit more complex like the system right here, we're definitely going to
look a little bit more help. So let's go to the front view
right here and let's start planning out what we want
to do with our system. I'm gonna go with my
blue pencil here to just get a general
idea of what we want. Well, we know that there's
gonna be a bone or a joint on the center of the
whole block universe or whole solar system. And if we move this bone, we want the whole system to
be moving around as well. At the same time,
each planet will have its own little
joint on dissenters. So if we move this joint around, the earth is going to be
rotating around its axis. Same for Jupiter right here. And the moon, for instance, we want to have a
joint on the moon. There's going to
allow it to rotate around the earth, right? And at the same time, we need
the Earth to rotate around the sun and Saturn to rotate
around the sun as well. You can see there's
a lot of rotations and translations going around. And it will be very difficult to manage all of this
with a single group. So we're gonna be creating something a
little bit more complex. I'm gonna go here to my
join section and first we need to create the
joints for the planets. So I'm going to start
with this one right here. The **** is this about sphere? We're going to start with
this point right here. We're going to snap
it right there to the center with X to the
very center of the world. And we're going to call
this some joint, okay? Then I'm gonna
duplicate this and move it to the
center of the Earth. I can press V and center right
there on the pivot point. And we're going to call
this earth joints. We're gonna duplicate
it again and we're going to position this on
the center of the moon. Now, we don't have a special
like a point to do so. I can press V and snap it
to a point right there. And then if we go
to the top view, they can press B again and push the blue arrow to snap it right there on
the center is very, very important that the joints
that we're adding are on the center of the
grid so that we can move them as
we're expecting. Then we're going to grab this one right here and
we're going to snap it on the center
of Saturn right here. The top view, and make sure that it's right
there on the center. You can see Saturn, it's
a little bit off-center. So that's why we
need to manually place the bone where
it's supposed to be. This one is gonna be
called Saturn joint. This one's gonna be
called moon joint. And this one's Earth joined. Urgent, as you can see, it's outside of
the place as well. So let's snap it right there, and it should be on the
center of the earth. There we go. Now
that we have all of the joints in their
respective places, we need to parent the
geometries to them. So if I grab the moon and then I grabbed the joint
and hit the letter P. Now, the joint, we'll
drive the position of the moon very similar to what we saw before with the groups. So we grabbed the Earth, we graph this guy right
here and we keep P. We graph the planet. We got to Jordan, we hit P. And finally, we grabbed the sun The joints also not we're supposed to be
so we got the sun, we grabbed the joint
and we hit P again. There we go. So now we'll, we can do here as we can start thinking about how we're going
to be animating this. We know, for instance,
that the earth is going to have a rotation
along its axis. Okay? So why not generate its
actual rotation right now and see how it will look as it goes around
the whole element. So I'm going to grab
this joint right here. I'm gonna go to
frame one and hit S. And then we're going to go to
frame 120 and hit S again. But this time I'm
going to change the rotation to 360 on the boat. What that will do, as
you guys can imagine, is we're going to generate
a rotation like this. However, there's a slight
problem with this animation. You can see that emission
starts slow and then speeds up and then slows down as it finishes
the rotation. And that would like this
to be a constant rotation. So what they need to do is
I need to grab the joint. I'm gonna go to a
place called Windows animation Editors, Graph Editor. We're going to talk
about the graph editor a lot more in depth once we go into Animation
in the next chapter. But I just wanted to touch
upon some very basic things. The animation right
here talks about all of the different attributes
that we can animate. And right now we're
animating the rotation. And why you can see this
green curve right here describes how the transformation of that rotation is happening. How we slow, it starts to slow, speed up and then
slow down as we go all the way to the end. I'm just gonna grab
the whole thing right here and make this linear. That way. The rotation is gonna
be completely linear. And as you can see, the air will just keep spinning
round and wrap. There we go. Now for instance, I would like Saturn to do the
exact same thing. But I want to rotate Saturn
a little bit on its axis. I'm going to rotate this a
little bit on the c-axis, let's say seven degrees. And then I'm going to grab
the joint again on frame one, I'm going to hit S
and unframed 120. I'm just gonna make this
one spin a lot faster. So the rotation of why, I'm going to say 720, so that we can a
lot of rotations. So now if we take
a look at this, you're gonna see that
Saturn is rotating twice as fast as the Earth, which
looks interesting. As you can see, the rotation of Saturn is also non-linear. So we're going to grab all of the graphs right here and just hit this button that makes
all of the elements linear, so the rotation is constant. Now, the moon does
not actually rotate. Well, it does rotate on its own, but it isn't something called
tidal lock with the Earth. So that's why we're
always seeing the same face of the moon. So what I wanted to
change right here is I actually want
the moon to move around the Earth while still like we're always
looking at the same direction. So we're gonna go to top view. And I'm actually going to
grab the joint from the moon. I'm going to separate the
moon from the joint first, so Shift P to get it out. And I'm going to
grab the joint right here and then going to snap it to the
center of the earth. And then I'm going to repair and the moon back to the joint. So now as you can see, the moon rotates from the
pivot point of the Earth. And we're creating a little
chain of command right here. So I'm going to grab the
moon joint right here, and I'm going to
animate that as well. So we're gonna go
hundred and 20, and let's go twice as well. So 724, the animation
right there hit S to set a keyframe
like what we did with door. And there we go. We're
also going to go to Windows animation
Editors, Graph Editor. And we are going to just
make all of this linear. There we go. That's it. Now, if we hit play,
as you can see, the Earth is moving
around. The sun. Seems like I did not
change the rotation. With an animated. Let's go here
again. So 720 Enter and we select the joint and just hit S to save that
Animation and then we go. So now if we hit play, as you can see, the moon will
rotate around the earth. While the Earth is
rotating on its own, had a different speed because it's one turn for the Earth and church runs for the moon
in this amount of time. And a Saturn is rotating
on its own as well. So that's how we can create
a very simple heirarchy. But right now we
haven't done anything different from what
we did with the, what's the word with the
original element, right? Like the original system
inside of the door. So I'm gonna go back to the sun. And I do want the sun to have
its own rotation as well. We could animate that one, but I actually don't know if
this arm rotates on its own, but they will definitely
be a lot slower. So what I want to do here
is I'm going to go to my Rigs here and I'm going
to create two more bones. One, and we can just
duplicate this one. And there we go. The first one we're going to
call this earth translation. And the second one
we're going to call it a Jupiter translation. And we're going to move
both of these joints with X to the very
center of the sun. Then what I'm gonna
do is I'm going to parent by middle
mouse and dragging Saturn joint to
Jupiter translation actually supposed to be, sorry, my bad. There we go. Same thing here. I'm going to move the
Earth translation to the Earth translation joint. As you can see, two new joints appear right here on the scene. This one will control the rotation of Saturn
around the sun. So maybe I want in
this timeframe, in this 120 frames I want at this joint, the Saturn translation
to do one or 111. Turnaround this out. So we're
gonna do a rotation 360. There we go. If I hit Play, you're
going to see how we rotate around the
sun in the same time, saturn is rotating
twice around its axis. Of course, that rotation right now is looking
a little bit weird because we don't
have a linear tangents. So we're going to
grab this thing here and make this
linear as well. Now, if we hit our plate, we're going to get this very
cool rotation right here. Okay? Now for the Earth, I'm actually going
to make it good to go the other way around. So I'm going to grab
the Earth right here. I'm going to hit S on frame one. And I want the Earth to do
two turns around the salt. So it's gonna be 720, but
it's gonna be minus 720, Y minus 720 because with minus 720 is going to go
the other way around. I know this is not the way
it works in the real-world. That you want to make it,
make it happen like this. So as you can see right here, when we do this, and also we need to
grab this guy right here and make the
tangent linear. When we do this, what's gonna happen is we're going
to start getting a really interesting system
where the planets are rotating around themselves and they're rotating around the sun. At the same time, we get
independent rotations going on thanks to the heirarchy of
joints that we have a sign. But this is not over. Let's now say that I want to because you can see that we
have a little issue here. The little issue is
that the joint from the moon is not going anywhere. It's just floating
here in the space. So I'm gonna go to
the first frame and I'm going to
select the moon joint. Am going to parent that moon join to the sphere or to the, to the Earth
translation as well. So that when the
Earth moves around, the joint will also
follow as well. But as you can see
now, the problem is, the joint is rotating, but it's not rotating around. The Earth is rotating out a little rounded, different axis. So that means that the
heirarchy is wrong. We need to be very careful about how we connect
things because otherwise the characters are not going to be
working as expected. So this one actually, I'm going to parented to the
Earth's rotation like this. You can see there's a
little bit of a distance. You might have the
joint exactly the same position, that's fine. But the important thing
here is on the outliner, the Earth join is going to be
the parent of the mortgage. So wherever the
Earth joint moves, the moon join will follow, but the moon joint will
have its own rotation, so it's independent of the
rotation of the earth. And what's gonna happen
is we're gonna get this effect where the
Earth goes around. And oh, what is happening there? Why is the moon doing that? We're thing, because
we're getting something called a
double transform. So it's creating a dolt
transformation because it's rotating from its own
little axis right here. And it's also rotating from the axis on the
Earth right here. Let me go back here. Actually that shouldn't
be happening. Let's take a look at the
elements right here. So let's just make sure that this thing is
moving the Earth, the moon properly, okay, that is moving to
the moon properly. Think whether we
need to do here. I'm sorry for this
small mistake. We're not going to parent
this to the joint. We're actually going to
parents that joint it to the sphere itself. Let me see if that fixes
it. Yeah, that fixes it. So as you can see now, the more rotates
around the Earth, the only thing or the reason why it looks weird is
because the moon is rotating in a
counterclockwise fashion. So I'm going to grab
this moon joint here. I'm going to change
the rotation from 72 minus 720. There we go. So now they should
both be rotating. There we go, on the
same direction. And that's it. So as you can see by generating this little chain of
commands right here, we're getting this
effect that lets us generate a more
complex solar system. And that's not all. Now, I can grab the
Saturn translation and the earth translation. And parents, both of those to the joint and for
instance, the sunshine. One of the things that they
can do is I can start doing a like a 360-degree
churn as well. So I'm going to C, S, and
I'm gonna go to one-twenty. And we're going to
rotate this whole system once minus three-sixths. I knows this is looking
to look really, really freaky, but it's
gonna be an actual, it's gonna be a cool effect. Look at this. So now everything rotates, but it keeps rotating
on its own plane. It might look a
little bit weird. But if you take a quick
look at the planners, you can see that they
never leave that sort of like playing
that they have at the beginning because
they are following the local rotations of the
joints that they have. Again, I know that this rotation for the sun is really, really, really complex,
but I just want to illustrate the idea of
what we can achieve. I'm gonna go back here and I'm actually going to remove
this information here. What I wanted to
show you, let's, let's do a very basic
up and down motion. So on Frame 60, the sun's gonna go up. Unframed 120, the sun is
going to go back down. So by doing that, we can
generate this very cool effect where the whole solar system is going up and down the planets. As you can see, they
can continuously rotate on its own axis. They have, their moon is
rotating around them as well. And the whole system is just like moving unfolding around. So this is the cool thing
that we can do with Joyce's. You can see we're creating a whole hierarchy of elements
over here that allows us to create more
complex movements and interactions
inside of our sins. It is a little bit
tricky, but don't worry, we're gonna be taking a look
at this a little bit deeper. And we're gonna be using
joints to generate a small rig for a
little claw machine. Okay, Now, as I mentioned, there's all of these
other planets. So if you want to
practice this and want to make sure that you
understand what's going on. Make sure to try to
add a couple of more of this elements
to their system. Remember, each planet
usually will have its own center joints that's
going to drive its rotation. And that data center joints
gonna be attached to another joint that's gonna
be on the center of the sun, which is the translation
joints. This one's right here. And this joints are the
ones that are going to be moving the planets
around the sun. You can of course, increase
the amount of time here on the timeline right
now, it stops at 120. But if we want this
animation to keep going, we can make it longer
and play around with different rates of motion. But this is the reason why
joints are so important. Joints will allow us to get more dynamic systems without having to rely too
much ingroups. And another very important
thing about joints later on is the joints will allow us to create something called a skin, will be able to bind the geometry of an
object to the skin of that object and the format with the movement of the joints. So this is it for now, very, very quick introduction
to rigging into joints. In the next one,
we're going to keep going or we're gonna keep
learning about joints. And we're gonna do as
model or robotic rig. So hang on tight and I'll see
you back on the next one.
43. Joints: Hi guys. Welcome back to the next
part of our series. Today we're going to
start with Chapter five. We're going to start going into a more of a theoretical side of things with this chapter
because we're going to be talking about rigging
in rigging easy, super, super important
part of the whole process. Do you guys remember
the little like 3d production pipeline that we saw at the beginning
of the series. Well, if you remember this, you probably remember the
little bunny here with the Puppet setup
and the reading, as you can see right here,
is really, really important. Even though we've been going
through several chapters. I sometimes feel like this first section like
modelling UVs and Texturing. They feel like part
of the same thing even though there are
different elements, because we saw
modelling, texturing, and even lights and Render. So that's why we now
need to jump into this intermediate area
to look at some of the other production pipe
parts of the pipeline. So I'm here on the fantasy door. As you can see, some of the Textures are
not working properly. And this is because
every time we open it, you might need to generate the
previous for the Textures. It's thing that Maya does to save a little
bit of resources. So we're just generate
everything here. As you can see now,
things are looking good. Now, what I'm gonna do here is I'm actually going to
grab my sky dome light. I'm going to keep the sky dome light just because
it looks nice. But all of the
other render setup, I'm just going to
press H to hide it. And this is what
we're going to have. Another thing we could
do is we can go here to show viewport and
we can say None. And then show viewport and
just show a geometries. So if we go here, two surfaces, it's polygons though,
one thing that we want, so as you can see, we have
our light, like our light. This is actually visible. And that allows us
to see that or in this very nice way with
all of the Textures. But we're not seeing all
of the other elements. Now. Well, we're going to
talk about right now our groups and Transforms. If you guys remember,
this door right now, is a single object, and of course it has
a pivot point right here on the center because
we center the pivot point. But if we want to rig this, if we wanted to change the way we're going to be
organizing this, we need to pretty much destroyed the
current organization and do something a
little bit different. So I'm going to say
Mesh and separate to separate every single
element out the door. As you can see here,
we got 30 elements or something into an
independent object. And now we're gonna do a, we're going to think about
how we want to organize this. So I definitely want all
of this elements right here that I'm selecting to
be part of a single object, including this thing right here. All of this elements are
going to be part of the door. So we're gonna go
Mesh and combine, will change the names and
clean everything up shortly. Then we're going to
have the handle. And then all of the
outer things right here, they're never going
to move, right? They're gonna be a single unit. So all of this
elements right here, we want to keep them as a
single element as well. So we're gonna go again
to Mesh and combine. There we go. Finally, this thing right here that the metal
beam that's going to be moving around all of the pieces that
make up this metal. We definitely want to keep them as a single
elements as well. That's weird. It does
look a little bit weird. Okay. I'm not sure why that
happened, but that's fine. We just rebuild them or just duplicate one of this
objects in and do it again. There we go. So we're gonna all of this elements right there. And we're going to
combine, show Mesh. Combine everything here, Shift P to make sure that
they're outside of a group. And we're gonna go through our options right here and
we're going to delete history. As you can see,
we're gonna be left with this a poly
surface right here, which we're going to call door. Then this is gonna be our frame, this is gonna be our lock, and this is gonna be our handle. So what we're going to
be doing here is we're going to be creating
a hierarchy of groups so that we can control all of the different
elements that we have here in our scene. Now, what is the part that's
gonna be the most important? The door right there could because the door is the thing
that's going to be moving. So what I'm gonna do here is I'm going
to select the door. I'm going to Control
G, am going to call this group adore group. Now, as you can see, the door group has its
own transformation. This is the great
thing about groups. Groups are pretty much a, an invisible like a
null object instead of Maya that has
transformed information, you can actually create
an empty group by saying Control G.
And there we go. The group is right there. It's invisible, but it
is a transformation. Know that we can use
to store information. So this door group
right here will store the information of all
of this element right here. Now, why do we want
to create a group and not do it on
the door itself? The reason is there are
other elements later on such as skinning,
deformations, effects like imagine
if we want to destroy the object
and things like that, we will be doing things on the geometry and we want to
keep the geometry clean. That's one of the
rules about rigging. You always want to keep
the geometry clean. So instead of directly modifying the Transforms
of the geometry, we're going to be modifying them by using this group right here. Now, this group is
really important because this group
is going to tell us where the door is gonna be
moving or rotating from. Press the letter D. I'm going to move the pivot butt
back and up here to the center so that it's like a little bit further
back, like right around there. Why? Because when I select
this group and I rotate this, this is the group
that I'm gonna be using to open the door. Now, the next thing that's very important is gonna
be the handle, of course, because the handle is the
thing that the character would be interacting with
to open the door. So I'm gonna go to
the handle here. And I'm going to say
Control G. We're going to create a
handle, a group In this handle group is, you can see that bullet
point is right there. If we sent to the point, it's going to center
the pivot point to the volume of the object. Remember that we have something
called a bounding box. Well, if you can imagine
the boundary box, this thing right there, false, right there on the
center of that bounding box. But I don't want it right there. Actually wanted on that center point right there because it makes a little bit more sense to rotate from that
specific position. So I'm going to press a D and a V to snap this right there. Let me turn Karnak again. There we go. So now with that done, the handle of this group is gonna be right
there on the center. And when we rotate this, this is gonna look like
it's rotating properly. Here's where the fund begins. This object will always be
attached to the door, right? So when we grabbed the door
group and move it back, I want at this object to be
moved as well with that door. But I didn't want to combine the objects because
I want to have the ability to modify their transformations of
the objects independently. That's the, that's like the nuclear option or the
nuclear thing about rigging. We want to have control over the geometry in a
way that allows us more flexibility than just having the objects
all combined together. So I'm going to grab this
handle group right here. And with middle mouse, I'm going to drag it on
top of the door geometry. So what this is doing, it's
telling, hey, door geometry, you are now the parent
of this handle group. So wherever this door goes, the handle group will follow. Therefore, if I grabbed
the door door group, which is the father of the
door, and I move this, the handle will follow
as well, but the handle, the handle group, will have
its own independent rotation. So as you can see, I can rotate the handle without affecting the door while still keeping the door right where
I need it, right? So we're gonna do the
same thing for instance, with this guy right here. This guy right here. So this guy right here, we're going to control
gene and we're going to call this lock group. And then we're going to
move the proof point of this log group to a
place that makes sense. And I think this little
sphere right there or even the handle makes
the most sense. So I'm going to press
V, I'm going to move this to the poll
there on the handle. So again, the V and
snap it right there. And then I can press
or just move this down to have close to the
center right around there. There we go. So as you can see,
the bullet point does not change the transformation. And this is the point from which the character again is gonna be interacting with this lock. Now we already know that we want the log to stop like right
around there, right. So as soon as it releases
or stops hitting the wall, that's where we wanted
to lock to finish. This guy right here is also
going to be the log group is also going to be parented
to the door geometry. So now the door geometries
parent to two things, the Handel Group
and a lot group. But both of them are independent of each other because they both
have their own group. And therefore, we're going
to be able to control them and animate them in a nice way. So finally, we're going
to grab the frame. And what we're gonna
do is we're going to, of course, the frame. So that's going to
be our frame group. And we're going to
grab the door group and middle mouse and drag this into the frame
geometry right there. Now what's gonna happen
is the Frame group is gonna be the master
controller, right? So if we wanted to move
this door anywhere, we can move it like this. But here's the cool thing. If we rotate this
around and moving around each individual element, if we go to the groups
that control them, will still have the
rotation aligned, as you can see, to their
local rotation to the c-axis. So even though this
is not lying to the world access anymore, due to the way our
heirarchy is working, we're able to create this very nice control for the whole door. So what do you guys say? Should we do a little bit
of an animation right now? I think we should. Let's do it. So I'm gonna do a
very simple open or Animation of opening
animation for the elements. The way we're going
to do this is we're gonna be animating the groups. Remember how I mentioned
that the geometry should remain completely clean. Well, there's one more thing we can do actually
for the geometry, I'm going to select
all of the geometries. And I'm gonna go here to the, to the attributes
and we're going to right-click lock selected. That way. If I select the geometry
and I tried to move it, I won't be able to move. This is something
that we'd very, very frequently do with Rigs. So the animators cannot modify the geometry and they
have to go to the groups. Or later on we're going to
see to the Controllers to make sure that everything moves and rotates the way they want. So now that we have lost
control of her geometry, if we want to
animate this thing, we're gonna have to use
the groups right here. So we're going to do a very
simple animation. Down here. We have the time range, which is the area where
we do our Animations. I'm going to change
this number to one. I'm going to bring
this all the way down. I'm going to change this
number to 120 days or 5 s. So usually we animate
in 24 frames. A second. Animation is super,
super simple. I'm gonna go for
the handle first. And what I wanna do
is I want to hit the letter S on the group,
on the handle group, I'm going to hit
the letter S. And as you can see on
this part right here, we're gonna get this
red color that's going to create a keyframe
animation for the handle. If I then move this,
let's say to frame 30, and I rotate this down. Let's rotate the ulna
like 50 degrees. -50 degrees. I wrote it this -50 degrees
and I hit the letter S again. Select the group hit S again. I've now saved the
information of the transformation from frame zero or frame one to frame 30. And if I scroll through this, you're going to see how
it looks like this thing is just like moving
and animating. Now, what we can do is at the same time that this
thing is moving like this. We want to move the handle back, right, or the lock. So I'm going to grab the
lock group, not the lock, because remember
we don't animate the geometries, we
animate the groups. And I'm gonna hit S. And then we're going to
move to frame 30 again. And I'm going to
push this in right around there and hit S again. And what's gonna happen
now is we're going to have this animation where as
we move the handle down, the lock is moving down or
it's on locking as well. Very cool. Right? Then after this, we could
grab the door group. And let's say you Frame 35. Let's give it a
couple of seconds. I'm going to hit S. And
from Frame 35 to Frame at, we're going to make
this a slow opening. We're going to push this back. Okay? And we hit S again. So now if I go back on the timeframe with
this little button right here and I hit Play. I'm going to be able to see my whole Animation
working. Very, very nice. Look at that. Beautiful, right? Well, this thing that
we just created here, this is a simple rake, whereas using groups
and we're using Transforms to create
the controls that we need in order to animate our very cool looking door here and making a, an
opening Animation. Now, remember that we can
of course press number three to make this
look smoother. We can bring the
whole geometry in. Touch upon a couple
of things because a very common issues
when people hit play, it runs very fast. If that happens to you, go to this little guy right
here, the running dude, make sure that playback speed
is set to play every frame, 24 frames per times one. Also, I believe I've
mentioned this earlier, but if we go to Display, you might want to change
this to Direct X 11. For now, later on we're actually going to go
back because there are some tools inside of Maya don't work very nicely
with direct X11. But if you have a
graphics card that you change this to the X X 11, you will have a little bit
more or better performance. Also, under display,
heads up display, we have this thing
called Frame Rate, which I have here
on my lower corner, so that when I hit
Play, I can make sure that it's running at
24 frames per second. And that means that the
animation, I'm saying, it's the way it's going to
look on the final Render. So yeah, that's
pretty much it guys. With this, hopefully you
understand now that there is possible for each
individual element of an object to have
its own group and its own control so that we can animate and modify
them independently. We're now going to be talking about a couple of
other heirarchy, more parenting and stuff. And we're gonna be doing a very cool exercise with
a solar system. So yeah, hang on tight and I'll see you back
on the next one.
44. Contraints and Controllers: Hey guys, welcome back to
the next part of the series. Today we're going
to be talking about constraints and Controllers. And now what I get
this rig right here, this little model that
we're going to be using. Now to make this a little
bit more interesting, Let's just quickly go
over how to create a material from Substance without having to do
all of the connections. So remember, we turn on the
substance plug-in and then we go here to make
map for workflow. And we select multiple Maps. And if we go to
our source images, we're going to have
this one right here, claw, we got the rafters, normal, the mentalist
and the base color. I'm just gonna say
select and hit Apply. And the, Unfortunately the only thing that I think
that elements is missing is for us to be able to
name it some specific name. In this case, I'm just going to right-click
assign existing material. And I know that
it's this AI send their surface because that's
the one that gets created. So this is gonna be our
little effect right here. I can get the whole thing
again, go to its material. I'm just going to call this
M Cloth to have a property. Cool. So we want to rig
this thing right here and we want to rig it
in a way that weekend, make sure that everything works and behaves exactly as we want. I'm actually going to go out of the texture mode for right now. Now, whenever we starting a rig, the first thing that we need to try to understand this, how, what is the type of
movement that we want and how we're gonna
be achieving that moment. So for this particular
arm right here, I know that I want to have a 360 degree rotation
here on the base. And then I want to
have some rotation along this axis right here. And then I want to
have another sort of rotation along this
axis right here. I want to have a 360-degree
on this area right here. And then finally,
we're going to have a little bit of
rotation in this area. And we can add the class
moving up and down. So this tells me for a specific thing that
I want to create, that means that I'm
probably going to need some sort of joints, right? So usually we're going to have something
called a root joint, which is going to be
domain joined right here. Then I'm going to have a
secondary joint right here, which is going to
drive my rotation. Another one right here, another one right here. One more right here to rotate this part in that specific area. One more right here to rotate
the head of the Cloth. And then we're
definitely going to need to joints right here, one for each claw that is
going to allow me to rotate the clouds out and then back into create
the whole element. This is the way we want to
build our stuff, right? So we're going to start
building our skeleton. I'm gonna go with my
rigging options right here. I'm going to start
creating my first joint. And that you're right,
there's gonna be on the center of the gradient, that's gonna be my root joint. As you guys know, we can change the size of this thing to
make it a little bit bigger. Now there's one thing I
need to mention about joints that we haven't
really covered before, and that is something called
a local rotation axis. So we know that the joint is nothing more than just
a group with extra, extra things right here. The thing is, joints have something really,
really interesting. We can actually rotate
joints around and freeze the transformations
of those joints to keep the information clean. And it will still remember, you can see the little
lines right there. It can still remember the original rotation
it had because it saves that in a specific place here on the attribute editor
called the joint audit, which has this one right here. So that thing that it's saving, it's called the
Local rotation axis. And we can actually
enable it if I grab this thing right here
and they go to Display, Transform Display
Local rotation axis. We're going to be
able to see how this joint is like locally rotate it. This on not only applies to join to the place to
every single object. So if we again rotate this
joint and then we freeze transformations to
keep things clean, you can see that the
local rotation axis remains at that specific
point that I left. Now, why is the local
rotation axis important? Well, it's important because when we're building a rig, well, other things that we're
trying to look for is we're trying to look for a
rotation that makes sense. For instance, we want
all of the joints to be facing are pointing
to specific direction. Normally, when we build a joint chain would
you haven't done yet, but when we built a joint chain, each specific joint that
we have right here will be pointing in a specific
weight to the next joint. And then we select all
of the joints here and say Display Transform, Display Local rotation axis. You can see something
really interesting. Every single joint is gonna be pointing to the next
joint with the x-axis. And that again, quite important. So in our case, we want to build a
joint chain that has a very specific or precise
way of moving so that we can pretty much ensured that all of the transformations
are working in a nice way. So in this case, I want most of the
joints to be very similar to the way that
our world is oriented. So I'm going to keep
this joint right there. Then I'm gonna
duplicate this one. I'm going to position
and the word, the first rotation is going to happen, which is right here. I'm gonna go to the
top you to make sure that it's right
there on the center. There we go. And I can turn on this
little button right here, which is X-ray
joints that allows me to see the joints
through the geometry. Very, very important. And we're going to
start renaming this for join is going to
be called a root. This right here is going to
be called claw section a, because that's the
first section. And then joint G and T. Let's call this a root
underscore joints as well. There we go. So this one as you can see it, whereas you can imagine
the will rotate in the same way as the
world works and it will rotate the
whole thing like that. Then I'm going to duplicate
this one and I need to find where this thing
is going to be positioned Since this is the next section that I'm going to be moving, I want to make sure
that this thing is position on the pivot
point of that object. So right around there. And that joint right there
is gonna be section a B, sexual be underscored joint. There we go. So this one, when we
wrote it in the x-axis, as you can see right
here, this whole thing is also going to be rotating. Then we need another
one Control D. We snap this one right there. And this is gonna be
my section SI joint. Now, one very important thing I need to go to the
top view and you can see here that the joints are
actually moving in position. Is this a bad thing? Not really. We can, We can
definitely make this work. Especially like you can see, joint a, join a route a and B. They're all in the same, the same positions are
in the same plane. But this one right
here, which is going to be moving in this
part right here. It's an, a different position. Again, another big
problem, but just, we just need to keep in mind that the position is
slightly different because of the way where
the point where we place it for this
particular element, for this particular
claw machine, it doesn't really matter
as much where we place. It could be at any
point in this step, as long as it's on
the pivot point right there so that the
rotation is working. That's what we want. I'm going to
duplicate this again. I'm going to move this forward. And then I'm going to snap
it to the point right there, because this one is
gonna be rotating on the z-axis to rotate this
thing around the whole thing. I'm going to grab this one now. I'm going to press
Control D again, and I'm going to snap
this on the front. And this one's going
to be right there. That seems about right. Actually be a little
bit lower. There we go. This thing is, you can imagine is gonna be rotating all of this elements in a
360-degree angle. Again, in this case by
rotating the x-axis. When we wrote it the
x-axis of this joint, we're gonna be moving
that specific point. Then finally, this is where things get a
little bit interesting. I'm gonna move this joint down and I'm going to position it where one of
the clause will be moving, which will be right
around there, okay? The size doesn't really matter. Don't worry about the size.
Remember that this is just a visual indicator if it bothers you too
much, don't worry. We can make this a little
bit smaller, say number two. Now, here's the
interesting part. I know that if I rotate this positive or in this
case is negatively, I'm going to be opening
the clot, right? Because you can imagine by
rotating this like this, this thing is gonna
be rotating up. But the problem is if I just duplicate this one and
position it right here, and I do the exact
same rotation. The negative rotation
of this one will actually be bringing
the claw inwards. And that's not what we want. I'm actually going
to show you here, let me move the pivot point of the clause to roughly the point where
they're going to be. There we go. We move this one roughly around. There we go. So if I wrote it, this one
like this, as you can see, that's positive rotation
on the c-axis right now, what we're going to be
achieving is we're going to be creating this
element right here, but we will need to move this a negatively to obtain the same
result on the other side. So this joint cannot
be like this. I'm going to have to
Control D, This guy. Move it to the site who
again to the center of the clock and
then rotate this in. Why 190 degrees? You can see the axis, the c-axis is pointing
the opposite direction. And that tells me that
when I rotate them both, they're going to be
mirroring the rotation. And by mirroring the rotation, I can ensure that the clause is gonna be
opening and closing. So that pretty much creates
our rig here for our element. Now the next thing
that we need to do is we need to connect
all of these guys. But before that, let's do
a little bit of cleanup. So there's gonna be Section D, this is going to be Section E. And then this is
going to be claw a. And this is going to be claw be. Gotten rid of the numbers. We don't really need them. A little bit of clean up here. There we go. Let me turn on
Karnak real quick. Now. Now, as I mentioned, the only thing we
need to do is we need to start parenting things. So I'm going to grab this
to joints right here and I'm going to parent
them to the top joint. Then I'm going to grab this
term right here and I'm going to parent it to
disjoint right there. Then I'm going to grab
this one right here, and I'm going to parent it
to this one right here. Grab this one, Shift and
then P to the next one. Grab this one, or here
P and there we go. And finally from here to heat, we hit P and there we go. So as you can see, we've
successfully created our Rig. Again, don't worry about the fact that this
is going across. We are never going to
see it on the render. And the only thing we're worried about is the fact
that these things are going to be doing the
transformations that we need. So what are those
transformations? Well, for instance, at
this guy right here, I'm going to parent it to
that point right there. And this guy right here,
I'm going to parent it to that guy right there. So if I grab this two
bones and I rotate, look at how nice we can
get this rotation to look. And this is what's
going to allow us to control the whole rig without actually
touching the judge. I'm now going to grab
this block right here, this one right here. And both of these
pieces are gonna be parented to this guy right here. Again, just a quick test
and as you can see, due to the order of operations, we can rotate this guy
around and of course, the class are going to follow. Now we go to the next one, which is this whole piece right here, that's gonna be
parented to that one. This whole piece right here
is going to be parented To this one right here. This one right here
is going to be parented to this one right here. And then this one right
here is going to be parented to this one right here. And finally this one right here, It's gonna be parented
to the root joint. So if I were to grab
this guy right here, that the bone and rotate in Y, you can see that we get
the proper rotation if we were up the neck
joint and we wrote it on X, we get the proper rotation. But not only that,
we can actually grab this guy, for instance, and the next one and
rotate them both with the x-axis and look at how nice the movement
starts looking. This is called a double
transformation because we're rotating this one and then
we're also rotating this one, which allows us to get this sort of like full
range of movement. Now, the only issue
with this setup so far with the fact that we've successfully created the
rig and as you can see, parented all of the joints, there should be the hurricane
that you have right now. The only issue with
this one is that it does become especially
or particularly difficult to select the bones without really like
selecting other things. And even if we let, we don't have x-ray turned on, it might be even more
difficult to do so. So the way we do this
is we actually create something called a raid
controller it control rig, which are curves that are
going to drive the bones. Those bones will at the same time drive the
rest of the element. Okay? Now, I'm going to try to make
this as simple as possible. But I do want to
mention that this is a little bit more of a
complicated topic. We're actually only
going to be using real control curves
for this rig. In particular, we're gonna do the character on the next video where I'm going to show you the skin or skin rigging with the character
on the next video. And that one's gonna be
a little bit different. So for this one right here, Let's say we want
to create a curves. So I'm gonna go to Create curve tools or sorry,
nerve primitives. And we're going to
create this circle. I'm going to scale
the circle up. So that's really,
really, really big. Now, as you can see, the local rotation axis
of this circle matches with the local rotation axis of our joint, which is great. I actually did not change any of the local rotation axis except
for this one right here, to make sure that we don't
have any issues with this one. I'm just going to do a quick
freeze transformations so we don't have
anything on the scales. And if we grab the
curve and we tried to parent the curve to the bone, this is
not going to work. So we need to find a way to connect this curve two
disjoint right there, which we know that joints already controlling
everything else, but we need to control it
are connected in a weight that does not involve
parenting, because as we know, objects can only have
a single parents as I start parenting more stuff
on top of other things, we're not going to
be able to connect. This curve right here is gonna
be called route control. And we're gonna be using
something called constraints. Constraints are super, super
useful tools and they are indirect connections
from the properties of one object to another. So if we jump into rigging and we go to
the constraint options, you're going to see that we have several constraints right here. The one that we
want to use right now is parent constraint. So we're going to select
first at the driver who is going to be controlling the constraint and
then the driven, okay, who's gonna be
controlled by the constraint. So we first select a curve
and then we select the joint. And we're in the use
of this thing called a parent constraint. Where the parent
constraint does, is it connects the translation
and the rotations, as you can see right
here, translation and rotations of the object. I'm going to keep
and maintain offset. I'm actually going
to turn this off. I'm gonna hit Apply. So what that did, as
you can see right here, is now the root joint has this light blue colors
on its translations. This tells me that there easy constraint connection
going into this elements. And now I should not be moving this bone or rotating
it by selecting it, I should move it by
selecting the curve. As you can see, when
we select the curve, even though the
constraint is active, it's not actually affecting or it's not selecting
anything else. So if I grab this and I
move it, there you go. The whole thing is
moving. If I rotate it, there we go, the whole
thing is rotating. So we've successfully created a connection from this
curve to that joint. We're gonna repeat
this several times. So let's go, let's start
with a new curve right here. I'm going to make a
little bit bigger. One thing I'm going to
do here, so I'm going to press Alt and one, sorry, alt Pt2 to
hide the geometry. And I'm going to grab
this curve and I'm going to snap it to the
joint right there. Again, the local
rotation axis of this matches the local rotation
axis of the bone. So that means that we can
just freeze transformations. So I'm gonna go to modify, freeze transformations
so that the curve is perfectly clean. We do the same thing on
the next one. There we go. Then on the next one. And you can see all of
the constraints are exactly where they should
be on the next one, on the next one, on the next
one, and until next week. So every single bone
now has its own curve. However, they look really ugly. So let's start
fixing some of them. I do want this curve to be like this round around
the whole thing. And I can actually already do the constraints so
I can grab the curve, grabbed the joint and
say parent constraint. Now if I rotate this around, we can see things are
working properly. Then we can go to this one. But I don't want to curve to be like this because we know that the axis that we're going to
be modifying is the x-axis. So it will make a little
bit more sense if the shape of this curve was
facing the x-direction. Now, I cannot rotate this around because
if I rotate this, I'm going to lose the
local translation and things are not
going to match anymore. So here's what,
where I'm gonna do. I'm gonna go, Oh my God, sorry. I'm gonna go to isolate,
select this curve. And the curve has components. We already know this. We
have the control vertex We can actually move
the control vertex. And if we turn on our scale rotation,
Let's create rotate. We can do this to make sure that they're
perfectly aligned. I think I've already
shown how to do this. You just press E and click and you select
the screen to rotate, which is the snapping tool. And we'll just rotate it like this by modifying
the components, we keep the origin of
the element like clean. Another thing we can do here, and it's actually
advisable is to also scale this down because as you can see,
this is really, really big. So let's keep it a little bit smaller, Something like that. We're gonna do the same
thing with this one. We're going to grab
all of the components, rotate them around so they perfectly flat and
90 degree angles. And then we can make them a
little bit smaller just so they are closer
to where we want. Same for this one. We're going to isolate
it, select the vertex, rotate them around,
and then scale them a little bit so they match this
area a little bit better. Same for this one.
We're going to isolate, go to component, rotate the
Components, scale them down. A lot smaller because it's
a small piece usually as we get closer and closer
to the final points, curves become
smaller and smaller. So this one right there,
that's the one on the front. So we're going to scale this
down, rotate this sideways. Now to perfectly match the size because as
you can see here, we get slightly different sizes. By the way, we can
actually push this out as long as we're
modifying the compounds, we can push them out and it's
gonna be perfectly fine. This one is right there.
What's supposed to be? I'm going to
delete this one. I'm just going to Control D. And here's the thing. This one right here
needs to match the position of this
one because you can see the axis
are not matching. So first I'm going to snap it to that point or to the joint. And then I'm going
to rotate this around so that it matches
the new translation. So this thing right here now the translation or the negative, if I grab both of them
and I wrote it with X, you can see that they're
gonna be rotating in the exact same way. However, we do have a little bit of a problem here
with the y-axis. Actually it's not
that big of a deal. So in this case you can
just do not confuse anyone. I'm going to keep it like this. So all of the Curves are ready. Now we need to start
doing the constraints. So this one to this
one we parent, and let's just do a quick test. There we go. This
one to this one, we parent, parent constraint. And there we go, perfect. This one, this one we parent. And there we go.
It's working nicely. Now, you might notice
that when we do this, the claws are not following. I'll explain why that's
happening. It just a second. So this one, this one
parent constraint. We rotate. There we go. There's
12, this one. Joint parent constraint.
There we go. Finally, this one to this
one parent constraint. And there we go. So the reason why things are no longer following each
other is because we pretty much broken the connection from the
different elements. We've, we're now
telling each section of the bones that they should
be following the curves. But now we need to
tell the curves that they should be
following each other. So this guy's right here, we're going to parent
it to this one. This one right here, I'm
going to parents to this one. This one right here, I'm
going to parent to this one. I'm just selecting and then shifts selecting the next one. And we're just parenting one of the curves to the next one. And as you can see,
this is going to create something called a hierarchy. Already, we've seen before, and this is what we should get. So now if I rotate
this one right here, you can see that we're properly controlling the
rig that we want. If we rotate this
one right here, we're properly
controlling the rig. It we're grabbing
this guy right here. We're also like properly
controlling the rig and we can even go to the little
small curves right here. And opening clause, the
clause at any point. And remember all of this, this has nothing to
do with Textures, but we can now see the texture
is actually in motion. You can see how all
of these things can start looking really,
really, really cool. So this my friends, is the Basics of rigging a
properly regulate what we have right here involves having
meshes attached to bones. This is a normal
parents attachment, but we're going to see
skin in the next video. And then we use Controllers
to drive or move those bones. That's the way, again, in general terms, that's
the way how rigging works. And hopefully with this
little tools that I give you, the ones that we
saw with the door. There's ones that we're
seeing right here and the ones that
we're going to be seeing on the next video, you can try and create
some small simple Rigs. However, I do need to warn you, rigging is one of those
things that's very technical. In order to do a proper
full production rate, we're going to need
a lot more classes. So we're probably going
to have to cover that in another lecture or
in another course. But again, this should
be basic enough tools and the fundamentals of how
reading works inside of Maya. I'm going to stop the
video right here, guys. And in the next one we're going to take a look at skinning because it's an important
part of the processes. Well, especially for characters. So hang on tight analgesia
back on the next one.
45. Skin Clusters: Hi guys. Welcome back to the next
part of the series three. We're going to be
taking a look at skin Clusters and we're
going to be doing a simplified exercise where you simplified version of
our monster character. So you can find this
file as monster arms. I'm actually going
to save this as monster arms are Rig because we're gonna be
finishing on this one. And we're going to
talk about how to create a proper rig for
this thing right here. So the first thing
we need to do is I'm actually going to duplicate
this arm because we're going to be using a
copy of this arm to showcase something a little bit more interesting
on the next video. Now, we're going to go to our
rigging option right here, and I'm going to start with
a simple adjoint selection. I'm going to start drawing
my joint at the shoulder. Then I'm gonna go to the elbow and then I'm gonna
go to the wrist right here. As you can see, I modify
the arms slightly. I give it a little bit of
a bent again because of something we're gonna
be doing shortly. And that's it. That's all I need. The next thing I'm
gonna do is I need to create a chain for the fingers. But something very important. Remember that we talked about
at the local rotation axis, which are the axis in
which bones are rotating. Well, if we take a look at the local rotation axis
from this one's right here, Display Transform, Display
Local rotation axis. You're going to see that every
single bone is pointing to the next one with the x-axis
except for the wrist bone. Now, it doesn't really
matter that much because the respondents
not gonna be affecting us that much. But one thing we could do if we want to make sure
that the wrist bone, it looks a little bit nicer, is a week could match
the rotation of the wrist bone with a D
rotation of the elbow bone. Here's how we're gonna do it. I'm going to shift P two on
parent the bone right here. And then I'm going to select the parent driver
and then the driven. And we're going to constraint
using an orient constraint. What the Orient
Constraint we will do is you can see is it will copy the exact rotation
that we have on the elbow and it will
give it to the wrist. Now, this constraint
we don't need anymore, so we're actually only using the constraint to
get the rotation. And then we just parent
this thing back. There we go. Now if we go to the first one and we freeze transformations, all of the information on the rotations and things of
the bones are going to be erased and where we're ready
to go to the next part. So as you can see,
all of the joints are pointing in the
same direction. They're pointing
with X towards the, for the foreground or
the, towards the hand. In this case, I'm going
to move this thing up. Let's go to the front view. Tried to get this as
close as possible to something like that. We can even rotate
this a little bit. Or actually, I'm just
gonna keep it like this. I know there's a little bit
of rotation there, but again, it's not gonna be a big deal for this exercise right here. So let's go to the top
view and now I need to create a the bones
for the fingers. And as we know, fingers have
the metatarsals right here. And then we got the
actual finger bones. We're going to have like
this. So as you can see, it's four bones that we
want starting right here. Some people actually like
to ignore the metatarsals. That's what we're going to do. So I'm going to start with my
ring bone and I'm going to press one and then Shift
and click the next one, shift and click the
next one right there, and then Shift and
click all the way until we hit a little nail. And that's it. Now, why do
we need to press shift? The reason why we need to press Shift is because we
wanted to make sure that all of these fingers are perfectly aligned
with each other. If we go again to display
it Local rotation axis, you're going to see that all
of them are properly placed. Going to bring this all
the way to the top. And now we can start positioning them where
they're gonna be, like moving the elements. As you can see, the fingers
not perfectly straight. So what we can do is we
can slightly rotate at the elements here so they
match a little bit better. Once we're happy, we again
go to freeze transformation. And as you can see, that's going to clean
up our transformation. Now this one will
just duplicate, which is duplicate
this whole chain. Let's go to the top view. And we're going to
position this on the center of the next finger. And you might see here that we need to move these
things a little bit. Now we know that
we shouldn't move the bones because if
we move the bones, we break the rotations
right there. But one thing we can do, we can scale them a little
bit to, for instance, I'm a scaling that
one a little bit, them in skilling this one
a little bit as well. And there we go. So now that we have this again, we just freeze
transformations and all of that information is gone. Finally, for the thumb, and this is very important that we're gonna duplicate again, go to the top view. I'm going to move the
top bone right here. We're going to
rotate this around, so that's on the center of the
thumb, right around there. And we are going to have
to position it properly. So we're gonna go
to the first bone. We're going to rotate this down. And you can see that the axis of the bonus not perfectly
matching the thumb. So we're going to rotate this a slightly, something like this. Let's turn on X-ray so
that we can see them. And then we are, we're
going to bring this back. We're going to push this a little bit further
up, right around there. There we go. With this one. We're also going to push
this back. There we go. We're gonna do something
like this. Perfect. Again, we're going to freeze transformation then this guy, and now we're going to grab
all of these three guys and we're going to parent
them to the wrist bone. This is how we create a
simple rig for this are now the title of this video as another skinning or joints, it's actually
scanning, right? So we need to create the
skin because what we wanna do instead that we
want to modify, We want to move around
this whole thing here for our hand. The problem is that we
cannot do it easily, like what we did with the robot, because every single
piece of this arm is connected to
each other, right? So with a robot, it was easy because parts
were segments of each other and we could just
parent them to the bones. In this case, we cannot do that. Now, one thing that
we definitely need to do is we need to rename this. I'm going to call this
our shoulder or elbow Elbow and then our wrist. And then we start
with the fingers, now the thumb actually, I think we have more divisions
that we need on the thumb. The thumb usually has
only two divisions. So I'm going to
push this forward. It's gonna be the
first division. We all know that's fine
because we have this, okay. This section right here is
gonna help us with the thumb, is going to help us do
this or like a cup shape. But the finger, It's actually starting like a little
bit further out. That's fine. We can leave it like this. So this is gonna
be our index one. And I'm just going to copy
the name and it's going to be index two, index three. And this is gonna
be indexed for, this is gonna be our thumb one. There's gonna be thumb to, there's gonna be thumped three. This is going to
be thumb but four. And then this is going to be, we're gonna call this middle. So this is gonna
be our middle one. Needle, one, needle to middle
three, and middle four. There we go. So now we have everything
here, are ready. Now again, I'm gonna duplicate the whole system here
and I'm going to move it back so that we can have it for this other one
because we're gonna be doing something very, very similar, or I'm
gonna be explaining a difference in rigging shortly. This is we don't
need, there we go. So the way rigging or skinning works is we need to select all of the joints that we want to modify a specific geometry
such as this one. Let's leave the
geometry or freeze transformations on the geometry that's very clean as well. And this is how we do it. I'm going to select
the shoulder, the elbow, the wrist, and all of the fingers, all of the elements
except for the tips. We're not going to be selecting
the tips because the tips are actually not doing anything. They're just there as a
visual purpose so that we know where this bone
is pointing towards. But we're not going to be
actually adding any way to, to those particular types. So we select everything
except for the tips. Then we select Shift,
select the geometry. If we go to the reading options, we can go to this option called skin and we can do an
option called Bind Skin. Now the options that
I usually like to use our bind to select the
joints bind method, geodesic boxer, which
is a final one, and max influences set to three. By default, these
are the elements, so we're going to
change closest distance to geodesic box hold
and match implicits. I like to use three. The more influences you have, the more like some the
whole weight can be, but it also makes it a
little bit more complicated. So I'm going to keep my
max influences to three. In this case, I'm
gonna hit Apply. Now, as you can see, what happened is my
joints change color and if I select any of my bones and they
move them around, you can see that they're
actually going to be moving certain parts of the
geometry like this. If I grab this
one, for instance, and they move it,
they're going to move the finger like this. However, there's a little bit of volume loss happening
right here. And that is because every
single vertex that we have in our elements will have a
specific weight assigned to it. And we need to check how
to modify that weight in case we want to modify
the way this looks. So as you can see, for instance, when I do this right here, we're listening a lot
of weight here on my little knuckle, right? So what I'm going
to do, so I'm gonna select that the skin, I'm gonna go to skin and
then paint skin weights. And I'm going to double-click
this tool right here. The paint skin weights tool
is a rather complicated tool, but it's, it's what
we need to use in order to fix the skins
on our character. So let's say we will go to our index two, which is
this one right here. As you can see, there is an
amount of influence that this bone is exerting over all of this
vertices right here. I actually like to
go down here to the geometry Color and
change this color ramp. So that's a little
bit more obvious. And you can see
here that there's a little bit of a gradient
going in this direction. Now, if we want to
make the knuckle not lose as much influence, what we can do is we can add a little bit more weight
to this, our index two. Going to the paint mode, we're going to go to Add, I'm going to start with a
value of something like 0.1. I'm going to also
go down here to the brush options to stroke
and the brush radius. I'm going to minimize
it to like 0.5. So if I start to click here, you can see I'm adding
more weight to this area. And this is pulling
the vertices from the previous part
of the finger and getting it closer to
this section right here. I can also do it, for instance, on this area right here. And it's gonna make the
finger a lot more puffy, which is going to look quite nice when I press number three, because as you can see,
it's gonna give us this very natural look of how we have or how fingers
look when they bent. Okay, let's go back here. And another thing we
can use for instances, we can use the smooth option to smooth the weights
a little bit. And that should give
me a little bit more of a relaxed effect. Now, let's bring
this thing back. Let's, you can see now
with fixed the weights, they're a little bit,
Let's bring this thing back to a zero rotation. And one of the
elements that very frequently gets problems is
the tips of the fingers. So you can see by doing this, we're also losing quite a
bit of a volume right there. So let's go right here
again to our paint tool Instead of going
to the index two, we're gonna go to index three, which is the final one we'll wanna do is we
want to give this, I'm going to go to F, and we're going to give this a
little bit more volume, especially on the round
sections of the finger. All of this, I
definitely want to have pretty much like full
volume light ray, full weight control on
all of these areas. This is telling the bone that all of this parts of
them are bending, should be moved when
that finger moves. Let's go to this mood option. Smooth a little bit
here on the top part. A little bit of influence on other parts of the fingers is usually good because
there's things that are usually moving around
them and model from. But look at that as you can see, data movement right there. It looks a lot better than if we compare it to
this one right here. Move it, it looks a
lot more wonky, right? So as you can see, this one
looks a lot more natural. Now, remember when
we were doing, earlier in this video, we're,
we're doing the bones. And I told you that
there was very important that all of
them were very straight. The reason why we want
all of them to be very straight is because when
we wrote it the fingers, we want to only rotate one single axis, as you
can see right here. In this case the c-axis, we only want to
rotate the c-axis to make sure that everything
moves as expected. And look at how nice
that whole thing looks. This system that we
just built here for the hand is called an FK system. Forward kinematic meaning
that if you want to move the nail and make
it look somewhere else, we first need to
move the base of the finger in the
middle of the finger, and then we do this
one right here. But as you can see, this
allows us to create a really nice cartoon looking skinning and the generate
deformations that would be impossible
to molars called. So, yeah, that's
pretty much it guys. Let's do one more exercise. For instance, here on the elbow. If I move the elbow,
you can also see that we lose quite a bit of volume. So I would like to fix
that a little bit. We're gonna go to our
paint skin tones. Let's go to the elbow. And one thing I can
do is I can say, Hey, all of these points, Let's add a little bit more
value to those points. So at the elbow looks a
little bit straighter, same for this
things right there. Then we're gonna go
to the shoulder, which is the first one. And we're going to
add some volume to the shoulder right there. That's why we added
remember how we added some initial divisions when
we were modelling this thing, those divisions were
precisely to generate a more like a nicer effect when we
do this advance right here. There we go. So the shoulder looks
a little bit better now the elbow definitely
needs to be fixed. Let's go to the elbow again. I'm gonna make my brush
really, really, really small. Let's go to a 0.01. So we're only painting
disguise right there. And we need to paint
them a lot closer. They're painting weights unfortunately
are now unfortunately, but it's one of those
things a lot of people hate doing or don't
like doing as much because he definitely SEE
time-consuming process. But it's a very, very important process of the whole rigging situation because thanks to this process, we can create a very
nice informations for our characters here. How wonky it looks
in certain areas, in certain areas right there. I'm going to be using, again
my element here to create a nicer cleaner
transition. There we go. So of course, if
we wanted to make this arm a full functioning rig, one of the things
that we will need to do is we will need to add the curvatures are the curves
that we added for them. Well, what's it for
the remembering the Cranor in the
little claw will need to add Controllers because we don't want to be controlling the bones and animating
directly on top of the bonds. Now, as I've mentioned before, we have this other
joint right here. At this other hand, I
just want to explain a very quick system before we keep going
onto the next part, which is going to be Animation. In order for me to explain
this quick System, we are going to be reusing
the same skeleton. So we're gonna be talking about IK handled on the next video. Hang on tight and I'll see
you back all the next one.
46. Ik handle: Hi guys. Welcome back to the next
part of the system. We're gonna be talking
about IK handle right now. And the reason I want to
talk about IK handles is because we're going to be
using them when we rig. And it's, it's an important
concept to understand. We might not be able to
recreate the full Rig during this course because that's a whole course on itself. But hopefully with all of the concepts and principles that we're
learning it right now, it will be a lot easier. Wants to start learning a
little bit more about rigging. So I'm gonna go to the
second element right here. I'm going to select all of my
joints except for the tips. And then I'm going to
select the hand and we're gonna go skin and bind skin. We're not going to do any
like skin fixing right now. We're just going to do
this quick selection. And as you can see, if we
start moving things around, like everything seems to
me being perfectly fine. Well, sometimes for character that's especially
with hands and feet, it's a lot easier to position where you want the
hand to be and try to make sure that everything else on the chain is
following you along. This is called IKEA's. An IK stands for
inverse kinematics. So when doing movements most of the time or
for a lot of things, we use this thing called
for working the magic. Where if we want to
position this hand in a specific position, let's say like a peace
sign or something. We select all of the
elements and then we start moving them on there. What's the word? Starting from the base of the
element and going all the way to the top until we get
the exact result that we, that we wanna, we wanna go for. But sometimes again,
it is a lot easier to go the opposite direction. We grab the outer component, which in this case is the hand. And we move the hand around and we expect everything else. In this case, the elbow and the shoulder to accommodate
with the position of the hat. Now, for this thing, we're going to need
an extra components. I'm going to create a
nurse primitives circle. And I'm going to position
this circle back here. This one's gonna be
important because it's gonna be the position or the point where our shoulder is going to be pointing to. Let's freeze transformations
to have a clean effect. And there we go. So IK handles are
really simple to make. We just go to Skeleton and
we create an IK Handle. We start at the top bone and we go to the bone that we're
actually going to be moving, which in this case
is the response. As you can see, a little
line is created from that top bone to this guy right here and we get this
thing called a locator. Now if we move the locators, you can see everything else
is going to be following. And we create this inverse
kinematic system where again, the elbow is following along. However, let's say we want to position the hand in such a
way that it's saying hello, Well, we need to move
the elbow, right? Like we will need
to move the elbow into this or like L-shape. And that's where we have
this thing right here. Because we need to create
something called a pole vector, which is like in the stabilization
thing and civilization constraint so that the elbow knows where it
should be pointing. So I'm going to select
the curve right here, which is gonna be my controller. And then I'm going to
select this IK Handle. And I'm gonna do
this thing called skeleton or sorry, constraint. And it's a pole
vector constraint. As you can see, a new line
gets drawn right there. And now if I grabbed this
group and then move it around, you can see the elbow
is gonna be trying to point to that
specific controller. If I want to say hello, I grabbed the hand,
move the hand up, and then I grabbed the
elbow and move the elbow forward so that we get
this sort of like L-shape. And the hand is saying hello. And again, it's a lot easier to animate this movement
because as you can see, we would only need to animate
the IK controller and everything else is gonna
be following instead of having to animate
the whole system. So this is why the IK
handles are so, so helpful. Again, we're not going
to be able to do a full production ready IK
handle for the character. It will take a lot
more time to do so. But hopefully with
this, we're understand. And once we go into the
actual Animation section, which is gonna be next chapter, all of these concepts
are going to make a lot more sense, okay? So I can handle versus FK systems or FK systems
versus IK systems. Very important part of the
rigging of a character. And hopefully with this example, it's a lot easier to understand
how they're used and how we can create cool
Animations width. So that's it for this
one, my friends, this was a short chapter, again, just showing you the
basics of rigging. What groups are, what
constraints are, how Rocco rotation axis are important, but would
rigging there. So a lot more information
out there that you can, of course, research to create
a more functional Rigs. This information that they just share should allow you to create simple Rigs for simple
props like weapons, like the robots that we saw, the doors, simple
environment elements. All of the points
and things that we learned should be available for you and should be useful for you to create
this sort of Rigs. But for more complex rinks, for character rigs
and stuff like that, There's definitely
more information, information that
needs to be learned. So we're going to
stop right here. And in the next chapter we're
going to start looking at the principles of Animation. We're going to start animating. So hang on tight and I'll see
you back on the next one.
47. Principles of Animation: Hey guys, welcome back to
the next part of the series. Today we're going to
start with Animation. And I mentioned it's one of
those things that I would say about half of the
people that get into the 3d industry is because
they want to do animation. The other half is usually aren't like a characters and
creatures and stuff like that. But a lot of people getting to 3d because they want
to do animation. We've seen Pixar movies,
we've seen Disney movies, and we want to animate. So I'm gonna show you
here very quickly. We already did a little
bit of Animation. I show you how to set
up keyframes and how to modify some of the
graphs right here. But we're going to
talk about a couple of setups that are very, very important to get at the
best approach right here. First of all, we need to make sure that we are working with a frame rate at 24 frames per
second on our time slider. And we're going to
set our playbacks. Pt2 playback speeds
play every frame, 24 frames per second times one. Usually this is set to free. And if you have a powerful computer just froze like super, super fast, that's
not what we want. Now, some of you
might be wondering, where are we doing
24 frames if games and a lot of the
entertainment industry nowadays use a 60
frames per second. That speaks of tradition
pretty much like it's not because we couldn't do it this because from a traditional, from a, a history perspective, every single thing that we
normally see in TV shows and movies and commercials and stuff like that is done
at 24 frames per second. It also keeps the
render times slower because instead of having
to render 60 frames, sometimes rounded
frames can take up to 1 h 2 h a full day to Render. Instead of having to wait
all of that for 60 frames, we only do it for 24
frames per second. So that's the first thing
that we're going to change. The second thing is going
here into the display. As you can see, I'm using the rendering engine indirect X 11, which if you have a
dedicated graphics card, it should be working very nicely and you should
have a good performance. Make sure that if
you're not like something's working
wrong or you're not getting the results
that we're expecting. Direct X 11 might not be
the best way to do it. And we can go to
OpenGL core profile, straight Oracle
profile compatibility. Any of those other things that we need to
change is over here. There's this thing
that's usually are on, which is called the cache hit Playback will probably use
it a little bit later. And lastly, but not least,
this thing right here. This is very, very important. We always want to make sure to see how many frames were at, how many frames we're running so that we can get a good result. So to display the
frames per second, we're going to go to modify this play heads up display and
then frame rate right here. So make sure that
one is set to on. So what I'm gonna do here
is I'm going to actually import our barrel, render. It go. So barrel Render, which already has a
nice celebrate here, I think the only thing
that we need to change is the intensity over
here on the exposure. It's going to set
the exposure to a minus two so it's
not as intense. And if you guys remember, we can already turned the lights on. We can turn the Textures on lights and shadows and
everything to get a really, really nice preview of
how things are looking. Now, if we go here to show, we can go to Viewport and
saying none to show nothing. And then we can press Alt to is the shortcut to only
show the geometry. So this is a very good
way to quickly get something working inside
of our, of our scene. Now, we're going to be doing the traditional bouncing
ball exercise for animation so that we
can learn a little bit about the basic
principles of Animation. Before we jump there, I always
like to do a little bit of history lesson about the
principles of Animation. So if we look about, if we look principles
of Animation online, you're gonna see that there are 12 principles of Animation that happened used for a
lot of years now, I would say almost
like 100 years. And at this principles
of Animations have been polished and
perfected by two very, very important in guys who were Ollie Johnston and Frank Thomas. Ollie Johnston and Frank Thomas, where this veteran
animators at Disney, they help with all of the
bag classics of this. And they'd like Snow White, the Alice in Wonderland, The Jungle Book, all of this like the old-school
Disney films. They were the ones in charge of doing a lot of the Animation. And not only that,
they were in charge of training all of the animators
that came after them. I was lucky enough to, I've never met them, of course, but I met a teacher, or sorry, one of my teachers was a student of one
of their students. So this guy is taught someone, that someone taught
another person and that person
thought my teacher. So any certain way, I learned some of the
principles from them. Not directly, of course, but I'm just saying that all of this information has
been passed down through generations of animators into everyone who's
learning to 3d industry. So by the way, the, the animator I'm talking about
the teacher that taught me traditional animation
is this guy right here, roll €1 junior, this guy. So he worked at
this name from the 19 from 1995 or
something like that. He learned from Glen Keane. He will say Lincoln is the
super famous animator as well. And again, if you keep
going down the line, eventually you will reach Ollie Johnston and Frank Thomas. This book right here,
The Illusion of Life. It's an excellent book
that you can get. It's relatively cheap
and it's really, really good to understand
the principles of the things that they were doing
in their Animations, to make things look as
believable as possible. And one of those things where the principles of Animation, I strongly recommend you
watch this video right here. I'm not going to include that. I mean, I didn't do
it by Alan Becker An excellent 2D artist as well. And he explains a
little bit more of the principals hadn't
mentioned in-depth show, just write it down somewhere
around your desktop. Alan Becker, 12 principles
of Animation so that you can learn a little bit
about what each of those do. But the principles of Animation are all of the steps that we follow in order to generate
realistic looking elements. And we go through things
such as squash and stretch, timing and motion
anticipation staging, all of these things. We're not gonna be able to go in depth to each one of this, but we are going to
be using some of them in our animation
here inside of Maya. So I'm going to
create this fear, just a very simple sphere. What I wanna do is I want to do a simple animation
where this sphere, It's coming down, bounces
on the barrel and then bounces and lands right here
at the side of the barrel. So the way we work in
traditional animation, Let's add a new
material to this guy. So let's go Arnold,
standard surface. Let's do this. A red sphere. There we go. So the way animation work is through
something called Key Poses. We're gonna look at
key Poses a little bit better in the next
couple of videos. But we need to find where
this object is going to be at specific points
on the time, right? So animation is nothing more
than motion through time. The more time you
have between motions, the slower the animation
is going to look. The last time that you
have between motions, the faster the animation is. Go look. So we're gonna go to my
wrench lighter over here. I'm going to set this to one. So we're starting to frame 1.40 frames should be
more than enough. So in frame one, I want my
little sphere to start. I'm gonna go to the
frontier to keep this as straight
as possible first. So I want my little
sphere to start a little bit right around here. So as you can see, it's roughly one size
up from the barrel. One thing we can do, by the way, remember from the rigging
things that will learn as usually we want our objects
to be perfectly clean, so we're not going to be animating this
sphere right here. I am going to do a very
quick but, but, but, but, but I'm going to lock selected
so that we can't move it. I'm going to Control
G to create a group. I'm going to center the
pivot point of that group. And then let me
just turn on Carr next is off for some reason. And then I'm going
to create a curve. Remember the curves
that we've been using? I'm going to create a
curve when I press Alt, want to see the curves. So otherwise we're not
going to see them. And that's the curve that
we're gonna be animating. So I'm going to the
selected curve. This is going to be my ball. Control very quick
rig right here. I'm gonna get a group
inside of the ball control. So if we move the
ball Controllers, you can see we're
going to be able to animate our element. Now of course, one
thing that we wanna do here is before we do that, before we do the parenting, the bulk control, we're going to freeze the
transformations as well. So it's perfectly clean. Now we get the group instead of the bulk control and against the ball Controllers, we'll,
we're going to be animating. So we're going to grab the ball control and we're going to place this right at the site of the barrel and we're
going to press S. By pressing S, you
can see that all of the channels here on our
elements change to red. That means that we
have a keyframe set. So Maya remembers that this curve with all of the things that it
has inside the group and the sphere
should be right here at this point in
this moment in time. Let me turn off
the shadow so that we're not distracted as much. And then actually I'm going to bring it a
little bit higher. So right around there. And again, I'm going to press S. Now I do have this option
turned on over here. It's called auto key-frame. So when my other texts
that there's a change, it automatically
creates a keyframe. I do recommend it. Just keep, keep in mind that if you're going
to be activating it, you're going to
have that active. And you might get extra keyframes where
you might not want. So be very careful about how to keyframe,
a really handy tool. But again, can be
tricky at first. So now that we have
the first position, I'm gonna go to frame, I'm going to say Frame ten. And in Frame ten, I'm going
to leave the ball right here on top of the
barrel. Right there. There we go. I'm using the shaded mode and everything to make things
look a little bit nicer, but you can actually
animate with nothing but the basic why from Color. So let's go back here. There we go. No
shadows. Perfect. So at frame ten, the sphere is going
to be right there. So from frame one to frame
ten, as you can see, the sphere is gonna be going all the way down to frame ten. Then at friend Frank
ten, let's say Frame 15, actually Frame 14. We're going to move
it right around here. It's going to bounce a
little bit to the site. And then in Frame,
we're gonna give it a couple more frames because the fall is a little bit longer. So I'm gonna go Frame 20. The sphere is going to fall, let's say right here,
I want to like a short, a short bounce. Then from frame to frame 24, we're going to bounce
a little bit up. And then from Frame
24 different 20th, we're going to bounce
down to the floor. And then from Frame 20th, Frame, let's say 30. So very small balance which is going to bounce
up a little bit. And by Frame 32, we're going
to be back into the floor. If we go back here in our
timeline and we hit play, first of all, I need
to make sure that I'm running at 24 frames per second. It seems like I am. And now I need to see how
the animation is looking depending on the speed of the
animation that I'm seeing. As you can see, the bounces
here look quite nice, but the first vowel
is right here. It looks really, really weird. It looks very, very slow like all of this
range right here, I think, I think I gave
this thing ten frames. It's a little bit too much. So how can we move
this frame or all of the frames without affecting the animation that
we already have. We can press, Shift and
drag at the top of all of the streams and then use this middle elements
to move this back. So I'm gonna move this
to frame like sex. So we've got 123456 and
then boom, boom, boom. Now we're not going to need
all of this range right here. So I'm going to make this
number all the way down to 40 so that we're only appreciating this
things right here. Cool. So this already is giving
us an interesting result. However, we're not taking into account any of the principles of Animation is that we should, in order to get a better effect. Right now, the first
thing I want to work with is the timing. Because timing wise, I feel like the bounce is a little bit
fast on this part right here. So since this is
the biggest bounce, I would expect that want to
take a little bit longer. So I liked the distance 10-16, but I think 6-10 is too short. So again, I'm going to shift
and select all of this guys. I'm gonna give this
two more frames. That way we get six to 12 and
then 12 to 15 right there. Cool. Now, again, the animation
is looking okay, but we need to polish this way, way, way, way, way more. To do this, we need to
go to the graph editor. So I'm gonna go Windows
animation Editors, Graph Editor. Some people like to Dr. Animation editor right here. I'm gonna do it just to, to see it a little bit better. You can also, if you
have multiple monitors, you can have it on
a separate screen. But the graph editor is really, really powerful tool
that we can use to generate something
really interesting here for our sphere. So I'm gonna go to
the translation in Y, which is the most important
right now, right? And the translation
in Y, as you can see, it's showing us the way that this sphere is moving
through the y-axis. So up and down along the time, this is the value that
the Y is changing, and this is the time in
which it is changing. So you can see that even
though it looks okay, this doesn't look
like a bouncing like trajectory that we would
draw on a piece of paper. Write what we need to
modify the tangents. Remember how we
modify the tangent and with the planets to make sure that the continuous
spin was continuous. What we're going to do something
very similar right here. For instance, let's talk about
the first jump right here. I would like this
first jumped to build a little bit more floaty, a little bit more like this, like this sort of like
U-shaped where it hits the barrel and then
it bounces back. But you can see we have
a problem when I'm trying to adjust that
floating is that I would like the first
bounce to have where it starts getting it like
gravity and acceleration. We modify the second part and we need to find a
way to modify this. If you have worked
with this sort of like spline things
before with this handle, you know that it is
possible to break them. So I'm actually going to grab that little diamond
shape right here. I'm going to press this button
which breaks the tangent. And now I'm going
to have the option, as you can see right here, to change the independently
each one of this little legs. Now this one right here, as you can see, this is
the next trajectory. I'm actually going
to move it up with middle mouse to make it a
little bit more floaty. And we're gonna do the
same thing over here. So we're gonna do this. And we want this element right here to look like a nice flow, the trajectory as it's
going down into the floor. Same thing over here. This one should be a
little bit more floaty, so I'm going to break
the tangents on the points where it touches
the ground. And there we go. We don't really need to
break the tangent on the last one because the
last one is the final point. And look at how different
the object is going to look. Thanks to this modification
that we did on the tangent. There we go, way,
way better, right? As you can see, this
makes the whole thing look a little bit
nicer and we get a very interesting result as it bounces down from the
barrel and into the ground. Now, I can definitely
see, for instance, that to translation here on
X, that's our next graph. If we take a look at
the translation on X, I can see it's a
little bit bumpy, which means that it's going in a good direction right here, but it's a little bit wonky. And at the end of the day, I just want a very
nice smooth transition from one point to another. So here's one thing we can
do about at the curves. We can actually delete them. We can delete all
of those keyframes and say, Hey, you know what? I want you to start a little bit faster on your
acceleration at first, and then it slowed down
as you get to the ground. And now as you can see, the ball is going to bounce
on the barrel, bounce out of the barrel, and bounce a little
bit closer to the end. So if we take a look at
the whole animation, that's where we get. I think that the
second-to-last balance could be a little bit bigger. It's a little bit small. So if we go again
to translate Y, we can grab this
point, for instance. And again with
middle mouse click, we can modify its value. And what we're doing
if we go to frame 22, you can see here in
real-time what we're doing is we're changing the
position because again, remember this graph represents the value that we
have here on Y. So let's just make
it a little bit bigger so that we have a
little bit more of a bounce. Same thing on this one going to make it a little bit bigger. And that should make
it a little bit more. There we go. I think now that's a
little bit too much. So I'm going to grab
this one again, just lower it a little bit
and take a look again. Animation this a lot
about trial and error. Okay, we're gonna be doing a lot of stuff and we're
going to be seeing the Animation and
seeing where it looks good and where it looks
like a little bit off, I think now what I see here is that the last point
of Animation, this one, it's a little
bit too intense. So I'm going to bring
this one even lower. And what I'm gonna do
actually here is I'm going to displace with middle
mouse to the site. That's gonna give
me one extra frame. And it's pretty much as if I was moving the elements over here. And as you can see, that's also going to make it
look a little bit more. Actually that didn't
work. Let's Control C. Let's keep it like this for now. So when we hit play again, you can see that
our little sphere is looking quite, quite nice. We got a nice balance from the barrel going into the floor. It looks like a
solid ball, right? It doesn't look right now
like a plastic sphere, like a plastic ball. But it looks really,
really good. And you can see here,
we can actually see this from a 3D view. And we're gonna be seeing a
very nice effect as well. I'm going to stop. It'd be the right here. This is where I want you guys to get where as you can see, we're only doing two
things right now. We're moving the
sphere for work in the x-axis and we're
moving this up and down. In the next video,
we're gonna be talking about
squash and stretch, which is one of the principles
of animation that's gonna make this whole
thing look a lot nicer. So hang on tight and I'll see
you back on the next one.
48. Squash and Stretch: Hi guys, Welcome back to the
next part of the series. Today we're gonna continue
with the squash and stretch. Squash and stretch
is a principle of animation that we use
to describe or to show how the volume of an object changes as it goes through
the motions of physics. So when we have this
sphere right here, we say to ourselves that
this is fear as the balance, like grab these and
other affecting it. It's not changing anything, but that's it starts
accelerating graphics. It's pulling the lower part of the sphere stronger
than the upper part. So what we're expecting
to have here is right before we end up and we touched
the base of the barrel, we would expect to
see a little bit of a stretch on the
element on the sphere. So I'm gonna grab my curve again and I'm going to
scale it up a little bit. I'm going to say
something like 1.3. I think 1.3. Now to balance things out because we don't
want to lose volume. So to balance things out, I'm going to set the
scale on white 1.3. And then on this
point right here, I'm going to say
this 2.7 and 0.7. So by doing this, what we're doing is
we're basically changing the volume of our sphere so
that the remains stable. Now, that's on Frame 51, frame before the hip. If we go back to frame one, as you can see, we
have a scale of 11.1. So as we started approaching
that point right there, look at how nice this
starts looking right? We start getting this
very cool effect. I'm going to turn off
the grid, which are getting this very
cool effect as how the ball is stretching
before they hit. Now, what I can do here is I
can actually go to this one. I'm going to rotate a
little bit so that we're pointing towards the
point of impact. Now what we have this as this, the sphere rotates a little bit. And then on frame six, what we would expect to happen is something
called a squash. So first I'm going to bring
back the rotation to zero. And I'm going to
switch this 0.7 on C and 1.3 on the other ones. And this is gonna be my
swatch squash, squash. So I'm going to bring this
down so that it actually touches the barrel and it looks a little
bit more realistic. There we go. So we're going to touch
the barrel right there. And this is what
we're gonna have. We're going to have a very
nice animation of the sphere, starting completely
spherical, stretching out, and then squashing rather
sit touches the bear. Now one Frame
immediately after this, we would expect
this thing to be, again Stretch, but not as
much as what we had before. So I'm going to
change this to 1.2 and this is gonna
be 0.8 and 0.8. This is going to
give me the sort of like squash effect that
we have right here. And now that direction
is going to change. We're going to be moving
in this direction. So we're going to have this
squash and then bloop, Stretch. And what's
gonna happen? We're gonna keep
moving, moving, moving, moving up to Frame 12th, which is our highest
point in our curvature. In here, I would expect this fear to go back
to zero like this. So back to zero or rotate, see and back to
one on the skills, I have again, auto
key-frame set up. So all of these changes
that I'm doing on these specific frames
are being saved. So this is what we got. We've got the sphere going in the squashing as it
touches the barrel, and then going back to normal. Then as it starts
going down again, one frame before it falls, I would expect this thing
to be Stretch again. So we're gonna do 1.2, 0.8, and 0.8 to get
some nice stretch. I really don't need to rotate a lot because as you
can see the point of what's the word the point of impact is very close to just maybe a little
bit right there. And right here. We're gonna do it the opposite. This is gonna be 0.8, this
is gonna be 1.2 and 1.2. And we're going to rotate this and just move
it a little bit. So the base of this
fear touches the graph. So we get Stretch and squash
one frame after this, we will expect this
thing to be in something like a one-point one. I'm going to see 0.9. 0.9. Well, sorry, 0.09
or sorry, point tonight. There we go. Endpoint
night, there we go. So this one would be pointing a little bit towards
the next objective. So we keep going
up and right here, we would expect this
thing to be at one. And again the rotation at zero. So this is what we're getting. The sphere goes, does it squash, and then it bounces back and regains its volume,
starts going down. And then here we're gonna
have our final squash. I'm gonna just wrote
through this as likely it's going to
be very, very solid. So something like a 1.05. Just very, very seldom
there's one will be 0.90, 5.0, 0.95. Right here. We will expect to
see a zero rotation, a 0.95 on this 11.05 on scales. To account for the
change in volume. We've got the curve
and there we go. On the last balance, we
really don't need anything. We're just going to
bring this back to one. And the final balances
just gonna be right there. So now let's take
a look at how this looks with our AR balance. And they are squash and stretch point,
point, point bonds. There we go. Look at that. Beautiful, right? It looks very cartoony. Of course, this is a
little bit exaggerated, but you can see how easy
or how nice we can get this thing to look by just adding a couple of
extra little tweaks. And it's just the little
one thing that we added. Was it just adding that extra Squash and stretch before the main poses that we
added on the element. So that's pretty much
it as you can see, this gives us a really, really nice result for our
little element. And one of the cool
things about this, I'm going to save
this real quick is that I can go to my camera. I got my render setup over here. So I'm going to say Show
All we go to the camera. We can find a nice
setup for the camera. Let's make the foreground
a little bit bigger. And if we find a point where we see both
elements, there we go. Something like this,
even, even like having this fear slightly out
of frame at first. And then it goes into frame. It bounces and it just keeps going to
add, it looks great. That allows us to have a really, really, really nice result. And if I go at any point
during the animation, let's say like right here on one of the squashes
and I do a render. One of the cool things
is that we can actually see the render of
that specific Frame. We go here to there we go. That's our barrel shot camp. So this is the frame that we
will be getting if we were to render this as a
final, final Render. Now, one thing I'm
going to change here is I'm gonna go to the options. And let's do full HD. I know we've been doing
square composition so far, but I feel like this one, so it's a good, a good place to start
adding this sort of stuff. Now, there is one
way in which you can actually see the
real-time rendering of your, of your scene inside
of the viewport. This is using a viewport, especially viewport called
the Arnold viewport. I am going to warn you though, there's this heavy
because this is like doing render in real time. So I'm going to hit
are no real quick. And what you're gonna see
here, as you can see, it's updating my viewport
and the image is gonna look very similar to what we
see on our render engine. If I go back to the
beginning of and I hit play, you should actually
be able to see, even if it's very noisy,
you should always, you should be able to
see a little bit of the results that
we're expecting. As you can see, we're no longer running out 24
frames per second. Things are getting
a little bit slow, but we can see a
very nice preview and we can even scroll
through the preview. And we can see a very
nice preview of how this little animation
is gonna be working. I'm actually going to punch
in on my camera a little bit. I would like this here to be
other Frame for a couple of frames and then see it
getting to into the scene. There we go. Now remember the
little thing that we talked about when we were learning modelling was, well, what's, it? Was complexity out
of Simplicity. What if we wanted multiple spheres to be
jumping on the barrel? Maybe we want one sphere
right here and we want another sphere jumping like at the site of the barrels,
something like that. Do we need to redo everything? Like if I can say fatuous
Control D, this thing. Well, the things that
you're going to see is that the control that we
just duplicate it loses all of its
information that we do have an extra rig
and we could rig it again. There will be very,
very complicated to just do the whole
ring one more time. So what they can do is I can
grab this guy right here and I'm gonna go
to Edit Duplicate. And I'm gonna do
this thing called a duplicate width transform. Not sorry, it's not duplicated
with transform edit and then it's duplicate Special. I just want a copy. I'm not going to change
anything right here. It's going to be a copy
parents underworld. And very important
here where it says I'm gonna do duplicate input graph, okay, I'm gonna hit apply. And what this does is
you can see it now created that has
created a new bulb, Newbold control that I
can move to the side. And it's going to have
the exact same Animation. Not bad, right? It has the exact same animation. We just copied the whole
ring and we pretty much just duplicate it,
the whole Animation. Now, again, we want to make this thing a little
bit more interesting. So what could we change to make this thing a little
bit more interesting? Well, for instance, one thing
that we could do is we can lower the bounce maybe on
this balance on the barrel, or maybe this one does
not bounce this on the barrel is going to bounce
all the way into the floor. So we can go to the front
view and be like, Hey, you know what, on this
Secondary bounce, because you're starting
right here on the top. So on the secondary bounds
you're actually going to be accelerating a
little bit more. You're going to be accelerating
all the way to the floor. Of course this one which is
a stretch, gets updated. See that? Now, when we animate
this thing is going to rotate until all
the way to the floor, and then they're both going
to jump at the same distance. So if we see this like
this, there we go. Now this is very,
very exaggerated. There's a lot of fours going on, but you can see how
easy this to change the animation or add an additional Animation
in this case, to make the whole thing a
little bit more interesting. This is one of the, again, the magics of Animation. Okay? Now I'm gonna, I'm
gonna talk about this, but I want to keep this
as a separate video because this is a topic
that's very common. You might be doing
the Animation and the amine Animation might
look good on your graph. But if you are running
this and you're not able to heat 24 frames, even if you go all the
way to wireframe render, which should allow you
to have more resources. If you can not see this thing running at
24 frames per second, it can be very
difficult to really see whether or not you're doing
things the right way. Okay, so I'm going to show
you on the next video how to do something called a playblast so that we can get
a really nice, it really nice
interpretation of the render without having to see
it here inside of Maya. So hang on tight and I'll see
you back on the next one.
49. Playblast: Hi guys. Welcome back to the
next part of the series. Today we're going to take
a look at playblast. Playblast are a way
in which we can export a video without having
to do the full render, which is a lot faster than
waiting for the render. And this way we can make sure that Then you
mentioned that we're seeing here in Maya is actually running at 24 frames per second. And that we are also seeing the proper interaction
right now. This is a very simple scene, but as the scenes get
more and more complex, trying to run them a 24 frames per second can become
really complicated, especially with software or computers that are
not as strong. So what I'm going to do here is, first of all, I'm going to
delete the ball control one. I actually don't want it. Let's go to our
viewport to point out. There we go. We have our animation, so we
need to go to the camera. So let's go panels
look through selected, and this is a camera that
we're going to be rendering. And I'm going to right-click
on my timeline right here. I'm gonna go to playblast. In here. Instead of playblast, I'm
going to select the format in which I'm going to be saving this video because we're
going to be doing a video. Now as you can see, we only have two formats, AVI and image. If we do image, we're gonna get an image sequence,
which is fine. I mean, we can do a GIF, but actually I haven't tried to give Let me
try this real quick. It's not a good I was wondering if it was going
to give us a good result. But now we can do like a JPEG
sequence or a BPM Sequence. And then on another software
such as After Effects, you can combine it
back into a video. It is really unfortunate
that Maya does not have an embedded like Mp4
converter or playblast. But it is whether this, I'm gonna show you
another trick though. So I'm gonna set this
format to AV, AVI, and we're going to set
the quality to 100, the skill set to one, end the display size from
render settings. So full HD. If I go over here, I'm going to save
this to a file. I'm going to call
this playblast ball. This will be saved by
default on our movie folder. So I'm gonna hit playblast. And once it goes
through the timeline and it saves this information, we're going to get
the playblast, which is just a
very basic movie of our bouncing ball,
just bouncing around. Now, the interesting thing about this playblast is
that's a really heavy. I don't know why they do this. I actually need to
download VLC or something because the windows is very, that windows one is very bad. But the interesting thing about this one is that it's
very, very, Hey, we'd like just a five-second
animation or not even 5 s, just for your frames
of information. And look at this. 237
mb is ridiculous. This is not what we want like. It's gonna be very,
very difficult to work with those playblast. And as you can see, even
takes a long time for the element to read it. So I'm going to show you the hacky way to get
a good platelets. And this is something
that was done by and RDAs or someone found about this
a couple of years ago. So if you look for a
QuickTime playblast, you're gonna have
this one right here. This is by Ceph Castillo. You can also look
for SAP Castillo in the Internet and you're gonna find this several years ago. I'm talking like ten years ago. Like yeah, like 1010
or more years ago. We used to download QuickTime
and use QuickTime this like MediaPlayer to export things in our H.264
codec, which is Mp4. And this allows us to have a very light playblast without
having too many issues. However, there was a security
breach in the QuickTime, again several years ago, and Apple discontinued
the player. Unfortunately by
discontinuing the player, they also discontinued
the Codec. This is what we need. We
need the H.264 codec. So here's what we can do. We can actually go to
the Apple's website and download QuickTime
7.7, 0.9 for Windows. I'm going to close
this real quick. And you're going to
install QuickTime, however, and this
is very important. We do not want to install QuickTime where you're
going to say yes, yes. And then here we're
going to hit costume. And over here, as you can see, we don't want to do
the QuickTime player, so we're gonna be
entire future will be unavailable on the
QuickTime Player. This again, you can find this on the information just tells us deactivate QuickTime Player. We just need a quick
time essentials. Because what QuickTime
essentials are installing, I can see them right here,
but it's the coding. We're just installing the codec. As you can see, it's
very, very simple. We just hit Next, we
just hit Install, which is wait for this thing
to install real quick. And that's it. Again, you're not going
to have a new players. You're going to have anything to just going to have
the codecs and the important things that
we need from QuickTime. There are other plug-ins and other options to do quick
playblast instead of Maya, they've actually promised that
they were going to release a more advanced playblast system so that it's a lot lighter. Unfortunately, they
haven't done that yet, so we need to we need
to wait. There we go. So we finished again. We have not installed any
security issues. Nothing. Don't worry about this. It's perfectly safe. I've been using this
for years and it's been working perfectly fine
for several versions now. So don't, don't worry
about this again, this is thanks to
staff Castillo, who found this
workaround in order to get the coldest
ink style into my. So once we have those
codecs and sell, you need to of course close
Maya and open it up again. But once you have the
codecs installed, if we open our
sphere scene again, we should be able to access that QuickTime MP4 Codec so that
we can get this to work a little bit better there see like weird error with Maya 2024, you might have
encountered it was supposed to be fixed
on this version 0.1, but sometimes when you open it, it just does not open. To open it twice. So let's just wait a
couple of seconds here. And here we go. Yeah, that's again, a
quick workaround together. To get around this elements. We're gonna go to our
ball animation scene. Once this thing opens,
we can right-click. One thing we can do here.
We can press again, show and then none,
and then alter Pt2. It's just geometry
so that we don't see any of the Curves or
lights or anything. Right-click and we're
going to playblast. And over here, we should
have the QuickTime axis. We're going to change
this to H.264, which again is the MP4 format. And we're just going
to keep everything the same. Hit playblast. It does the playblast. And we're gonna get a very
nice be the right here. This is not the best
player, by the way, the windows player
is not that good. But you can see the result very, very nicely and we get
are very nice place. But this is what I usually sent to my clients
when I'm doing animations to make
sure that they're okay before we send into render. Because when you
send the Render, there's no way to go back. Like once you Render,
if they want to change, you're going to have
to re-render again. And that is quite a bit of time that we don't
want to be wasting. So yeah, that's
pretty much it guys. Again, if we take a look
at the fonts right here, you can see only
like less than 1 mb. So quite the difference, right, by going into this
QuickTime effect. So every single thing
that we're going to be doing now we're going
to be doing like this. And later on at the
end of this chapter, I'm gonna be showing
you how to do the proper final render for our frames once we have something that looks
really, really cool. Yeah, that's pretty much it
for this first exercise. Make sure to finish
this bouncing ball because we're gonna
be using a lot of the principles that
we learned right here in our next episode. Okay, so, yeah, that's
pretty much it. My friends. I'll see you
back on the next one.
50. Using Rigs: Hi guys, Welcome back to the
next part of the series. Today we're gonna be
taking a look at Rigs. And Rigs are advanced systems that we can use to generate Animations for our characters. This side right here,
and Mesh and methods.com is one of the best
repositories for Rigs. Now, most of the
Rigs right here are either free or with a low cost. For artists, most of them
are commercially available. So that means that you can,
if you buy the license, you can get them or use them in your commercials were
in your productions. But most of them
are usually used to practice and to
create cool demo reels. There's so many, so many, so many Rigs here,
and we're going to be using a couple of them. Today. We're gonna be using
this one right here, which is the flour
sack by Joe Daniel's. This is a great, great like little rig that we can use to learn the
basics of animation. I'm showing you how to import this and get it
ready inside of Maya. So the first thing is,
you are of course going to go here to our
project real quick. You're going to onset the files. You can get this again from GMB rolled completely for free. I think I'm going
to be including this on this elements as well. And here under, under
scenes we're gonna be importing this J D flour sack. Like normal on the texture is very important than
the source images. We need to have the flour sack Textures folder right here, so that when we
opened the scene, everything was
working as intended. Now, there is gonna be
slight issue when we open this file and I want to
show it to you real quick. And the problem is this
the really old file, I'm not sure if it says here
when this was first update. There we go was
created for Maya 2013. So it's got like at
least like ten years. It's suddenly it's
like ten years old. I remember this was
before gumbo there was submitted or you could get
access to it from other sites. But right now this
isn't in Gumbert. So as you can see, we're already getting some errors right here, but the little sack
is working nicely. Now what are the areas
that we're getting? Well, first of all,
as you can see, we don't have access to our
traditional like aces view. And this is because
we're actually trying to use my hardware. So we're going to change this
back to Arnold renderer. And over here, there's an
other option that we need to change to make sure that
this thing is using the, what's the worth
the sRGB elements. So I believe it's
overhearing common. And to do or is it where it says render options,
There's one option to use. It's called display, has to
be under display elements. Where is it? That's really weird. It should be around here, which should be able
to change again. There we go, Color
management. So we're gonna enable Color management. That's so we're going to enable Color management over here in Settings Color management and we're going to enable
Color mentioned that this is very important because you might get some errors like this one right here. See how the normal map is looking really, really
weird on the element. What we need to go
to the Hypershade, go to the element right here, the shader, as you can see, it's using a very old shader. We're actually not going
to be using this shader. I'm going to create a
new AI standard surface to degenerate the shader
for the little sack. And this right here is
gonna be my base color. And then this right here is
gonna be our normal camera. Now the problem is,
as you can see, that it's going to look
really, really weird. And the reason why this
is looking really weird, because we have not
changed this to utility. And Iraq set this to
Alpha's luminance, bumped to the tangent space normals like all
of these things, should be working
exactly the same. And we should be able to
see it properly over here. Now we're going to grab
the grid right here, right-click and assign
new material or as existing material,
AI standard surface. And there we go. That way we're gonna give
me back to our material. Now, this is the basic scene. Again, I'm going to save that. Hopefully you guys are not
going to have any issues by using this in right here. Now we're gonna
talk about one of the most important things
about a Rigs. And here we go. We do not ever, ever, ever, ever, ever, ever,
ever, ever, ever, ever we do not ever animate
on the main scene of the rig. This right here, the JD
underscore flower sex scene should be only the scene
where to Rig is living. We're not going to
add any lights. We're not going to
add any Animations. We're not going to leave or
do anything in this scene. We're going to keep it
completely clean. Why is this? Well, if later on
down the pipeline, we want to add or modify any of the attributes
from this rig. And we want to update all of the other scenes where
we're using this rig, we need to have a master's in
which this one right here. So I'm just going to
say File Save Scene. There we go. And we're going to
open a new scene. So how can we bring
the flour sack in here while still retaining that connection
to the Masterson. We're gonna be using
something called references. I'm gonna go File
reference right here, create reference and
we're going to select the JD flower second
heat reference. What this will do though, don't, don't worry
about the errors. That's perfectly fine. But what this will do is
we'll import our object. But as you can see
here on the outline, and it has this
little blue crystal. That means that this is
referencing that scene. It's importing everything
that's on that scene, but it's not actually
using the original. So this is like a copy
or like a reference. Here is where we're actually going to be animating
our element. Now, before we start animating
the rest of this video, we're just going to get to know the rig right here and
understand how it works. Usually, every single rig we'll have this
thing right here, which is the placement control. We use this to place the
elements are to character on the beginning of the scene or the first position of the scene. And we can also use this
to scale the object. Usually the Rigs can be
scaled from this position and we haven't done
that are within do that on our own Rigs. But usually Rigs have
the functionality to be scaled by using the master
control right there. Then, as you can see, we're going to have a curves. And usually a good way
to know which groups are more important than
others is by the size, the bigger curve, the more
important the attributes. So this one right
here, for instance, moves the lower portion
of the character. This one right here moves the upper portion of the character. Then as you can see, we have a normal forward
kinematic system here on the little legs that
allows us to move a little flour sack from
one point to the other. We also have this
one right here, which is something like squash
and stretch to allow us to move the volume of
the flower SEC. And we got this to other ones
right here and right here. Those are all of the
Controllers or we have available for our element. Now, usually when
we're animating, one of the things that we
wanna do is we want to animate all of the Controllers
as a single element. We do that by utilizing
this thing right here, which is called a selection. Okay? So this right here is a
quick selection which you can find right here,
select quickselect sets. As you can see, we
already have one called JD flour sack of recall. And if we click that
button, as you can see, all of the Controllers
you're gonna be selected so that we can quickly hit the letter S
and animate everything. Now, this is a
relatively light rate because it's a very
simple geometry. It's got simple Controllers,
but it's a great, great way to understand
and to start applying some of the principles
of Animation is that we're going to be
doing now before, again, before we animate, we're going to be animating
a nice little jump for this flower sack
before we animate, there's one thing that's very important about moving
this flour sack. We will never move the flower sack by moving
the initial curve. I know it's very
intuitive to want to use this master control to move the curve from like
in any direction. But that's not how
we normally move it normally we're gonna be
selecting the top curve, the upper curve, this to curves
and curves for the feet. If we select those four curves, as you can see right here,
we're going to be able to move the flower
sack anywhere we want. Again, the placement curve. We only use it as
the name implies, to place the elements
where we're going to start our Animation and then
we can start animating. So yeah, that's it
worked by now are for now my friends were going to stop the
be the right here. And then the next
one we're gonna do a small little animation. So hang on tight and I'll see
you back on the next one.
51. Key Poses: Hey guys, welcome back to
the next part of the series. Today we're gonna be
talking about key Poses. I mean, this new scene,
it's called a JumpStart. I'm actually going
to just save it as a different scene
now because this is where we're going
to be finishing. I'm going to call
this junk finished. But the jump-started
is just this two cubes is called
the environment. And this is where we're
going to be using to make our little flour sack a jump. So we're going to see file, we're going that create a reference and we're
going to import, of course, our JD flour sack. You're gonna get
some errors again, don't worry too much about this. You can press number six to get the flour sack to show and
we can move the flower. So we're going to
use the placement curve to move ourselves over to the top of
this chunk right here. We're also going to rotate this. So we're facing at the other way because the environment is
facing a different way. And then now we need to start deciding how we're going to
be animating our character. So the process and I'm gonna
be showing you right now, is a process that I personally
like to use quite a bit. And it allows me to focus on the most important parts
of the animation process. First, there's people
don't like to animate. There's actually two
ways to animate. One of them is
called post to post, which is the one that
we're going to be doing. And the other one is
called, they call it. I always forget about the name. Post to post and can't believe I forgot
about them and pose to pose versus straight ahead. There you go, straight ahead. So pose to pose animation is what we're gonna
be using where we define all of the different Poses of
our character first. And then we start filling
in and polishing in the in-betweens to make the animation look
as nice as possible. Very similar to how we did the ball bouncing off the barrel in the first
couple of Beatles. Straight ahead animation is
another way in which we can animate just like we just do the first post and then
the next one and the next, the next one in the next
one. And that's one. And it can be very cool
and very nice as well. You'll get more
fluid results in a little bit more
like free resource. But at least for
beginner animators, I always recommend start with post to post because
it allows you to understand some of
the things that we need to take care
of about Animation, such as timing and in Polish before we can start playing
around or fooling around. So the first Bowser
we're gonna do is I'm gonna do a
very simple box, just like the little
sack right here, exactly as it is. I'm gonna go to
Select, I'm gonna go to quickselect
sets and I'm going to press Control and
Shift and click. This is going to create
a button here that will allow me to select all of
the elements really quickly. So I'm going to select all of the elements and we're
going to hit bladder S. There we go. Now, the first
thing I want to do is I wanted a little flour sack to look down and see
what's going on. Like, okay, I can see what's
gonna happen right there. We can even make him move forward a little bit so I
can move this like this. So he's like taking a look
at where he's about to jump, considering his options. And there we go. So
we're going to have post one is just like
normal flour sack. The first post is gonna be
him looking at the stuff. And then I'm going to
again select everything here and hit S to
keep a keyframe. And the next Poses, I'm
gonna do the flour sack. There's gonna be going back. And he's going to
throw his head. Actually, let's do
a squash like this. So he's going to go back and prepare himself for a big jump. So this is going to be
our preparation effect. Now, as you can see,
I'm only focusing on the two main curves right
now, the yellow curves, because eventually
we're going to be doing a little bit of follow
through with a little ears. It's better if we make sure that the initial Poses and our
initial action is looking good. So we start with the
little guy right here. He checks what's gonna happen. He goes back, prepares
for the jump, and then he jumps. Now in the jump, the most important part
of the jump is of course, is going to be when
he's in midair. So I'm going to grab the two
main elements right here, the two little legs. And we're going to
move him forward position to him right here,
flying through there. Now, I want him to fly
slightly different. So I want him to fly
kinda like this. Like with the belly, with a belly forward. I'm actually going to
push this guys back. So he kinda like propel himself
forward with the belly. He's gonna be doing this
very cool job right there. As you can see, I'm
moving things just slightly on different axes. That's fine. Right now, the most
important thing that we're looking
for is this jump. So we've got 1234,
that's the junk. And then the next pose
that we're going to need is gonna be
the landing, right? So again, I'm going to grab the legs and the two
main curves right there. Let's go to the front view and we're going to
land right here. Of course, this guy should be a lot straighter
when it lands. Same for this one is gonna be a lot straighter when it lands. I would expect the landing to be quite rough because
it's a big jump. So, so he's going
to be like boom, just like a really, really heavy landing right here. Let's rotate this a little bit. There we go. So it's really, really
intense line and we can even move this thing a
little bit as well to, to increase the effect. We select everything
again and we hit S. So we got the one or first, second, third, fourth
post, fifth posts. And then the last post is this little guy going
back to normal. So he's going to go
back and he's going to relax a little bit now
that the whole thing is over, let's push this back. Just tried to get the shape of the little
flower sector BS. As nice as possible. We can relax him a
little bit like this And there we go. So we select everything again and here we
hit S. Make sure to set a keyframe for all of the curves in
all of the positions, because this is what's going
to give us the main effect. So if we start scrolling in our time and you're
gonna see that we have this very cool effect where we get this sort of
like flip book effect, where we can see
and appreciate how the little saccharide
here is jumping. Now we need to talk about
the next thing which is a D, the brakes, or the
things that are gonna be happening in-between
the key Poses. Usually key Poses are one part
of the animation process. And we also have something
called the in-betweens. The in-betweens is all of
the frames that we have, as the name implies, E
between the keyframes. So from here to here, I really don't need
any intense keyframes. It's a very simple movement
from here to here. We also don't need
as many keyframes, but from here to here, we definitely need one
more keyframe, right? So similarly to how it
happened with the ball, one frame or one post
immediately after this, I would expect a very, very heavy Stretch
going into the jump. So I'm gonna go to
this part right here. I'm going to press Shift and right-click to
select this frame. So I'm going to move
them one frame. So now we have this and
then as you can see, we're getting an in-between, but they don't want this
in-between to be right here. Because this in-between
right there, it's actually making
the whole little, little flour sack of float. So what I'm gonna do is I'm
gonna go to frame three, and I'm going to bring
back the flower sex. So I'm going to bring
all of these guys back. I'm gonna go to the front view. If we compare where
the little Lex, weird right there,
this one's right here. I'm going to really bring
them all the way back. I might even bring
the head back a little bit so I don't want
to have as much as Stretch. So there we go. So we're going to have
23 and then boom, four. That's the, that's
the actual jump. Now for the actual jump now, based on the way we're moving, I think I would actually
expect distinct to be like, kinda like a C-shape jump. So I'm going to
modify their we go, I'm going to modify the form of the posts on that
particular frame. Let's go to frame three. I'm going to select all of
the frames and hit S again. And now we got first,
second, third pose, stretch, which we can again
exaggerate a little bit more. I think now that we've modified a couple of
things under jump, we can definitely exaggerate the stretch a little bit more. Exaggeration is one of the principles of
Animation by the way. So by exaggerating
this, as you can see, we can make the whole element
be a lot more intense. And there we go. We got the first one. There we go, and there'll
be four we land. We're also going to
have another one. So I'm going to select these two frames, bring them forward. Select all of the Curves, select these two frames,
bring them forward. And what's gonna happen
is, here's the landing. I want to copy this
frame, one frame back. So how do we copy a frame from
one position to the other? We use a middle mouse button. If you just middle
mouse button that we can actually move throughout the timeline without actually
updating the animation. So I'm going to position my middle mouse
button right here, and then I'm going to press S. So right now, Frame H5 and H6, they have the exact
same like Frame. And what we can do of course, is we can bring this
back to position, bring it right there, and return this to It's orientation. Let's see where this out. Let me grab this guy. And I'm also going to sear
this out There we go. Because we're going to have
a stretch when this will do this falling from
the sky and landing. So there's gonna be one frame before we're, we're jumping. We stretch, and then we land, and then we just recover, right? That's the, that's the sort of effect that
we're going to have. And we can already
play the animation. And as you can see, we're
already going to be getting something that
looks interesting. It might not look perfect, but it's already looking
a little bit interesting. So there's my friends, is that the first process
of Animation we're going to be doing the key
Poses of our Animation. And we're gonna be
preparing all of the necessary steps so that when we scroll
through the Animation, things look as nice as possible. One thing I'm noticing
is that he has a really high
stretch right here, but the jumps not that high. So we're gonna go
to the front view, grab all of the curves again. I'm just gonna give him a little bit more
height right here. So at the Stretch
makes sense that he is like really creating
district curvature. Again, if we were
to draw a line, it needs to make sense that
that line looks like an ark. Actually using arcs is another one of the
principles of animation. So right here, again, one of the things
that I want to do, I'm going to use my blue pencil is I want to make
sure that it really looks like he's going
through an ark motion. If he if he doesn't
look like that, then jumps going to look a
little bit too intense so we can find some
positions right here. There we go. There we go. And if
we combine this, we're going to see the current trajectory of the character. That's the current
position that we have, which is not bad. But if we want to make him
a little bit fluid here, one thing that we could
do is we can move it and get this wider effect. I think this one
is fine for now, so I'm going to keep it. This is the first thing
I need you guys to do. This is gonna be a
multi-bit you exercise because I don't want to just
make this super, super long. So this first part
is called key Poses, which is the thing
that we just did. And then the next
one we're gonna be talking about timing. So hang on tight and I'll see
you back on the next video.
52. Timing: Hi guys. Welcome back to the
next part of the series so that we are going to
continue with timing. And Timing is a super, super important part of the
whole animation process. And timing has to do as the
name implies, with time. Time is the distance that we're going to have from each of the different Poses in our little animation to make this thing look
as nice as possible. So I'm gonna give myself quite a bit of
friends right here. I'm gonna give myself 40
Frame so we get enough space. And the best way I can teach
you how to think about time is we need to think about
how we go from one pose, the other, for instance, from zero or from Frame CO2, Frame one from this supposed to dispose where the
little characters, just like looking down into the chiasm and look as Kassem, that's the proper word into this hole right here
where he's looking. Do we want this
action to appear like a slow action or
like a fast action? I think I wanted this to
be a slightly slow action. So I'm gonna grab all of
this range right here. Remember we're selecting
all of the curves. Very important to
select all the curves. So we're selecting what Lucas and I'm going
to move all of these frames here,
like 15 frames. So what this is going
to do, as you can see, it's gonna give me 50
frames, 15 frames, where the character is
gonna be moving forward and looking down into
the hole right here. So if we play this out, we can get an idea of how slow or fast that
animation looks. And I think it looks okay, Let's keep it for now, and let's keep playing
with their next ones. Now, from this post 15-16, which is the preparation, do we want this
preparation to be slow or do we want this
preparation to be fast? I think I want it to be slow. So I'm going to give
this ten frames. We're going to bring this
all the way to frame 25. So what's gonna
happen here is after he sees he's going
to prepare himself, it's going to take him 25
frames to prepare himself. And then, boom,
he's going to jump. With this ten frames
that we have here, we can make the preparation
really, really slow. So now you can see the
little flower sack looks into the year, Spata hiddens to jump from. He takes ten frames to prepare. And then boom, he jumps
from Frame 25 to Frank 26. We actually don't
want any space. We want to keep it
exactly like they are. Why? Because we want this action to be very
snappy, very fast. So the squash and stretch
should be very fast. But from frame to frame 27, we definitely want to make this thing a little bit faster, but not so super fast. So I'm going to grab this
guy is right here and I'm going to push them to,
let's say Frame 30. But we're going to say
have we're going to have Frame 262-72-0820, 9.30. We got four frames or
three frames of airtime. And then from frame to frame 31, we're going to have three
more frames of airtime. So Frame 30, 313-023-3304. And then boom, this right here, 34.35 is also going
to be really, really fast because
we switched from his stretching position to a squash position in a
really, really intense way. Then from Frame 35 to Frame 36, which is the recovery time, we definitely want to
make this a lot slower. So I'm going to give myself
more frames right here. And we're going to select
this one and we're going to push it to, let's say Frame 50, almost 50 frames here to
recover from that jump. So now if we take a
look at the animation, this is what we're
going to have. Okay, So not bad. The animation looks
nice the way it looks. Okay. We got an interesting
effect right here. It's like looking down
and then we jump. Now, I think that looking down is looking a little
bit too slow. So I'm going to grab all
of my elements right here. And we're going to modify
the timing there by removing a little bit of
frames from this first part. So now he's going to look and
then prepare and then jump. Okay, this is what
we're gonna get. So we look, we prepare,
and then we jump. Now, did you notice something
interesting here on the look part when it
hits the look position, which is this one right here, it immediately goes back
into the preparation. It doesn't really give
me any time to kinda like appreciate this
pose right here. Because what Maya
tends to do is it tends to interpolate
from to Poses. And he will try to find the closest or fastest way to bridge between one
position and the next one. So if we want to hold this
position a little bit more, one thing we can do
is first of all, I'm gonna give myself a couple
more frames right here. Let's say like three
or four frames. I'm gonna go to, I'm going to duplicate this
frame to frame 11. And what I'm gonna do is I'm going to change the
Poses slightly. I'd like to call
this an overshoot, so we reach a post and the, we overshoot that pose. And then we prepare
for the next part. Okay? So this is kinda like giving a little extra punch there
before we do our next action. That little extra punch, that little extra time
that we, that pose. It's gonna give us a more
interesting effects. So as you can see, he got, he, he's kinda like hesitant
right from Bruins that jump. Thanks to that little, just
like super brief pause that we give it a
little flour sack before we actually jump And get to the other side. So there we go. That's a good timing
right here for animation. As you can see,
it's looking nice. It's running at 24
frames per second. I can definitely see this
on a little commercial, a bit of a movie or
something like the Timing is interesting and
things are working fine. However, that doesn't
mean we're finished. We're actually just starting
with this whole thing. So let's talk about
exaggeration. Exaggeration is one of those
things that we can do in our animation to generate a more or more
impactful Animation by bringing all of the positions into a
more exaggerated state. So for instance, at this
perforation right here, if we really want to
exaggerate this preparation, one of the things
that we could do is go to the little ears
that we have right here. I'm going to select all of this elements and I'm
going to bring them down. Okay? I'm gonna select that
this one's right here. I'm only going to
bring them down. I'm going to grab the
whole thing right here and push it just a
little bit more. We might even need to
grab this bone right here and just lowered
a little bit. Grab this guy, maybe lower
a little bit as well. And that sort of like exaggeration that
we're doing right there. It's going to allow me to sell the whole thing a lot better. Now, thinking about Poses, maybe when he goes and
sees the hole right here. Another thing we
could do is we could animate the little ears to, to just slightly bent backwards. So we start normal
and then we go there. And then when we go down, as you can see, the little ears, they're going to help me
to sell the fact that he's going into this
crouch position. Then when we jump right here, what's gonna happen
with the ears? This is very important. The ears are actually
going to still remain in their crouch position. So we're going to bring this and I grabbed this one first. Then I bring them in
because they have not left this sort of effect. There are still kinda like
crushed together like this. And as they start flying around or moving all
the way to the top. Two are position. Let's grab all of the
curves right here. Here is where we're
going to see them again, like flapping in the wind but now going the
opposite direction. Okay, So these are the details that we're
going to be adding to make sure that things
look as nice as they can. And it definitely
takes a little bit of time because we need
to be analyzing every single part
of our character to get the best
possible results. So we get this. Now for instance, I can see
here that on the movement, like it's a very
straight like overshoot going towards the, towards the highest
point of the jump. But it immediately
starts kind of like curving itself like this. And I'm not sure I liked that. Doesn't look that bad.
That's fine. It's fine. So we got to jump right there. Now, when we fall, immediately after we follow, the ears are following
this direction. They're falling from the back. And in this post right here,
that's perfectly fine. But once we go here, I would expect the ears like, let's say at Frame 34, I would expect the ears
to be falling forward. So I'm going to be adding
an extra frame rate there only for the ears. Were they, as you can see, their fall forward and then they come back to the original state. So can you see how much difference double
like follow through. That's another principle
of animation right there. Can you see how that
follow-through allows us to get a very nice effect with the, with our flour sack. That's the kind of stuff
that we're looking for it, That's the effect
that we want to have in our Animations to really, really, really sell
the effect and make it look as
nice as possible. Now, again, if we see this, we need to analyze
and be like, Okay, what else can we do to really
make this a lot better? And exaggeration, again,
it's always a good idea. So for instance here
on the Stretch, why not push this a
little bit forward? And really stretch this? Like, I know it looks
very, very bizarre. But if we do this, we're gonna get a
really snappy effect. Here's one interesting
thing about Animation. If we exaggerate things, It's a lot easier
to figure out when we went over worth
This student know, when we're still missing a
little bit of exaggeration. So even though this
frame right here, one of the frames that
we have right here, even though this
from right here is a superintend Frame like look how much stretch we have when we see the
animation playing. We don't even notice it. That's a trick that
Disney has been using for a long time to really sell
the effect that they want. So let's do the
exact same thing on the first part of the
elements are the right here. This is our jump in
on this right here. That's really pushed this, like really exaggerate
the effect. So we go from here and
then boom in here, for instance, on the high point, another thing we
could do is we could definitely push this guy's up a little bit more to
really give the sort of like squashed effect to the
whole little flour sack. And we're gonna get this
super intense stretch. I actually want to
give him a little bit more height, to be honest. So I'm gonna go front view. Again, select all of these guys. Let's bring him up a little bit, maybe forward a little bit, so that the squash makes sense. And then the squash makes
sense right there again. So we're really
exaggerating the Poses. But when we see it as a, as a sudden animation, as you can see, it
doesn't seem like we're really exaggerating
it that much. That's why we need
to really push your boundaries when we're
animating to make sure that we can get as much juice as possible from the elements
that we have right here. Now one quick thing that we
can do here is we can press Alt one to hide the curves. That's a very, very common
circuit that we use. And by hiding the curves,
we're going to be able to appreciate the animation of
the flower sack a lot better. So this is a very basic
animation exercise, my friends. But as you can see with this, we can get a really, really, really nice result without that much or without having to
invest that much time. Now, the next thing
I wanna do is to want to fix a couple
of the Poses. Because when I, when I see
that the journal Poses here, I can see that there are some that look a
little bit weird. So for instance,
that one is fine, but then the final relaxed post, it looks a little bit wonky. I'm going to bring
the flour sack back to its initial
state rather. So something like that. Maybe again, just to
kill with because we're updating a a a frame that we're not supposed
to be updating. So I'm going to go to frame 46. Let's go here and
delete that one. There we go. And I'm just going to throw the head of this like flour sack
back a little bit like, wow, I can't believe
I made that. There we go. There
we go together. Very, very nice animation here. We got the superintendent
Stretch at squash. But as you can see, we
get this thing to look a really nice and you can see
it from different angles. And as long as we're
following the curve and we're following the different Poses. This is looking
quite, quite nice. I do think again, if we go slow motion, this is very important. I just wanted to make sure
that the flour sack looks, for instance, that
pause right there. I don't love it. And sometimes it's
fine to go to some of this in-betweens and
modify a couple of things. So for instance here, what
is it that I don't like? I feel like the inclination or the HEDIS is going a
little bit too forward. So I'm going to straighten
this up a little bit more. That way. We're, we're gonna
have is a straight, like a straight
movement all the way until it curves out down here. And then we're start going down. Same thing for like
right-hand this frame 28. I would like to
switch this around, make it a little bit straighter. So at the movement of the whole flower sack looks
a little bit more fluid. Unfortunately,
animation is very, very, I don't know
how to describe. It requires a lot of feelings. So you're gonna be seeing your
Animation and you're going to feel that something is off. It's, it's kinda
like archery that you just grab a
bot and you know, we kinda know how to
shoot a boat, right? You don't need to be a super like a perfect Olympian
to be able to shoot a boat. How precise you are. Of course, it will depend
on your practices stuff. It's pretty intuitive. Will, I do feel animation can
be quite intuitive as well. And you're going
to see things from the Animation be like,
Hey, you know what? Maybe, maybe he's, he has a lot of force right
there and he's not really like like
moving up as much as I would expect or or
maybe the fall is a little bit too slow or maybe
the fall is a little bit to what's the word too fast? Like all of those
things that we, that we can see here, all of
them play an important role. Now. Right now we've only been
playing with one dimension. Everything is just
moving forward. The cool thing about 3d is that we can actually play
with three-dimensions. So for instance,
here on Frame eight, I could twist the little
flower sack wants side here, and then twist it to the
other side right here. It looks like he's actually like watching what's going on there. And once he's ready, he jumps. Okay, so feel free to modify the different parts
of your animation to get a slightly different effect that you can see right here. Those are the things that
make animators like a really, really important
part of the process. The fact that they can come
up with interesting ideas are interesting interactions to make the whole animation
a lot funnier. Now, here's another thing that's very interesting
about animation. We can actually modify
things with this animation. Because remember this
main curve right here. If we move this main curve, the animation of
the flower seconds is still going to be there. So that's why we don't
move that placement curve. Because if at any
point I need to reuse this animation at
a different position, the placement curve,
which has no keyframes, will allow me to do that. But that's not
exactly what I meant. I'm going to delete
this guys right here. And if we hit play right now, you can see that
we're gonna get a really interesting effect where this guy is just jumping
into emptiness, right? Well, we can actually, once
we finished animation, once we use the very simple
block from the animation, we can actually start adding more interesting things
to the whole thing. So I'm gonna go here, I'm going to make this
a six sided cylinder. I'm going to make the six
sided cylinder like a, this are like stone actually, let's make it six sites. There we go. I'm going to
bevel the whole thing. Two segments and small fraction. And here's what I'm
gonna do. I'm gonna go to the first frame. I'm going to position
this block where the little flower SEC is, which is right around there. Then I'm gonna go to
the last frame where he lands and I'm going to duplicate a copy of this guy right here. Because I know those
are the points that might character is
gonna be touching, right? Once I have that, I can go to
the top view for instance. And I can just start duplicating
this guys right here. In creating a whole
super complex or relatively complex depending on how
you want to see it. Environment. That might look
like we were like super careful when
we were animating to make sure that the
little flower sack was contemplating all of this elements when in
reality we did not, which is animated
using two cubes, a very simple
placeholder effect. And afterwards, we
were able to create this interesting
environment around the whole composition. So let's do something like this. So as you can see now we have something that looks a
lot more interesting. And we already know that by adding a little
bit of variation. For instance,
something like this, where some of the stones
are higher or lower, can generate something that looks really,
really interesting. And as long as we don't modify the initial stone where this little flower
sack is jumping from. People will never know how complex this Animation
actually wash. I like to call this, again, it's Simplicity
out of complexity, right? So it might look like, oh my God, he had to calculate
where the stone was. Now we just use two blocks at the beginning
of the Animation. And now we make it seem like
this little flower sack is really trying its best to save his life and jump all
the way over here. The only thing we need to
be very careful about this, for instance, this
place right here. And I have to move it
just a little bit more. The one we land, both
feet are actually touching D. The little, the little flower
sack. There we go. So again, it might look like a really complex effect are
really complex animation, but it's really not
that difficult. And imagine how nice
is going to look on an actual Render where the little blue flower
sex is just going to be jumping from 1 st to the other. That's the kind of
stuff that makes the whole animation process so much FUN that we
don't have to worry about all of this intricacies
of the environment or stuff because most of this is gonna be
working by its own. So we're going to add one more obstacle to this
little flower saccharide here. And with this, I'm going
to be able to show you how to do
infinite Animations. So hang on tight, and I'll
see you back on the next one.
53. Infinite Animations: Hi guys. Welcome back to the
next part of the series. Today we're going to take a
look at infinite Animations. And this is just the
final little bit that I wanted to do here with
our little flour sack. So we got the animation of the flower sack working
very, very nicely. Can press Alt, one, old one is to Haydn
and show curves and O2 is too high
then show geometry. So we can see that the animation here is working
very, very nicely. It will be interesting to add
something here just to make the jump a little bit more dangerous for the whole over
our little character, right? So there's again, a tons of different
things that we can do, but I'm just gonna keep it
a really, really simple, I'm going to create
a cone right here. And I'm gonna make a case like, like a lock thing that's suspending with
this pointy bits. So I'm going to duplicate
this thing three times. There we go. Let's combine them. I'm going to
duplicate them again. Move them like this. We're gonna rotate 90 degrees. Let's go to the front view. Once they're gonna
be right here. Then we duplicate again. It doesn't, it's are
going to be right here. And we duplicate this 11 more time and this one's
gonna be right there. Then we're going to
create a cylinder. I'm going to get that
in the center again, doesn't have to be like
super precise or anything. It's just a small simple effect. And we are going to
make this a little bit bigger so that it
fills the whole thing. There we go. We can grab the
outer edges and he'd bevel. Then we can grab the whole thing here combined into
a single object. And there we go. So as you can see, the center of the
object is right there. So I want to animate this thing, but I want to
animate it in a way that I only have to
animate it once. And then it will automatically
know that it needs to just continue doing the rotation
as many times as I need. So I'm gonna go to frame zero. I'm gonna hit S on
the Animation and I'm going to go to
frame, let's say 20. I'm going to say in 20
frames I want this thing to do a minus 360-degree churn. So if I hit play animate, yeah. So if I check this out, you can see that in 20 frames, this thing does one twist, but then it just stops, right? First thing I'm gonna do is
I'm going to change the type of linear interpolation
that we have. So in the graph editor, if we go to this guy right here and we check the rotation, we're going to select
the rotation and whether make this rotation linear. What that means now is that
this thing will rotate at a constant pace
through this 20 frames. But if I want this
rotation to continue, we need to use something
called infinity. So I'm going to select
this guy right here. I'm going to say
Curves Post Infinity, am going to say cycle. So what's gonna happen now is as soon as it
finishes this thing, it's just going to continue. You can actually see if we
go here and BYU infinity, you can actually see
that what's going on is it starts right here. It goes, and it goes
through to the final point, and it goes back to the origin. But since it's a 360 degree, like a turn right here, it's pretty much the same thing. Now, if we want this thing
to not reset the animation, but rather continued
the animation, we need to say keys or sorry, Curves post infinity
cycle with offset. So what's gonna happen
is it's going to do its cycle once and then
from where it started, it's going to continue
its cycle once more, in, once more and once more in
as many times as it needs, or as many frames as we have. We have 200 frames right here. Even if our little flour
sack finishes its animation, that will drive right there. It's going to continue to do it's n-dimensional, as
you can see right there. Now, what if we want to
make that rotation faster? Will the cool thing
about pre and post infinity is
that we modify this. Let's say we gave
this like 50 frames. The animation will now
be a little bit slower, but they will continue to have its animation
because there's certainly a property that we add to the thing
that will tell it, Hey, we want you to
continue your Animation. It doesn't matter whether you're a very short animation or whether you're a
really long animation. If we make this ten
frames and if we animate, you can see that this
is, will continue to spend as many times
have we need. This is great for like
background elements such as this one because it allows us to generate this very,
very cool effect. Now, what if we wanted to
add another Animation? Let's say we want this
rotation to be 20 frames. I think 20 friends was fine. And I want to add
another animation where this thing goes
up a little bit. So it's gonna go
up in 20 frames. Sorry. Yeah, it's gonna go
up in 20 frames. And then it's gonna go
down in another 20 frames. Where to its origin right there. So if we take a look now at the Animation graph of
that guy right there, we check the translation in why? We're going to see that this
goes up and it goes down, but then it stops again. We can select this
whole thing and say Curves post infinity cycle. And that was you can see where
cycling this thing and it will continue to go up and
down as it keeps moving. This is going to make
our animation a lot more interesting because now
it really feels like this guy needs to
be very careful about when he jumps to make sure that he's avoiding that
rolling pin right there. That's pretty much
with my friends. That's how we can
add Animations. Now, we'll do you want to make this even more complicated? Remember, we can grab
this guy and say file, duplicate the Special or sorry,
Edit, duplicate Special. And we can duplicate a copy
with duplicate input graph. And now we have two
elements that are, had the have the same Animation. And what's the cool
thing about this? Well, we could move this on
the x-axis, for instance And on the c-axis,
because we have not animated those channels, as
you can see right there. And now if we hit play, they're both going to be
doing the exact same thing. It might not be a bad
idea actually to go to the first frame and just push them back a little
bit right there. And they're both going to
have the same element. They're saved movement. But now it looks
even more dangerous because we've got two
traps right there. Do we want to change maybe 11 of them to be going up
before the other one. No problem. We can go, for instance,
to the translation on Y. And we can offset this
thing a little bit. We can be like,
Hey, you know what? We want to move this
back so that it starts on the top and then it continues on the
rest of the element. So now what's gonna
happen is we're going to have this
thing's rotating around. And again, making it
a little bit more complicated for our
little characters. I mean, he was never in
danger because again, I was mentioning this before. We made sure to get there jump right before we added
this whole environment. So it doesn't really matter how intense or how
difficult we make it. The jump is always going
to be completed and the animation is gonna be
looking quite, quite nice. Now, let's throw in, because this is gonna be the
final video on this guy. Let's throw in some lights and some colors to make this
look a little bit better. So one thing we can do
here is of course we can bring Arnold lights,
sky dome light, and we can bring
our the pint attic that we've been using,
this one right here. And we hit number seven. We're going to have some break the connection there
should be on the color. So we're going to bring the
pint Avik. There we go. Perfect. You can see that's
looking quite nice. One cool thing about the HDRI is that you can actually
set the scale to zero and they will still add
the light to the scene so that we didn't have
to see the actual image. Now, let's add
another Arnold light. Let's do a area Light. The very big area Lights
is gonna be on the top. Let's change the exposure
to something like 15. Start on the shadows as well. So we can appreciate how
everything is looking. We can even turn on
ambient occlusion and even motion blur. We have motion blur.
We can turn on all of the bells and whistles
here on our element. And we're gonna get a
very, very nice effect. Okay, That looks good, but let's add another
extra light here. I'm gonna duplicate
this main light. I'm going to have it like
from the front like this. I'm gonna make this like
a warm color that we go. Now, all of the
stones, for instance, all of this cylinders
that we added, we can add a new material. Let's add an Arnold
AI standard surface. And let's make this a
dark gray material. Right now, they look orange because of the lights
that we have right here. We can just see
different tone of light. As you can see,
that's going to give us a slightly different effect. Something like this,
like a bluish hue. And then this one right here. I'm going to assign
the new material Arnold AI standard surface. Let's make the metal metallic and a little bit of roughness. So they look like really
spiky, dangerous elements. So now if we Render or if we take a look
at the animation, the animation I think
finished with Frame 56. So let's start with Frame 56. We're going to have this
animation right here. We're a little flower second
jumps across the border. Now in my computer,
as you can see, even with all of the
bells and whistles, I can really see everything
and make it look good. This is not going to be
the same as if we Render. Let me save real quick.
So if we Render now, you're gonna see that the
result is quite different. The colors look a little bit
different because again, viewport to point
though is really good. But it's not as good as as
the traditional render. Let's make sure to go to the options here
and changes to GPU. And this is what
we're going to get. So again, if we
increase the sample at the denoise or change the materials and
stuff like that. We're going to be able to get
an even better animation. But this is how we animate
the scene we bring into rig. We start planning to keep Poses. We check the timing. We
start doing the Polish, we figure out what other
things we can add. And at the end of the day, we're left with this final
Animation ready to go. So that's it for this one guys. We're gonna do one
more Animation. We're actually going
to be taking a look at a more complex character Rig. We're gonna do one Animation
with that character Rig, and that's been going
to be it for this, for our Animation chapter. So hang on tight, and I'll see you back
on the next one.
54. Character Rig: Hey guys, welcome back to
the next part of the series. Today we're going to be doing an animation with
our character Rig. First thing I'm gonna
do is I'm gonna go File create reference, or actually I'm
gonna go File and open the scene to explain
a couple of things. And we're gonna be using
this robot Rig From this is a little character that
I did a little while ago and it's just a fund,
a little character. Now, this is a full rig
that file open scene. This is a full rig that has all of the Controllers that you need for a character
that you can see, we're not releasing
the materials. So let's, let's fix
this real quick. If we go to the Hypershade and we take a look at the
materials for the road. This one right
here, M Robot main. And we go to the
elements you're going to see it's not
really finding them. It's not trying to
look to a place where this things are
not really at right now. So we're gonna use
something called, I believe we used it
before, but it's not. Here's the quick thing
we're going to use. It's called a general
interests Windows, general editors as this thing
called file path editor. As you can see, it's
finding the Textures, but it's finding them
in a place where I really don't want
distinct to be found. So I'm going to repack the
files and we're going to look for the Robot
Textures right here. I'm gonna hit Set and say search subdirectories just for to make sure and
say, There we go. So now it should be finding
them on your source files. Now, this little
dude is using UTMs. So I'm gonna go to
the base color. I'm going to generate
the preview, add one K so that we can see the very basic
elements right here. I'm also going to generate
them on the normal map. I'm going to join them
on the mental illness, am going to generate
them on the emissive. This actually has a new map
that we haven't used before, which is called
the emissive map. And what that map does
is it emits light, okay, we're not going
to see it right here. I'm actually not sure
why we're not seeing it. Because it has a glass shader, but it's like a little
face me that the little dots that makes them
the little character here. So let's take a look at
the character real quick. And we're gonna see
that we have IK or FK movements for the arms. We got FK movements for
the fingers as well. So if we want to
move the fingers, we can do it like this. The legs have IK. So if we move the
legs up and down, we're gonna be able to do this. We do not have pulled back. So the leg is always gonna
be pointing forward. And then we got this
one right here, which is the hip
movement. There we go. We got the torso movement
or the arms movement. We can rotate the whole thing, the body right here. We got an antenna over here
that can move as well. Or that's a little like
a lamp right there. And then we got the
antenna right here. It even has like a little spring on the
top that we can use to, to generate a little
bit of extra moments. Well, there's a little
bit of an issue there with the weights. You
can see them right there. That's not perfectly weighted. But if we, if we move the
bottom part right here, it should move perfectly fine. There we go. Now, before we bring this into the scene where we're
going to be N mating. There's one more
thing I wanna do. Remember how we, the flour sack, we had a quickselect set too. Well quickly select
all of the curves. Well, let me show you
how to create one. We're gonna go to Select all by type NURBS curves right here. And that's going
to select all of the curves that we
have on our scene, all of the control
for our character. Then I'm gonna go to Create, select set or set,
quickselect set. I'm going to call
this robot controls. I'm going to say, okay, so as you can see now
here on my outliner, I have the selection set. And at any point I
can just go here and very quickly select
all of the Curves. Or if we want to create a button like will
they have right here, we can go and say, select quickselect
sets, Control, Shift and click a
robot controls. As you can see, we're going to have a
Robo element right there. And when we click it,
we're gonna be able to select all of our elements
very, very quickly. I'm going to save
the scene because it's gonna be my master scene. You're not going to have to
do this if you don't want to. If you want to just have
to disconnect everything, we're we're gonna
save the scene and now we're going to
open a new scene. So let's say don't save right there File and we're
going to reference, create a reference to a
Robot Rig because remember, we never at gold
directly to the element. Now, as you can
see, I press number six and we get
this result again. It's looking really,
really ugly. Why is this? Well, of course it's because we have not degenerated
the previous. So if we go here
to the robot main, which is the main material, we're going to have to go
to the roughness and just generate the previous for
all of the materials. This guy, I believe has three
columns for the whole body, which is what's
giving it the sort of like nice resolution. And then we go, this actually looks even better right now. Now one more thing I want
to do for this new scene is I want to reference
in the barrels, in the barrel render scenes. I'm going to say File.
Then create reference. And we're going to reference now the barrel render,
this one right here, which if you remember it has
are lights and everything that we need to
get a nice result. Now, let me just check
if microbes, yes. Okay, So my master control does allow me to
scale the character. I'm going to scale
the character down so that he fits inside
of the element. I'm scaling this 0.85% and you cannot delete the
things that are referenced in this
floor right here. We can now delete it, nor
can we delete the barrel. But one thing that we can
do is we can hide them. I'm going to hide the barrel, I'm going to hide the floor. And actually we can
keep the floor. That's fine. What I want to do with this
is if I turn onto lights. As you can see, we're
going to be able to see the Robot a lot nicer like that. Now the Textures and
everything is looking really, really cool here
for our preview, rather, we can turn
our shadows as well. I don't think we
need them right now. We're gonna be any
meeting like this, and we're gonna be animating
a very simple thing. We're going to be
animating an idle pose, which is the character just like standing still and doing
a little bit of movement. And then we're going
to animate a hello, like he's just going to
say hi to the camera. Okay. So yeah, that's pretty much heat for the setup right
now my friends. And now we're going to
jump into animating
55. Character Animation Key Poses: Hi guys. Welcome back to the
next part of the series. Today we're going
to continue with the key Poses of our
character right here. One of the things that
I want to do this, I actually wanted to
create a main camera. So I'm gonna go to rendering. I'm going to create a
new camera right here. And I'm going to call
this Cameras shut camp. I know we already
have one camera which was this one right here, which is the main rendering Cameras that
we use for our shots. But we're going to be using
this shot camp to actually generate the final shot that
we want for this characters. I'm gonna say panels,
look through selected, and we're going to frame the
character in the camera. Now, you can use this
little button right here. This is called the
resolution gate. I think I've mentioned
that before, but here this once again, and the resolution
gate allows us to frame what's going to be
visible under render. So I wonder Render to
be right here, a very, very straighter and I might
give it a little bit of a slight twist to one side just to make a non
perfectly symmetrical, I'm going to scale the
floor because we're gonna be using this
learn later on. And we're going to frame the
character just like that. So I would like to do a
small little Animation with this character where
he's kinda like distracted, like idling on looking
somewhere else. And then he notices
us and then he just like straight jumps
and sees where we're at. Now, I'm gonna do a very
quick test right here. I'm going to save
the scene file. Save Scene, As we're going to
call this Robot Animation. Start. There we go. And then
I'm going to say File Save Scene As row
with animation finished. The reason I saved two of them, to make sure I've
don't overwrite the one that you guys are going to be starting with.
This one right here. If we go to the render options, we're going to select
that GPU again. And we can do a
quick render tests just to see how this looks. You can see right now
we're doing it from their perspective,
which is fine. We just want to
get a quick idea. It's going to take
a little while. Remember the first
time you do a Render, It's always going to take a
little while for it to like process Textures and
everything that you can see. It's converting all of the
Textures into TXT files. Let's just wait a
couple of seconds. I'm going to pause real quick. There we go. So this is the
result that we're getting. Not bad, but as you can see, it's a little bit too light. So I'm going to grab
the exposure here on the HDRI and bring it
down minus two stops. This will give me a slightly more interesting
contrast, the effect. Now I'm Elizabeth, concern about the fact that we're not seeing
the face of the character. I do specifically remember doing a something
on the emissive. So let me check where the glass, okay, this is the robot's face. So the roof face is
completely black right now. And I do believe that back in the day when
I did this character, we did have a, a texture for the face. So let's go source images. Let's go to our Robot. Robot, the robot, or is it here? And then we got the
emissive right here. There we go. So as you can see, that's the emissive color. It actually working though. Now it's not working okay, so we need to connect the emissive. It seems like the emissive for some reason it's not working. So if we go again
to the Hypershade, we should have the
emissive going right here. Maybe I turn it off. So on the mission,
yeah, there we go. On the emission options
of the element. I turned the emission of, so I'm going to bring
it all the way up. And what that's going to
do is now that we render the character is going to have Lights emitting from the body. As you can see, it's
doing a quick conversion, therefore, the emissive map. And let's just wait
a couple of seconds. There we go. Now we haven't mentioned
on the character, and I think we have to do the exact same
thing on the face. Here, robot face
at the emission. I am going to push it up. I'm trying to remember how I
did this whole the way back. Because this is
not going to give us the result that
we're going for. I'm not sure if we will
have to give me 1 s. There we go. I now
just remember, so we have this eyes right
here which has a mask. I'm going to copy this into
a Robot Textures right here. And that what we're gonna
have to do is we're going to have to do a
quick connection here. So on the road with face, I'm going to open up
the roof face and I'm going to bring
in a file texture. This file texture is
going to be a mask that we're gonna be
using to create the ice. So we go to a Robot Textures
and we look for robot eyes, are normal eyes. We're
going to say open. We're, we're gonna do
is we're going to use the out color of this thing. On the or, sorry,
the out color are of this thing into D
emission right here. That will give us the emission. But now we need to
change the color and use this or like a
blue color right here. Once we do that, as you can see right there, the face is not really respecting the color
as we were expecting. So we might need to, that's really weird because I do remember having the
proper UVs for this one, but we might need to go
to the face right here. This faces right here. Is that the one? Yeah, that seems to be the one
we're gonna go to the Uvs. And since that's the face, I'm going to make
the face really, really big and get it right here on the
center of the grid. As you can see the ICER getting a little
bit better there. But we're gonna have
to now go right here at row three
this a little bit. So the eyes are properly
aligned. Something like that. We can move this a
little bit there to make sure they're nice and
clean as possible. There we go. Now, I don't want to make you guys have
struggled with that. That's a little bit on
my side and my fault. So again, I'm going to save
this scene as your robot starts so that all
of this is already robot animation starts with all of this is already
solved for you. I'm going to save this again as Robot and even
finish that we go. So now that we have this, we can very easily
go into our renders again and just get a very quick look at have
this character looks. So if we Render now we go, you can see everything
is looking quite nice. So we got the glowing bits, we got the eyes right
there looking good and that we're ready to
start our key post-process. So this is what
we're going to be doing for our key Poses. I want to go all the
way down to frame one. Frame zero. I'm going to select a Robot. Here we go to poly modeling. We should have a
button right here. If it doesn't work, is
this sometimes happens. It just a delete the
button and go back to select quickselect set and creating new one because
of the namespaces, something like freaks out. And we're going to
save the key Poses The initial post as the
main post right here. Then in frame one, we're going to start animating. We're actually not going to
animate from frame zero. We're going to animate
from frame one, but they want to save
the original posing Frame one in case we need. Then another thing we can do is I'm gonna go here to the panels. Looks are selected, this
is our main camera. And what I wanna do
is I want to get a copy of this
Cameras so that they can see how the
shadow is looking. While I'm animating at
the perspective view, I'm going to say
panels tear off copy. It is going to give
me a copy over here, which I can keep like
small right here. And that way I can animate them. My perspective, we're getting a really clear idea of how
the shotgun is going to look. Now the shotgun, for
instance, I can press Alt or one to get rid of the
curves and they're only going to be missing or
we're not going to see them on the on-demand like shotgun, which is great because
that way I can again, have a clearer picture of how
things are going to look. Now, what do I want,
I wanted to character to become like facing that way, going to rotate the
little feet as well. So this feet, I'm going
to move it like this. Rotate a little bit. This one's going to
be rotated like this. It's going to be standing in
a little bit more relaxed. Let's grab domain
like hip area and just bring him back a little
bit, something like that. Usually hence, we will have a slight slight rotation
to the fingers. So I'm going to grab all of
this fingers right here. And we're going to
rotate them in the hand. This is slightly like this. Same for this one. I'm gonna go up here,
this selection masks. And I don't want to be
selecting the geometry every time I make a mistake, I'm going to click on the
polygon option right there. That's going to make
sure that I only can, I can only press what's
the word Curves. I'm actually also do that for the bones
because I don't want to I don't want that'd be
selecting a bone by mistake. Then we're gonna go like this. And the other hand, one Very cool thing about animation or one
advisor they give about Animation it straight to make things slightly
asymmetrical. So I would like to the
right hand to be a fist. So I'm going to really
rotate the fingers. So we go all the way that we go. We go all the way to to a fist. There we go. I'm in
number six right now, which is just texture mode. And then this one is
gonna be going like this. Now, the advantage
of this rig is that since every single
pieces floating, we really don't
have to worry about what's the word about any
skin issues or skin overlaps. But there you go. That's a
cool poster for character. And that's gonna be
our first key pose. So that's our first key pose. I'm now going to
go to frame it to. The second key pose is, I want this guy to go
to the other side. So I'm going to grab
the main element right here is going to
rotate to the other side. He might even move slightly
to the other side, kind of like erasing are moving his body weight
to the other side, maybe a little bit to the front. It'd be going a little
bit lower as well. And I really want his head to really move
to the other side. At the same time, I kinda wanna do a couple
of other things. So for instance, this arm, I kinda want to swing it back and they are moving
forward like this. And this arm right here, I'm going to move it back and kind of like Stretch
it back as well. Something like
this. Kinda like if he's if he's looking
for someone. So we go from here to here. Now, if you want to see the update on both Windows,
because as you can see, sometimes you don't
get the update on both Windows is very important that we go to the options right here on the
Animation options. And there is an option that says Update View and hit Save. That way, whatever we do on
one will happen at the other. So as you can see,
we have key pose, one, key pose to, and then keep those three is going to be the
little character here going and looking straight
at us and being like what? He's gonna be like a
little bit, like really, oh, it's like he's gonna
be a little bit surprised. But it's like that first
second when you know this, like someone is
watching you and you didn't notice them
before and you're like a little bit surprised So let's bring this
arm back down. It's going to relax this
arm a little bit here again. There we go. And this is where
we're going to have. So it's looking one side or he starts looking with one side. He looks to the other side.
He looks to the front. He know this is up and then
he's gonna get surprised. So I'm gonna go to frame four, and here's where he's
gonna get surprised. He's gonna go up like a jumping. We might have been like like separate the legs right
there. That's fine. He's going to move
the arms like, wow. I can't believe was being
watched after all this time. He's going to open the
hands and surprise. So this fingers that
were initially open, he's gonna be like,
Hey, there we go. I might even push the
head back a little bit. Wow, that's it. So we got 1234 surprise. He's going to go back to origin and here's
where the frame, the first frame
is really helpful because we can go
to the first frame. And just, or actually
in this case, I think I'm gonna go to
the first frame here. I'm going to middle mouse
and drag it to frame five so that we're
copying Frame wants. So we got Frame
123, surprise five. The, as you can see here,
what I'm going to have to do is I'm going to
have to go back here. Actually, very important thing. I did copy frame one, but I only copied that
curve that I was selecting. So need to select all of the
curves and go to frame five. There we go. Animate
all of the curves. And now we got to have 12345. Of course, I'm going to bring the center of the
body back here. So he's like a recovering
from the surprise. There we go. Let's
go very quickly to all of the frames and just give one keyframe to everything. So we got again 12345. And then six is
gonna be the hello. So he's going to rotate the arm. Rotate the arm right here. Open the fingers. All of the fingers are
going to be opened. I kinda want to move him
down a little bit there. Of course, to avoid any overlap, we need to bring this arm like back in four words
or something like this. We need to really bring
this down like this. There we go. So he's gonna go into this pose. And of course the
Poses is gonna be made out of a couple
of movements. So he's probably
going to move to the side and then move the
hand to the side as well. And then do the opposite. Really close to this side, all the way over here. And then finally, he's gonna go back to this like normal pulse. So we select all of the curves and we go to
Frame night and we hit S. So if we do this
again as a flip book, you guys are gonna be
able to see that we have a full little
animation here. The character is
looking to one side. Looking to the other side, he gets surprised or
he's like, Oh, okay. There's someone there. It gets surprised. He comes back. He waves 12112. Okay, we miss something here. This, this was supposed
to be a second wave. He's going to wave
the second time. Let's open the fingers again. I probably didn't like
animate all of the fingers. Would just move the curves here. And we animate this
low character. Saying, hello. There we go. Let's select all of the Curves. Hit S, S. So we're gonna go normal stance, hello, one side, the other side, and we're back to normal. And that's where the
animation is going to finish. With this done, we now have
a really cool Animation and actually you can bring
this all the way down to frame nine,
for instance. You can play it. You're going to
see the animation, of course is gonna be running
again like a flip book. But there's going to
give us a very nice idea of how things are working. So now that we have this, we're going to jump into the
next part of the Animation, which is of course, Timing. Make sure to get to this point, make sure to save. It's very, very
important that we save. We don't want to have
any crash or anything. So make sure you save. And once we're ready, we're going to jump into timing. So I'll see you back
on the next video.
56. Character Animation Timing: Hi guys. Welcome back to the
next part of the series. Today we're going to
continue with the timing of this surprise animation
that we have right here. So as, as how we did it
with the other animation, that is a little flower
second dimension, we need to ask ourselves, how is the transition from one post to another
in terms of time? Like is this
transition and slow? Is this transition fast? How do we want to portray
them on or Animation? And I'm going to select
all of the curves here. Let's go to our first animation. This is where we start. We might, we might even give
this a little bit more time. We'd like a fading or
something later on. But for now this
is the first post. Going into the second post, I really want this to
be a little bit slow. So I'm gonna give this
at least like 20 or 40, 30, let's go 30 frames. So it's gonna be like a
really slow like movement from one side to the other
as a little character, just like turns around. And in the scene, people sometimes are a
little bit scared of giving too much time to
things because they think that the render is
going to take forever. That's one of the
things that we need to like kinda ignored. Like don't, don't think about how much the render
time is gonna be. Think about how nice we
want our animation to look. In this case, if I
take a look here, you can see that's a really
good Turn like that's a, that's what I would expect
to be doing normally. A very cool thing and I'm
gonna do this real quick. I normally don't do this, but I'm gonna do this real quick, give me 1 s. So normally I
don't show the face while while recording
to make sure that everything is clean and stuff
oh, here in the studio. But when we're animating, one thing that we normally
do is we have a mirror or some way to see ourselves
to Cameras perfectly fine. And we recorded ourselves is doing the movement at
the n-dimensional, which will be
something like, oh, okay, So by doing that
then recording myself, I can see how long
it actually takes me to do this movement
and get surprised. And we take that time
from the camera and we translate that to Maya to
get the perfect animation. So I'm gonna go back here
to our little element. And I knew that this is a
good term, like 30 frames. I think it's a good trance-like
a one-second churn. Then we're going to give
another one-second turn. So I'm gonna make
this even bigger, let's say 100 frames. Now you can see
the things become a little bit more complicated to work with because we
have less and less space. If you are bothered by this, remember that you can change the range slider here and you can make dinner
range slider shorter so the frames are a
little bit bigger. But yeah, so I'm gonna grab
the next step right here. I'm going to give this another three frames right around there. So we're gonna go one. And then to, and he's
like, Oh, that's you. So from this to this, the surprise is going to be
quite interesting, right? So I'm gonna go here, but here's what I'm gonna do. I'm actually going to
just break one Frame. I'm gonna do something
called preparations. So whenever we have an action, if we just should the action
and we just do the action, it looks very
intense, very snappy. If we want to make the action
a little bit more intense, here's one thing we can do. I'm gonna give this
one more frame. There we go. A couple of
more friends, that's fine. So I'm gonna give
this two frames. And instead of going
straight into the surprise, I'm gonna go into a
preparation for the surprise. So I'm going to copy
this frame right here, two frames after I'm gonna
hit S for all the curves. And we're, we're gonna do is
we're actually going to be going down and back. So we're gonna go down and back. Kind of like if he was being surprised and going into
defense mode first. So he's going to
lower the arms first, like this, and even
lower the head. Let's give everything
in the dimension. So we go from here
to here, see that. So we go down to a preparation and then
we go up to a surprise. That little change in animation
is going to make this are Bryce way more intense
because we got more contrast, more exaggeration from this post down here to dispose right here. Now remember the principles
of Animation, saturation. Like let's go really,
really, really down. Let's really bring the
character forward, even like the little then ten
is gonna be going forward. Now what's gonna happen
is we're going to have this big jump as we go from this static pose or idle pose to a preparation and then
to surprise right there. Okay? And then of course we're
going to have a little bit of time to recover
from that surprise. So let's give this a couple
of frames after the surprise. Not too many, just a couple. So he falls down, recovers. Okay. And then he's gonna go
into the hello posts. So again, how fast do we want to the hello posts
to be quite fast. So this one's gonna be relatively fast,
something like this. And then this was right here. I'm just gonna give two
frames to each one. So it's gonna be two frames
there, two frames there. And then the recovery post is going to be a
little bit slower. So I'm going to bring this
to like Frame 9010 frames. So this is what
we're going to have. We don't want Frame zero. We start right here. We take 1 s roughly
to go one side, another second roughly
to go the other side. And then when we are going here, we see the person. We get surprised by
the fact that we saw the person would
jump in excitement. We go down and we say hi And then we finished
the animation. Now let's take a look at
the real time Animation. Let's how this looks.
If we hit Play. There we go. Now, see how everything is working very fast. You can see that my
friends right now they're running at 30 frames per second. And this is probably due to
an issue here on the setup. So I'm not going to say, I'm going to say
play every frame, but I just wanted to play, or we can just snap this
to 24 frames per second. That's another option. And that should limit this
to 40 frames per second. I mean, as long as you are above 40 frames per
second, it should be fine. Let me close this
for just a second. I'm not sure of having
multiple windows. It's yeah, it's definitely
multiple windows. So as you can see,
this looks good. But then the surprise
is really fast and the halo is also
really, really fast. So I'm gonna show you
another way in which we can modify this
Timing really quick. So as you can see, we think, or at least I think right now, that this is getting
close to the amount of time that I wanna give the whole like hello,
thanks and stuff. So the distances is okay, but it's a little bit too fast. So how could we
scale all of this? Well, if we select all
of this range, again, by selecting all of the curves and we select all
of these frames. You can actually scale
the animation by using this outer edges and by
scaling the animation, as you can imagine, we're giving a little bit more time
all of the frames. So this, now if we
play this animation, you're going to see that
the moving is very nice. And the surprise is looking a little bit better.
There we go. That looks a little
bit there. Now I think it looks a little bit too slow. Now, I'm going to
bring the scale down just a couple of frames,
something like that. And that should let me find the perfect balance for the
animation. There we go. That's a lot better
look at that. Little dude is looking to
one side to the other. He finds that you'd get
surprised and he says, hello, there we go. So the proneness, if you take
a look at the keyframes, the keyframes are
now not falling on an even number
or a whole number. So if we go to the graph editor, you're gonna see that the
little diamonds right here, they're actually not at the
60 frame there and 60.5 in, even though that's
not really an issue, ideally, you want your keyframes
to be on a whole number. So I'm going to select all of these keyframes
again with Shift, I'm going to right-click
and I'm going to use this option called snap. What snap will do,
as you can see, it will push them to
the closest frame where it's a whole number
and ideally are usually, the timing will remain
very, very similar. So there we go. So we get again our
little one side to side, and then surprise. And then he goes and says, Hi. So that's looking quite nice. I think right now, things are looking
very, very nice. And the first thing I wanted to do now is I want
to start modifying some of the Poses to
make sure that we get the best possible effect. So for instance here where he goes like this to the right, I think it would be
a nice idea to push, are bringing the arm
up, this arm up, just to give a little
bit more movement to the whole camera,
something like that. And then we go back. And I don't like this going
back because as you can see, he was like kinda like leaning down and
we heat goes back. He stands up. I don't like that. So this pose right here, I'm going to bring him
down a little bit as well. So now he's always kinda like leaning down and
looking for someone. He goes forward, he sees us. And then he goes to
the exaggeration. Then he goes to the surprise. The surprise from the surprise, we're getting way too
fast to the recovery. So one thing we
could do is we can add an in-between here and say, Hey, let's bring the arms are, let's keep the arms up
a little bit longer. And by doing this,
by just keeping the arms high a
little bit longer, the surprise is going
to look a little bit more intense because
we're not going to be recovering from this
until we get right here. Okay? So this is a principle I like to call waiting
the animation, where we add an extra pose here, like we could have
been pushed this arms like even higher. So we push the arms
higher so that the animation stays up a little bit longer
and then we go down. And that moment that the
change in Animation is also going to change the way we
look at things. There we go. Now, what else can we do
here on the surprise? I think if we exaggerate this even more because
it's just a frame, right? So this is where
again, when we can use the principles of
Animation to really, really, really exaggerate
the character. So we can even
break the regular, but we can do a little bit of overlap there with the floor. But that exaggeration right there is going to make the
surprise a lot better. And this surprise,
Let's break it as well. Let's just break the
Rig a little bit. Let's bring the arms forward. For instance, all of this
arms can be separated. So I can really get the arms out of the
sockets right there. Push this up, push this
up a little bit more. And only, that's
the only friend. We're going to have that
like super extreme motion. And then the character
is going to come back. And as you can see again, those extra little frame
of exaggeration on their key Poses
are going to make this a price looks
so much better. Look at that, so much better. Here we go. Now what else can we do? Well, what about
secondary animation, which is again another
principle of Animation. What else can we animate to make this thing a little
bit more interesting? And the antenna, of course So the antenna right now, it's not really doing a much. We, I think we modify the one he had the surprise right here, but it might be a good idea to add just a little
bit of movement. So maybe on the first pose, the antenna is gonna be back. And then on the second pose, dentin is gonna be Fort Worth. And then on the third post, the antenna is going
to be back again. On the surprise post right here. He's going to throw the
antenna all the way forward. So that's gonna give
me a lot of movement. And then under surprise, post right here is going to throw the Internet all
the way back and we might even rotate it to make this
both a lot more intense. So we're going to
have that antenna throwing itself up in deer. And then when he's like this, maybe he's not alert anymore. So he's going to move
the antenna down. And I'm going to keep
the internet down. It might be moving a little bit. Well, it's like down here. I want to keep it
to the backside. It shows that he's kinda
like no longer alert, no longer searching for anyone. So there we go. We got the antenna looking, looking, looking and
then you surprised. Hello. There we go. After this one, we
would probably do another idle waiting for
the fate out of the scene. So I'm gonna go to frame 130, and I'm just going to copy this last frame from
that, from the robot. Copy it to 130 and just, just slight little like
balanced to one side. We can do a little
bit of movement here, like the fingers for instance. We can animate a little
bit of the fingers like, just like going up even the arm, just, just a slight movement. This is again, just
an idle pose when you're not sitting still
or not remaining still. And then things
are just slightly moving from one point to other. So this is the final part, and that's when we're
going to have the faith. So from this part to this part, we're going to start
having the faith. But while the fetus happening, there's still gonna be a
little bit of Animation. That's one of the
things that we can do. There we go. If we take a
look at the whole animation, this is what we get. So one thing we can do now is we can of course
jump to our shot cam. Press number seven. Let's
get rid of the Curves. Let's section the range slider so that we're only going from frame one to frame 130. And we can take a look at
the animation a lot better. There we go. So this is just an
example my friends of the things that we can do here instead of Maya with Animation, as with rigging
and Modelling and texturing and all of the
things that we've been doing. This guide is just meant to be an introduction to the
amazing world of 3d. But if you want to
delve deeper and deeper into all of the things that
you can do instead of Maya? Well, there's of
course, more training and more practice
that we need to do. However, this rig is going
to be available for you, my friends and you're
welcome to try it out and try doing
different things with it. Try doing like maybe a walk
cycle or something like that. Because this is
perfectly functional. And again, when
we do the Render, we're going to have a very,
very nice effect right here. So, yeah, that's pretty
much it for this chapter. My friends with this, we're
closing the rigging chapter. And now we're going to be moving on to that dynamics chapter. We've been working with
all of this keyframe animations which are in
dimensions that we control. But sometimes there's gonna
be Animations that will be very difficult
to hand control. And we're gonna be using
different systems to generate very, very
interesting results. So, yeah, that's it
for this one guys, hang on tight and I'll see
you back on the next one.
57. Render Sequence: Hey guys. So I know I mentioned that the last view that it was the
last video from the chapter, but I actually forgot to show you one thing which
is the Render. How do we render this
whole sequence, right? Because we know we
can render any point of the Animation like here. For instance, one thing
I'm gonna, I'm gonna, I'm gonna reframe the
character a little bit specialty so that when
he does a surprise, there might be a little bit
of clipping right there, but I don't want to have as
many or as much clipping. And this is what we get. Now one more thing
that we can do here to make the whole I mentioned
a little bit better, is we can actually
animate the camera. So if I click this
button, I'm going to be selecting the camera
and what they can do. For instance, if I can start
on frame one right here and then start advancing are moving forward onto
your HESI sets. So that's Frame 60. So I'm going to advance a
little bit and get right there. What's gonna happen is there's gonna be a little
bit of movement here on the camera where we're getting in, closer,
closer, closer. He notices sauce. He jumps back and maybe
when he jumps back, like right here, I'm going to add another keyframe
to the camera. Where in the Cameras,
so if I press S, the camera is the thing
that's being animated. Maybe where he jumps up. We also jumped back like,
Whoa, what's happening? He got really, really excited. And then we just recover
and are happy to see him. So let's take a look
at how this looks. Okay, that's a little
bit too intense. So I'm not gonna get
surprised by the, the element right here, but I do like the like closing
that we get right here. So he gets reprised, maybe when he gets surprised, we're going to back
out a little bit. So we back out a little bit. And then towards Frame 130, we punch it very slightly. So now this is what
we're going to have, a very clean animation
as slightly, I think it's a little bit fast. So let's get rid of this one. So we're just going to stop
and then he's gonna do that. And then we're
just going to keep pushing in just a little bit. So again, that's one very quick Cameras animation
that we can do. Now, how do we render
this whole sequence? How can we prepare
this whole sequence? The first advice that I would
give you is tried to do some renders at different
stages of the elements. So for instance,
this one right here, that's a render that
we're doing in frame one. I'm gonna go to the options here real quick and
I'm going to change the size to HD ten a
day, which is full HD. So when we do the render, we're gonna, we're gonna get very important
information here. First of all, we're gonna get the information of how
long this is taking. This is thinking 4 s per Frame. So that means that if I
were to render 130 frames, I would be getting a time of
520 s. If we divided by 60, it's gonna be 8 min. So our whole Animation in
my computer right now, it's gonna take 9 min to
render to get the full frame. However, there's one
thing that I haven't mentioned and that is something
called interpolation. We know that we're using
this optics de-noise, which is cleaning up
the noise of our scene. But you can see
without the de-noise, the scene is really, really,
really, really dirty. So what's gonna happen? This every single
frame that we denoise, the noise is gonna be
slightly different. So we're gonna get a lot of grainy moving pixels
all over our character. In order to avoid that, we
definitely want to clean this on denoise part of
the render like first. So I'm gonna go to
the render setup. And here on our render I'm going to use adaptive sampling, which is like a brute-force
way to doing this thing. If you keep it at
20 and 0.0, 15, it's going to take
quite a long time, as you can see right here. But there's going to give you a really, really clean result. You can see the more time
we let this through, the cleaner and cleaner. All of this information
is V into salt. I don't think we need 20. I think we'd 20 s for the whole thing should
be more than enough. So on the Render Settings, I'm going to change
the max samples to something like six. Now if I Render should be a little bit faster as
you can see right here. And you can see that the whole information is being clean, is definitely taking longer
than 4 s once it finishes, which I expect this to
be it was 10 s. Okay, 10 s still a little bit short. So I'm gonna do this
ten samples right now. By doing ten samples, I can, I can guarantee that the amount of noise that
we're going to have on the original image before that the noisier is not
going to be as much. Therefore, the difference that we're going to see from each
frame is not going to be as much and we're not
going to see a lot of like dancing points
on our renders. As you can see, this
is definitely taking a little, a little bit longer. It's going to take
thirty-seconds probably. It's going to 23, 24 s. I can
already see. There we go. So it took 26 s.
But as you can see, the image is really,
really clean. And of course, if we
turn on the denoising, that inertia is
going to be doing quite a bit of magic here. And we're gonna get a
very, very nice result. So the problem is, of course, if we make
our calculation again, 26 s times 130 frames, it's going to be
that much seconds. If we divide it by 60,
it's gonna be an hour. So it's going to
take a full hour. We went from 10 min from our
Animation all the way to an hour in our animation
to get a very nice result. But again, this is the
kind of stuff that you don't need to
worry about because I would rather spend 1 h rendering a scene and
have a really good scene, then spend 10 min or
several times 10 min trying to get the scene to work with
a very high noise amount. So there you go. As you can see, the
more time we let this the noise or work and the more time the render is working, that cleaner and the more
precise this image is gonna be This is the kind of
stuff that we want to avoid on the final renders. And the only way we're going
to be able to avoid that is by having high sample
count on our elements. As you can see, this
keeps doing its job. We're almost there
the 26 second mark. And once where the
26th second mark, this thing is gonna be
cleaned with that, the nicer. There we go. So everything
looks really clean. We might get a little
bit of refraction. They're like those will
samples right there. That's again that the noise
you're doing its best and a little bit of
green is not bad, but you don't want to see
like a blurry splotches. And would this setup we should be avoiding
those Fleurus pledges. Now to render the sequence, we're gonna go to common and we're gonna go
all the way up here. And we're going to
select the format in which you will
want to Render. For the basic renders, JPEG is fine, tip is
fine, target is fine. I'm going to just JPEG or PNG because it has a little bit less compression and that's it. But for more advanced
stuff, later on, we're gonna be working in the film or commercial industry. You might be using EXOS,
which are like really, really powerful
file, file formats. They're calling like
raw files from Cameras. So the image format
I'm going to use PNG and very important here on the
Frame Animation extension, we're going to use
name, number extension. We're going to select
on the frame rate, which Frame we're starting, in which Frame we're ending at. So this will be,
we started Frame one and we finished
at Frame one-third, we select the preset, which is an ad right now,
full HD, and that's it. So to render, we're gonna
go to the Animation tab, sorry to the rendering tab. And we're going to go to Render, and we're gonna use this
button called render Sequence. We're going to click
the option box. Super important that you
click the option box. I cannot tell you how many
times I've messed this up. And it's horrible to leave the render for a while
and then come back and realize that you made or choose or chose
the wrong camera. So on the current Cameras, we are going to change
this to the shot cam. Very important that we
select the shotgun, which is the camera and
that will want to use, which is the one
that we created when we first started this Animation. By default, all of this
images are going to be saved. Images folder from
your, from your system. And that's it. Once you have this, once
you have your sample set up properly here with
the adaptive sampling, I'm using my GPU and everything
seems to be working fine. I just say render
Sequence and close. As you can see, the render view, the Maya render B is
going to be open. We normally don't use their major render view because we're using the
Arnold RenderView. Arnold will do the render. You can see down here, Arnold
is rendering the frame. You're not going to see the
progressive like process. You're just going to
see the final results. So after like 26/32
of rendering, we're going to see the
final frame right here. And then it's going
to start again and again and again and again. Now you can cancel those render. If you press Esc and the
computer allows you to, you can press Cancel and to
stop the Render. There we go. So I'm going to stop it
right now with Esq., because one thing I
need to do is I need to save her real quick. And now I'm going to resell it. So it's very important that you don't use your computer
when doing this render, because the more resources
your computer has, the faster the render
is going to be severe. Trying to play a game while
your computer is rendering, the game is going
to run really slow and the render is going
to run really slow. So usually I leave
the render one, I'm going out for
lunch or when I'm sleeping or when I am doing something else
on another computer. And that way we can
let this just run. There are online
render services that you can use if your computer
is not as powerful. But again, something
simple like this should be achievable by pretty
much any computer. So I'm just going to hit
again Render and close here. I just want to show
you one more frame. And while that is rendering, Let's very quickly go
to our Project Files. And if we go to images, you're gonna see we have all
of the images right here, and we have our Robot animation finished right here as well. You can see that the format that we're gonna get this 0.0, 010, CO2, etcetera, etcetera. This is because we saved
the frames of the renders. It will be very
painful to try to export a movie like a
compressed movie from Maya, because if at any point
during the render it crashes, you lose everything with frames. If the render crashes,
and believe me, it does crashes like
relatively frequently. You just need to
restart the render from the frame that
you left that. So as you can see, this is my Frame Number one. If I need to, if the render crashes right now
and I need to start over, I don't need to
re-render Frame one. It's already been done. So I can jump straight and do Render number two
or three or four, or in whichever number is, you can see that the image
is really light, 1.6 mb. But one thing that
it is very important about those render
Sequence is that you will indeed need to bring this into another software such
as After Effects or Premiere Pro or whatever like video
editing software and convert all of this image
sequences into a final video. So that's it, my friends. This is the render Sequence
process and oh my God, sorry. And would this, we're ready
to jump ship onto dynamics. So hang on tight and I'll see you back on
the next chapter.
58. Dynamics Systems: Hi guys. Welcome back to the next
part of the series. Today we're going to continue
with dynamics Systems. In this chapter where we're going to be exploring
a couple of dynamics Systems that we have available here inside of Maya. So what are dynamics Systems? Well, we've been
doing some exercises such as the bouncing ball. We did the little Robot
than the flour sack. That is what we traditionally
called hand key animation, where we as artists side, where we're going to
have our elements. But there are certain things where we're doing Animations. Imagine, for instance,
if we're doing a cereal box Animation
and we want to have in the name mentioned
where all of the cereal like bits are falling
from the box. You're not gonna be animating
every single cereal bits. So we start using other systems, such as a mesh meshes. One of the first
systems that we're gonna be taking a look at, and the other one
is called bifrost. Now, before we start with
any of the substance, I need to go over a couple of important like
theory concepts. First of all, this are plugins that are included with Maya. The first one, as I mentioned,
is called the Mesh. And as you can see,
even though I have a shelf eye on the
previous videos, we did not load mash. I'm going to load mash. I'm going to set
it to odd low so that anytime that
we opened Maya, we have mash enable. Mash works using an
instance-based approach. So before we do or use mash, I need to explain to you what a Instance is because we really haven't, like,
take a look at this. So I'm going to grab
this cube right here. And if we go to Edit and
then duplicate Special, you guys might remember that we had the option to duplicate this as a copy and that's what we use when we were doing
some modeling stuff. Well, we can actually
copy this as an instance. And we can say, Hey, I want, like, I don't know, like
ten versions of this cube. And I want each of
these versions to be displaced like ten units in Z. And I hit duplicate Special. And as you can see, we
got ten cubes that are, have been duplicate
it like this. Now, it might seem like Each of these cubes is an
individual element. But actually due to the way that we set up this things over here, they're actually
called instances. And an instance is
it's like a clone of the object that shares
a look transformation, things that it happens to it. So if I were to where
to go to the face of this object and modify the face as you can
see right here. All of the different blocks
are gonna be instance and they're also going to respond to that
particular change. If I were to extrude this face and then extrude this
face for instance. And then I'll know like
Babble this edge right here, like every single change that
I do to the original one, will be affecting
the other ones. If I go to the phases
and we rotate the faces, we're gonna be getting a different effect if
we scale the faces. So anything that we do to the original will affect
the other one's not on the translations,
rotations and scales. Each one of this has
its own translation, rotation and scale, which
is really important. But on the component
aspect of things, they will each have
their connection there. You're going to be connected
to their own instance. Mash, which is the system
that we have over here, works using those elements. It uses working with instances. Another element or another thing that we're gonna be taking a
look at is called bifrost. So bifrost goes inside
of the Effects tab. And the bifrost is this thing
that allows us to create complex volumetric it like
simulations such as smoke, water, particles and
things like that. We also need to go to Windows, Settings and Preferences Plug-in Manager and look for bifrost. And we also need to load
all of the bifrost plugins. This is the one that usually takes a little bit
longer to load. It has happened a couple of
times that students ask us about where bifrost is located because they can't
find it on the Plugin Manager. When you installed Maya, it usually gives you
the option whether you want to insult
bifrost or not. So in this case, I have said
this to load and Outlook. Now, since we've added bifrost and mash to
the Honorlock option. Every time we open, Maya is going to take about 20 or 30 s more because it's gonna be loading
this blog in Singapore. But now that we have this,
you can see that we have our bifrost over here and
we have this scenario here, which is the bifrost
graph editor and the bifrost browser. The bifrost graph
editor is where we're going to be doing
our work for bifrost and bifrost browser are
examples that should come pre-installed
with Maya that you can use to generate some
bifrost effect. As you can see, the
things that this does look pretty much very nicely
is things such as smoke, fire, gel is one of the newest one like
this ice cream demo. It's a very recent. This came out with
a 2020 $0.04 know. So anything that involves a lot of particles
working together and creating something
interesting will be done by using a bifrost, or we can get it done
by using bifrost. Now, this are not the only tools that you can use to
generate dynamics. There's a lot of other
Dynamics options out there. However, this are, I
would say the easiest wants to learn and that the easiest wants to
get something out. So I'm gonna stop the
video right here. Again, just wanted to
give you a quick overview of what we're gonna be
doing in this chapter. And we're going to be
starting with mesh. So yeah, hang on tight and I'll see you back
on the next video.
59. MASH: Hey guys, welcome back to
the next part of our series. Today we're going to be
taking a look at mash. Mash is a dynamic system that we can use to
replicate objects in our scene and generate interesting animation
is that will be pretty much impossible, will not impossible, but very difficult to generate otherwise. So I'm gonna go to the
poly modeling options. I'm going to create
a very basic cube and I'm gonna give a
bevel to this clip just to have something
a little bit more instruments
interesting of a shape. We're going to clean the
shape, keep it really clean. And I'm gonna call this
cube origin cube. Okay? This is very important because mash just going to
do something really interesting and a lot of people get confused by this first part. I'm going to select the cube. I'm going to go to
the mash option. You can also go to the
mash menu, by the way, and we're going to
click on the first one, that is create a mash network. So by creating a mash network, the first thing that's
going to happen is you're gonna get ten cubes right here. This is the default
thing that mash does when we're trying to
generate a new element. But let's explore why
this has happened. I'm gonna click this
second button right here, which is the mash editor. And this is where the
magic actually happens. So if I double-click this
mash node right here, you're going to see
that we've assigned a mash node to the
original cube. However, the original cube has been hidden or is hidden now, and we now have this thing
called mash repro mesh. So the Mesh one repro mesh
is the actual thing that's changing the parameters
of our object right here. If we go to the mash network, you're gonna see a lot of the different notes
that we can use to create or modify the graphs
that we have right here. So if we go to the first one, which is the one that
we have by default, we have this one called mash
distribute, like just one. And you can see how many times we're distributing
this element, in this case ten, we can
increase this amount. We can say, Hey, you know
what, we wanted to have 20 copies of this cube
in this distance. What distance? We have a distance of 20 from the origin all the way
to the 20 unit mark. We're going to have 20 points
distributed right here. We can make the smaller or bigger depending
on what we want. And the cool thing about this, this is the secret of the
mash like workflows is that every single slider that you see right
here can be animated. So if I right-click this
thing, I can set a key. We don't have
Controllers like what we have with character rigs
or stuff like that. But we can set a key
and we can tell, hey, at Frame 40 in this case
I want to have 18 points. And then at Frame 99, I want to have like 44
points. We set the keyframe. Now what's gonna happen
is we're going to have an animation where we started reproducing these cubes
and getting a lot more into R L. If we will
delete any of this place, we can just say delete or break the connection and that's
going to clean the connection. Now let's explore a couple of the things that we
can do right here. So this mesh thing is very similar to the duplicate
Special, right? So we're using the x-direction. We can also use the y-direction
to push this up and down. We can use the offset
to push it in C, we can use the rotation option. So as you can see, each cube is going
to have a little bit more or less rotation, depending us how we could do. This is, again, this works very similar to the
duplicate Special. So if I say they want 90 degrees of rotation,
as you can see, we're gonna have nine
degrees of rotation from the first point all the
way to the last point. So the last one
is the one that's going to have 90 degrees of rotation and everything else is going to have an in-between, a linear interpolation
between those points. We can rotate in Y, we can
write it in C. And again, we can animate every
single one of this one's. We can change the distribution
right now this is a linear distribution
of we change this to a radial distribution. You can see that we get a ring. And we can get again
an animation where we start with nothing and kind
of like a loading screen. We can go until we
get hit like ulna, like 40 points or something. And that would be our
loading animation. So if we wanna do a logo and we wanna do a login
Animation for that logo. We could start, oh sorry. We can start here at zero points and then animate this thing, animating to 34 points. Let me show you a quick
example of that thing. Like how will we animate a very quick like logo loading thing. So if we started the frame,
Let's say frame one. And the logo and I
mentioned is going to take, I don't know, like 60 frames, which is like a like 33, 2 s to six. So if we go right here, we right-click and
we set a keyframe. And then on the final 0.60, we're going to select this and said how many points
we want to have, maybe 100 points, right? To fill in like a
complete loop right here. So we're going to get to mash distribute and we
set the keyframe. We have all the
keyframes so that, so it's setting up a keyframe. We're going to have this
distribution right here. So if we hit Play, this is
what we're gonna get thing. And then you can do
some other animations inside of After Effects
or things like that. Imagine trying to animate
the rotation location and everything of this cubes to get this
particular animation, it will be like super,
super time-consuming. It is possible, but it's not
worth it to do it that way. Now, keep in mind that as we get more instances of this cube, the poly count right here, the amount of polygons that are on the scene is increasing. So even though there are
instances and they're supposed, supposed to be a little bit
more performance oriented. That doesn't mean that
we're not going to have some performance issues
the more elements we have. Now, how could we modify
or change the curve here? Because we maybe want
to change the curve. And I'm not seeing
the keyframes. Well, even though we're
not seeing the keyframes, if we go to the graph editor, you're gonna see that we
have the inputs right here. So the input mesh, we have
this distributed normal. So what, what could we do here? Well, we could, for
instance, change the curvature so that
it starts really, really fast and then
becomes slower and slower as it fills the final
bits of the element. And then we take a
look at the Animation. Now, we're gonna get this
really fast Animation. And then the circle at the end You can see at the very end
it looks a little bit like, a little bit weird because we
don't have any more space, but it gets an
interesting effect. Or we can do it
the opposite way. We can say, Hey, you know what? I want to start
really, really slow. So I'm going to push this down. And I'm going to curve
this down as well. So we're going to start
really, really slow, and then we're going to speed up and get a final
effect at the end. So we get this started
slow and then we get, it is very nice effect. We could also say,
Hey, you know what, I don't want to have
as many points, like right around
here, like a frame 30. Instead of having 12 points, I'm only going to
have six points. That way we're going to
start really slow like tick, tick, tick, tick,
tick, tick, tick. And then we're going to speed up and create the
rest of the elements. And this is gonna
give us, of course, a slightly different
effect as well. So this is how again, the cool things about mash, or this is how we can use
mesh to create really, really cool things
in our objects and generate a result that might look a little bit
more interesting than if we try to animate everything. Let's take a look at
some other effects. I'm going to break the
connection is right here. Let's give a couple
of more elements. So that was radial. This is
spherical, I love spherical. Spherical gives us
very, very cool effect. Just like just a random sphere of things that we're going to be able to modify and do other things in this
element right here. We got the angle. Look at that. We can do a sort of like a
sweep effect right here. We can do a sweep effect
as well right here. And again, all of these
things can be animated. Let's do a quick animation here. So let's say we
started in frame one. And all of her cubes are
gonna be any single point. I'm going to right-click Set
Key, right-click Set Key. And then by Frame 30, we're gonna do the
Y sweep first. So we're gonna get this. And then let's set a
keyframe here again. And by Frame 60,
we're going to do the sweep on the
sphere right there. So look at how cool
this animation looks. There we go. So very simple, like just two little
keyframes right there. And we already get
something that looks very, very interesting here
on our mash network. So this is again, this is the advantage
of doing mash. We're going to be
doing a couple of exercises in the next videos. But I just wanted
to show you that there's so many things
that we can do this. Another one that's very cool. We can actually use
this mash distribute to create or add at a specific polygon and
follow that shape. So for instance, if I, let's say create a polygon
Primitive, let's helix. And let's play a little
bit with the shape of the helix. Something like that. There we go. We can go to the mash
distribute right here. And then we change this to Mesh. We can middle mouse
and drag that P helix into the input Mesh. And as you can see this upstream going to be following the helix. And the cool thing is
we can hide the helix. So we can hide the helix. And that means that we can
now go again to the Mesh, this trivial right here, and play around
with things such as the number of points that
we have around the element. We can change the type. Right now we're using scatter, we can use random vertex, we can use the edges. So we're gonna go on the edges. We're going to need a
lot of points right here to follow all of the edges. Let's go again to a voxel. Voxels are really
cool one as well. As you can see, the
kind of looks like a box allies version
of the Spartan. Looks really,
really interesting. Let's go scatter again. As you can see, we get this
very, very cool effect. Now, the cool thing about
mash again are, well, another one of the cool
things about mash is that at mash works on this with
this node based system. So all of this nodes that
we have right here can be stacked and create or to convert or modify
the D elements. So for instance, if I go
here to mash distribute, I can add something like a
random. A random though. So I'm gonna click and
say at random node. And as you can see here, on the mash network, which
would have, there we go. The mesh random is now on
top of the mash distribute. We're distributing this
thing on the spiral first and then we're
doing a random thing. What are we doing here? We're
doing a random position. So if we bring this down, as you can see, we are going
to have back our spiral. We, we could do something
like a random scale. We can do uniform scale. We can do a random
scale like this. We can do a random rotation, for instance, on different axis and we can animate this as well. Of course, we can do
a random position and all of this again
can be like a modified. Now, remember the original cube that we have right here,
It's hidden right now. It gets hidden by default. But if we modified the original cube, like
if we, for instance, scale does cubed down, all of the repro meshes are
going to be scaled down. So technically, we could add another animation to
the original cube. And this is also
going to be affecting the mash know that
we have right there. I'm going to do a very
simple example here. Let's say we grabbed
the original cube, we go to frame one. Then we go to frame 30, and we're going to
make it smaller. And then we go to frame 60 and we're going to
make it bigger again. So now what's gonna happen? And again, we can
actually hide this. What's gonna happen is we
can do this Animation. We're, all of the particles are just like changing shapes. We can go to the
random stuff and we also do like a set
keyframe right here. And then let's say, Well, let me go to
the first frame. Let's set the
keyframe right there. And then the final frame, we're going to say like a
big rotation right here. And then same thing
we're can go right here. Let's go to the rotation of X, and let's set a
keyframe right there. And then we'll go
to the final one and will really
change everything. So now what's gonna happen? We'll start creating these
really complex animation where things are just moving in, generating something
that will be pretty much impossible to
animate on our own. So that's the basics
of mash, my friends. That's how you normally
work with mash. We're gonna be
creating some knows right here and we're
going to be modifying those notes to generate a really, really
interesting effect. On the next video, we're gonna do our first
exercise and we're gonna do a very geometric basic
influence effect. Like it's just again, like a, like a logo or something
that we can get and generate a nice
particles firm. So yeah, hang on tight and
see you back on the next one.
60. MASH Animation: Hey guys, welcome back to
the next part of the series two that we're going to
continue with a mash Animation. And we're going to start by coming up with an
interesting animation. So I was thinking about like, what could we do to make
something interesting? And I'm a huge fan of fantasy games like Dungeons
and Dragons and Pathfinder. So I thought it would
be interesting to do an animation where we
start with something very, very simple and we end
up with the famous D20, which is the dyes that
we normally use to roll in those games
in this D20 games. So I'm going to start with
these few right here. I'm gonna bring the
subdivisions of the sphere down because I don't want to
have a super huge sphere. Remember every
instance that we add is going to have add
to the performance. This is where using a little
bit of both Animations like keyframe animation
and dynamic Animation can result in something
really, really cool. So I'm gonna go to this sphere and I'm gonna go into modelling. I'm going to say Mesh display, soften the edge to make it
look a little bit softer. Yes, it looks a
little bit pixelated, but we can solve that
a little bit later. Let's start with a
very basic animation. So I wanna do a
five-second Animation and usually 5 s or 120 frames. So we're gonna go to 120 frames and we're going to
start the in frame one. And this is gonna give
us 5 s Animation. So let's create a camera. I'm gonna go rendering camera. Panels, look through selected. And we're going to create the resolution gate to see
where this thing is gonna be. I'm going to try to
center this as nice as possible. Right there. We can even turn on this
little option right here, which is gonna give
us a like a weight we cleaner look at how or where this thing should
be and that's it. So I'm going to start
with this thing being completely,
completely small. So I'm going to bring
the scale back to zero. It's nonexistent. The object is right there,
but it has no know, like size or anything. I'm going to hit a
keyframe right here. And in the first 20 frames, this thing is just going
to pop into existence. So I'm going to
change this to one. Let's make a little bit
bigger, something like that. There we go. So as you can see, what
we have right here is this dye coming into existence. Another thing that
we can do here is we can give it a little
bit of rotation. So I'm gonna give it a
little bit of rotation until we face this like pretty, pretty symmetrical
to the screen. So as you can see right here, the die is going to be
rotating and we're going to find this perfect
situation right here. Once we have this, I want the system, the dynamic system
to start happening. And to do that, I'm going to use
my poly modeling or the little sphere that we
had right here. That's one. I'm going to
position this one on the very center of this
object right there. I'm gonna make it a
little bit smaller. We're gonna be using
spheres for this one, I'm going to make a
little bit smaller and it's gonna be right there. Once we have this right here, we're going to freeze
the transformations and we're gonna go to mash, and we're going to
create our mash network. So as we can see right here, we're going to create
a mash network, in this case is going towards X. Actually, I'm seeing
the little die from the side. That's fine. Let's go to the network
and let's start working with
different parameters. So the first parameter that I wanna do is this
mash distribute. And we're going
to change this to a radial distribution or
a spherical distribution. Because we know that if
we bring the angles in, we're gonna get
this right there. We can also change the
radius by the way, which is where the
sphere is going to be. Now, what can happen
here is if we keep this up like this and we start
increasing the radius, we're pretty much populating, as you can see the scene
from this point right there. So what I'm going to do is
I'm going to start with a keyframe in frame 2.1. Let's see, right here, I don't want to wait until
this thing finishes. So I'm gonna go to Frame
15, right around there. And this is where the
animation is going to start. Let's go really crazy. Let's go with 100
points right here. Of course I'm gonna go
to the initial sphere, I'm gonna make it a
little bit smaller. Very important here
seems like my sphere. There we go. Let's go to poly modeling
and freeze transformations. We need to freeze
transformations so that this thing knows that
that's the origin. So we're gonna start with very, very small spheres right there. We have hundreds of
years right now. And what we wanna do
is on the radius, I want to start with
the elements right here on the very border
of the elements. So I'm going to start with a
radius right here, set Key. And as the dye
continues to expand, I'm going to give this ten
more frames and we're going to continue to expense
this fish right there. Okay? Now, another thing
that I wanna do that's the first animation.
So we got this. The dye is expanding
and at the same time, this guy start expanding to the cool thing is
we can actually bring this and go to like 500 points
to give a lot of points, which is gonna look really,
really interesting. And I would like to
give a little bit of variation to the
scale of the points. So I'm gonna go to this
button right here, and I'm going to add a transform or a random element right here. And as you can see,
that random effect already makes the whole thing and look really, really cool. So we're going to
start right here. That's when they
are going to appear like right from here. And when we are born. So that means on Frame 15, I would like all of the
scales to be a lot. Actually, no, that's fine. I'm gonna keep
them in like that. But when we're going to go up, when we go towards Frame
30, Let's go Frame 35. We're going to make the
scales a lot bigger. So as you can see by
changing the scale here, X, we're actually making
these things float. This is not the intended thing
that I wanted to happen. For some reason that looks
really, really, really cool. And this is what a
cool thing about instancing and all
of these things. That by doing this elements we can create really
interesting shapes. So I think we're gonna do this. So let's go back here. Let's go back to scale in X. I think because of
the absolute scale, know, that actually looks like it's like sizzling
down or something. Okay, so we start, we are born, were pushed out. And then once we
hit this bassoon, or as we're hitting, as we're, as we're being pushed up. I'm going to set a keyframe
here on the scale. And then as we go to frame, let's say 40, I'm going to
push the skill up like this. And then while that happens, you can see that we're
getting some really, really interesting
effects right here. While that happens, I'm
going to go to frame 30, and I'm going to rotate
this in the y-axis. I'm going to set a keyframe. And I'm going to move this
thing to frame, let's say 55. And we're going
to start rotating this on the y-axis are actually, what's happening here is it
is rotating the books in zero spheres like nothing's
really happening. So let's instead of play
with the positioning, why? So as you can see, by
modifying this position in Y, let's set a keyframe
right there. Let's go back to right around here and bring the
position in white back. We're gonna be getting this
really interesting effect. Okay, now, we definitely want to play a
little bit with the, the elements so that
it doesn't look like one thing is happening and then the next
thing is happening, and then the next
thing is happening. That's a very mechanical
way to do things. So I can go here to the
graph editor and be like, okay, let's, let's change
a couple of things. For instance, again, if
we check right here, we have first at
the distributes. So this is the
radius. I'm actually going to start from
the very beginning. So what's gonna happen this
from the very beginning, these things are gonna
be expanding and then the dyes or the other day is going to come into existence. Then we're going to have
this thing moving like that. You can see this animation starts looking a little
bit more interesting. And I would like some
like Animations, like maybe ****, oh my god. Oh my God. Maybe I want to be doing the scales up and down to generate something a
little bit different. So I'm gonna go to frame. Let's say I want to go for this random
scatter right here. There we go. So on the scale, Let's go to frame this one and we're going to bring
the scale back to zero. And that way what's
gonna happen is the little things we're
gonna go up, down. And then I want to push
them out a little bit more in that sort of
like shockwave effect. So I'm gonna go back to
my distributed nodes. If we go to the Distribute
node right over here, distribute, we can add another keyframe
right here, set key. And then the very fast, like six or seven frames, I'm going to push this out. And then very fast, I'm going to move a
couple of frames up. I'm going to push this
all the way down. As you can see right
there and look at that. It generates this
sort of like Pillar. And at the same time that, that is happening
as should go to my random thing and bring
the position back as well. So I'm gonna, I'm gonna bring
the position back to zero, a couple of frames after it. And we're gonna get this
very interesting effect. So now let's take a
look at this thing. Okay, not bad, not looking bad. But again, we're
seeing a little bit of that sort of effect where, where things are happening
and then not happening. And you can see the
cut right here. So for instance, this
point right here, I'm going to lower this
point a little bit more. As you can see, this is
going to blend things in and it should blend
the actions as well. So we're gonna go in, we're gonna go out, and then we're gonna
go out quite a bit. And then we're going to
collapsing to the center. And this is gonna give us an interesting animation
right here. Let's go to this camera here. Panels look through selected. Let's take a look
how it's looking. I think I liked the shock wave, but it's too slow
of a shockwave. So let's grab this
guy right here. I'm going to middle
mouse and drag this to push this in quite a bit. And I'm also going to
push this in quite a bit. And that way we're
not going to have as many frames where the
shock, what happens? Okay, that's a
little bit too fast. So I'm gonna give this just a little bit more space and a little bit
more space there. I might want to keep
the shockwave up. So one thing I can do here is I can right-click and
insert a keyframe. And then again
with middle mouse, I can start moving this thing. I'm going to move it
up, for instance. That's going to keep
the shockwave kinda like floating in space. Okay, let's give more time. I wonder shark we to be fast
but I wanted to stink to be a little bit
faster or slower. So there we go. Now, this thing, one thing we can do is we
can break the tangents. Remember how we broke
the tangents to create something a little
bit more interesting? Well, we can definitely
break the tangents here and try to modify
some of these valleys. Let's see how that looks. Okay, that's a
little bit better. I definitely want this element
right here to be faster, so I'm going to bring it back Okay, okay, That's looking
a little bit better, but you can see that we have
a weird effect right there. So I'm going to change
the way this works. I'm going to change
the shape of my curve. So at the animation is
a little bit smoother. So we get this, this
out and then we'll, we can do is we can go
back to the dye and well, all of that is happening. Let's give them a little
bit more information. So I'm gonna stop right here. And at this point that
is just going to be rotating on its own like this. So while all of
this is happening, that is just rotating, giving us an extra sort of like information or element right there, a visual element. And then when all of
this gets expanded, it might make sense like when this
expansion is happening, it might make sense to make
this thing expand as well. So I'm gonna give it another
keyframe right there. I'm going to expand
the dice right here. So that looks like this thing
is expanding everything. And then this whole
thing is collapsing. It goes inside of the die. I'm going to continue rotating. And then by the
end of this thing, just continue rotating
right around there. I would say, I'm going
to scale this all the way back to zero. Okay? So now if we take a
look at the animation, this is where we
get not bad, right? It's looking interesting.
We're getting some really interesting effects. I really liked that sort of shock wave that
we're getting there. It's looking nice. So this is how we
would start blocking in a new type of Animation
for our logo intro, one thing I'm definitely
going to do is I'm going to punch
in a little bit more so that when we go into
the shock wave right here, or right, right around here, it looks like a paler defect. So I'm gonna try to keep it in a little bit more clean like that. There we go. Now, there's one more attribute that we can actually animate it
That's really good, which is the
visibility attribute. So I don't want
this little spheres to be visible at
every single point. And this is, as you can
see, it's the repro mesh, which the repro meshes
that node that's attaching all of the
different nodes that we have here on the mash editor. So the repro mesh, what I'm going to
do as I'm going to set the visibility off, right-click and I'm
going to key selected. We're going to
start the element. And I believe it was framed 20, where we're going to
change this to on. So we're going to save on
now one frame before that, I actually think it
was framing 15, right? So that's gonna be on the Frame. There we go. So it's gonna be off, off, off. And then on frame 15, boom, we're gonna get the little
particles right there. Nulla, think of it. I think the particles
were supposed to come in a little bit earlier. Unfortunately, particles
do not have this sort of know what like actually,
I take that back. I'm gonna delete
this one because we modified the original. So at this point it is a good idea for this thing
to start at the same time. Because as the, as
the dye is coming in, we're gonna get the particles. So I'm just gonna go right-click
and break Connections. But I am going to be
animating this at the end. So because I don't like
this visibility right here. So I'm going to try to see when the die comes into existence. Or another thing we
can do here instead, I'm going to grab the
original sphere right here. And I'm going to
animate its scale. So it's going to start with
a scale of zero as well. Let's bump up above. Where is it Key Selected? And then by Frame 15, we're going to have
a scale of one. We go. So that way we get
that right there. It's actually like a
cloud that's coming. And the reason why the Cloud is coming from the
center is because the pivot point of the repro mesh is going
to be on the center. Unfortunately, we cannot freeze the transformations right now. There's no, we cannot freeze
the transformations right now, but that
doesn't look that bad. It looks like a, like an
interest to overlap right there. We get this really, really
cool control right here. And then boom the shock wave. And at that point, right there
after the shock wave and it goes in right there. I do want to change the
repro mesh visibility. So I'm going to set a
keyframe right here. And one frame before that, I'm going to set the
keyframe again to on that one right there. It's gonna be off. So at that point, the
mesh is gonna be gone. Okay, and then our
Animation expires. This one, we can just hide. We don't need to see it. And now we take a look
at the animation. We get this really
interesting effect going on. Again, very abstract,
very, very, just like modern-looking,
a little bit simplified, but it gets the, it
gets you the job done. And then that allows
us to create something that looks quite,
quite interesting. Now, we're not finished. I'm going to be adding a
secondary mash System. I wanted to add
something extra to this whole system and we're gonna be adding
that in the next video. And then we're gonna go into rendering how to properly render this mash system so that we can get some really,
really cool effects. So hang on tight and I'll see
you back on the next one.
61. MASH Secondary System: Hi guys, Welcome back to the
next part of the series. Today we're going to be
adding a Secondary System here to our mesh element. Now one thing we can do
is we can actually turn off the system right
there, the initial system, so that we're not seeing it, we're only seeing the
initial animation of this guy right here. Now, what I'm gonna do is I'm
going to bring in a cube. Cubes are really, really FUN to, to play with mash as well. I'm gonna make this a
little bit smaller because already know that we're going
to need a smaller size. And we're going to go to mash again and we're going to
add a new mesh element. And you can see now we
have to mesh networks. You can have as many as
your computer can handle. So mash networks are not something that you need
to worry too much about. I'm going to change
this to radio, but I'm going to change
the radial access to Y are two ZX That's on the
y-axis count like how, like a planet's orbit, I'm going to bring
the radius in. And let's go to a main element
right there. There we go. And we can use the C
offset if we want to. But in this case I actually
want to keep it like a ring. So I'm going to change
this to 20 because 20 is the number of sites that
we normally have on this day. And it seems like a good
arbitrary number to have. Let's say I want to
move this mash up. Of course we could go to the original cube right
here and move it up. And if we freeze the
transformations of the cube, It's going to jump to
the center of the cube. But there's other ways to do it. And one of those is by
using a transform node. The transform node allows us
to change the position X, Y, and C. And I can
change this position. That's a ten units,
that's a little bit too much. Let's
have five units. Let's do four units, is going to get us right
there on the center. So I'm going to say
panels, look through selected, and this
is what we get. So we've got a very cool
Like ring right here. What can we do with this ring? Well, first of all, I am
actually going to increase the amount of like a
distributed quite a bit. I'm going to go to 500,
500 on a single element, and I'm going to add a
random effect right here. So as you can see,
we get this very, very cool effect where we get a random transformation
for all of the cubes, which it looks
quite, quite nice. I'm gonna go to the
original cube and I'm actually going to make
it a little bit smaller. So from, from what I'm going
to bring it down to 0.1. There we go. Because I want this to look
like stars, similar to that. And then now what
we can do here on the random nodes is we
can use the right here, the random, we can use a uniform
scale and bring this up. So we can have random
scales around the elements. Very sci-fi write
like this makes it look very, very sci-fi. So I'm gonna go to
the transforming and bringing the transform down a
little bit to number three. So it's kinda like orbiting on the lower section
of the whole thing. And I'm gonna show you something that's really,
really, really cool. We're gonna be using this
thing called a falloff object. So to create are
usually fall of object. I'm Then you say
sphere right here. This is fear is going
to be an object. It's going to tell us where most of the influence
is being applied. So take a look at this. If we go to the random nodes and we go down here, sorry too. Yeah, there was a
random node and we go to the fall of object. We can middle mouse and drag this into the fall off
objects right here, or just right-click Create. There we go. In here on
the fall of objects, actually we're not going
to use the sphere. So again, let me just
backup real quick. We don't need the sphere. We're gonna go to a random
objects right-click and we're going to
create a falloff object. And this fall of object is a thing that influences
look at that. It influences how
this random node is being applied to
the whole thing. So as you can see, when
I do this right here, it goes through the
whole thing and it creates a really nice
interesting effect. Can even do something like this. And the more influence we have, the more intense
the effect this, we can change the
strength of the effect. We can change the random
strength if you will want. What do we want
this to be linear or a little bit more random? I'm going to do a little
bit of randomness there. And let's see what else. I think that's pretty much it. Now the cool thing
is this object. We can actually
scale this object. As you can see, we can generate something
that looks like, like just a very, very interesting
effect right there. I'm gonna make this
a little bit thinner because I want to
have like a like, just like a, like a sound
wave going through it. There we go, Look at that. Let's push this up. So we have some big cubes
every now and then, and then we get the
rest of the elements. I'm going to scale this up a little bit more
and then I'm going to bring the strength down
so it's not as intense. So you can imagine now how this thing can really
affect that the animation, if we go over here panels
look, just select it. We can do Animation sweep at the very end after
the, after the explosion. Let's turn on this one again. So after the explosion and
the collapse right here, when this thing goes in, it might be a good idea
to make this ring go out. So let's go to the
distributor right here. Let's bring the radius in. Let's say set key right there. Actually, let me set the
key a little bit before. Again, usually want to have
a little bit of overlap. So when this thing is going in, like right around there, I'm
going to set a keyframe. By the time this
thing is fully out. That's when we get the ring. And I'm gonna go
to the Transform, we're going to change
this again to 3.53, 0.5. There we go. Maybe for it, Let's go for it. There we go. So as you can see, what's
gonna happen here is this things go in and
at the same time, this thing's go out. We get this very cool squares. And at the same time again, when this thing is
already going out, this element right here, they fall off object
that we have. We go again to the mash
random falloff object. We can show this in outliner. There we go. We should be able to move this. So I'm going to
start the animation here and it's going to do a sweep until it
hits right here. So It's going to do the
sweep right there. And by the time it
finishes the sweep, as you can see, the whole
thing is just disappearing. And at that point, all of these things right here, all of the ring, again
going to distribute. We're going to set a
keyframe to this guy. And we're going to go all the way about to zero
to a single point. So if we go back to our
camera and take a look at how we're combining all of these different elements and all of these different attributes. This is what we're gonna get. Okay, that's a little bit fast. As you can see, that's a little bit like the sharp wave is fine, but that thing right here,
like this thing right here, that's a little bit too fast. So the first thing
I'm gonna do is I'm going to increase
the strength of this random thing so that we can see it
a little bit more. There we go. But that is
way, way, way too fast. So if we go to the radius, again to the Graph Editor and we look for the mash repro mesh. We're going to have
the radius here. Is that the radius
repro mesh two. Yeah, okay, So the initial element, it's
way, way too intense. I'm gonna give this
more time right here. I'm also going to give them
more time to disappear. So now, as soon as the
shock wave actually, it could be a good idea to
have it on the shockwave. So when the shock wave happens, which is right around here, that's where I would like to
have this thing right here. So I'm going to press W and middle mouse and drag this out. So as the, as the
shock wave happens, a little bit more, as the shock which
happens, this things grow. And at that point when
this thing starts to grow, that's where we could have
the random object right here. So let's grab this
guy right here. This guy right here. So this, we're going to move
it all the way over here. So that one with
this thing happens, we're already seeing
a little bit of that construction right there. Let's make this a little bit more intense on
this side as well. So we're actually touching the, are creating the
different cubes. And there we go. Let's
take a look at the overall look now or to
the animation so far. We got this interesting effect. A little bit faster still, I feel like still
quite a bit fast. So the other option and
then thinking about as of going to the repro mesh to
this where it sits. This repro mesh right
here and make it come in since the very
beginning as well. So I'm gonna, I'm
gonna have this come in since the beginning,
a little bit slower. Again, a little bit slower
here under this appearance, what this should do is add as
this thing is building up, we get the huge
ring right there. We get the shockwave. I liked that a
little bit better. Then we get the sweep
and the disappearance. Let's take a look. Panels, look through
selected. Let's see. Not bad, but now this thing
is way, way, way too fast. So I'm gonna grab
this guy right here. And this two elements
which are the sweep, I'm going to give myself. Wait, I thought we're
getting we're giving ourselves It's this
one right here. We go. So that we're gonna
give us a little bit more time to do that sweep. Okay, not bad, looking
a little bit better. Now, I feel like the cubes, when there's just
standing still, they look really,
really, really weird. So I'm gonna go to
the random again. And from the very
beginning of the random, I'm going to add some like Ke2, this guy's to the rotations. And then at the very end, we're going to just
give them a little bit of rotation everywhere. So what that should do is
as we get this thing going, cubes should be
rotating a little bit. You can see,
actually you can see the rotation is being influenced by that
thing right here. So we go from a
very straight line to this very, very cool thing. Now, here's the cool thing or another cool
thing about mash. What I wanted to
do is I wanted to have this things like dancing at every single point to give more dynamism to
the whole scene. I like this or like crashing through the cubes
and scaling them. I think that looks
pretty, pretty cool. But now one of the things
that we need to do is we need to make sure that when they're
standing still there, still a kind of rotating. So I'm going to add
another random nodes. Like there's no problem at
adding another random node. But before I do
that, let me save the scene because I
have not saved this. So let's add this right here, and we're going to add
another random node. There we go. So as you can see, that
random node is really pushing things into like way, way
different directions. I'm going to keep this really, really tight on the position. So right now it should be exactly the same
thing there now a little bit more like separate
it in certain areas. We can see that's another
perfect line, which is fine. But what I'm gonna do
here is I want to give them a random rotation in Y. See how that we're in this case. I think it's see
that we want it see. So I'm going to start
with a frame zero, hit random rotation with Z. And at the very end,
we're just going to give them a little bit
of rotation here. So what's gonna happen now is
when we see the Animation, those gears are always gonna
be rotating a little bit. And they're gonna continue
to rotate as we go and create this really,
really interesting effect. There we go. Now, I think, I think the
collapse is a little bit slow. So I'm gonna go to
the repro mesh again. And if we go to the
initial distributed, which is where the, where part of the
magic is happening. We just need to find
the proper element. So this radius right here, It's mash distribute
radial radius, output mash distribute. There we go. So I'm gonna, I'm
gonna make this thing like Collider or collapse
a little bit earlier. So the spheres collapse,
this guy's collapse. I would like this
things to collapse a little bit before the die. So we have 12, for
instance right there. That's a perfect point for
this things to disappear. So I'm going to grab this
repro mesh right here. I'm going to set the visibility. I'm going to set a
keyframe right there. And then the next frame,
I'm going to turn this off. So they just disappear. So they go here, they disappear, and then
the dye disappears. So now if we take a
look at this thing, panels literal
selected, We're gonna have a really, really,
really nice effect. 123. There we go. So even though this is
just an abstract exercise, I invite you guys to
try something similar. You don't have to do exactly the thing that I'm
doing right here. But if you can get to, get it to work in this fashion, you're gonna get a really,
really cool result. In the next video, we're
gonna be taking a look at one other note that that's important here for
the mash network. And we're going to be
taking a look at how to add color and render
this into a very, again like this
abstract sort of like Instagram looks that we
get every now and then. So hang on tight and I'll see
you back on the next one.
62. MASH Color: Hey guys. So we're going to continue with our exercise here,
with our element. And we're gonna talk
about mash Color because I wanted to be able to add some colors to all of this animation to make it
look a little bit better. So I'm going to bring in a are buried basic
Arnold Lights, AI. What stores? Let's bring
our sky dome light. There we go. And we're going to input
our color right here. So we're going to input our
pint adding right here. There we go. So if we do this and we tried
to see the lights, you're gonna see
that it is indeed actually inputting Light
interesting, which is great. But right now, or we don't
have any materials or colors, I'm gonna go very, very. What's the word? Hi Art stuff. So I'm going to add a new
material to this die. It's gonna be an AI
standard surface, and I'm going to
change this to gold. So the dye is gonna be a
gold, a gold material. One thing that Materials here instead of Cardinal have
is you actually have presets and there are
a lot of presets that have exactly what we're
looking for, such as gold, I can just hit gold
and say replace, There's gonna give me
the exact values that I need for this thing to look like gold on the final render. So I need to go here, panels, look through selected,
let's say real quick. That's of course, change
our system here to go to GPU and we're going to
say Arnold and render. So if we render, as you can see, our dye is made out of gold, which looks pretty, pretty cool. We can make it look even better. If we go over here to
the gold material, a will bring the roughness down. Because remember
the roughness is how software or how smooth
or not at the surfaces, we make the surface like
completely non-smooth. We're gonna get you a really interesting
color right there. Now, we don't want to see the
background on our render. I would like to have either a black or a white background. I think it black background
is going to work very nicely. Or even a white
background, to be honest. So I'm going to grab
this guy right here and down here under
the visibility, I'm going to turn the
visibility of the camera off. So what that tells me
is that when we Render, we're not gonna be seeing
it the background. Now, the background that we're
seeing right now is black. If we wanted to see
a white background, there's a couple of
things we can do. We could get an image
like we can import or we could put a plane on the
back part of our elements. But that plane is
going to be receiving light and we're not going
to have an alpha channel. Or we can go to Display
and just change the color of the
background to white. And by doing this,
the background is gonna be, it's now
going to be white. Now, I don't want to apply a color management
because if we do, as you can see, the
colors are slightly off on the background itself. And that's not exactly well, what if it's a little
bit too intense, we can bring it down a little bit and he'd
something like there. And that's gonna give
us a better look. Now for the spheres which are the most important part of our scene, which
has mash network. One. I'm going to add a
new color nodes. And the color node
is really, really, really cool because it
allows us to select a color. I'm going to select a
green color right here. And we can change, for instance, the hue of the color. And since each individual sphere at different instance
of the elements, it has something called an ID. So for Maya to know how to
work with this particles, it needs to assign a number, some number that we
don't have access to, at least visually, but it has a specific number
for each of these instances. And by changing, for
instance, a random hue, we can get different colors on each of these
different elements. However, we have a problem. If we render right now, we're not going
to see the color. Don't worry, I'm gonna show you how to do that in just a second. But let's first
figure out what we're gonna be doing with the cubes. So I wanted to spheres to
be this or like green, bluish hue, that
looks really good. I'm going to change
the value as well. So some of them are gonna
be a little bit darker, some of them are going to
be a little bit lighter. And there we go, we're gonna get a nice effect right there. Now, how are we going to
make this things like, actually like gathers the color that we want from
the information. Well, as you can see right here, we have a color setName, and by default this
is set to color set. We can actually change this. We can change this
to sphere, spheres. Let's call this the
spheres colors. But it is very, very
important that we copy the exact name that
we have right here. And there's a couple of
things that we need to do. First on the mash repro
node, right here, down here on the
output attributes, we need to make sure
that we're exploiting this color per
vertex information. This tells us that
we're going to be submitting that sort of
stuff, the elements. Now you can see that we actually lost the information here. I'll explain why
that's happening. But the important
thing is that we have this color set that
knows where it sits. On the color note, we
have this color set, the skull sphere colors, and this is where we're
going to be exporting. Now on that again, on
the mash repro mesh, we need to make sure that
Color per vertex is turned on. Then we need to go to the mash node itself
over here where it sit. But, but, but, but, but here on the mash Color and
it'll behavior. Let me just make
sure that we are exploiting this because
we wanna do is we want to save this thing into
something called the ID color of the information. Then we're going
to go over here. I'm going to create a
new color, new material. I'm gonna go to Arnold. I'm going to say AI
standard Materials, AI standard surface. There we go. This is gonna be my M spheres. I'm just going to assign a basic green color hue to this fierce. I'm going to make this a
little bit more glossy. So I'm going to bring
the roughness down and we can select
the repro mesh, the mash network over here. If we go to the mash repro
mesh and we're going to assign that am
spheres color to it. So now if we render yes, the spheres are
going to be green, which is cool, but I want to get those like crazy greens
that we had before. And again, in order to do that, we need to access the
color sets information. So going back to
this guy right here. And then look for a
node called user, a user data Color, that's this one right here. And the color information of this as a user data
Color is gonna go into the base color right now is black because it's
not finding anything. But if we paste the name
of this fierce color, it should be sampling the
proper color from our elements. That's very quickly,
give it a try. I'm pretty sure it's
not going to work. There we go. It's not working
because we're missing one more point here to make sure that all of our
connections are right. But let me do a very
quick paint diagram here to explain
what's happening. So mash right here is generating a special color for each
of the little spheres. This is being stored in an
ID information node, okay? Then Arnold, over here, AI Arnold needs to get access to that information right there to inputted at onto the color, right here, the color note. So right now we do have
the proper connection. It is looking for something
called the spheres color set. But right now we either, this Arnold is not accessing this thing
right here or mash, it's not giving the
information to our, and we're going to solve it by checking this very simple bucks. So there's two things that
you're gonna have to do. First, you're going to select this little guys right here. You're gonna go to the geometry. This is very important
and I always forget to actually
have a note would like caps that cells go
to the repro mesh because they say repro mesh and they think is going over here. But notice the repro mesh, the actual repro mesh shape. And under here on
the Arnold options, There's one option that
we need to select, which is called
export vertex colors, super important that
we have this on. Then if that doesn't solve it, just go to mash Color and
sorry to mash repro over here and just turn off and on the color spread protects just to reset the whole thing. And if you did that
correctly, again, we're still using these
fears, colors and everything. The name of our set, this
is what we're gonna get. Canal disappears, are
actually working, the colors are actually working and our little Mesh
is working nicely. Let's go to wearing their
perspective shape. Perfect. So let's do the
exact same thing. But now with our cubes, I'm going to go to the cubes, which is mash to, and I'm going to add a new
node called D Color nodes. And this one, we're
going to change the name to cube colors. Again, we're going to Control
Z and we're gonna do this. They're gonna be metallic
and I want them to be like this or like dark
red metallic colors. So I'm going to keep
this one right here. I'm gonna give them a
little bit random Q and a little bit
of random value. Again, we go to the
repro mesh right here. And first things we can turn on and off this
thing right here. But very important in
the repro mesh shape, we need to make sure the export vertex color is set to on. Let's assign a new material, Arnold AI standard surface. This is gonna be M cubes. And on the color of this object, I'm going to put a file.
Another file, sorry. I was already going
with emotions. So on the M cubes material, on the color information, we're going to look for the
user over here and Arnold, AI user data Color right here. And we're going to paste in
the name of cube colors. There we go. So if that worked
properly, which it should, and we render, as you can see, we got this very cool combination
of colors on the cube. And the cool thing is if we have interactive render turn on,
which is this one ring there, as long as they
don't change that, we can go to the mash Color to and play a little bit
here with the saturation. So I'm going to give this
a really dark red colors. And then of course, we
can go to the actual, actual material of the element and make this all metallic. So they're all going to be metallic and I'm going to bring the roughness down so we can see a really
cool reflection. Now we have this red
and green element and we can actually play this and we can scroll in our timeline and
see how this thing, so it's gonna be looking as we animate and move it around. So that's pretty much it. My friends. That's mash for us. And as you guys know, one more
thing that we can do here, we can add our
de-noise, your optics, which is gonna be
our denoise, sir, We can go to the
options over here, common and change this to
number, name, and extension. Pretty similar to what we did with the render Sequence, right? We're going to render from
Frame one-to-one, Frame 120. This can be JPEGS right here. Actually, let's do
PNGs so that we can have the background
That's an empty layer, and that we're gonna
do full HD right here. There we go. So if we hit Render
now there and it's gonna be a lot bigger, That's
our element right there. If we don't want this
thing to be as noisy, remember that we can go to Arnold renderer and we can
enable adaptive sampling. Anything in number six
should be more than enough. Like we're not going
to need a lot of time. Maybe even four, to be honest. Force would be very good.
Now, see the reflection on the element arena where we're using the reflection of the HDR. One issue that we have is that the reflection is looking
really, really, really bad. So we can actually change that here by going on the samples of the element and we can increase
the sample so a little bit that should make the
reflection a little bit better. It's not really increasing
the resolution there. Let me check how we can
increase this real quick. So we're going to change
the resolution here, 1000-4 thousand. And that should give us a better result on
the reflections. There we go. A lot cleaner. So that's it. 3 s for a full
render right here. Not bad. And now the only thing
we need to do to get this thing going is
to go to rendering. We go to render, render Sequence and we're gonna render from our camera one. We didn't name it
shotgun, but it should be the camera one,
Not perspective. And we hit render
Sequence and close. What's gonna happen here? Remember we're not going
to see the element where we're going to
see it right here. It's gonna be black. Don't worry about this. We're going to see
the actual reflection later on us as things
started appearing. And when we come this
inside of After Effects, all of the information
is going to be here. So that's it, my friends. That's a very quick overview
of the Mesh System. There's a lot more things
that you can do with mash, really, really cool things. But that's, that's
all we're going to be covering for this
particular part. Now, we're not done
with this chapter, with the dynamics chapter. We're still going to take a
look at some other stuff. So hang on tight and I'll
see you back the next video.
63. MASH Dynamics: Hey guys, welcome to this
brief little extra bit on mash before we
jump onto bifrost. So I went to include
this one because mash actually has a very cool
thing which has dynamics. And dynamics are really
cool thing that we can use for our system to generate
interesting elements. So I'm gonna model here
something real quick. This kind of like a
table or something. I'm just going to bevel
the edges a little bit to give them a little bit more
of an interesting effect. And then we're, we're gonna
do, is we're going to do this sort of like little
labyrinth or something. So imagine we have
this just like geometric shapes
all over the place. And we wanna do an animation. I don't even like, I can't even give
you an exactly like an example of why or how
I would be using this. But there's just
a funnel exercise and I'm sure you guys
would, your creativity, your game will be
able to find ways to apply this information. So I'm just going to create
these little like world, like a geometric
wall right here. And what I wanna do is I want
to drop a lot of them balls into this world and see how they react to the environment. Okay, So once I have this
little war right here, I'm gonna go to
Display and just, I don't want to display
the shapes. There we go. So I'm going to create this little world and then I'm going to create the little
sphere that's gonna be like bouncing around. This is a little bit too
big, so I'm gonna make it a little bit smaller,
something like this. And we're going to
freeze transformation. There we go. Now I'm going to
select this sphere. We're gonna go to mash
and we're going to select a new mesh, like note on the Mesh
district distribute. I'm going to change
something here. I'm gonna go to mash distribute and we're
going to change this to a grid-based effect. And we're going to
change the amount. We're going to say
five by five by five. So it's Uptown of another time, but that's a lot of little
spheres right there that we're going to
have in this world. I'm also going to
add a position, remember the transform option, and I'm gonna erase
this five units in Y, so they're a little bit
higher into, into space. Let's make this thing
so a little bit bigger. So that this a little bit
more FUN here on the, the dynamic things always, always make sure
that once you're happy with how this looks, to destroy or clean up
all of the elements. And then now what we're
gonna do or we need to do to make this dynamic is we're just gonna go here and we're
going to make this dynamic. We're just going to add a Dynamics note on
top of this thing. Where we add a Dynamics note, something very interesting
is going to happen. First of all, on the outliner, you can see that we get our
new Bullet Solver effect. This bullet solver is very important because it's the
bullet solver that we're gonna be using to generate that Dynamics effect
here on our element. And this right here
is what drives the, the actual simulation
that we're going to have. As you can see, it says that
it starts in frame one. So we need to go to frame one. Our animation is going to start right there
with Frame one. If I just hit play, what you're going to see
happen this all of the little balls are
going to start falling as if being affected by gravity. And once they hit the
ground right there, they're just going
to clump up and generate this very, very
interesting effect. Now, if that's what you
want, then there you go, we have a very cool
animation that again, will be really difficult
to have animate ourselves. However, when we wanna do is
we wanted to make sure that this thing started reacting
to the rest of the elements. First, let's start
with the table. So if we go here to
the bullet solver, you're gonna see that we have
a collider objects section. If you middle mouse and
drag the table right there, that table is now going
to be a collision object. And if we hit play, what's gonna happen is this guys are going to
collide with the table. As you can see, they're going to generate some sort of effect. Now, as you can see,
the animation is failing a little bit
in a couple of areas. Why is this happening? Well, simulation and dynamics are always a little bit
tricky on computers. So we might need to adjust a couple of things
here on the solar to give it more like time and more options to get
the right result. So for instance, we have
this collision margin. If we bring the collision
margin a little bit lower, 2.02 and we increase
the iterations. Let's go to 28 iterations. That is pretty much us
telling the computer, Hey, a little bit extra time and try to get the animation that they dynamics to look like the way that they are
actually supposed to look. Because as you can
see right here, once it starts like
like bouncing around, like if I scroll, if I do a scroll animation, you can see that we're
giving more time to the animation
to solve things. And once we hit the table, and we do this very, very slowly, It's
a lot easier to the table or for the table to try to understand
what's going on. As you can see, we lose
a little fewer elements, but unfortunately, dynamics are a little bit
difficult to control. And even though bullet
is really good, it's not the best, It's not
the best solver that we have. It does come free
here with Maya, the bullet solver, and there are other things that you can
explore Around bullet. But again, it's in this
particular case is just a quick example
to do some dynamics. Now, I'm going to grab this
whole cube right here, and I'm actually
going to combine it into a single object. And if we try to bring this
into our Bullet Solver as a, what's the word essay collider by just middle mouse dragging. And then we try to solve for it. You're gonna see that
it's doing something but not really doing it
like perfectly right? So certain parts are working okay and other parts
are not really working. Great. Other thing we can try to change is this internal frame rate. We can go to 240. And this is again
giving more time and more processing power so that the collision is
a little bit better. Now why is the
collision not working perfectly fine on
this cube tray here? Well, because Maya
doesn't really know what kind of like collision
shape to get this object. So if we select the
object and we go to its attribute editor
over here to the shape. You're gonna see
that we now have a mash option all the way to the bottom in this
Mesh option right now it's trying to use this
collision shape automatic. We're going to change
that, then we're going to change that to mesh. So we want the computer to use the actual geometry of this object as a
collision element. And now if we do it, it should give us a slightly
bigger or better result. In this case, it's not
giving us the best result. And again, this is
due to the fact that animation or
simulation tends to be a little bit
messy and it needs a really powerful computer
to do a lot of iterations. Let's go to the
Bullet Solver again, and let's try increasing
this all the way to 960. Another thing I'm gonna
do is I'm going to use my mash transform to
push this a little bit higher up so that we get a
little bit more time to think about what's gonna happen once we hit the
little jump trees. So as you can see, a little bit better but still not perfect. So since the attributes
are not working exactly as expected for
this particular shape, that's a really
complicated shape. It might be worth it to actually remove it from the
bullet solver. So right-click and break connection and then
split this back. So say Mesh separate
Fraser transformation. So every, every
single element and then introduce each
single element as he different or AC separate piece into the bullets
Bullet Solver. So I'm not sure actually, I know that we can't we can
really grab multiple of them. So we're going to have
to do poly surface one. Poly surface to
poly surface three, poly surface for
poly surface five, and poly surface six. There we go. So now, since each element is separate and it's
just a simple box, it makes the whole
thing a lot easier. We should get a
slightly better result here on our Animations. I can see some of them are working really nice
and some of them are not like this one right
here is working nicely. But then this top one,
not really great. Now let's take a look
at the mesh options because you can see again
the collision shape. It's not giving us
exactly what we need. So I'm going to change this
to haul in the hole is another option that we can do to try to use the sort
of like shape. There we go. That's a little bit better. So we're going to grab
all of them right here. And let's see if we can change all of them at the same time. Now we're going to have to
do this manually one-by-one. So we're going to change all
of the options here to hold, which should be using the skin, the outer skin of the element, to generate something that
looks a little bit better. So now we take a look at this. You can see that the
whole element is bouncing and giving us a
much better animation. I'm gonna go to, let's
say, 150 friends. So we get way, way more time
to see what's happening. And as you can see, this is going to give us
an interesting effect. Now, let's see what
other settings we can do to make this even better. So believe it or not, one of the things that we haven't changed
and it's actually making our whole simulation
worked really, really bad. It's the playback speed. You guys remember when
we were doing Animation and we set this to 24
frames per second. Well, that's actually a mistake when working with simulation. And it's very, very
important that we understand why
this is happening. The way simulation works is
we're telling the Solver here to literally check
every single frame, the collision iterations and
the internal Framer link. We're telling it makes sure that every single frame is
the correct frame. But if we're not letting this play every frame here
on the playback speed, then we're not living
the whole system. Do its thing. Look at
the difference now. Look at how nice this look. Now that we've changes
to play every frame. Now it's actually behaving
a lot better. Omega. Sorry about this. So it's becoming a lot better. We're still getting a slightly weird effect here on the table. I'm going to change the
collider on the table. It's set to automatic. We're going to change
this again to Mesh. We're going to hit play. So ideally what this should do is it should give us a
slightly better effect. So as you can see, most
of them are trying to, like there's a little
bit of gravity pulling them together and that's where we're
getting this effect. But now we're not really
getting any sphere down here. That's the kind of
stuff that we get by changing this
elements right here. Now, one very important
thing about collisions, because you might be like,
Okay, yeah, I like this. Let's say I'm happy. I don't care about a couple
of clumping that we get here. I really liked the way this
is behaving on this top part. Like how can we do
or why can we make to save this information? Because every time we hit play, what's happening here is
we're telling Maya to retry and reprocess
the whole simulation. I'm gonna go to the
blood Mesh older. Just want to try
something real quick. Let's bring this
down to one-twenty and to like eight iterations. And let's see how
different that makes it not that different. Now one other thing that
we can do is if we go to the table itself, right here on the mash options, we can increase the
bounds on the table. And what that will do is once the little
balls hit the table, they should bounce
a little bit more. Again, there's a lot
of gravity right now. I think it's the Bullet
Solver that's getting way, way, way too much. Let's get rid of the ground. Let's see if without
the ground we get a slightly better effect. I'm not sure why they're
all clumping on the center, but as you can see, the
rolling a little bit better. So now let's say we're happy. Let's say we like where this bolts are going and
we want to do a render. Well, in order for
us to do a render, we need to save
something called a cash. We can't just leave the little spheres like
this because we're gonna get a are we're not going to be able to do
this in render time. So we need to save
this information into something called a cache We're working to be
saving this is by using something called
an Alembic Cache. Alembic caches, a
very universal thing. You can actually use this
with multiple softwares that allows us to
export something like this geometry right
here into a cash that's gonna be saved into the
score onshore discs. That way we don't have to do the calculation
every single time. So I'm going to
go here to cache, I'm going to say alembic
cache and I'm going to say export selection to Olympic. The ones we do this very important and we need
to make sure that we are doing a time
slider or a start. And we're going to
say from frame one to wireframe 150, that's
perfectly fine. And that's pretty much it. Now, we are using the color
sets or stuff like that. You definitely want to
make sure that you have up right Color sets or any of the other things
that you might be adding later on into mesh. As you can see by default, this is gonna be export into our cache folder
from our projects. So I'm going to call this
like spheres simulation. Simulation. There we go. N would just export
the selection. So what's gonna happen is the
simulation is going to run. And as it's running,
it's gonna be saving age-specific Frame
of what's going over, what's happening
to get animation into this Alembic folder. So there we go. Now, if we go to our
project real quick here, let's go here to
our cache folder. You're going to see
the alembic cache. And here we have this
at 6 mb with all of the information that we need
for our sphere simulation. Now, let me save this
real quick File. Save Scene As I'm
going to save this as by mash Dynamics finished. There we go. If we were to delete
the whole mesh system, if we delete the mash, repro the solver everything and we're just left with
this thing right here. We can go back to our cache folder or
cash option right here, alembic cache, and we
can say Import Alembic, we select this one right
here and we say import. And as you can see, our
spheres are back here. However, the difference is
we're not using a mash node. If we scroll through
the element, you're gonna see that the
information after translations, movements, and everything
has been saved. So with this done, now, we can very easily take
this into a Render and just render the all of the
information for our scene. I mean, why not do it, right? So I'm just gonna
say Import here. Let's bring again our
barrel render scene. We've been using this so much, but this is just so easy, right? To import something that you already know what's
going to work. So let's delete these
guy right here. And I'm actually going to
delete this one as well. Let's go towards shot cam
panels, literal selected. It's going to be full HD shot. So we're gonna go
something like this. I'm going to assign
a new material, Arnold AI standard surface. And this one's gonna
be a red material. All of those blocks are fine. I'm going to make this assign new material Arnold
AI standard surface. And this is going to be a
dark like semi rough table. So something like this. The cool thing about this,
this is you can see I can scroll up and down
in my animation and I can find a specific
point that they like and use that as the less as
the main focus of my, of my render right here. So I think something like
this is going to look really cool and we're gonna get all the little spheres
there on the bottom. So if we read there, Let's go, let's find like a, like an intermediate
point like right here, and we render this. Let's just make sure
we're using GPU again, and let's do a full HD. We go, we can go to Arnold render and we're gonna get
a really nice result here. There we go. So we can render the whole
sequence, the whole element. And we're gonna get a really,
really nice dynamics. And you mentioned
that would again take years to manually animate. Now, of course, this
is a lot of tweaking. You definitely need the
relatively strong computer, especially CPU power is really important for
the Dynamics solver. But once you can get at
least the basic setup, you're going to be
able to create amazing things here with mesh. So we're going to stop
mash now and we're going to take a look
at to bifrost things. We're going to first
take a look at bifrost, what did this and how it works. And then we're going
to be taking a look at Fire and a Cloth. So yeah, hang on tight and I'll see you
back on the next one.
64. Bifrost: Hey guys, welcome back to
the next part of the series. Today we're gonna be
taking a look at bifrost. So bifrost, ASA, super
powerful software, but at the same time you say Zuber super complex
piece of software. So I would say bifrost is like an extra programming
instead of Maya, it, it's DAB complex,
to be honest. So let's take a look at the Basics of bifrost
and how it works. I'm going to be using this a below smoke plume like option. So first of all, you need to go to Windows, Settings and Preferences
Plug-in my plug-in manager, and make sure that bifrost
is enabled right here. So as you can see, I have my
loaded and set to auto load, so it should be working
perfectly fine. There's two main things that we need to know about bifrost. First, this one right here, which is the graph editor, where we do the bifrost work. And then there's one right here, which is the bifrost browser. Now, again, as I mentioned, this is kind of
like an a specialty inside of the 3D world. If you want to be a
B effects artists, you really need to study
your stuff about particles, fields, physics,
like there's so, so, so much stuff that goes around like creating
this elements. I'm going to double-click
this one right here. I'm just going to say import. And as you can see here, instead of Maya, we're
gonna get two things. We're gonna get this Abella, we smoke plume on the view port and we're going to get at this graph right here. So all of this nodes, all of these crazy things
that are right here. This is what's making
a will make our little like a simulation
work right here. I'm going to go to
frame number one again, it's very important that
we start on frame number one because that's where the simulation starts, as
you can see right there. If we were in any other frame
like this was not updating. So I'm gonna go to
frame number one. And if I hit play, what's gonna happen is we're gonna start getting
the simulation of smoke rising right there. Now as you can see, this is getting really, really, really, really slow because we are actually asking
the computer to do a lot of calculations so
that it understands how to generate this plume of smoke that we're
seeing right here. There we go. We might have been gotten some
audio errors right there. I cannot, even though my
computer is quite powerful, I cannot have this
simulation like calculating while
at the same time, like explaining and
recording the whole screen. So how's this working and
what's happening here? Well, as you can see right here, we are generating a bunch
of different things. This right here is called
bifrost area or area, which has like air, right? And it has to do with
anything such as smoke, like a little plumes, and even a little bit
of a fire and stuff. Now the way this works is
you can see right here, is we start by using a collider. Right now this collider
right here is, or sorry, no, that's
for collision. So we start right here. We start. How I'm trying to explain this in the simplest
way possible. The way bifrost work
is a procedurally generated like system that generates a lot of
things on the fly. Like every time we hit play
on our, on our viewport. And that's the way it
just creates everything. So as you can see right
here, we start with this node that says
create measures here. Very simple notes
creates a new sphere, which is pretty much
the same thing as if we just like out of
these fear here on W part. But this does, does
it procedurally, and that's feared that it adds, it's this one right
here that we're seeing on the very beginning. So it creates a mesh sphere and then it creates
a Fog density. It's telling you, we're
telling this thing, create a variation
of Fog density using this fear as the
generator of that density. Then we varied the temperature by varying the temperature
of the element. We're changing the way the
plumes and like all of the interior like smoke, like elements or columns or
being creative invariant. Then we have some air
source right here. So all of these three nodes
that we have right here, you're going to find them
in pretty much all of the cloud elements that we
have here instead of Maya. Because these sorts of things
that are actually creating Physick properties for all of these particles to
behave like actual gas. Now, this collider right here is really interesting because
as you can see right here, it tells us that we can use this elements and make it
collides with other objects. So if for instance I
have a cube right here, and let's make
this like a really big flat cube,
something like this. Where they can do
here is I can middle mouse and drag this cube
from the outliner into here. And this is going to create
a reference to that cube. And we can plug
in that reference here into the geometry tab. And what's gonna happen is I'm gonna stop talking
so that we can see it. But each should start colliding with that. Let's give it a go. There you go. As you can see by
adding this cube and plugging it here
into the collider. Like No, we're telling
the whole system that it needs to obey where this
cube is going to be in, pretty much go around
it and look at this. This is something that
you will never be able to hand animate. This is something that
we need to simulate. And then again, as I mentioned, there's a whole complete what's the word specialty dedicated to people
that are doing Effects? I'm going to be completely
honest with you guys. I'm not that guy. I'm not the effects guy. I don't do this as much, but I do want to introduce the basic principles of bifrost So that you can start
exploring if this is what you wanna do for your 3d career. So if we keep going over here, you're gonna see that
the main brain of the whole operation
is this thing right here, simulate area. So this simulate area node, as you can see, that
has no properties. So we really can't
change anything. One cool thing that I
like about bifrost, especially for people like me, which are, I consider myself very stupid when
it comes to be effects. It has this info tab that
tells us what is going on. So if you're a, like a
guy that likes to read the deconstructive and find out why things work
the way they do. The info node for all
of the nose is really, really important
because as you can see, it tells you which inputted accepting what those inputs do, and how you can modify to get a slightly different result. So this simulate a real node
is again like the brain of the whole operation where
we're colliding the sources, which is where the
areas coming from, the colliders, why this
had colliding width. And then this one's right
here are the influences. As you can see here, we
have two influences. We have a Fog density
influence that changes the way the density
of the Fog is behaving. And we have a box
of Fog density. Another bucks will Fog
Density Modulation right here that uses this
other influence zone. So for instance,
the participant, you might be wondering what
the **** is vorticity. Well, if we check
the information, you're gonna see the
basicity is the strength of the added acceleration to
apply to the simulation. So imagine there's like
extra wind hitting the simulation and generating more turbulence
inside the footwall. That's two vertices right here. Now one of the cool things
that like about a bifrost is the fact that even though
it's slow and heavy program, you can actually play around
with the different elements. So for instance, I can
unplug this thing right here and see what happens to the simulation without
any influence and what's gonna happen probably
there's gonna be a very clean simulation. There's not gonna be a lot of participants can be
a very smooth smoke, as you can see right here. Then if we go back
here and we plugged the influences back
on right here, what influences one and
influence to, there we go. If we do that, what
should happen now is there's gonna be a lot more
vertices, as you can see, more, more noise inside of the clouds and the
smoke is going to look a lot more interesting. So those would be
the influences. And finally, we got the
settings right here. As you can see right here,
we have some influence and we have some wind speed
and wind direction. What if we make this wind
speed really, really heavy? Like, let's say we change
the wind speed to 100, right now that direction is X, because remember
every time we have three by is always X, Y, and C. So we have
the direction of X, which means the wind should
be pushing in this direction. If I hit play, you're gonna see
that the wind is going to start
pushing more towards this side because the wind is pushing it to that
specific place. We can bring the drag up
or bring the drag down. We can change, for
instance, the, this is the year and they will have wind effect
dense areas more. In this case, I'm going to
enable and what's gonna happen this denser areas
are going to be affected by wind a
little bit more. And ideally, we're going to see a little bit more puffiness coming on the right side
of the wind right here. So all of these attributes, all of this parameters
are parameters that we normally deal with when we're trying to work
with simulation. Now, this is very important. The file cache, as you
can see right here, or as we talked about with the mash Dynamics,
it will be very, very happy to try to
simulate this thing every single time that we want
to have something happen. So what we normally do is we use this file cache option to
save all of that information. Now there's a couple of ways
in which we can do them. First of all, we need to select which mode we want to use, pass-through Lacey,
read or write. In this case, I'm
going to be using right Mouth if I use right mode, what's
gonna happen here? You can see that all of this, actually, I'm not really
sure what this is. All it's trying to
save it in some place that's not supposed
to be singing it. So I'm gonna go to my to
my project right here. Let's go to Maya
2024 to our project. Let's go to cache,
our cache folder. There we go and I'm
going to create a new cache called bifrost. There we go. Here we can select which kind
of element we want to save. We can save it as Bob, which is a bifrost element or a bifrost like default
material setup, we can save this
under the limbic or we can see this a VdV, BDB is a little bit more
universal, same as alembic, but in the case of fluids, B2B is the one that we
normally use for that. I'm going to save
it as a Bob right now I'm going to call this just smoke, demo, hits safe. So since now I am in write mode, what's gonna happen
is when I hit Play, Every time it starts
like calculating, it's gonna be saving a file. Now we're going to
be able to then read from so that we don't have to do the simulation
all over again. So right now Let's
say we want to go from frame one to frame 60, or active Frame rich,
whichever it is. Fine. So once I do this, if I go all the way over
here and I hit play, you're gonna see
this is going to start doing the process. It shifts are saving
this into our files. Let me hit stop real quick. Let me just make sure that it's saving it into our cache folder. So cash, bifrost,
and there you go. So smoke demo is being
saved right there. Let's do it again. I'm going to just hit play
and wait for this to finish. I'm going to shut up. Mainly because the
audio sometimes gets scrambled when
I'm doing this There we go. So it has stopped. I'm just going to
stop it right now. And the RAF finished
the 60 frames. And now what they can do
second switch to read mode. And again, it's
gonna be looking to the exact place
where we had it in. Technically, since
we're now in read mode, we should be able
to scroll through the element and get the
result that we want. So if we hit play right here, oh, it's not reading it. What's going on here? It should be reading it because technically we do have
the file right here. You can see it right
there, the bulb file. So we might need to restart it, but that should be it actually. Let's go here real quick. Let's go to our fall cash. Yeah. Written mode is
supposed to be the one. Unless it's like
finishing something, I'm gonna do it
right mode again. Just so that we can, I'm just
going to do it once more. And we're gonna go from
frame one to frame 60. And once it finishes, I am going to show you the result
again, give me 1 s. So the file is actually saving, but there was one little
thing that I missed it. Remember how when we
were doing the Textures, we added the udim
flax so that they'd knew that there was
a udim file will. In the case of this frames, we actually need to
add the hashtag, or in Spanish we call it Gatto, which has this thing right
here, the hashtag files. So as you can see,
it's gonna be smoked demo dot hashtag for
Hashtags dot Bob. Now we should be able
to do right Mouth. And now when we hit play, it's actually going to be saving each individual frame
as we would expect. So if we jumped
here real quick and we go to our cache folder, let's see if we can navigate
because this is quite heavy. There we go through the finish
and as you can see here, now we have one file for each
of the different frames. Now as you can see,
this gets quite heavy. I'm actually not going
to be including this on the files because it's gonna
make this really heavy, just one simple 60
Frame like thing. And it's already at 2 gb. So my gut, so it's 2 gb of information just for that
super brief elements. So if we go to this
piece right here, or to the bifrost graph. Now, let's go by the bifrost graph and we
go to the file cache. Now we can change
this to read mode instead of actually
doing the calculations, it's just reading that file
that we have right there. So as you can see, we
can see with like, I'm more like
express view all of the different
interactions that we have here on our scene. I can actually hit Play and
it should play a little bit. The issue now, how can we make this play
a little bit faster? Well, for instance,
or to start with, we can select flay refrained
24 frames per second. And that should allow me
to play this a little bit faster because you can
see it's not really playing up 24 frames per second. One thing we can try is this
little thing down here, which is called cash playback, which allows me to catch certain elements bad as you can see, this is
actually not working. I forgot that this one did not
work for bifrost elements. This is works for Animation
quite a bit as well. It's kinda like wait, instead of doing the playblast, we do this. But this is where again, playblast comes into play. Because if we just
do a playblast, we can save this as smoke. We can platelets this. The first playblast, of course, is going to take a
little bit longer. But once we get the video, we should see in real
time how fast this thing is actually moving without
having to do the full render. So let's just wait
a little bit here. And there we go. So this is the actual
speed up the smoke. Like if we had this
on an actual scene, on an actual render, this will be the speed
of the smoking. As you can see, it's
quite, quite faster. People that work
with this thing seen in movie production stuff. They have some
beast machines and servers to handle all of the simulation and a
lot of the rendering. So they can see them a little
bit more in real time. Now, if we want to render this, which by the way we can, then I got this cube and
I'm actually going to hide it just to get something
a little bit better here. Let's bring it in again,
our barrel scene. I'm just going to say Import. We're going to bring in
the viral render scene. And we're going to delete
the barrel, of course. And we're going to have
our smoke right here. I'm just going to
grab my ground plane and bring it down
a little bit more. Grabbed the camera. Panels, look through selected. And as you can see here,
we gather element. Of course we don't
need all of this frame which has need 60 frames, which is what we cached. And this is the kind of like smoke that we're going to have. So if we go to a medium
like point, like, let's say Frame 4051 of the cool things that this
bifrost already has, as you can see, is that
it already assigned and Arnold standard
volume material. This is a different
shaders that we use, which is a volume material
which is right here. But baba, baba standard surface, this is just this one. Pretty sure it's this one.
There's one. There we go. This volume shader
right here has a standard material and
a particle cloud thing. So if we render this, we should be able to get something that looks
really, really interesting. And as you can see, this works perfectly fine
right now we're doing CPU. We were doing CPU right there, but we can actually do GPU
as well. Oh no, sorry. Easy if you cannot
be done with turn, would like bifrost
motorists of volume. That's one of the bad
things about simulation against some simulations
is very CPU heavy. We need to make sure
that we're using CPU. The stronger your CPU, the better and faster your
simulations are gonna be. So one of the things,
for instance, that they recommend if
you're gonna be going into the effects route, is to use something
like a thread report, like a rice and throw the
paper which has like, I think like 18 course
or something like that. Because the more
course you have, the better this
thing is gonna be. You can actually render some. The way to render some of
these things is instead of exporting to the dot
Bob file that we do, We could export this
things to Alembic. And then with Alembic, we
can actually use our GPU. Now we do have
already noisier here. That's where this is
looking a little bit weird. We turn this off and we let
the render like do its thing. We're gonna get a
slightly better result. There we go. The encoding was going crazy. But yeah, as you can see, we've got the little
plume right here of smoke actually had
to stop the render. It really takes quite a
bit of time to render. That's one of the bad
things about particles. Because with particles in
this sort of like volumes, you need to calculate all of the light that goes
into the system, out of the system,
around the system, and it becomes quite,
quite complex. But you can see the
photo-realistic results that we're getting a really,
really, really, really good. So we're going to be doing an exercise for a single frame, single sealed with Fire. And I have a nice model that
we're going to be using. I'm just going to show
you how we can get that nice flame
and smoke effect. I don't use a lot of simulations
for my personal renders. I don't do a lot of effects
as I've mentioned before. But every now and then
we turn characters are certain acids for domain
like beauty render, I do like to add a
little bit of smoke or fire or something like
particles and things, because it makes it look
really, really cool. So we're gonna do this smoke
or the smoking the fire. And then we're going to be
doing some Cloth Simulation, which is really,
really cool as well. So, yeah, hang on tight towns
you back on the next one?
65. Bifrost Fire: Hey guys, welcome back to this very short video
about bifrost Fire. So I get the scene prepared here for you is called
the torch scene. I'm just going to Control
S to save it for you. And we imported the
barrel scene as well. As you can see, we got our HDRI and we even had like a plane. I will actually not going
to be using that plane. That's this torch
right here that has a material assigned to it. So if I go to the camera
and just say panels, look through selected and
we do a quick render. You can see it's just this
very basic effect right there. So what I wanted to do is I
want to add a fire effect, like a torch, right? So one of the cool things about the bifrost is
that it actually has some other presets
that we can use to start our generation
of contents. So if we go for the Fire option, We're gonna see that
we actually have a flame torch right here. I'm just going to click
this one and hit Import. And what's gonna happen is we're gonna be importing,
as you can see, a bifrost graph that has all of the information that we
need to generate a torch. Now, this is actually
rather simple. We have is fear. We assign a great shader to that sphere
just to get some color. And we start with the variation
of the soar properties so that this V resource
or very source property, what it's doing is when
we generate the air, it's not going to be
January everything uniformly across
the sphere surface. So it's going to bury
the way it does it. So as you can see, the
random variation here, that's what's changing
the whole thing. We have a fuel. This is one of the things
that I was learning. Bifrost I thought was
really, really interesting. So these fear has a
certain amount of fuel. Right now. We don't have a
limit to this field. This field is going
to be like LET for as many minutes as we want to, so many for
instance, if we want, but you can actually here, go here to the
source, and you can enable an end to that field. So eventually the torch will run out and it will
naturally turn off like, it will just stop consuming
any sort of like fuel. And it will just turn
off into this sort of like a puffy black smoke. This is the source air, this is the actual air
that's being created. And again, similar to what
we had with the smoke, we are going to have
this brain right here, which is the simulate area, which is gonna be creating the
different elements that we need to get the proper result. So we get some
dispersion right here, some solvers here for the
combustion and all that stuff. We're not going to
be going over those. And we'll just have
an assignment. You'll hear that assigns to this standard material here is a basic Arnold standard
volume material and it applies, this
is very important. It applies a couple of channels that we're
going to have to use. The box will Fog density. And very importantly, it makes
this thing be an emission, a black body emission, which is an object that produces light because it's
burning so much energy. Okay, So we're gonna be
using this one right here. You can see we have
certain values such as boxer Fog density down here
we have boxer temperature, um, and we can change how
we make this thing look. We can make it more intense, less intense, all of
this sort of stuff. You can see right here, the intensity is
right now set to two, but we're gonna be able
to change his shortly. So this thing right here is you can see
it's a little sphere. So I'm going to position
the sphere close to where I would expect the
volume of this thing to be, which is right around there. And now that we're ready here, we can literally just hit play. Of course we need
to go to frame one. And as you can see here
in flame while we're already see the
combustion going on, It's like a mini
sun right there. There's gonna be doing
the whole thing. So I'm just going to hit Play. I'm going to let
this run for like 100 frames or something to
get something interesting. And then I'm going to show
you the render real quick. So let's go. So there we go. I'm stopping the
animation at Frame 32. There we go. There we go. So I'm
stopping the Animation, a frame narrative because we already have an
interesting shape. We can keep it running until we find something that
looks interesting. But I'm gonna, I'm gonna
keep it right here. Now, we could of course, use the same thing that
we did before with the, with the caching
so that we don't have to do this
every single time. But right now, since this
is just a quick example, I'm going to show you
the render real quick. So as we know, we cannot render with a GPU unless we catch this
to an Olympic file. I hope that they improve
this in the next couple of releases because that's something that people have
in asking for a while. Now, I remember back in 2021 where we're asking
for this because it's such a powerful theta GPU and being restricted to
CPU without caching, it's just a little bit annoying. So if we go to the
render here and we hit Render, this is what
we're gonna get. And as you can see, sorry, I passed around thing. As you can see, there
are a little points of light that they're
being influenced, are the influencing
different parts of the wall. Now, if you remember, I was mentioning here on
the graph that if we go to the AI standard volume material that we're assigning right here, we can actually change
a couple of things. We are using this emission mode, which is a black body, and we are using this
temperature right here. Well, we can just,
we can increase the intensity of
this black body. So we go from two, let say 20, which is quite a bit of change,
and we render. You can see that now the colors are way, way more intense, but also the light that
we're getting on the back of the wall is gonna be
quite intense as well. It's a lot more noticeable
when we don't have the D nicer because remember that
the noise you can like, we need to give more time
to the render for the denominator to do a good result. So here's what I'm
gonna do, my friends. I'm gonna just
quick or click Play to find another flame that
I like a little bit more. And then I'll up the samples, do a Render and I'll show you the result with
a good render. So give me 1 s here There we go. So as you can see, this
is a better situation for the whole element. And we are getting a really nice like sample
spread right here. So I know that if I
turn on the, the nicer, we're gonna get a nice light contribution here on our scene. We can really, really, really, really punch this up. But usually for this
kind of things, what we tend to do
is we tend to add another light as he source, because trying to get all
of that illumination from just a single source can be a little bit here
before the system. So if we, for instance, add another area light right here, even if it's there on the
inside of the element, like that's not, not
that big of a deal. We can have a really tiny
like light right here hidden. We just colored
temperature and we bring this all the way down
to make it really, really warm and we increased
exposure quite a bit. Let's see something
like 15. I'm going to hide the element right now so that we can take a
look at the light only. And if we render, you can see this is the light
actually hitting the rest of the element. 15 might be a little
bit too much. So let's go back to
let me grab delight. And I'm going to make this
elaborate or something. I'm gonna make a little bit
more warm. There we go. That's a lot better. So we combine that
light right there, like a fake light, and we then turn on the flame
torch right here. And what's gonna happen
now when we run there is we're gonna get a
nicer looking, right? Let me render it real quick
for you guys and I'll show you the result. There we go. Technically, this is fake
light because we're not getting the exact light that
only the flame is producing. But this is how we
can mix and match different LMSs such as bifrost and traditional
Arnold Lights. To save ourselves the need to really punch the emission
really, really high. Again, usually from
lightening perspective, you don't want the light they scene with pure
emission becomes, it becomes very difficult to do. But if we're working with this and a character and
something like that, then we just want a little
bit of light coming from the torch into
the character's face. That's something we
can definitely do. So that's pretty much it guys. Again, it will be, or we will need a
complete course to explain all of the
intricacies of bifrost. But hopefully with this quick
examples of how you can adapt a couple of the elements
that we have by default, you can get some renders. I sometimes like to use this flames or smokes
or things like that. We'd certainly beauty renders. I normally don't
render full like Animation shots because my
computer just can handle it. It definitely takes
way too long. But that doesn't mean
that you can't use them to make your renders
a lot more PRE. So maybe you're doing a simple rendering with the barrel and you want
to add the candle. Well, here on the graph editor, there, easy candle,
I believe this. I think you could use
definitely the burning barrel, but you can also use the burning flame torture to
bringing barrel. Or here on the small we
get the cigarette smoke. That's also really good,
very small wispy effect. So there's a lot of
things that we can use or adapt that
we have right here. Now. These guys do react
to animation. So I do believe you can attach this to like a car or something, and they will be flowing
with the car and everything, which makes a very, very
cool effect as well. So yeah, that's pretty
much it for this one guys. On the next one we're gonna
be taking a look at bifrost, but we're gonna be using it to generate some Cloth simulations. So hang on tight and I'll see
you back on the next one.
66. Bifrost Cloth: Hi guys. Welcome back to the next
parts of the series. We're going to be
closing off this whole, like what's the word? This whole chapter, which is the dynamics chapter with
Cloth club is a very, very fond part of
the whole process. And I'm going to be showing
you some quick ways in which we can use bifrost
to generate a desk Cloth. So in this particular case, we're actually not going to be importing anything
into our scene. We're gonna start right here with what we have and I'm gonna show you the basics
and then we're gonna do is model exercise. So I'm going to start
with a sphere right here, and I'm going to have a draw a plane on top of this sphere. There we go. What I'm going to
do is that when assimilate at this plane, as I say Cloth and that's gonna be falling on
top of this sphere. Very, very, very simple. And then again, we're
going to do something a little bit more
advanced later. I'm also going to
have a ground plane, so it's going to keep the ground pin like
right around there. I'm going to call
this plane Cloth. This is gonna be my sphere, or let's call this
collision or collider. And there's gonna be my floor. Perfect. So we're
gonna go to bifrost. And the bifrost actually has the ability to use or
create a generate Cloth. I'm gonna go here
to create a graph. And I'm gonna explain very
simply how we can utilize this display or this graph to will start generating
our elements. So as you can see here, we have our input and over here
we have an output. So whatever we get into in the input can be exported out as an output following this procedural workflow that
we're going to have here. Now, one thing that's
very, very interesting, and we've done this before
with the fire and the smoke, is that we can
bring, for instance, our Cloud information in
here, as you can see, that has this little
symbol meaning that this is supposed to be an input because it goes
into the bifrost graph. So we want to make
this cloud shape a, what Stuart, a Cloth Simulation. So what we're gonna
do is we're going to press Tab and we're
going to write make. And as you can see, we have
this option here, Cloth. So the NPM Cloth know this the one that's
going to actually generate all of the
necessary things that we need to walk
generate our Cloth. So our input or mesh right here, It's gonna be our geometry. But if we just do
this right here, like nothing's going to work. If we hit Play,
you're going to see that nothing is
happening right here. Let's of course go back
here again to frame one. I'm not sure why minus that, you always Frame 40, but
let's go to frame one. And again, if I hit play, like nothing's happening, why
isn't anything happening? Because we still need to add a couple of things
here to make sure that this actually
works like a Cloth. So one of those notes
that we need is something called simulate MPM. So remember the little
brain that we talked about. It actually has a very similar like Overview like
this right here. This simulate MPM is the
little brain that's going to do all of the calculations
for our elements. So this is gonna be our source. And here on the Cloth mesh, that's gonna be our
output over here. Now, you can see that we
actually have two elements. We have this one right here,
and this one right here, this one right here,
that's the bifrost. So as you can see, even though we are using the basic like
Cloth as our input, it's actually creating a
new instance of that Cloth. We can actually
hide our own Cloth. We're going to just be left
with this one right here. So now if I hit play,
as you can see, that thing is falling into the ground and into
or towards infinity. So similar to what we did with
dynamics instead of mash, we need to tell this
clade that it needs to collide with something. And you can see
here on the little brain and our simulations, we have the colliders
option that we can utilize, want to generate something a
little bit more interesting. So I'm going to bring
in some meshes. So I'm just going to bring
like the collider here first, just drag and drop it
with middle mouse. And we can literally just
use this as a collider. Now, it's sticking the collider
shape as a mesh element. And if we assimilate again, it should start colliding
with the element, but something's happening there. Why is this not
working properly? Well, it's because we're
missing one single node. So even though we do have this collider shape
working properly, we're not actually
telling it that it's a collider itself. So we need to bring in a
collider first, This right here. And this is one of the things that they'd like about bifrost. Once you understand the
general flow of things, it can become quite intuitive to be like,
Okay, what do I want? I want the colliders. Well, let's get collider node. Once we have the
collider, now we need to define which of this elements
are going to be collider. So for instance, we can bring again our little
mesh right here. And if we bring this
into the collider, this collider thing is what's actually
giving you this fear, the ability to collide
with our element. And there you go.
As you can see, we get an interest result. Now, as you can see, again, we're having a little
bit of an issue with the sampling and stuff. Makes sure that we have this
set to play every frame free so that we go through
every single frame. As you can see, this
one's going really, really fast right now, but it's, it should allow us for
a better calculation. Now, under collider itself, There's a couple of
things that we can do to make this thing a
little bit better. So if we want to
make this collider a little bit more precise, one of them is we can change the details size a
little bit smaller. So we go to 0.005. So ten times the smaller 0.005. There we go. The collider should be a
little bit more precise. Now, another thing that we're having issues with this,
of course, the clot. The clot right now is
a very low poly Cloth. So I'm going to actually go
to my original Cloth and say Mesh and smooth that
original Cloth. And what that will change
as you can see here, because this is an instance,
it will update this instance Now if we simulate,
you can see that it simulates and stretches
a little bit more. Now, we can of course, at the plane as well. So you can middle mouse
and drag the plane in here and use this as
a collider as well. Just another geometry. You can see that we
have now two meshes here on our little
bifrost graph. And then we hit play. This thing is actually going
to be reactant to the floor. Very nice. Look at that. Look at how
cool this shapes look. Now. One quick tip right here,
the small parenthesis. And this is actually
something that you can use to model things. So I can just
literally controlled duplicate the bifrost graph. Sorry, I will need
to export this, but you can actually export this geometry right
here that we have. And the agenda
today, solid mesh. So dynamics and all of the
simulation things that we're using can also
be used for Modeling. So that's it. We got the collider shape and
we've got the floor ship. And if we hit play again, you can see that this thing
is giving us a nice result. Of course, the more frames
we give this thing. So if we get 500 frames, then the animation
is gonna be rowing, running quite nicely until
it just like settles. And you can see even though
it's trying to sell is still moving a little bit from
one position to the other. But we get a very nice
result right here. And the cool thing about this is that there are
a couple of elements that we can do to modify the
properties of our Cloth. For instance, we can give
it another simulation. I'm gonna give it
another smooth. And as you can see, if
we go back to frame one, There's gonna be
updated even more. And now if we simulate, the simulation is gonna
be a little bit slower. But you can also see
that the wrinkles and all of the
details that we're getting from the Cloth are
getting way, way, way better. Look at that beautiful. We can also press number three, or we can again smooth
this thing later on. And we're gonna get
a nicer result, will look at how nice this
false Look, not freaking bath. Now, one thing that I'm
seeing here is that it is touching or is reacting
to the geometries. But as you can see
here, it's actually not perfectly touching
the elements. And this, again, on
the colliders are the things there is an
option that we can do or, or minimize to make
sure that the, what's the word, that the resolution or the element
is a little bit better. So right now here we're
gonna go to action. We're gonna go to the
MPM Cloth right here. And one of the things
that we can do is we can change certain things
such as the viscosity, the thickness, the collision,
that vibration speed. If we increase the
vibration speed, for instance, something very funny happens with the Cloth. It's going to become
a little bit thicker. So as you can see here,
it becomes more like a, like a solid effect.
Look at that. It's like a very,
very dense Cloth. So it's not as a seal
kilos or as elastic as we get when the vibration speed
is really, really low. If we bring this all the
way to 100, There we go. You can see that the simulation,
this a little slower, but this becomes
like a super, super, like a rigid effect right there. Very, very interesting effect. So I think 20, so it's a
good number for this or like soft effects
that we want to do for our clot right here. So we're gonna get a
really nice blobby effect. Of course, if we
bring this lower, if we go for a five
on vibration speed, What's gonna happen
is it's gotta be like super, super, super silky. It's pretty much like water. See that? It's
just flowing very, very nicely, becomes
kinda like a liquid. So I'm actually going
to go something like a 25 I think to get this thing looking are
working a little bit better. Now, let's fix a little bit of the collision volumes by
adjusting one more setting here. So in order to get a little bit more control
over the whole thing, we're going to be
using something called an MPM solver settings. And this is kind of like imagine where we're
going into a car, right? And we want to get more
control over the car. Will we need to open
the hood and start messing with the internal
settings of the whole thing. By default, the settings
are already being applied. That's why we can see the
simulations where we can actually pluck the
settings into the MPM, simulate nodes and change
a couple of things. So for instance, the first
one is detailed size. If we bring the details
size lower, so like 0.0, 15 for instance, this
is also going to reduce or increase the
accuracy of our elements. It's gonna give us a
slightly better result. I can still see that
there's a little bit of an offset right there. Another thing we can
do is the scene units. You can see the scenes units
right now are set to meters, and technically we're
working with centimeters. So the scenes units, we're going to change
from one to 0.1. And as you can see,
things are gonna be changing quite
a bit right here. Actually, I'm not sure if
that's one that you do it. Let's go to ten. Where it's a little Cloth. No, that's actually that's fine. Let's just keep it other one. Otherwise we're going to get a really, really weird effect. So yeah, those two
elements are going to give me a slightly
better result. Now, one thing that
I'm noticing here, it might be that I forgot to
freeze the transformations. Yeah, there you go. I think that was it. So let's go back to
poly modeling and freeze the transformations
on the original Mesh. And I think that should effect
the effect a little bit. Not great. I mean, it's getting
a little bit better, but it's not great still. So I want to fix this
little like again, like the like the empty
layer that we get, the empty space that we
get in-between the lungs. Now, one thing that you can know this with Cloth Simulation, opposed to what we
have or what we were doing with what
was the word with the fire simulations
is that this is a lot faster than the
smoke simulations. So Even though we can
catch this as well, there's really no need
to do it right now. So since this thing right here, the NPM is using
volume calculation, the best way to do
this here with us, I was saying with a detailed
size of our volume collider. So right now, as
you can see here on the volume collider properties, we're using this relative mode. I'm going to change this absolute and I'm
going to change this. I'm just going to keep the
to to shell GO mode solid. So that should give me slightly battery
sold, not yet there. We can turn on optimal
adaptability again, if you have any questions, all of the information
is gonna be right here. So optimal auditability is one of the elements There's
going to allow us to, I'm smooth some of the
red regions because what this thing does is it pretty much boxing
license this object. And once it Box license it, it uses that those boxes to, to get an idea of
where things are. I'm going to try
to bring this even lower points 001 or actually, let's try bringing
it bigger or higher. Let's see where we get there. Not really that
much of a change. I'm going minus one offset. The minus one offset there
is actually helping. It's getting a lot closer
to the actual effect. So let's bring this to the 0.1 that we have
an a minus one offset. And maybe instead
of a minus one, Let's do -0.5 offset. So by doing that, what we're
doing is we're pretty much shrinking the boxes
a little bit more. And we're generating something that's a little bit closer, maybe something like
a -0.3. There we go. That's really, really,
really close to the surface. I think that's
probably as best as we're going to get for this
particular thing right here. Now, as you can see, the cloud, this is still trying to move and modify itself a little bit, but we're getting a much,
much better result. Now, if we go back to
the bifrost graph, one of the things
that we can do is we can increase a little bit of the stickiness of
the club X-ray. Now the Cloud, the string
to slide too much. So I'm gonna go here to
the make NPM Cloth and the viscosity is what we
want to reduce a little bit. So we're gonna go to 150. And by reducing the viscosity, we should be getting
all this case. It's a more bouncy effect, but it shouldn't slide
this much once it's done. Or actually if we
increase the viscosity, I believe we're
gonna get an even better like thicker effects. So this is not going to
give us as much effect. You can also see that
there's a lot of, are, there's not
too much friction. We can increase the
friction right here. Let's give it a ten
value for friction. And that should make
it a little bit less bouncy when that's
getting a lot of air. But yeah, that's
that's pretty much it. That's one of the
things that we can do for degeneration of the Cloth. Now as I mentioned, let's
do a model exercise here. So what I'm going to do, and I know we've
been doing this so many times, but let's open. Let's import the barrel
scene again one more time. So we're going to open the
variable render scene. Well, we can do is we can actually duplicate this barrels. I'm going to have a
couple of barrels. I want to create a just
one of this sort of like a like a real life scenarios that we might find in a
factory or something. So we're going to
have a couple of barrels and then
want to have them want some of them like
slightly covered by a Cloth. So if we bring all of
this barrels right here, let's find a nice panels. Luca selected a nice
Take right here. I'm actually going
to push this back. Push this to the side. Let's add another small
barrel right here. And there we go. Let's add another. That's fine. So this is gonna be like
our family of barrels. So now I'm going to show you
a trick that I will start by one of my friends
who was actually going through the BFS track. And we're gonna do here
is we're going to create a nice long club right here. I'm not going to get
the exact rotation. I'm going to do
something like this. And I'm gonna go to my
cut tool and I'm going to cut a lot of lines,
random lights. And then when we
smooth this lines, all of the angles and loved the bad topology that we
get is gonna be fixed. I'm gonna get one more division. So it's really, really,
really soft right there. Let's hide the render
setup just a second. Actually, I don't want
to hide the floor. So I'm going to get the floor
out of the render setup. There we go. And now we can go again to our bifrost graph and we're
going to create a new graph. We're going to bring in an
input which is going to be, of course, this pea
plant right here. And as we made before, we're gonna do an MDM. We're going to create
an MDM or Make, sorry, Make em the MPM Cloth. There we go. So this one goes right there. And then this one needs to, as we know, simulate,
simulate NPM. And we're going to
be simulating this Cloth source right here. And the output is gonna
be this one right here. This call, of course
we don't need anymore. We should have the
geometry right there. Let's go to frame
one. There we go. And if we render, as
you can see right here, this thing is gonna be falling. So now as we know,
we need to add some colliders to our
graph right here. The colliders are
going to be affecting the collisions right there. And we're gonna be
adding our meshes. We can grab the barrels. We actually grab all
of the barrels and the plane, this one right here. And the plane and middle mouse and drag them
all at the same time. And what's gonna happen is
we're actually creating a little group right here
that has multiple meshes. So as you can see right here, we have the render better one and then rendered by R2
and Planes she wants to, all of the meshes are right
there into the geometry node. So now if we render here As you can see, this is
going to start affecting or interacting with the
different elements. Now, again, remember, all of these things are
being box lights. That's what we're getting. This sort of like we're
result right there. So if we want to create an, a better effect or a
more realistic effect, one of the things that
we can do here as a, we can go to the
collision properties and as we saw just right now, we can increase
the detailed size. Let's go point COC or five. Let's do a minus one offset. Let's see how that looks. In this case, we might
actually need to go higher. So we're going to
say a one offset so that we go a little
bit above the barrels. There we go, as you can see, that gives us a slightly
better result and we're able to cover all of
this barrels with this Cloth. If we keep the simulation going, you can see the Cloth
is going to stop. But here's the funny thing. All of this colleague
colliders are actually going to be
reacting to the elements. So I'm gonna wait until
this thing settles. So if I just wait a
couple of frames, I'm going to see when this
thing like actually stops, which is there we
go, Frame 200, 200. I'm going to sudden
Animation keyframe for this little guy right here. And I'm going to push
it out like this. So what's gonna happen now? Let's shoot, well, Maya, sorry. Let's go to frame 200 again. From 200, it was right there. So S, then by frame, let's say 216, 60 frames. We're going to
push this forward. So now what's going to
happen is, there we go. Now what's gonna happen? This one right here,
Let's delete it. First Frame. There we go. Is the Cloth is going
to be animating itself. And then at Frame 200, the barrel is going
to be pushing out and we're gonna be bringing the barrel outside
of the element. Then as you can see, it actually interacts with the Cloth. And the Cloth is going
to adapt itself to the new formation that we
have there with the bells. You can imagine that
we can actually grab one of these
guys, for instance. And after this guy has gone out, we can animate this
and pull it forward, move it, rotate it. And if we do this, it might seem like
something very, very silly. But all of the things that
we're doing here will react properly to the effect that
we're looking for right here. So as you can see,
this first gets out of the element and then this
thing just moves up, rotates and all of the
cloud is going to try to adapt to these new
construction that we have. So you can see we get all
of the wrinkles and all of the different elements and
we're getting a really, really, really interesting
result overall. Again, this is
behaving a little bit more like a liquid and
that's kinda like, like the hacky way that they managed to create
this bifrost thing. They box a Lights
everything and they make it look like a liquid. But as you can see it, so
it's a fairly good results. It's not bad for some like basic simulations
that we might want. And as I was mentioning
before, at any point, we could catch this thing out, generating another little file. Then this thing could
become a static mesh Light. We don't need to be animating
or keeping this thing as like a fluid animation. We can eventually copy this geometry from
an Alembic file and just use it as a simple
placeholder for like a carpet, some current and
stuff like that. Now, I want to show
you one more thing before we wrap this,
this thing up. And that is something
called the intersections. So if I were to
go all the way to the beginning and create
a new sphere right here. Another thing I could do it, so I could create a
couple of points, one or two points I'm gonna
do is just one right now. That's going to be holding
this Cloth in place. I'm going to have
this thing intersect the plane right there. Let's freeze the
transformations. And if we go up here, one of the things
that we can do is we can add something
called a constraint. So if we look for constraint, you can see that there's
a constraint MPM in the constraint MPM is
expecting an MPM source. So we need some sort
of like MPM source, which is gonna be this one
right here, Cloth source. And then this is the
outsource over here, right? So we just reconnect
these things. There we go. Then it's expecting a
constraint geometry. So I'm going to grab
my sphere right here. And I'm going to bring this
as my constraint geometry. And what's gonna happen here is any geometry that's intersecting at that point will generate
a constraint points. So as you can see, that's actually like holding the Cloth. It's going to try to bring
the Cloth back into, into, it's like into
its volume, right? So if we go over here and we
go again to the MPM Cloth, we can go, for instance,
again to the vibration speed. Increase this a little
bit. Let's go through a 30 and area presentation. We're going to actually
bring this up as well so that we don't
Stretch too much. And as you can see, we're gonna get a slightly different
effect actually, that's way, way
too. To stretch it. Let's bring this down. There we go. Now we've got, so that's a little
bit less stretchy. And as you can see, we kept
this thing right there. So you can imagine if we want to do something like a curtain, like some bedsheets
or things like that. This good way to generate
some interesting elements. And again, all of the animation
that we're doing here, it's playing around with
all of this dynamics and he's generating a
very, very cool effect. Now imagine what we could do by texturing this thing of like actual Cloth and getting
a very nice effect. So yeah, that's again, just a quick overview of how we can use a little bit
of Cloth dynamics. You could actually generate
a t-shirt for a character. And what's the word and simulated with the
animation of a character. We don't have any character
Animation right now, but you can expect to use the exact same process by using colliders and
creating the clots. To do so. Now, I
am going to give you a quick like
a spoiler alert. Maya is really good at
doing a lot of stuff. And one of the reasons
why I wanted to record all of these
different plug-ins and things and a little softwares
that we have inside of Maya so that you guys to
understand how the full production pipeline works. However, there are more
specialized softwares out there that do a better
job at this sort of stuff. For instance, in the case of the case of cloth simulation, There's one that's
called marbles assignor. And this is especially
done for characters, but you can use this for
environments as well. And this is especially
designed, this softwares, especially the sign to do all
of this Cloth Simulation. So all of the falls, wrinkles and things that you would expect for a character. This are done inside
of marbles assignment. And the same way I mentioned
the marbles designer. There's software
specifically for things like explosions,
water for instance. There's one called real flow. This especially mean or
use for a world scale, real-world scale like
water simulation. So there's a ton of different
softwares out there. And I know this is not a course about those
other softwares. It's about Maya, but it is important for you guys
to understand that Maya is like the centerpiece of the whole
production pipeline, but we use a lot of
other softwares to improve the things that we can create with this
software right here. So yeah, that's it for it,
for this one, my friends, I am going to save this one
just in case you guys wanted to take a look at
the, at the graph. But with this, we're
pretty much done with the bifrost section
of our course. And now we're going to jump
onto the final two chapters. The next chapter is
going to be xgen, which is a favorite
of mine, his hair. We're gonna be working
with hair system, which we really,
really, really cool. And then we're going
to be jumping with, we're going to be
doing what's the name? The rendering. We're gonna be talking
about Shaders, displacement renders, and all of the different
things that we can do to get super, super cool effects on
our final renders. So that's it for this one guys. Make sure to do a little
exercises so that you also explore
some of the systems. And I'll see you back
on the next one.
67. Xgen Basics: Hi guys. Welcome back to the
next part of the series. Today we're going to
be thinking, look at xgen and extremely is one of my favorite systems
for hair creation. Even I know I talked about other softwares
in the past video, but this one's actually really, really good, even better
than other suffers. So we get this very
simple Hellman model is sort of like a medieval
cell Hellman model. And I'm going to show
you how we can create a different grooming
Systems for this one too, we'll stylize how the little
hairs is going to be on top. Now, we do have some
textures for this one, so I'm going to go very quickly here to select the elements. If we go to source images, there's gonna be
this helmet one, and we can select everything except for the hide information. So here on the
height information, I actually don't want
to use that one. Now, we're gonna talk about
hide information shortly. But right now we're not
going to use just rubbing his normal mental illness
and base color. There we go. So we just hit Apply
and there we go. So if we press number six, or of course we need to assign the latest material, which
is this one right here. And let's bring in D, the barrel Scene real quick. So let's import the
payroll render scene. Actually, rendering is super, super important for four here, this realization, otherwise
we don't see anything. Let's press number seven and let's turn on the
shadows right here. There we go. We've got this very, very
cool helmet right here, just like an old fantasy helmet. And let's talk about action. So in the same way as with mash and with bifrost that
we've been talking about. Xgen is also another
plugin that you need to enable here inside of Maya. We're going to enable,
we're gonna set this up to unload just to get
it all the time. And this is the one
we're gonna have. Now, xgen is divided into
two different systems. This word here, which is like the traditional
old-school action, and this one right here,
which is the new action, which is called
interactive editor. I would say that the
traditional one, even though it's a little
bit more technical, has more tools for us. So I usually prefer
to use this one, but I am going to be
showing you a little bit of this one in the next
couple of videos. So the way this works is
actually very, very simple. We need to generate
or we need to select the faces from where the
hair is gonna be generating. And as you can see right here, faces are, this one's
right here on the back. So I'm gonna select all of
those phases and I'm gonna go to Mesh and we're going
to duplicate those mesh, edit mesh and then duplicate, and I'm gonna push them
in just a little bit. As you can see, they're gonna be just below the
surface right there. Very, very simple. Now, why do we need to
duplicate the elements? Why can't we do it on
the original element? Well, this is mainly from a
production standpoint in case we want to remove or utilize
different sets of hairs. So this poly surface right
here that we have right now, I'm going to call
this hair a, okay? And we're actually going
to duplicate this because we're gonna be creating
three hairs right now. I'm going to hide them. We're not going to
use them right now. We're just going to
be using a again, the reason why I wanted to
do it is because it's a lot easier to
manage what's gonna happen on this faces
than to try to manage what's gonna happen on all of
the faces of our elements. So we're going to select the new system that
we have right there. And we're gonna go
to this elements, which is the xgen window. The actual window is gonna
give us this option. It's going to tell us,
what do you want to, do? You want to create
a new description? Do you want to
input a collection or do you want to
import a preset? As in the same way as how
we have it with bifrost. There's also a lot of presets
that we have here for Maya. Like, just like general ways in which we can create
here for instance, this dreadlocks, grass,
grass to stuff like that. We're not gonna be
using any prisoner. We're actually going to be
creating it from scratch. So the way xgen works is it's, it's a way to again instance certain types of freedom
primitives on the surface. In this case, we're
going to be instancing primitives that look like here. And we're going to be a
rendering of those primitives. So they actually
looked like here. So we're going to have
something called descriptions, which is the actual hair system. And then we're going
to have collections. So imagine a character. A character will have
its own collection and then the browse, the beard, the hair, the chest hair, like all of the
different systems, are going to be
independent description. I'm going to create the new
description right here. And this new
description is going to be called hair style. And we're going to create a
new collection called helmet. Let's call this helmet hair
collection that we call. Now, when it asks us,
what do you wanna do? We're gonna be
using this splines, which as you can see are for lawn care, binds,
etcetera, etcetera. We're gonna be using, we're going to generate
this at randomly across the surface and we're gonna
be using and placing Guide. So placing and using
guides, this is very, very important and we're
going to hit Create. Now we're gonna go into the
tools that are actually going to allow us to
create the hair elements. So let me isolate this
real quick so that we can actually see the geometry that we're gonna
be working with. And we're going to start
with a very simple sort of like Gladiator effect
door like this. I'm not sure if this gladiators, but this just like like no, this is more like
Roman thing, right? Like wood. This is very squared
look effect. So I'm gonna go to this
button right here, which is going to add guides. And the first thing
we need to do is we need to add guide
to our surface. So we're going to
have 12,345.6 guides. There we go. By adding guides, we can now
click on this little icon. And when we do that,
as you can see, we're going to start getting
depopulation of the hairs. Those like dark orange
elements, those are the guides. This one right here
and this right here. You can see we can select them. Those are the hairs that
are being generated. So if we went to
create more hairs, we need to increase the density. And by increasing the density,
as you can see right here, we're going to be
increasing the hairstyle we will have on our system. Let's get out of
site selection mode. You're gonna be able to see
how this starts looking. Really, really, really cool So let's play a little bit with some of the basic effects. As you can see right here. The elements that
we have right here, the tools that we
have right here, R4, the guide placement
and management. We can add guides, we can
isolate guides or show them. We can lock them. We can do
a lot of different things. And guides are important because when we
select the guides, so let me go right
here and right-click, we can select this Guide
control points which are very similar to
what we have in curves. And if we select one of
this and move it up, this guide points are actually influencing how the
hairs being generated. So as you can see by moving
this Guide point up, we're telling the hair a, we want you to go all
the way over there. We can go to this
next Guide Point, for instance, do the same thing. We can go to this one right
here, do the same thing. And this is one of
the first ways in which we can groom are here by deciding how high or how intense Each of these
curves is going to be. Now, one more thing
is that this guy, it's actually have
multiple points. So for instance, we can push
this top point for Worth. And as you can see down here,
a couple of other points. We can push this
point up like this. There we go. I'm going to high, I'm going
to press this button to hide the hair little bit. I
want to grab this one. It works again, very, very
similar to how curves work. So this little points
right here, this vertex, they control the way that these guys are
gonna be behaving. We can modify some
of those guys. And again, when we press this, you're going to be able to
see that we get the very, very nice, interesting
approach to the whole thing. Now, the more guides we have, the more control
we're going to be able to get on our a helmet. You can see it right here
with this very few guys, we can get a very, very
nice and cool control. But if we want to have
even more control, we can add more points. So if I were to add, let's say a guide,
like right here, you're gonna see that this
one interpolates and he tries to find the average
point of this two elements. And when I do this again, we're going to have a
straight line right there. But if I go over to the Guide again and I select
the control points, I'm going to be able to select this one pushes all
the way up there. And as you can see, we generate a slightly different effect
for the whole thing. So this is the basic
principle of how xgen works. We're gonna be using guides. This is splines, curves that
they're gonna be driving, how the hair is gonna be
projected on top of a surface. So let me go back. I actually
don't want that Guide. Let's update this real quick. Let's go back to
a cleaner effect. There we go. That's
a little bit better. And now let's talk about some of the properties that
we have right here. We can paint something called
a density mask right here to tell it where we
want more or less hair. However, for this
particular example, I'm not going to be messing
around with the mask. We're going to keep it very,
very simple like this. But if we had something like a Ohno like a rug or like
like like grass, right? Like if we wanted to do grass,
we could use this mask to paint a little bit more or
less grass in certain areas. I'm not sure if I haven't exercise right now that
we're going to be doing, that involves a
painting density masks. But this again, this
is how we do it. We use this mass right here. We're gonna talk about the permitted
attributes right here. And as you can see,
what's happening here is we're creating, are these things called splice. So all of this hair, so we're seeing right here,
this tubular hers, there's just a splice or Curves, not geometry, they're
not polygons. So this allows us to modify them in very
interesting ways. For instance, we can
change the length right here without having
to move the guides. We can just project the length of the guide
a little bit more, a little bit less depending
on how we wanted. And this is going to allow us
to modify this by the way, sizer, which means
we can animate it. If we want to, we
can set a key right there and animate the
length of hair like maybe one of the character
whose hair is gonna be growing at specific
points of the Animation. Well, technically, you could
do it anything that you see right here and it's lighter
that she can be animated. Now the width round,
this is very important. The stars stands for the root of the element and the T stands for what do I have over here? Sorry, let me close this
because I was seeing my Toolbar a lot. Give me 1 s. There we go. So the R stands for the root. And what we're
going to do here is we're going to push this down. And then we're going to click to create a new point right here. And we're going to push
this other point down. So as you can see,
we're starting to generate the sort of
like teardrop shape. By the way, we can
change this here to a smooth spline, same here. We can select that
point that change that to a smooth splines, going to be a little
bit smoother. So now this is going to start, is going to start looking a
little bit more like here, where it becomes
thinner and thinner as it goes up and up. We can go back here.
And even though the density stops at 100, we can actually go
over that number. Although that those
letters in Maya, they don't have a
hard-coded number. So if we want to,
we can go to like 1,000 and look how dense
and nice this looks now, really, really,
really cool, right? So this are the basic
principles that we have here. Now we can also taper the hair, making that a lot thinner as we go further up into the chain. And this is gonna give us this very nice
effect right there. But it looks very CG, right? Like very mechanical. So how can we make our hair
look a little bit more realistic if we look at some reference here is
let me go over here. Like Roman helmet hair. You can see this or like
spiky sort of stuff. And you can see it's quite
puffy. It's not perfect. It kind of like falls down and creates like different effects. How and why or how, what can we do to generate
or modify these things? Well, we can use something
called modifiers right here. So the modifier is very similar again to how mash works are things that we can add on top
of this stack that we'll, as the name implies, modify
how this thing work. So I'm going to
select the first one. We're going to use a
little bit of noise. I'm just going to grab
this noise and heat, okay? By default, you can see that the hair is going to start
moving a little bit. So now it's not
looking so perfect. We're getting a little bit
of for a different effect, we can change the
frequency right here, let's say a two frequency. And we can do like a ten
magnitude and look at that. Now we're start
getting a really, really, really messy here. The slider here on the top, the mask slider is a sort of like zero to one value.
We drop this 2.5. We're going to be reducing
the intensity of this noise, this frequency to
magnitude TEN noise. So that is not as intense. Then this ramp that we have right here is
another thing that we can use to control how the
action is gonna be behaving. This pretty much tells
us how much each of these modifiers is gonna be affecting the root and the tip. So as you can see right here, most of the effect is
happening on the tip. If we lower this, that tip is going to become
a lot more straight. And then we modify this. We can generate this. Maybe we want to have
the middle section of the element be a little
bit more puffy like this. So this is what
we will be doing. Ideally, we want to
go to our reference, take a look at the
reference and be like, Okay, where's the
most puffiness? What I can definitely
see that's on the top. So that means that yes, the tape is going
to have way, way, way more noise than
everything else, but maybe we don't want
to have a little bit of noise here under
root as well. If you add a point and
you want to eliminate, you can just click
on this little x-ray there and that's gonna
allow you to eliminate it. So as you can see right here, we can move the root a little
bit up and we're going to be getting a very cool
effect right there. Let's go back to the primitives. Let's make the length really, really intense and look at that. We immediately can
transpose all of the things that we're doing
into this very crazy effect. And that's not all at any point, I can remove the visibility right there. Let's
go to a right view. And I can see here that it's
very short on the back. So I would like to go
to this guy right here. You can just soft selection
with V and move this back. Let's do the same
thing with this one. And a little bit with this one. And that's gonna give
me a more uniform effect, therefore, the helmet. Now, if I press number seven, which is going to bring me
to my rendering effect, it's not going to give me
the best render just yet, because the shaders
that we're using, It's a very basic
standard shader. It looks very good
when we're working in basic wireframe mode or are
shaded mode number five. But that doesn't look
as good when we render. So let me save this real quick. I'm going to File Save
Scene As helmet finished. There we go. Let's go of
course, to GPU render. This one does render
with GPU by the way. So that's great for us. Let's go over here
to our camera. I'm gonna go to
where's my masking? There's a mask
going on right now. That's why we cannot
select things. Need to go over here. That's one right
here. There we go. We go to object mode. This is component mode,
this object mode. So we're gonna go
to object mode and say panels, Lucas elected. And let's find a nice
like shot for the, for this thing. So
something like this. Now if we Render, we're going
to get the nice render. Looks not gonna be that bad, but the hair's not
going to look perfect. And that's what I wanted to fix. So let's wait for the Textures to convert and I'll
show you the result. So as you can see,
the hair is there, but it's not there, right? Like something's happening
that this hair doesn't have the proper shader
for Arnold to work. So what I'm gonna
do is I'm gonna go to my Hypershade right here. We're gonna go to Arnold
and we're going to be using something called an
AI standard here. Let's clean this king
rehear AI standard here. And this won't, Let's
call this M helmet. Hair. There we go. Now this thing has presets, but we'll talk about the
persistence just a second. Now, how do we
assign the element? Because we can really select the hair here to
assign the material. We need to go over here and we need to go
to the description, which is this one right here. We go to the hairstyle eight, right-click and we assign existing material
am helmet here. And as you can see, it changes the colors here in the viewport. And if we Render again, we now should get a
proper hair render. Here are the viewport. Now you can see it's very blurry and it's
not looking great, like something's happening here. And you can see that there's a problem with the
optics D nicer. Let's get rid of this one first. Let's remove the noise here. And if we do this right here, you can see that the hairs
looking a little bit better, but still not great. Why is this not great? Because we need to update this. So I'm gonna go
here, I'm just gonna click on this guy to update it. Let's close the render and refresh it against
Arnold and Render. And when we do
this, we should be getting now the
proper hair here. Now here as with skin and with fluids and all
of these other things that we've been talking about. There's a problem with here
where it's very noisy. You can see it's
very noisy here. So if we add the imager, I know it says that we
shouldn't be adding a. Then you can still add. It blurs everything else. So we definitely
need more samples and we already know that
to get a good render, one of the things that
we're going to need is first change this
to full Each team. And then here under samples, I'm going to enable
this to ten samples. Here is one of those
things that definitely, definitely needs way, way
more samples to work. Because the more samples we get, the less destructive that
the noise tree is gonna be in the nicer are hertz going to start looking, look at that. And that's here is
gonna look very realistic because
the AI standard here that we're using shades the hair in a very
realistic way, similar to how we shaded
in the real-world. Okay, now let's play a little
bit with the material. Let me open this thing right here so we can have the preview. Let's go to the hyper
shade over here. And if we go here
to the Hypershade, one of the things that
we can do on the helmet here is of course
change the color. But here's the interesting
thing about color. Some of you might know this,
some of you might not, but Color on the hair
and on our skin is defined by something
called melanin dark tone. That's that dark pigment
that we have on our skin. So people with darker skin tones will have a lot of melanin. People with a lighter skin tools will not have as much melanin. And usually it
melanin is produced by being exposed to the sun. That's why countries
that are closer to the equator usually have darker skin and countries
that are more towards the poles usually
have lighter skin. So if we go here to the melanin and we start
bringing this down, we're going to go
to a blonde hair, pretty much a binary, completely white in over here
we have the browns, the light browns
and all that stuff. So just by moving
the melanin slider, we're gonna be able to get a slightly different effect
here on our character. I'm going to definitely increase this a little bit more so we get more of a brown color. Now, as you can see, we're getting a little
bit of the specularity on the element. We
can change the color. Usually I don't recommend
changing the color. But for this sort of
like fake effects are fake colors like
this one right here, a red colored going right
here, It's perfectly fine. Another option that
we have is we can keep the element wide, but on the metal
melanin redness, we can increase the melanin
resonance and that's gonna give us a little bit
more saturation on the here. If we bring the melanin up with a modelling and
redness, as you can see, we're going to have this sort
of like dark brown color, like a chocolate color. And one thing that I love about this shader I really like
it is the fact that we can use this melanin randomized
to get sort of like some gray hairs are so lighter
hairs in certain areas. And look how nice texture of
the hair makes this look. It's just so, so-called to get a little bit of
melanin randomizer. Now, on top of all
of these things, we can still add the
red color we want to, and we're going to have
the melon randomizer plus the red color right here. If we want to have
more of the red color, we need to bring the
melanin down so we get a lighter hair and
therefore more pigment. It's pretty much like if
we were tinting to here, we'd like the products that they sell in the
supermarket and stuff. So yeah, that's pretty much it. My friends. This is the Basics of here, here inside of action. And again, the cool thing
is if we rotate this, you can see that the
here is gonna be working perfectly fine from
every single angle. Now, if we want to make this a little bit more
puffy, of course, we can go to the
modifiers again and start modifying them to get a
slightly different result. But as you can see,
with some very, very simple splines and very, very simple elements
were able to generate something that
looks really, really nice. Now, on the next
couple of videos, I'm going to show two examples. Okay, I'm gonna do
a spiky helmet, little bit more like
modern sort of stuff. And we're gonna do like a
ponytail to illustrate how some of these things can
work to generate something a little bit more interesting here for our here. And then we're
going to jump with a little monster and we're
gonna do some further. So hang on tight and I'll see
you back on the next one.
68. Xgen Clumps: Hi guys. Welcome back to the
next part of the series. Today we're going to be
talking about xgen Clumps, which is the second type of elements that we're
going to be doing here for our helmet. So this is what I'm gonna do. I'm actually going to
duplicate this helmet. And one of the cool things about using the process
that we used before, which is modifying this thing
is that we actually move it or parented to the main
helmet and we wait, when we update this
thing is you can see the hair moves with it. So it doesn't matter if we move the helmet
or rotated or the whatever the whole hair
system is gonna be moving. Because the geometry
where we are attaching this thing is
parented to the main helmet. Now over in this side, I'm going to bring the
other one which is here, B. And we're going to use
a similar process now, since this is the second
one that we're doing the second out like mesh
that we're utilizing. When we open the
little attribute here are the xgen collection. We don't need to create
everything from scratch. I'm going to say import or
I'm actually going to go to description,
create description. And this is gonna
be called hair be. Let's call this hair
be description. As you can see, it's
automatically going to be saved on the helmet
hair collection, which is very important, splines randomly and we're gonna be
placing in shaping gets. There we go. So we're going to go to
the right view again. Let's isolate a little
thing right here. And in this case
I want to select or create a six guides as again. So I'm going to do
1234556 to seven. In this case, it's going to look a little bit better
than that way. We're gonna go to right view answers were already
in isolated. It might be a good idea
to just move this thing. So we're going to turn
on what's the word? The letter B? Why is Karnak not
on? There we go. We're going to turn it on to letter B, which is
self-selection. And we're going to start
moving in this things up, degenerate a little
bit more height to our spiky helmet that we're
going to have right here. So what we're gonna do now
or what we want to create is one to create a sort of effect where we got a Clumps, right? So instead of having this
like complete full head of hair, we're going to have
Clumps following the guidance that
we have right here. So first of all, let's increase
the length a little bit, and let's play a
little bit width, the width right here as we did before to create this
or like teardrop shape, we're definitely going
to be increasing the density quite a bit,
something like that. They're gonna be a
little bit shorter. I want I wanted this here
still a little bit shorter. Let's go with the
300s on the density. There we go. Now, if we just
follow this so far, we can of course grab the
hair description over here and assign existing
material right here, the M helmet hair. As you can see, we're
going to be shooting at the exact same material
that we have over here. The one thing that we need to
change is under modifiers. So we're going to add a noise modifier,
which is very cool. Again, just to, just to
give ourselves a little bit of extra variance on
the overall thing. Let's do a 2.5 right there. There we go. But then I want to clump all of this Harish together so that we form seven spikes following
the guidance that we have. The ************ that
we're going to be using is called clump modifier. And it works particularly
well for this sort of thing. So I'm gonna go here when a current, this clumping effect. Now by default, when
you create a comping, It's going to throw
you an error. And this is very common because as you can
see right here, it's telling you
that even though it wants to clump the hair, it doesn't have any
guides to be company it. So I'm gonna go to
setup Maps right here. And there's two ways in
which we can clump the here. We can regenerate our
new like a basic like random Maps is going to
just add some uniform, uniform randomly
generated Clumps sectors. Or we can use this thing
called the Guide Options. So I'm going to select
the Guide Options. I'm going to hit a safe. What that will do,
as you can see, it will use the Clumps are the guides as a clump in
section for our elements. And we're immediately going to be getting this
thing right here. Now, we increase the
amount of Clumps. If we go, for instance,
to a two or like a 1.5, you can see the
Clumps can become a little bit more aggressive. Now the reason we're
getting this thing right here is because
of the noise. So I'm gonna remove a
little bit of the noise. I'm gonna go to
0.1 and I'm going to bring this down
a little bit more. Let's go back to the
clumping and let's keep the Clumps other one so
that we get this very, very nice spiky effect that on the noise, if
you guys remember, we can modify the intensity of the noise that's affecting other parts that
are not the tips. If we bring the tips down, we're going to be
able to generate this very cool effect
where the elements are not going to be having as much notice as well
we have right here. So we can pop this out and create a really, really
interesting effect. And that's pretty much it. That's all you need to
know about clumping, especially when we're
following guides. This is a very
quick way to do it. However, I want to
talk a little bit more about the actual splice
that we have right here. If we go to the primitives, you're gonna see that we have this thing called modifiers, CB count, and this is the amount of divisions that
we have for our guides. If we increase this, what's gonna happen, as
you can see right here, is that we're gonna get more
divisions on our splines and therefore more detailed
four straight hairs like this one really doesn't matter because security is
very, very simple. But for clump hairs like this one that we definitely
need a little bit more Now that we added more CV counts right there on the modifiers, I definitely need to
go to the noise and lower the amount of noise
because as you can see, this is a little
bit too much and we might not want at
that much noise. Then I'm going to add a
little bit of flare out there on the, on the elements. One, I really puff the
cell a little bit more. There we go. So as you can see, this is
going to look like some sort of like a unicorn
effects or something. Now we're gonna talk about another little
element right here, another little thing
which is going to be our cut modifier. So if we go here to the modifiers and we
go to the options, we can add this thing
called the cut modifier. The cut modifier
will cut randomly each strand by an amount
of zero to point to. But we can actually modify this. I'm gonna make
this a lot bigger, so something like a ten. Then as you can see right here, we're gonna be cutting
randomly 0-10 tenants, of course, a little
bit too much. So I'm going to say like a two. And what this should give us, as you can see right
here, is, again, it's gonna give
us a sort of like random distribution
of the elements where certain hairs are going to be caught really, really low. You can see this
one's right here, and some of them are gonna
be kept really, really long. This is a really cool way. We can even intensify
this a little bit more. Let's do a four. There we go. And this is going to give us
quite a nice effect overall. Now, one of the cool
things about the modifiers right here is that
you can actually combine some of this modifier. So for instance,
if I want to have a secondary nodes noise that's only going to be
affecting the tips. I can do something like this and then bring this down so that we only get like a crazy
amount of noise on the tips. Now at any point we can hide or show the new
modifiers are we using? And that's also
going to be changing the way that our overall thing. It's looking right here. Let's go to her camera panels against what's going to have to go over here to components there go panels looked are selected. And if we go right here, you're going to be
able to appreciate now, very important, we need to close the Arnold
renderer and open it up again so that it updates
the new hair System. Once we Render, you're gonna, you're gonna see
that we have two new Harris systems right here. Let's go for a nicer
effect right there. And there we go. So as you can see, we can start iterating and creating different variations for our character. And again, one of the
cool things about this is that all of
this is procedural. Any point I'm like,
Hey, you know what, I want this guy right here
to be quite a bit longer. And then we're
gonna go like, sort of like Spartan helmet, going smaller and smaller. What's gonna happen? This
all of the Clumps are gonna be doing exactly what
we would expect. Just consider the really
long spike right there. And we can even go here to
the length information, for instance, and
change the length. So all of this parameters are being change in real time and we can modify them and visualize which one
it is that we want. And you can see when we Render, we're gonna get the
new render right here with a huge amount of samples that we have right here and a
good amount that you can see that we get a
very, very cool effect. You can imagine that we're doing like a commercial
for, I don't know, like a game or some sort of like historical
event or whatever, we can generate a lot
of variations for a full army using the
exact same helmet. And you cannot deny that even though it is the
exact same helmet, by having different
styles were definitely obtaining things are a little bit different from
one another, right? So, so each individual character imagined, I'd like
to imagine this, like the stormtroopers from Star Wars in the
Clone Wars series. Each one had a different
like Painter set up on their face so you could identify even though they
looked all the same. Good, identify which
one was which. Thanks to simple elements
such as this that we can modify and
just change around. So, yeah, that's pretty much it for this one
guy's simple one, clumping and cut modifiers. A couple of extra modifiers
that you can use right here. In the next one, I'm
actually going to be showing you a slightly
different approach that we can also use to generate something really,
really interesting. So hang on tight and I'll see
you back on the next video.
69. Xgen Curves: Welcome back to the next
part of the series. So today we're going to
take a look at curves. And every now and
then we will have a specific elements that might require the we do
specific curves. So I'm going to parent this
a B section to the helmet. I'm actually going to duplicate
this section right here. Let's grab this one right here. So this one is the one
that has the hair. It's just move it to the
site and there we go. So let's imagine that
we're gonna be working with this helmet right here. And from a side view,
we would like to have a very specific like accommodation for the elements and maybe
doing it with the guides might not be as easy because it Guide to only give
us four points. Now, we can actually change the amount of points that
this guy has given us. But there's another tool
that we can use and we've used before,
which is curves. One of the things
that we can do is we can draw and create our own curves to generate something that
looks really nice. I'm gonna go here to show and I think I might've
changed or were. There we go. So I'm going to grab this
curve and the helmet again. There we go. And we can start playing with
the curve before going into the expression to get a really clean idea of how
we want our Hellman tools. In this case, I want to create a nice little bundle
here that's going to be creating a ponytail
going backwards and then a nice little
pointy bit at the end. Very, very similar to
what we normally see with medieval, medieval
helmets, right? So we're going to have
that one right there. Now, when we're doing curves
or when we're using curves, one of the things that we
need to think about is how many of this
Curves do we actually need to get something
that looks nice? And the answer is quite a bit, sometimes a little bit
more than you might think. I'm gonna duplicate
this curve once. Then what I'm gonna do
is I'm going to start using a soft selection to create a nice little like interpolation
between the curves. Because this curves right here
by combining and creating something that looks like it's a natural like bundling
of the elements. We're going to be able to create something that looks
really realistic. So we're gonna go
here for a third one. I'm going to keep
this to the center. Let's go to Control vertex. We're going to move
it to the side. And all of these things,
we're gonna kinda like clump them together. But as you can see, I'm using
the vertice here to create the groomed system that
we're eventually going to be using to
generate the guides. I'm going to grab
all of them now. I'm going to Control D. Move the pivot point up and scale them down a little
bit, push them back. Going into control vertex. We're going to
push them a little bit again to create the sort of like interesting buildup that we would need or that
we would normally see. Imagine that. I'm not sure if you guys have
small kids, probably not. I'm really all have as
more kids of my own. And when I'm doing her hair, one of the things
that they need to do is I need to make
sure that I have enough strands to
make a nice ponytail. But if you're going
to have a small kid, what do you have is
like a sister or a girlfriend and you want
to just work with this. It's a good idea to try to do a break in real life
in the real-world. So you understand how hair works and how we need
to create this sort of like volume right here to make sure that once we
convert this into actual hair, everything looks as
nice as possible. So again, by playing around
with all of this guides, I'm now going to use them
to convert them into an actual hair system that
we're going to be able to use. As you can see, there's
a lot of empty space in certain angles and
in certain points. So it's very important that we fill all of those
areas with something we don't want to have to like same elements or two curves on the same sort
of like a plane. We always want to move
them a little bit. So it looks like a, like a more full or a more
complete bundle right here. Once we have this,
we can actually grab all of this
curves right here. And the first thing
we need to do is we need to go to here, here, here, C, AAC, and we're gonna
call this hair C. And we need to go
to descriptions, create a new description of that here we're going
to call this hair. See description. Again, placing and
shaping guides randomly across the surface splines and we're
going to hit Create, but we're not going to be
replacing this guy right here. Rather, we are going
to grab this once over here and under utilities, as you can see, we have a
couple of things that we have such as Curves, two guides. We can just select
all of this groups and he'd curves to guides. And what's gonna happen or
what should happen right here, is that all of these things
should be converted into guy. So I'm gonna say Add Guides. And as you can see, all
of the curves that I had now have been
turned into this guy. So when I pay or what
they do this when I when I check my hair, of course we need to
add more density. You're gonna see that
most of the hair is trying to follow their
curves that we have, which is exactly what
we want to go for. We definitely need to add a little bit more
divisions here. So the hair really, really follows the
line right there. I'm going to increase
this quite a bit to something like 500s. Now, see how even though we have like the whole
surface available for us, since all of the splines are
coming from the same point, we actually are not getting
any hair anywhere else. We're only getting here close to this elements right there. Let's make this thing and Create our little teardrop
shape right here. I'm going to go with 1,000 because since this
is smaller area, I definitely want to have a
lot more hair right here. Now at any point, again, I could go into my control
guides and modify them. But you can see we're
getting a really nice clean result
here with the hair. Thanks to the fact that we took enough time to make sure that all of the initial
curves that we were using were placed nicely. Now that we have this,
we can of course go to our modifiers and
that's something like, Oh, very nice noise modifier. I'm going to increase
this a little bit more. Let's do a frequency of ten
and a magnitude of five. That's gonna make a
lot more puffier love, more natural, looking
quite nice right there. I am going to make the root
a little bit more puffy, so I'm going to increase
this right here. But you can see
still we're getting a little bit of faceted edges, so we're probably going
to have to go here. And she just does
something like 25. If this happens, don't worry, just update and that's gonna be, that's gonna be
working back again. So let's go to the modifiers. And now that we have a
little bit more modifiers, we can bring this
down a little bit. We don't need as
much as much noise. Let's try something like a
three or two for this amount. And there we go. What else can we do? We
can again, of course, going to the Guide
Selection elements and we can start pushing some of this like guide points out
into the al-Din to the side. And when we update, the whole thing is
just going to get a little bit puffier
and puffier. So this is a grooming is one of those
things that's really, really time-consuming when
working on characters, but it really pays off. So when we do this properly, as you can see
right here, we can generate something that
looks really, really nice. I'm gonna bring this all the
way to 5,000, 5,000 points. And now that we have
a lot of points, I might be able to
bring the frequency or the magnitude up
a little bit more. So we get this really,
really populous, bring the frequency
down to like a one, like an eight or like a five. There we go, That's
a little bit better. Now of course, we're going to select the hair
discretion right here, right-click and assign
the same helmet hair. But here we can get this
very cool looking red color. And that's it with this done, as you can see, we get
a very nice effect. I think I'm going to add
another cut effect right here, just to randomly cut a
couple of hairs out. But once this is
done, as you can see, if we go to the
render, Let's go to our camera panels
Lucius selected. Let's get a nice little
shot right here. Of course this here see, we can parent it to
this guy right here. I'm going to rotate the
helmets should like a three-quarter abuse so
that we can appreciate them. If when you rotate the helmet, things do not
update, don't worry, just click on the little I and it should It's camera base, so it should update if it
doesn't. Oh, okay. Okay. It seems like something is something was done wrong
and this one right here, whereas the plane other way go. So we got here a
and B over there. So that's a problem. Let's go to the
options right here. Let's rotate this
back in the graph. Care be, get this out. And this one right here. Let's rotate it back. Let's get this here be
where it's supposed to be. And let's parented to this guy. So now we go again to xgen
over here and we update. It seems like something
broke right here, which is unfortunate. Here. We got to hire be ones
where his hair be. There we go. So there seems to be some sort of like display
issue right here. Again, it happens sometimes. I'm gonna close this,
Let's do a quick render. Sometimes the render
will fix it because the render nose was door to these things are supposed to be. So yeah, as you can see, this is actually rendering
where it's supposed to be. This thing right here is going the opposite direction though. So let's close the render again. We can change here. So right now we're in hair, see where it's cool to
hear be and we're update. Let's go to hair see
again, and let's update. And then we're
gonna render again. So here we can change descriptions and go to
the actual description. And there we go. So with that done,
as you can see, we've got three
different hairstyles. One very simple and tube, a little bit more
complex with a couple of modifiers to get a really, really cool result for this
collection of helmets. Now again, as I mentioned,
technically, technically, we could animate this
thing right here, do like a turntable. And if we just this
turn table right here, when we render, it, should update it right here, right now it's, for some
reason it's not updating, but it should update because
the hair is gonna be following the
character as we go. Another thing we could
do it straight to update this guy or animate
this guy right here. Again, it should be updating it. But this is the way
that we're gonna be using the workflow for xgen. We're gonna be
placing the elements and rendering them
so that we can get a very nice result here with our amazing hair
shader from Arnold. So that's pretty much it for the traditional way
of doing action. Again, this is, this is
what they normally do for characters for like even
video games nowadays, you can actually import
this sort of groups into unreal and it
works very nicely. So this is a technology that's been using for a
couple of years now. And if you want to
focus on becoming a groomer for
characters, It's a big, big potential job market
because not a lot of people know how to do this properly at a really high level, especially with really
complex hairstyles and stuff. So definitely a good career opportunity
for you, my friends. Now we're going to jump onto the next type or the
other type of growing, which is the interactive
grooming option that we're gonna be
using winter monster. So yeah, hang on tight and I'll see you back
on the next one.
70. Interactive Xgen: Hey guys, welcome back to
the next part of the series. Today we're going to
be continuing with the interactive Xgen System, which has a slightly
different system and works a little bit
better when we wanna do something like for. So we get the
character right here. And the first thing I'm
actually going to do is I'm gonna duplicate
the character. I'm going to isolate
this duplicated Mesh, and I'm going to
select only the body. I don't want to select
anything else into character. And we're going to delete this. We could of course,
separate this, but I feel I find that it's a little bit easier
to do it this way. Now here as well, I don't want to have
for everywhere, especially on the list, right? So we're going to delete all of this intersection right
here of this inner loop. Probably all the way to like this outer lip, to be honest. I'm gonna delete this
outer lip and delete all of the face right here. So this surface that
I have right now, this is a surface where I
actually want to have for, I can do the exact same
thing here on the feet. Now again, we could do this
with a mask on the character. But I find this
especially since if you guys are just
starting with action, I find this process
a little bit easier. So that's pretty much it now, also here on the fingers, I don't want to have
what's the word? I don't want to have
for going all the way into the tips
of the fingers. So let's delete that
caps right here. This is also going
to make the whole process a little bit easier. Now, this character is not rig, but the field was rigged. It would be a little
bit better to do this a directly under Rig surface
because otherwise we will need to have two different skin Clusters and
to Clusters are two skin Clusters
will definitely make the whole thing a lot
more heavy so that we go, as you can see, we have this
or like skin right here. It's like the skin
of the character. And we are actually
like we can actually hide this skin like it's not really going to
affect us anything. So here on the character, this is MUGA
character right here. I'm going to call
this as MUGA scan. Now, as you can see right here, I changed my workspace to this thing called xgen
interactive group. And this is the one that
we're gonna be using. We're gonna go to the
extra interactive. The reason why we're
seeing this workspace, because he keeps everything nice and tidy here on the side. And especially for this one
says we're gonna be using some a little bit
complicated tools. We definitely want to
have them right here. So once there was we have
the skin here for this MUGA. We're gonna go to create
interactive grooms plants. And we're going to call this a smoker description, that's fine. And I'm gonna do
a density of ten. I think it density of tennis is just fine and I'm
gonna hit Apply. So by doing that,
as you can see, we've now successfully
created hairs pretty much on top of the whole
surface of our character. I'm going to save
this real quick just so you have the first
start off course, but this is going
to be finished. And if I render this right now, you're going to see
that we're actually getting the little
hairs on our character. That it looks very, very funny, but the actual hares
are working right now. The way the interactive
Groom works, like opposed to the
traditional xgen is if you remember here on xgen, where we're using
splines are guides to drive and create all
of the different hairs. In this case, we're actually just creating the
hair's directly. And we're gonna be
interacting with this harris to generate something that
looks a little bit nicer. Let's start by fixing the
fact that the colors of this hair so look
horrible, horrible. So what we can do here is we can go to the hair physical
shader right here, which is the shader
that we have. And we can change some
of the colors right now. This first highlight
color is what's giving us this like
super wide defect. And it will be cool if we could assign the same color
as our character. So I'm gonna go to
the root Color. I'm going to sign
the file right here. And if we go to our monster, we're going to have our
monster base color. And the hairs you
can see turns green, which is exactly what we want. Now, going back to the hair
description right here, we're gonna go back
to the hair physical shaders and the tip Color. We're also going to
change any color that we painted on our
character back in, in Substance painter is gonna be inherited by this
particular one right here. Now we're not using a, an Arnold physical
shader right now, we're just seeing
this one right here. And as you can see
now that we are render sexually not giving me the color that
I was expecting, That's fine. Oh, wait a second. I think it's not supported by GPU, this particular system. So we're going to jump to CPU. I'm going to Render
and shut up so that they don't break the boys. There you go. As you can see, that
is looking quite nice. So let's stop this real quick. And you can see
that we're getting this very interesting
effects for the character. But that's not all. The one thing that
we can do here is we can go back to this
Maga description and we can start
changing things on the distribution of the things. So if we go here, for instance, here on the scale, you can see that we can change
the scale of the firm. We can keep a really
short for it, slightly bigger for
I'm gonna keep it. 0.8 seems good for me. And that then we can go to
the options right here. And there should be a
way in which we can start tapering the
effect for instance. So right now, as you can see here under
description Bayes, we got the density multiplier. We want more here. Here's where we're going to
push the hair up right now. I don't think really
need to bring the hair all the way up jet, but we might do it
a little bit later. We can paint the density mass. But again, since we've already like destroyed the character, another steroid like
separated the character from the skin and the body
with something like this. We can get a nice
generation for character. And let's see what I'm gonna do here as I wanted to go
to the sculpt options. And as you can see, we have
a scope layer right here. Now though, a reason why
interactive grooming is really, really cool is because
we can actually use some of these brushes
that we have right here, such as the length tool, the Cut tool, the width
tool, the twist to Come to is probably the most like the one that
we use the most. And this the graph tool which
moves the hair as well. So I'm going to use the
comb tool right now. And what they can do is you
can see right here is I can start pushing the hair
is down, for instance, here on the arm and creating a nice flow of the hair's
going into the hand. So this is pretty
much like if you have a stuffed doll or a
teddy bear or something. And I will just start playing around and modifying
this things right here. Okay? So this is, I mean, it's giving
us a nice result. It's definitely one
of the things, again, as we mentioned with the
previous grooming system, it's one of those
things that definitely takes quite a bit of time. Now, I do believe we can
use symmetry right here. So let's do symmetry
and objects. No, it's not right here, but there is an option
to turn on symmetry. Give me 1 s right
here just to find it. Where was it? Chill settings. Here's the brush for the tool
that we're using right now. That's the size of the brush. If we want to make
the brush bigger and just work on bigger areas, we can do it that way. Not really what
we're looking for. We can change, of
course, the strength. I believe there is a modifier here that we can use already sculpt layer so that we can
mirror the whole thing. I'll, I'll find it
in just a second. But as you can see right
here with this brush, we can start like pretty
much a little bit of hair work right
here on our character. And just like positioning all of these hairs
in a nicer ways. For instance, here on the arm, I really want all of this
like here's that are pointing outside of the arm to start
pointing towards the hand. So with my brush here, I can just start pushing all
of this elements, death. Now, if at any point we started like getting this guy's
instead of the geometry, there is one option right
here that we can use to bring it a little bit
out of the geometry, which is this length tool. For instance, if we
use the length tool, we can give a little
bit more length to certain parts
of the character. So maybe we want the fingers to be a little bit more intense. We can also use the Cut tool, which is really, really good. So if we want to cut a little bit of the
hairs, for instance, close to the fingers, start modifying all of this elements
and cutting the fingers. If we cut too much, don't worry. Again, we can grab
the length door and just recover a little bit
of the length right there. You can modify the tool
settings right here, the string array now set
like really, really high. So it's giving me way,
way too, too much length. But again, it's a, it's a matter of just
playing around with this elements in generating the exact group that
you're looking for. I'm not sure what the taper is, but one thing that we
can do is we can add modifiers such as
this one right here. And we're gonna be adding something such as
like a noise, right? So if we add a noise, you can immediately see that this
character starts looking a little bit more interesting
because we got the hair like pretty much doing like noisy stuff all over the place. It should be right here. I always sure that it should be right here
on the attributes. That's the noise, that's
the sculpt where he sit. There we go. There's MUGA description shape. I knew it was right here. So I'm going to
change the width. And we can do here is we can make the hair
a little bit thinner, as you can see, that
looks more like here. It's looking a little bit
better here for a character. And we can turn on or give
it a little bit of taper. So now if we do this and we just render like without doing
anything which is Render, we're gonna get a really
nice description right here. Let me pause real quick and
I'll show you the render. It goes right characters
is looking good. But one thing that I'm
definitely noticing is now that we change the
width of the element, the amount of hair that we have is looking a
little bit less. For instance, it looks very, very gross right here. So I would like to have a more like fluffy,
interesting character. And that means that I'm
going to have to go to the density of this elements, which is one of this
once right here. If we go to the description, the density multiplier, I'm
going to set this to ten. And what this will
do, of course, is we'll get to see a
real-time way way more here. We can also go here and if the witness a
little bit too low, we can make the width
a little bit bigger. And that's gonna give
us a nice result. I'm going to go again with my comb brush, for
instance here. And I'm gonna go to
my tool settings to make the size a
little bit bigger. And one of the things
I wanted to do this, I want to start pushing the
hair here on the chest down. So that's not
pointing all forward. We're going to start
pushing it down. This is Cameras base. So
you definitely want to use your camera to start
pushing elements. Now you can see, for
instance here on the leg, I'm going to have to
go to the back of the leg to also push all of those little elements
down into the character. It's Cameras base. We definitely need to push. Let's go to the foot. For instance here. Let's start like combing this. Be very careful
with the overlaps. If UC overlaps here on
the on the purview, there's definitely going to
be overlap on the render. These guys now looking kind
of like the Grinch right? Now. This is of course, a
very simple exercise. People that do grooming and when we do grooming
for a character, we take hours and
hours working on specific parts of the
characters to make sure this looks as nice as possible. There's a character
they didn't know so long ago and it took, I think it took me
like three or 4 h just to do the
beard and mustache. So imagine a full
character like this. You can spend, again, a lot of time, a lot of time cleaning this up and making sure it looks
as nice as possible. Let's get the overlap out
of the fingers right there. Let's start pushing all of this elements down on the hands. There we go. Very, very
fluffy effect right here. Now, all of this is working
on this as co-planar. If I remove this scope layer, you're going to see
that we are going back to the beginning. So one way that we can work is by creating
multiple scope layers and sculpting specific parts of the character like maybe one
scope layers for the hands, wants cup layer is for the
head, like stuff like that. Now for instance, it really looks a little bit
weird here on the, on the getting
close to that Mouth So I'm of course going
to start pushing some of the sum of the firm to
other sites here, to liver. But I'm also going to go to
the Cut tool right here. I'm going to decrease
the strength which they select
the proper one. Caudal. Yeah, so I'm going to cut this
thing and as you can see, I'm going to want
to make it a little bit smaller on this part. I'm going to bring the
size down a little bit. And I'm probably not as much. The strength is a
little bit too much. Whereas the, let's bring
the size right here. Let's do minimum remaining
length, something like 0.6. So as you can see, we're
not removing as much. And that way the
transition should be a little bit cleaner. We could have, of course,
kept the lips as well. But I think that would make it look like really,
really, really weird. So we're just going to start
cutting things right here. Now. Maybe we want to
lengthen a little bit of here, right around here. So we can go again
to the length tool, bring the strength down
and just like give it a little bit more extra
hair in a couple of areas here on the
top of the head. It's also going to make him
really, really, really funny. So, yeah, that looks good. As I mentioned with everything, one of the most important things about 3d is having fonts. So giving the fact that this is an exercise to just learn
about the elements. Just have FUN. Give him as many like crazy
like groups as you want them. And just get a nice render
here for this character. I just want to make sure that it looks as nice as possible. There we go. Now what else can we are? Well, we still have modifiers, we have Clumps modifiers, by the way, we want
to add clumping, we could that clumping. I don't think really
need to add clumping, but one of the things
I am going to add a cut modifier just to get a random cut here
on the elements. So if we go here to
the attribute editor, we're going to have our cut. And we can start
using this to cut like random bits of the
character right here, right now this is doing
it an absolute cuts. As you can see,
every single hairs being caught by the same amount. We can change this to relative and go for a
percentage of the hair. So depending on how much
here we want to cut, we're going to be able
to do it like here. Minimum remaining
length as well. We can keep at least 0.7. And that way we can start like doing a little bit of a cut here and there without really affecting our
character too much. So again, just be careful with this parts right here is very, very common mistake, which is keeping all of this elements. It's better to just
push the hair out, to have a little bit
of hair everywhere. If you can see the geometry like really heavily like what
we have right there. That means that we
probably like the MLB, certain things that we
shouldn't have to molt and does take a little while to make sure that
we get it right. But once we have with, as
you can see right here, we've got a really nice results to the same thing
here on the leg. Let's push some of
this. Here's out. Again. If you want to, we can go back to
the description. We can increase the density
a little bit and say like, Hey, you want 13
points of density. And we're going to
have even more here. Let me pause real quick and let's get a render to
see how this looks. So here we go, Definitely,
definitely looking better. But of course, as
I've mentioned, this is going to take
some time to really, really get to work together,
to work very nicely. It looks like grass, I'm not
going to light this looks like like like a grasp
monster or something. So I would probably add more hair to the
eyelids, for instance. And there's something
on the lives that's really making this thing
look really messed up. But yeah, these are
two principles of interactive grooming
my friends again, as with other systems that
we've explored so far, the more time you
dedicate to it, the more you practice, the better results you're
going to be able to get. So if this is one of the things that you find interesting about Maya and you want to delve a little bit deeper into
the whole process. You're gonna be looking for
xgen and grooming techniques to get this results into a
way, way, way better place. I really like how this
arm looks right here. It looks like a, like a
Christmas tree or something. Now keep in mind that also we need to take into
account the fact that the samples on the render will affect
the way the hair looks. So if we want this render
to look a lot cleaner, we definitely need
to increase the samples and everything else. But see how, how nice decoration here on
the right arm looks. Let me pause this real quick. There we go. So as you can see right here, this is looking a
little bit better. And now that we've
moved the hair out, we're not really seeing
the skin underneath. So that's it for this one. My friends, I'm going to
stop the video right here. And with this, we're gonna be closing chapter eight,
which was xgen, it very quick overview of the action system so
that you guys get, get the understanding
of the general tools that we're using and they've, you want to incorporate them
in any of your projects. Well, now you know the
basics and you should be able to use either the
traditional action system or this interactive
grooming system to get something a little bit
cooler on your renter's. Talking about renders. We're now going to jump through
Chapter nine, which is a Render. And this is again, one of my favorite parts
of the whole process. So hang on tight and I'll see
you back on the next one. Bye bye.
71. Arnold Lights: Hi guys. Welcome back to the next
part of the series. Today, we're going
to continue with Maya or Arnold actually. And we've been doing this
for almost 20 h now. And we're finally on
the last part of Maya. So as you guys have seen
throughout the series, like it's almost impossible to know everything I
didn't have to know or you can know about Maya in such a small
amount of time. But throughout this
whole nine chapters, we've been going and exploring
the main things that we usually deal with
while in production. So now we're gonna
go to the last part, which is a rendering. Rendering is one of
my favorite parts of the whole
production Pipeline. I'm going to be
opening the chest set. Since you guys
remember that one. We're gonna go all
the way here to the chess set and we're
going to hit open. Don't save. There we go. So let's open the render. So I'm going to open scene. We're going to open the
chest or renders where we had the full
board that we come. So this is our render
scene right here. And we're actually going to be deleting everything that
we have right here. All the render setup
is gonna be gone. We're just going to be left with a very simple board right here. And rendering, as
I was mentioning. So one of my favorite parts, because you can create so
many interesting variations, which such a simple
things such as Lights. So let's build a very
simple scene here. I'm going to call this Save
Scene As I'm going to call this chess render finish. You guys can compare
at the end of this exercise how you started
and how you finished. And we're gonna go to the
poly modeling and let's add or create just a
very simple table. So we're going to create just a very basic
table right here. And we're going to play
with the Lights right now. So lights are super
important when it comes to creating an
atmosphere for our scene. There is a discipline instead
of film-making that I was very unaware of until I actually started
looking more into it, which is called cinematography. So at first I thought
cinematography was about decomposition
of the shots, meaning the where you
place the actors, where you place the action
and stuff like that. But cinematography has so
much more to do with how you convey a specific feeling through the use of the camera, the lights, and of course, the position of the actors
and everything else. So what are the best things that you can do when
watching a movie? Not just any action
movies were actual. Not actually. I want to add, I want
to sound elitist. You're watching movies that have a little bit more
production value put into the Art part of it. You're going to see so many
school like just I mean, I don't even know
how to describe it. It's just so many
cool compositions, so many cool frames, so many cool use of lights. And I'm gonna be using an example here
since we're talking about chance and
we're going to talk about queens gambit, right? So Quinn's gambit came
a couple of years ago. I've actually been playing chess ever since I saw this series. I was really, really
excited about the premise and I just
started learning it. And one of the things
that really drew me to this Netflix series was
the cinematography, like how they placed all of the shots and
how to create it, all of the atmosphere
inside of the character. Let's take a look at
this scene right here. It might seem like we only have one main light coming
from the top right, like a very simple kitchen
light or something like that. But there's actually
a lot more going on. Look at her shadows right here, look at the bounce light that
we have here on her face. Well, that's the kind of stuff that we can start building up. But in order to do
that, we need to really understand how Lights work
here inside of Arnold. So we're gonna go
here to Arnold. And the first thing I'm
gonna do some going to bring in a sky dome light. Now, I love using HDR
is insurers are great. But there's one thing about HDR. Is there a hate? And I hated because
my students fall into this trap very,
very frequently. And that is the fact that
they think that by just using a simple H2RA
have solved everything. Like they don't need
to do any extra work. They feel like just by
adding one of this Lights, they got their life feared
out and they don't want to do any extra commitment to understanding and
doing something a little bit cooler
for their lights. So I'm going to look for a very neutralized whenever I'm
searching for an HDRI, I would like to go for
HDR is that they're very, very soft under shadow. So for instance, this one right here at Brown photo studio. It's been a favorite of
mine for a long time. I'm going to copy this one, or actually just cut this one. And we're going to
place this here in source images and Control V. So now we go here to our
scene and we bring this in. There's a couple
of things that we can do with this lighter here. First of all, of
course, we're going to plug it here into the color. We're going to use our
brown folders to you. Right there. There we go. So we know that this HDRI
that we have right here will have the light
affecting the Scene depending on where the
main source of light is. The main source of faith of this H2RAs are coming from
this windows right here. Now, I didn't, sorry, I didn't explain exactly
why H2RAs are so important. So we need to understand
something called HDRI. So high dynamic range image is an image that you normally
take a different exposures. So usually when you are
using a traditional camera, you have something such
as underexposed photos, which is when you don't let enough light get into the
scenes such as this right here. So it correctly exposed
photo should look like this and overexposed
for the will look like this. In an underexposed for
the would look like this. However, there are
some advantages when you underexposure,
overexposure and things. When you overexposed,
for instance, you get to see more information that you have on the shadows. And when you underexposed, you get your capture the lights
in there in a nicer way. So what H2RAs do is they
combine the underexposure, normal exposure,
and overexposure of an image of a
three-sixths image. And they create this
images that has more light information that you usually will have on
the traditional a JPEG. So that's why this HDRI are
actually in EXE format. Because we are using a
unexpanded sort of like a bit depth to capture how intense a certain light was
compared to everything else. So if I were to
open, for instance, let's say this image
right here in Photoshop, and they start
sampling the colors. It doesn't matter which white
of this image I select. It's always gonna be one, right? Like a value of one,
the maximum value. However, if this is an HDRI, follow and they
sampled the light on this window and the light on this part right here and
the white right here. Those three whites,
even though they look exactly the same to us, to our eyes, they're gonna
have different values. Then those values
are what Arnold uses here to generate a
very nice render. So I'm gonna go here
and let's create a new camera, rendering camera. This is gonna be our shot camp. And we're going to say panels,
look through selected. Let's frame this
here real quick. And we're gonna get, in this
case we have a square frame, actually want to go to
a traditional full HD. So let's change this to
a full HD. There we go. And this is where
we're going to have. I'm going to frame
this so that we're not seeing any of the borders like, I don't want to see like
the empty space right here. So if I need to make
the table bigger, I'm just gonna make it
bigger so that we can focus on capturing the essence
of the game right here. So this is the chessboard
ready to be used and ready to face like
super strong opponents. So I'm going to go to Arnold
and if we render real quick, we should have our GPU setup. I believe it's not CPU, so let's canceled out and
change this to GPU real quick. There we go. And if we Render now, you guys are going
to see that we have, of course, this
very simple Render. And again, this is a
very common mistake that my students make when they just rendering a shots like this. Our leg. Yeah, that looks good. I'm just going to upload that to my portfolio and I'm good to go. And I'm always like, No,
you can get so much more out of this without having
to spend that much time. So let's expand the table
a little bit right there, and let's render
here real quick. So this is a very, it's a nice sharp, like it shows a
nice model, a nice, it almost looks photo-realistic,
which is great to us. But let's start
bringing in the Lights. So whenever I light the scene, the first thing I'd like
to do is I'd like to bring my sky dome light really
low on the expulsion. The reason we've been using negative exposure is where
we're using a light. We actually have two options
here we can use intensity, which is a linear, like a change in the
values of the elements. Let me go to Painter real quick. So when we're working
with linear, one, is, are two is two
times as big or as 13 is one stop bigger
and so on and so forth. And where we're using exposure, we're actually working
with an exponential curve. At first, the exponent is
don't change that much, but eventually they
start going really, really, really fast
into big numbers. So I prefer to use exposure
because I don't need to be playing with really big
numbers on the intensity. Sometimes when you
use intensity, you have to go to something
like 200, 400, 500. And if you go into exposure, you usually in the tens
12/15 and that's it. I think the highest exposure of every gone something
like 30, and that's it. But you do need to
keep in mind that one level up or one-stop
up of exposure, it's not the same as 21
step up on the intensity. So let's start with an
intensity of minus four. And as you can see,
the previous going to really, really, really go down. So we Render, now there's
almost no information. We just have a very, very
soft information here. So if we take into account what we're seeing here
in Queens gambit. There we go. This
picture right here. We can see that there's
a relatively big light coming from the top, which is the table light, right? So let's bring in Arnold Lights. Our first Light, which is
this area light right here. If we bring the area
light up right here, Let's change the scale
back to even number. We position it on top of the
elements and we do a render. The first thing we're
going to notice is that the light won't have enough power to bring
me or give me enough light. So we need to grab this light
right here and we need to change or move were increased the exposure
to something like a ten. So if we do we tend, you
can see now that we're actually getting some nice
light into the scene. But immediately you will notice that our rendered change from being something that
look quite nice and photorealistic to something
that looks really fake. Right leg lifts. This
looks like a super fake. Like Anna, like a superior fake random from the
90s or something. Well, not the nightmares
would like the 2000s. So how can we improve this? Well, the first
thing we can change is the temperature of delight. Every single light we have in our houses has a
temperature and it's very, very weird to think about
lights and temperatures, but this is how it works, depending on how much temperature
we have on the light, we're going to
perceive the color as being warmer or colder. Now, this does not mean that the light is actually
warm or cold. The light is always hot, especially if you take a look at stars and things like if
they're always super hot. But the, what happens
is as a black body, which is something that we
saw with the bifrost Fire. The more intensity
you get on a light, the lighter in blue
where it's going to get. So if you see a blue flame run, because that's gonna be super, super hot compared
to a hreflang, which is also going
to be super hot. So just so you
should also run, but The thing is, the lower we go on the Kelvin spectrum
here on the lights, the warmer they're
going to appear. As you can see, the
intensity is the same, is the way we look at them. It's not really how much lights are getting
into the scene. So if we enabled Carlo temperature right
here and we render it immediately is going to
look a little bit better if we start pushing
the temperature towards the warm colors, for instance, we're gonna get something that looks, again, just a tad bit more cinematic, something that is already
looking quite nice. Now we do need the HDRI. I'm going to turn
this off the HDRI, and I want you guys
to pay attention to the shadows of her image. If we Render now the
shells are going to be really dark, really strong. That's why even if we're using an HDRI at a very low exposure, it's helpful because
it helps bring a little bit of clarity
or light into the scene. So again, comparing,
this is the way, by the way, the way I
started cinematography. I look at the scene
and I tried to match the information that we have
on the scene to my render. So what can they see here? There's a very strong
light coming from the top, but there's an
important factor here. You can see that at the shadows, right on the pons
and everything, they're not as harsh in my shadows right now are a
little bit harsh right here. So if I want to make my shadows
a little bit less harsh, I need to make this
a little bit bigger. The bigger the light source, the softer the shadows, but also the more
intensity you will need. So as you can see here,
by making this light a little bit bigger and bringing
it up a little bit more, which is where I would expect
the light from a kitchen to be delighted is
looking way more natural, but we need a little
bit more intensity. So we're going to bring
this exposure up to something like a
14, way too much. Let's bring it down to 12. A little bit too much steel, so let's keep it at 11,
probably like 11.5, I think. There we go. So as you can see,
this is already giving us something that
looks slightly nicer, slightly better
than what we have. Now, if we compare
it to highlight, look at the highlands that
we have here on the pieces. That's a perfectly
good way to see how much or how intense
lights are on the scene. So even though I
might not like it, the number 12 might actually be the one
that we're looking for, but because this is actually like emitting the
light that we want. But we have a problem. If we see right
here, I can see that the light is very
focused on this button. You can compare
comparator Rooks. If you take a look at
this root right here, it's a lot more LIT than
this root right here. And all of my works are being
laid at the same amount. So how can we make this slight
change its shape so that it only affects the center of the board or it affects the center of the board
a little bit more. Well, first of all, we have this light shape right
here that we can change. And if we change this to
something like a disk, you're gonna see
that the shadow, the intensity is going
to change this slightly, but not too much. Because right now we have
the spreads set to one. The spread is the direction at which the rates are gonna be like at which the rates are being shut should shut, I think. So. If we have a light in the rates, the spread is set to one. It's pretty much launching
race all around the surface in a pretty much like 180 degrees as we move the spread
down, let's say 0.5. You're going to see now that we're going to start focusing the light more on the
center of the board. And if you go really,
really, really down, you can see how this
changes into the spotlight, but something else changes the intensity of the
light is now really, really big Y because
all of this exposure is now being focused on this
malls portion of the board. So I'm going to kick
this lipid like this, and then I'm going to
bring the exposure down. And as you can see, just by
doing this to simple changes, adding a little bit
of temperature, modifying the spread
and the scale. We're already getting a scene that looks a little
bit more interesting. I'm going to lower the
intensity a little bit more. I don't want to
overexpose anything and look at how nice this looks. Not bad. Not bad for just a very simple movement
here on the light. This is why the
famous quote, right? Knowledge is power. By understanding how all
of these things work, we're able to generate
elements that look way, way, way nicer. So let's go for like
a closer look here. I'm going to say panels
looked are selected. I know we're gonna be
seeing the background, but I really want
to go for like a, like a closer right here. If we Render again, this is
where we're going to get. Now, we've already
talked about how to remove the image from the back. You just select the
image right here and down here on the visibility, we're going to bring
the visibility of the element all the way down. And this is what we're
going to get later on. We can replace that background with the picture and blurred out in Photoshop and just
change it however you want. Or as we're gonna be
seeing a little bit later, we're gonna be using something
known as depth of field, so that we can blur out the background a little bit
more from the foreground, which again, it's exactly
what's happening here. You can see right
here, the wall on her on her room is
being blurred out. That's actually something
that we could do. Like, why not just
duplicate this table? Let's rotate this 90 degrees. This is gonna be a wall on the
background just like this. Now why is this important? Because even though it
might not seem like much, Let's, so we can imagine that there's someone
sitting right there. And now let's imagine that
there's gonna be someone else right around here.
Okay, So another one. So why are this was important? This also important from a lightening perspective
because they're actually blocking
information that's coming from the HDRI. So see how the light that we should get a
slight change on the, on the lining of the scene just by adding those
walls because again, they're blocking the light
that's coming from the back. And we're gonna get a little
bit more contrast and we're still getting this
nice blue shadows here. Well, we're getting a little
bit more conscious as well. Now, if we go back to
the sky dome light, now whether we're
happy with this, we can go back to the sky
dome light and be like, Hey, you know what, maybe minus first a
little bit too much. Let's bring this
down to minus two. So now we're gonna get a little bit more light
into the scene. Things are going to be
bouncing a little bit better and we're gonna get
some interesting reflection, maybe minus just a
little bit too much. I'm going to do minus three. So we can still get
this nice contrast. If we go back to our
reference right here, you can see that there's
a window on this site, and this window is adding a very nice blue hue to the shadows on the
back of this character. So what we're gonna do here is we're going to do
the exact same thing. Here's how we can play
with lights and use the lights to bring our whole models and
all of the Textures. We're going to be adding
textures to this. By the way, we can bring the whole models
to another level. Since the camera is right
here, I'm going to, I'm going to imagine that the light is going to
be coming from a window. We don't see the window,
but I would expect the window to be
right around here. Now, I don't want
this light from the window to be
360-degree lights. So I am going to give it
a little bit of spread. Here's what we can use
number seven, by the way, to get an idea of how
lights are looking. And if we start
increasing the exposure, Let's again go to
a 12 or something. You're going to see
how this thing is, like adding information
into the scene. I think I'm going to bring the spread down a
little bit more. Now unfortunately, the
spread or the preview right here will not give you the exact same effect that we
have right here. There we go, Look at that. Now. Not only are we getting this very nice warm
color from the top, we're getting a nice interesting light coming from the window. We get this very nice
highlights on our pieces and this long shadows on the
black side of the board. So I'm gonna use color
temperature and I'm going to bring the light all
the way to the blues, like really, really
high into the blues. And as you can see
now the highlights or you got to start
looking blue. We can always paint
this like if we want to go for a very
specific blue color, I would recommend turning
off temperature and then trying to find these specific element
that you sometimes use, gels and stuff like that on
movies to get this effect. I personally like to
like modifier or use everything with
color temperature because it looks more natural. You can, by the way, push this out of the balance as well. And it's going to really give
you a blue hue right here. But as you can see, this
is starting to make the whole thing look way,
way, way, way better. So yeah, this is the first
part of Lights, my friends. I want to show you one
more thing about lights. And then we're going to
jump into the Shaders. We're going to start modifying
some of the Shaders here. I'm going to show
you some really cool tricks as well that you can use to not have to go all the way to Substance painter and generate some nice shaders here with Substance but without
entering into substance. So hang on tight and see
you back on the next one.
72. Mesh Light: Hi guys. Welcome back to the next
part of the serious, this is going to
be a short video. I just want to add something
really, really quick to. The elements right here are two. What's the word to
the Lights section? So if we go to Arnold enlarged, you can see that
we actually have a couple of extra lights. Now from the slides
we've already used to the area light in the sky dome light with this are
the ones that we use. The most photometric lights
you're gonna be using. If you're gonna be doing
architectural projects, photometric lights are
specific patterns that you can use to generate this
really interesting. Like light shapes
that you get on some exterior walls
and things like that. Light portal. That's
something that we sometimes use to optimize
the sky dome light. We're not going to really
be using it right now because all of the stuff that we're doing, our open scenes. Finally, physical sky
is pretty much like a fake HDRI that we can
get into the scene. I don't like it
because it looks fake. And to be honest, you can get so many better results by
using this guide on mine. But the one that we
do use every now and that is this mesh
Light right here. So let me show you
how that works. Let's imagine that we
have, for whatever reason, an interesting curve going
along the sides of the table, like this, sort of like
left strip, right? We have a less strict going
around the table like this. If we push this up right
here on the table and we use our sweep Mesh tool to get a very nice
strip right there. Let's say we have
something like this. Let's go to our curb right here. I just wanted to be a
little bit more precise. Let's grab the control vertex, for instance, this
one right here. That's pushing up. So that's actually on top
of the element right there. And what we can do here, as we can actually use a very cool function,
which is the mesh Light. Let's delete history. And we can say Arnold Lights and create this thing
called a mesh Light. So when do you want the
specific object to glow? But we don't want to use emissive like what we did
with the little robot, but one of the object to
actually behave like a light. We're going to be
using this thing called at the mesh Light. And the way mesh Light
works is very simple. Just select your geometry. You add the mesh Light
to your geometry. And when you render that
geometry is going to be emitting light like a normal rectangular light
that we have right here. Let's stop this real quick. For some reason, the mesh Light, it's not loading whenever
you add new geometry, it is important to
close the option here and say Render
again so that it can reload and add the
geometry to the actual scene. You can also go
here to Render and do this option called
update full Scene control you is the what's
the word is the shortcut. So once we do this, and as long as we
waited a little bit for this GPU to finish
compiling the Shaders, we should see a
small, There we go. It's more element going
around the board. Let's go to a
shotgun right here. And as you can see, it looks
kinda like gray, right? That's because we don't
have enough exposure. If we take a look at
the outliner over here, you can see that
the sweep Mesh now has a light sweep attach. It's gonna be light and
the name of the objects. So that's why it's
called light sweep. And we can use something
like exposure. Bring this to ten, for instance, which is close to the values
that we've been using. And now if we render
this thing right here, as you can see, it's going to
actually be emitting light. Now, the thing that
we saw before, the great thing was not
actually the cable itself. It was the very,
very soft light and the shadow of that
object that was being projected on top of the element. If we want to see the element, we need to select
this option right here that says Light the vessel. Now we can actually
see the element and we can see that doesn't have enough energy to be a
generating any sort of light. So we're going to bring
this to ten again. And if we do a render, as you can see now we
have a you'd like, Let's trip, that's going
around the whole thing. We can change the color of this. Let's trip to whatever color
we want that you can see how the color is contributing
to the overall scene. If you wanna do like neon
lights and stuff like that, this is the perfect way to do. It just keeps something in mind. If you're doing like neon
lights and stuff like that and you really
pushed the exposure up. It will look white. It will look widen the core, but the color is
actually going to be thrown into the scene. So this thing is really, really behave like
physical lights. And you're gonna get a much
better result by using mesh lights then by using the emissive map from the
shader off the elements. That's it guys. Just to again,
just a quick little thing. We're actually not going
to be using a mesh Light, but I didn't want
to mention them because they are important to, to certain parts
of the production. You might encounter this if
you're doing this sort of like sci-fi or steam punk stuff, there's gonna be a lot
of mesh lights that you will be needing. So that's it for this one. And in the next one,
we're going to take a look at Cameras. No, sorry. We're going to
take a look at shaders. So yeah, hang on tight and I'll see you back
on the next one.
73. Shaders and Substance: Very well guys. So as I mentioned, I wanted to use this next video to show you how we
can use some shaders from substance to generate some really interesting
effects for our pieces. So first we're going to
talk about normal shaders. And I think I wanted to do, I want to use the sort of like marble effect for our
pieces right here. So as you guys remember, all of these pieces
already had the material. I'm going to call
this M, white marble. And we're, we're gonna
do is we're going into place with subsurface
scattering. You guys remember subsurface scattering which has this effect where we can make elements
look a little bit translucent, well marbled institutionally,
a little bit translucent. So let's play with that. We're going to turn off
the color of the pieces, of the white pieces
and we're gonna go to transmission or not transmission
started to sub-surface. We're going to turn on the
subsurface effect right here. Now, under subsurface color, we can just grab some nice like beige color right
here, something like this. And that we can keep
the radius white. Now, let's go toward
camera and Shaders aren't the kind of things that
you always want to try to. What's the word you
always want to try to see on the render
so that you can properly evaluate whether or not you're getting the
result that you want. So rendering is a step of the process that requires
a lot of trial and error. There we go. So what does the first
thing that I'm seeing right here, it looks okay. One of the problems
that I'm seeing is that we're getting this sort of like super
transparent effects. So that means that the
subsurface is really strong. So I'm going to bring the scale down to something like a 0.1. And by removing or
reducing the subsurface, you can see now the top
parts of the tower, for instance, it looks
semitransparent. The horse looks a little
bit transparent over here, but all of the other
pieces look this. They get this very juicy
effect that I really like. The queen is getting some
weird errors right there. And the reason why that is happening is because
if you remember, we made the queen
of separate pieces. These pieces are super thin
compared to everything else. I still think 0.01
or 0.1 is too high. So I'm gonna do 0.03
and let's do a Render. This should give us a
slightly better effect. There we go. And you can see a little
bit that like sort of read subsurface effect happening
everywhere on the pieces. This is the kind
of stuff, again, that you can do with Shaders without the need to go
into substance Painter. Now, I'm going to show you
something real quick here. See this subsurface color. See how we're using this
like a beige color. Well, we can actually input something like an Arnold noise. Arnold has a couple of
things that we can use to generate a little bit
more visual interests. So if we go here to texture, you can see that we
have AI cell noise, a checkerboard, a curvature, and we got this AI noise
that we have right here. If I assign this to the
element and we Render now, well, first of all,
it's compiling. So let's stop this real quick. And when we render, since
we're assigning this annoys, what's gonna happen is
Arnold is going to apply an overall texture to
the whole element. However, by default you can see the texture is
black and white, which is not a big problem, but we definitely
want to change this. So in order to change this, we can just select
this color right here, select our beige color, and then this one right
here, go right there. And maybe this color one, which is going to make
it a little bit dark. So now when we
Render, look at this, we're gonna get a very
nice sort of like marbled effect everywhere
on our on our pieces. Plus the subsurface effect which you can see on the small
pieces right there. So again, without the need to go back to Substance painter, we're using notes
instead of Maya to procedurally generate
this felons. Now what else can we do? Well, we can change the scale. For instance, if we make the
scale a little bit bigger, Let's save a copy here of the render and let's
make the scale 33.3. What's gonna happen now is the noise is gonna
be a lot smaller. So now you can see it looks like this very spot of the fact
that responded marble, which if this is the
effect that we're going for or to
finish that we want, well, we get something
that looks interesting. We can change the distortion of the element and the pattern is going to change quite a bit. We can change their lack
unitarity of the element. And we're also going to get some sort of like
different effect. In this case. I think I'm
going to keep this at 11.1. But again, feel free to
play around with all of this elements right here because you're going to be able
to can look at that. We get this very nice like the SAR look going
across the whole thing. Now, if you don't want
this to be super obvious, we can give this
guy's a little bit closer to each
other on the tone. And that way the effect like
the veins of the marble are not going to be
as obvious to us. So, yeah, that's it. We're using this noise to generate a very cool
effect on this part. And it's also affecting,
as you can see here, the white parts of the board. Now, let's do the same
thing for the black pieces. On the black pieces,
I'm also going to call this M underscore black pieces. And we're gonna go to the color, we're going to turn
off the color. We're gonna go to a
subsurface and we're going to turn on subsurface and we're going to grab again
like a very basic like dark brown color like this Saturday, it's
something like that. On the radius. I actually want this to
be like a red radius. So I want to be able to see like a red colored going through
the pieces. There we go. That looks really good. Of course at the scale
is really high, so 0.03. Let's try that. And that's gonna give
us a really nice effect look at that kind of like
it bleeds and creates this, this very nice dark
color right there. Now, ideally, we want to match the same sort of
noise that we have. Also going to go here. I'm gonna go to Arnold
texture and we're going to add another AI noise right here. And this one we're
going to select, this is gonna be our dark color. And let's just copy
the exact same code, just make it a little
bit lighter right there. And what that should do,
as you can see right here, it's going to add a
little bit of texture to all of the different
parts of the board. So once more, without
going into substance, we can play around with the nodes that we
have available to us to start generating
a shot array render. That looks really,
really, really nice. What else can we do here? Well, this is the extra bit that there was mentioning about. So I asked you guys know, Substance painter has
this Substance 3d acids that you get access to when you subscribe to the Indy license. But there's also the
substance community share. Okay. Substance community community
assets or community share, where it says that we
could community assets. And the important thing here, as we want to look
for a word maturely, like clean wood
material that we could just for our board, for
instance, this one, right? Well, that one's rotten wood. So let's go like this
antique word right here. It looks really, really good and I think that red color is going to really make
the whole thing pop. So I'm going to download
this material right here. And this SBS, our archive
is what we're looking for. I'm going to Control X to copy this into
our source images. And I'm going to
create a new folder called Substance Materials. And you might be wondering,
how are we going to use this substance material if we're not bringing
this in Substance, well, then you are here
instead of Arnold, we actually have access
to a very cool plugin. Now one thing that we do need
is we do need to have UVs. So I'm going to grab this. Oh my God, I got
into the shotgun. That's a bad thing. So we do get to have
a UVs for this thing. So let's do a very
quick UV right here. Hopefully you guys still
remember how to do proper UVs. So UV delete and then UV and we do a camera
based projection. Then we can use, this is
kinda like a cylinder. So I'm actually going to split this into a couple of parts. I'm going to split
this part right here. Going to split bottom
part right here. And then I'm going to
explain the corners. Because if we were
building this other words, the corners is what
they would meet. And therefore we would see
a seam line right there. There we go. So we go UV and we
unfold this whole thing. Remember, this is
my finished scene. So you're gonna
have to do this on your own Control L to just
create a very quick layout. And there we go. So what we're gonna do is we can
actually import that specific material
that we downloaded directly into Maya without
having to go into substance. What are the pros of that? You just want to do a
simple clean material. That's an excellent
way to do it. And if you want to
want to add leg, just a more
interesting material, we're going to be able to tweak a couple of
things as well. I'm gonna go here to the
Hypershade and on the, on the work area. I'm going to press Tab and I'm going to look for substance. I'm going to use this
substance, no texture. You need to turn on the
plugging the substance plug-in in order to get access
to this specific thing. So here are the
substance, no texture. I'm going to change this name and we'll actually, we don't
need to change the name. We just need to go here to
the loves substance and then we go to our Substance
Materials here. I'm going to be able
to open this up and this will load the material. Now down here we need to select Arnold and
I'm going to say create workflow or
sorry, create a network. What this will do,
as you can see, is it will automatically connect all of the different
things that we need. Generate the texture
that we're looking for. I'm gonna go up here. I'm going to change the size to two K so that we
get a little bit more resolution is going to take a while whether
the process, that's gonna give me a
better result for the width. And if we go back here, you're going to see all of the math that we're generating. So we're generating
a base color, a normal roughness and metallic and then be the cushion
and a height map. We don't want to
hide them up yet. Very soon I'm gonna explain what the height map doesn't how
we can use it, but not now. So we're going to
remove the height map so that we don't have
that information. And as you can see now we
have an AI standard surface. I'm just going to call this M. And if we go to our
table right here and we assign existing material and we assigned the M width,
we press number six. You're gonna see that we
have the width or the table. Actually not where
I wanted to have them TO. It's this
one right here. So we assign the width,
and there we go. Look at that, you get
a very nice effect. Now, what was one of
the rules about with the grain of the
world should always go towards the longest section. So that means that they
need to go to this guy. And I'm going to grab
all of this UV shells, go to Transform and we're
going to flip them 90 degrees. We can manually just
position them right here. That's fine. This guy is, I mean, they're not important,
they're kinda hidden. So here's where we can break
a little bit of the rules. Since it's are more
important, I'm gonna give them more size, more space. Then this one says
they're not as important. I'm just going to
keep them small because we're never
going to see them right. So that way we're going to have a little bit more resolution
here on the width. Like very nice clean scratches,
pretty much everywhere. Now, let's go to the shotgun again,
panels Lucas selective. Let's go for a shot right here. If we go to a render view, we can say control
you to update. Remember it. So it's going
to update the whole thing, or just here on render
of the full scene. And as you can see, it's making the texture maps for
the wood material. And let's keep a sample
here or another sample. And once we Render, we're going to see the
new wood material. Again. We did not have
to spend any time Texturing or rendering. And it's gonna be immediately
here in our scene, look at that super
clean material with scratches and
damages and everything. It matches the color of our
black peas, which is great. But here's the,
again, here's one of the cool things
about this process. If we go back here to the thing that's
generating the material, we will have access to
some of the properties. Look at this. So we have access
to the crack Color, we have access to
the grain depth, we have APT is access to that, the varnish versus a
crack, stuff like that. So I'm not sure if this is the main color that
drives everything, but going to try to darken
this a little bit more. As you can see now
that the cracks are a little bit darker, I'm going to keep
them not so dark, so just a little bit dark there. We got a global roughness. We got the bar niches breath. Some things here. In this case, we don't
have the option to change this into
a darker effect. But every now and then, you will have parameters here
that will allow you to change like specific things about the material like the
tiling and stuff like that. So yeah, that's pretty much it. Let's do one more. So
I'm gonna go again, I'm using assets from the community so that you
guys can follow as well. But you're free to download this if you have access to the
3d acids are some really, really pro Materials
here as well. So for the table for instance, I think I'm gonna go with
this dirty word right here. So again, we just
grabbed a dirty with oh, careful there as you can
see, that's an SPSS. That's not the one we
went and SBS are very, very important that we look for. Sbs are. So let me see if we
can find another one. This varnish one doesn't look that bad stuff and that's BSR. Okay, let's use this one. It looks like an
interesting table, I guess. So let's go to our
folder right here. Just wait for this
whole thing to finish. There we go. We
control this and we get this into our substance,
material right here. And we're gonna go to Maya. So we go to our Hypershade. Let's clean this thing. We'd like magic dust right there and we're going to
look for another substance. Note that texture. So instead of this substance, no texture again,
which is go over here. And we need to
look for the file. It's the varnish
pocket would hit Open. I'm also going to
change the width of this two to cave
so that we get a nice result and we need to generate the Arnold
network right there. It's going to
generate everything. Again. It's gonna give us
the height map. We don't need the
height membrane. Now, as you can see, it's actually, it gives us
access to even more things. We don't really need the right now based Color
normal rather than metallic and me the
solution, It's all we need. We can play around
with the parameter. So for instance, if we feel like the varnish a little
bit too much, there might be
options right here, no, actually this is
not having the options. So that's the problem with using things that people
are like submitting. We might not be able to change
or modify certain things. The ones from
Substance 3D assets, the ones that you get
from the paid version, usually have a little
bit more control to it. So I'm going to change the
name of this to M varnished. There we go. We can select this
table right here, assigning new material, sorry, assign existing material and we're going to assign
the Ambar finished. And then we check the Textures. Distinct should have some Uvs, yeah, the best Uvs ever, but it should have some UVs. And we should be
able to render this. So if we render, as
you can see now, get this very nice effect way
the second do they assign, I think I assigned
the wrong material. Varnish. There we go. Now you can see the
UVs are not great. Let's just do a UV planar
mapping from the y-axis. So that's from the top. You can see we get
that right there. It's looking okay, but
the tiling is too big. Again, we can go to the
Hypershade and there's gonna be always gonna be a place to
the texture at the very end. And we can change
this to like 4.4. That's going to tell the
whole thing a lot more times. And then when we render, we should see a
nicer texture being placed on the other table. So let's just give this
a couple of seconds for the render to work. There we go. Look at that beautiful
texture there on the table. So yeah, that said my friends. So as you can see,
we've been able to convert this very simple scene into a scene that requires
like a very easy approach. Like we're not really
doing anything crazy and we're already making this whole thing look a
little bit better. Now, let's, let's bring
this up one notch. So here's what I'm gonna do. I'm going to bring this down. I'm going to duplicate
the whole thing. I'm going to make
a thin layer here. Okay, Let's go to the front
view to make sure that things are like in-line with
each other. So there we go. And what I'm gonna do
is I'm going to change the top to a new material, which is going to be
a glass material. So as standard surface, we're not going to have Color. We're going to have
transmission, which is glass. And we're going to increase
the roughness a little bit. So it's gonna be like
kinda like frosted glass. So now let's compare this and
let's see how this looks. Look at that. So by adding that frosted glass, we can either use
slightly layer that changes or modifies the
roughness of the whole thing. If we bring the
roughness down on the frosted glass and we Render, we're going to start
seeing the reflections of the lights and other
different elements. We definitely need to change
the color. Yes, he did. Just gonna make it
a little bit upper. Are up there. There we go. So as you can see, that
the noise is really taking away a lot of the
interesting information. So if we increase the sample, we're definitely going to
get something that looks a little bit more
interesting because again, the noise is just
the leading all of that information
from the reflection. But that's fine. So I'm going to stop the
video right here, guys, as you can see, this is looking really, really, really nice. Am I rendering full HD? Yes, we're rendering for HD, so I'm gonna render one more time and I'm going to save this image to compare. Let's just increase or modify our frame rate
here a little bit more. Because I feel like it was
a little bit off-center. There we go. Now, one cool homework that
I'd like to give my students when the word doing
this exercise is try to find the game. If you're a chess
player, tried to find your favorite game from a famous grandmaster or something, and try to place the pieces
in such a way that you create this small composition here
to study that position. So yeah, that's it
for this one guys. We're still not done with this. I'm going to stop it right here, but we're gonna be talking about glass in the next videos. So hang on tight and I'll see
you back on the next one.
74. Glass: Hey guys, welcome back to
the next part of the series. Today we're going to
continue with the glass. And glass is a really,
really interesting subject. Now, in order for
me to do glass, I've actually saved this as
a render finished glass. And I'm going to move
the camera a little bit. I'm gonna go to like a, like a close-up shot, which is something like this. So we can see more of the
pieces in-between each other. So if we Render now, you're going to see that we get a really nice compositions. Will, I mean, come on, This looks really **** nice
if I may say so myself. So we're going to be adding
glass to the pieces. Let's say we have a chess
set that's made out of glass instead of this
sort of effects. So I'm gonna grab the pieces. I'm going to grab this, all of the black pieces right here. One thing is I'm going to jump
out of perspective, view. I'm going to grab all
of the black pieces. I'm going to assign
a new material, Arnold AI standard surface. And this AI standard surface
is going to be glass. Now this I'm going to
cold and dark glass. Now. Usually you can
have dark glass, right? Like it just doesn't it
just doesn't work that way. So we need to find a
way to make this look like dark glass without
actually making dark glass. So we're not going
to have any color, and we're going to
have glass right here. If we do it like
this and we render, the first thing we're
going to notice is that, yes, it does look like
glass because the curvature off the objects will stop
light in certain areas. But this looks like
the clear pieces and that's not
exactly what we want. So the best thing
that we can do is we can add a little bit
of tint to this glass. And what are the things
that we have right here, which is right here over the
color is well, a dark color. So let's go for a
dark brown color. And as you can see it,
this is going to make them look a little
bit more like glass. Unfortunately, that
colors is really taking away from the fact
that this is glass. So I'm going to start
lighting this up and bringing the color down to
like a pinkish hue. And that should give us a little bit more of a glass look. It's not perfect, but
it's getting there. I'm really tempted to just bring this all
the way back to white. Another thing we can
do is we can add a little bit of depth
to the whole thing. So by adding depth, we're also changing the
properties of the material. And we're, we're pretty much making it a little
bit more foggy. So let's stop this real quick. And let's just restart. 1 s here. Okay, So for some reason
my render crashes, but there we go. So this is the result that we have with a
little bit of depth, which is something that
we can do to darkness, but it's not really doing
the trick, to be honest. So I'm going to stop it and I'm actually going to bring
the depth back down. And I think whether we
can do instead is we can just that a little
bit of gray color. So make this like a gray color instead of for white-collar. There we go. That looks
a little bit better. So as you can see,
we're getting a sort of like crystal look without actually going
into the white color. And we can play a little
bit with the color here to the side of
how we want this. We can also bring
the roughness down and that's going
to make the pieces shine a little bit more. And it's gonna give us a nice like class effect right here. Also, what we can do
is counteract this. We, the other side of the board. So if we go to the other
side of the board and we assign the new material
to this pieces on Arnold. It's to undersurface. We're gonna make
this again glass. But here's what we're
going to change because if we just
leave it like this, it might not look like much, but it's actually going
to look very similar. We need to make the white pieces shine way more than
the black pieces. So remember the index of
refraction that we talked about. I'm gonna bring this
all the way up to four. This is a index of refraction is going to make this thing
really, really, really white. And as you can see, there's way, way more light going
into the elements. So the light refraction is
going to be a lot stronger. And I am actually going to leave them a little bit
more like frosted glass, which has this roughness so
that the difference between the light and the black pieces looks a little bit more like. Interesting. Now, I'm going to do something
really crazy here, but I'm going to
add a new sphere. And I'm going to add this
sphere on the back of the room. So imagine this is
just like a toy, like red plastic box. Sorry, a red plastic ball that
we have here on the back. I'm going to add an
AI standard surface. And this is gonna be, again, just a very nice red
sphere right there. So as you can see,
it's right there. I'm actually going to
move it a little bit to the side so that we can
see it through the pieces. And there we go. So there's a very
interesting thing that I want to talk about
in regards to glass. If we want glass to
really, really, really, really behave like glass, we need to change something
called the raid death. So usually when we're working inside of
any render engine, that camera is gonna be
shooting race into the scene. And this rates are going to bounce off of the
surface of an object and they're going to
return the information about an object is
it's a red sphere. This is a glass piece of
a chess. This is wood. This is whatever. This information
that we get back to the camera is what's
being render. But the problem is if we
have an object that's class, that means that we actually need this rate to go
through the object, grab whatever is under the
other side of the object, and then bring that back to
get the proper information. But the more pieces
that we have imagined, we have like a domino
sort of thing, the more pieces that we have, the more rays we're
going to need are the more rape deaf brand need to properly gather
whatever information is on the very
back of the scene. This is what's happening here. Like we should be able to see the red color being
reflected in, into pieces. And yes, we see the reflection
in some of the pieces. But then in other pieces
such as this one right here, we're not really
seeing the reflection. So in order to get
proper working less, we need to go to the
Render Settings. And here in the Arnold
Renderer option, we're gonna go to
the write-up option and we're going to change this. So usually you need to count how many times the ray is going to go
through the objects. But I'm just gonna go like
brute-force and say 88. And then on transmission
I'm going to go all the way up to 32. Okay? So once we do that, let's save another copy here. If we Render, you're
gonna see that now we're actually
seeing the reflection, the red reflection going through different parts of the
elements right here. You can also see
that the class is behaving more like glasses. Really looks like frosted
glass because we're increasing the amount of times we're letting this go through, through each of the
different elements. Compare the two. This is without the rate
depth and this is width array the fancy how much
more reflections we're getting from a lot of
different places like, even like justice frosted glass is getting so much
more improvement. So rate that is really,
really important. If later on in your careers you're going to be doing renders for things such as
wine bottles or, or beer or any drinks, coffee, and stuff like that. You always want to calibrate your render death
properly so that you get a really nice result
here on your effects. Another thing that we of
course need to increase our the system options render and the render options
that adaptive sampling. So I'm going to enable this. I'm going to set this to
something like a ten, because glass is another one of those things
that really needs quite a bit of samples to
give you a proper result. Okay, so the more
samples we can blast, the more precise
it's going to be, and the less blurriness we're going to get from
the denominator, which again tends to
blurry the whole thing. Very, very heavily. So, yeah, that's
pretty much it, guys. That's the that's
one of the secrets for glasses you can
see we get this, does the same chest said, well now we have a marble
set and we have a classic. Now we're gonna be talking
about Cameras and I'm going to be showing you what
we've mentioned before, which is the depth of field, how we're going to make it
so that we get a little bit more like blurriness in certain parts of the cameras and a little bit less
on other parts. So yeah, hang on tight and I'll see you
back on the next one.
75. Arnold Cameras: Hey guys, welcome back to
the next part of the series. Today we're gonna
be talking about the Cameras that we can use
here instead of Arnold to get an even better effect than
we have right here so far. I mean, this looks like a, like a picture that
you could find on a chest book or something.
It looks really good. We're getting this very
realistic effect in general, and I'd like the overall effect. However, we can add
a couple of tricks here that are going to make
this image even better. So the first one
that I need to talk about is called a
depth of field. Depth of field is super, super useful when we're working, especially in cinematography, commercials and
things like that. How does this work? If you've never used a
traditional DSLR camera before, you need to understand that the camera has this thing
called the diaphragm, which is going to
control the aperture, which is how much light we're
letting into the scene. The more light we get
are let into the scene, the blurrier certain parts of
the elements are gonna be, the less light we do by decreasing the focal
length right here, by making the aperture really, really small, the sharper
everything is going to look. So when we're taking pictures of like a big environment
or something like that, we usually want a higher
or lower pressure. Well, it's actually
a high F-stop. We want to bring this, the aperture into a
really sharp point, like what we have
right here, so that we can capture the
whole scenario. But for portraits such
as this one right here, we usually want to have a
low aperture so that we are only focusing on the main thing, which
is this one right here. So we have a shallow depth
of field, shallow, shallow, shallow depth of field,
or deeper depth of field, depending on how much
or how little focus we want on different
parts of the scene. And as you guys know, Maya
and all of the 3D softwares, they were built to mimic
the way that the real life, the real Cameras work. So in our case, if we select
this camera right here, we can go to the shotgun, shack Cameras shape, and
all the way down here, we can go to the Arnold options. And then the Arnold options. Here's where we're going to
have the depth of field. So I'm going to enable
the depth of field. If I just enabled the
depth of field and I throw in a Render,
nothing's gonna happen. It's going to look exactly the same. Nothing's gonna happen. Things are going to
start to change when we modify the aperture
size right here. So we have this as a
really big aperture sizes. You can see right here,
what's gonna happen is everything's going
really becomes super, super, super blurry. Why is this super blurry? Because right now we're telling Arnold that we want this thing to be focusing at a
five unit of distance. So we need to find
out how far and where we want to actually
be focusing on this camera. I would like to be focusing, I would say that's a good point like that center of
the board right there. And we need to know how far this point is
from the camera. The easiest way to find
that out is by going to the display and then sorry, yeah, display heads up,
display this thing called object information or
object details right here. So it tells me that
this object is 20 units away from the carer. So if I now go to the camera and I said my focus distance to 20, even though the aperture size
is really big and a Render, you're gonna see that at least the center of the board is, it's trying to look a little bit more in-focus than the
rest of the things. Now, this depth of field
works in real-world scale. Remember, we've
talked about this and our chessboard is not
really in real-world scale, doesn't mean that
we can't use it. It just means that
we need to tweak the values a little bit
to get a better result. So by minimizing the amount
of aperture size that we get, Let's go for something
like a 0.36. What we're supposed to get here is things are going
to be more in-focus. But the farther away we
are from that point, either closer to the camera or farther away from the camera. The merv Blurb work in
a good look at this. So this rock right
here is really out-of-focus because
the plane of focus is right around here. So all of the pieces and all of the parts
of the render of the composition
that are inside of this area are going
to be really, really in-focus. But
this one's right here. I'm going to be
really out of focus. We can again change that by
going a little bit lower. Let's try it like a 0.1,
which is gonna be really, really soft will not,
that's tough because again, we're working with the
small scale right here. This is not real-world scale. So we're still going
to see a little bit of blurriness here on the rooks. And this is a kind of stuff that's going
to start giving us the very nice artistic
cinematograph, cinematographic look
to the whole scene. You don't need to use depth
of field all the time. There will be certain shots
where everything is in focus. Later on we're gonna be doing the door when we talk
about displacements. But for this particular one, having a little bit
more depth of field, I think really helps
the whole composition. So if we go for something
like 0.2 and we Render, we're gonna get a really blurry
current coordinate right here and everything else
here the center is gonna be, it's gonna be in-focus. I'm going to play
one more right here. By the way, if you can see the elements because
reducing glass, remember that we can press
this little button right here, which goes back to
the basic shader. And when I place chest, my go-to move when I'm
playing, what is E5? I always, I would say like
90% of the time I play E5. So now if we Render, since that pollen is gonna be writing the center right
than the focus point, you're gonna see that that
one's going to have the clearest like a resolution. Remember we're also
working with high samples here so that render is going
to take a little bit longer. We're gonna get a
really, really, really nice effect
there for our pot. So let's give this a
little bit more time. And again, the more
time we give it does probably going to
take like two or 3 min. This is one of those effects, that depth of field
is one of those effects that looks really, really, really good, but it also increases the random
time considerably. Some people actually like
to do this render setup or this render scene after
they have successfully. What's the word? After Effects to successfully
done the render. So they export the renders in EXL format and they do
this depth of field in the places like after-effects
or new chord, the vinci. Like, there's a lot of
other places where you can apply or generate this by
using other information. But if you don't
want to go through the whole process, as
you can see right here, we can get it
without any problems inside of Maya. Let's
go back to the camera. I think point to it's
a little bit too much. Let's go back to 0.1 thing. That's the result that
I liked the most. And we're just gonna
do 0.1 right there. Now, that's you right there. Of course not really needed. I'm actually going
to just delete it. I think it's contaminating
the decomposition. And that way we're just going to have this
very nice effect. Now keep in mind that
red sphere was actually contributing a lot of
information to the scene. There was a lot of like
a red light bouncing around and now it's gone, right? So this is pretty much the first effect that
I wanted to talk about, which has a depth of field. There are more things that we can do here with the camera. You can see here
on the options are some more lot more options
on the depth of field, especially if you're
trying to get this URL like bouquet effect. You need a lot of
lights to do this. I don't have a scene right now to show you exactly
how to do it. But if you have a
CD all the way on the back and you have
a lot of flights. The depth of field will
create this or like points. And one of the things that
you can do is you can change the shape
of that bulk here. Two stars are like little
whales, hexagons like there's, there's ways to do it and for certain particular photography's,
it works really nice. Usually for film, we're always going for the round bouquet, maybe a little bit of
a hexagonal shape. And this is by changing the number of blades
that we normally have. Again, not something that
we're doing here right now, but it's good to know. Now if you want to work with shutter speed and that sort
of stuff to get motion blur, you can actually do
that as well over here. We're not going to be
doing that to be honest, because again, that's a
little bit more advanced. And usually when
we're rendering, we tried to get this thing to
look as clean as possible. I'm the one thing
that I do want to show you is another poster fact. We already have one post effect right here, which is
that the noisier. And it's really good, like it cleans the whole
image very nicely. We can of course minimize, as you can see, even
with high samples, that the noise is really,
really cleaning all of this stuff we wanted to render. This will definitely
need to increase the sample time so that we get rid of as many of
these points as possible. But one thing that
we can add is we can add an imager That's called the baba, baba, baba. Where's it lends
effects. So there's two lengths effects that
we can work with here. One of them is being yet very, very common to darken the borders of the
scene a little bit. I recommend keeping
this quite low. One is probably as
much as you want to go because otherwise you get
very intense vignette. That's not something
that you want. So I'm going to keep it
really, really, really soft. And the other ones, Blum. Blum is when the light is kinda like creating
this Fog effect. And the parts that are
shiny will shine a little bit more Crystal again, like LED lights and
stuff like that. They will, we'll have maybe
a little bit of bloom. Again. Just use this with caution. You don't want to overdo
it because when we start adding effect after
effect of for effect, then things start looking a little bit like too much, right? So you wanna be subtle about
using this type of things, but especially the
vignette here, I think for this
particular scene, it really works and it gives
us a very nice effect. Now what happens,
this is important and what happens if we want
to animate the camera? Let's say we wanna do a
120th like Frame Animation. We're going to
start in frame one and we're gonna go to 120. So that's 5 s of animation. If we do 5 s of animation with the camera and we say,
Hey, you know what? I want to start with
the camera right here. And then we're going to zoom in, well, this is the
starting position. We're going to hit S and
then the final position, since it's gonna be
this one right here, we always need to know where
we want our focus to be. So if the final focus is
going to be at 17.70, 715, which is that
part right there. We also need to go to the camera and set the focus
distance to 17 points. Right-click Set Key. And at the beginning,
the focus point, maybe it's gonna be
farther away, closer. Whatever you wanna do, Let's keep it at
the same distance. So you can see that distance
at the beginning is 33. So we're going to set 33 here. And of course, set key. So what this will do is
they will modify the focus. So as we keep pushing the focus, distance is always going
to change and it should always be really close
to the pawn right there, so that we can
keep that pond in, in-focus at all times. So if we Render now, if we do a nice like
far away render, which is something
like right here, we're going to have
everything in focus. Maybe a couple of things
are gonna be out of the focus at this position. We're gonna get
closer and closer. And like this right here,
this looks really good. That's an opening sharp, right? If we're doing a little cinematic
are a little short war. We're going to tell a
story with a chessboard. Like look at this. This already looks like a
really nice establishing shot. Imagine the narrator saying, saying something like
chess is the game of geniuses chest
is where you know, your true opponents,
something like that. And we keep pushing
him with the camera. Well, this is what
we can produce here with all of
these 3D effects. So that's it, pretty much my friends for Cameras,
some of the lens effects. Again, if we want
to render this, we just need to go over here
and prepare our render. I would go and say
something like, Hey, I want this to be
JPEGS again, name, number and extension from
frame one to frame 120. We already know that
we're doing full HD. Ten samples should be more than enough and we just
save the scene. Then we will just need to go to the rendering options and
render, render Sequence. And we select our shotgun and hit render Sequence and close. And by doing that, we're
gonna get a renders ready for a very nice
presentation at the end, I think I'm going to
be rendering this for our intro video as well. So I'm going to stop the
video right here, guys. And now we're finally
going to go to one of the topics that I've
been mentioning ever since we started
the whole course, which is hide information
in displacement Maps. So hang on tight, LLC
back on the next one
76. Environment Fog: Hi guys. Welcome back to this next
video here in this series. Today we're gonna
be taking a look at some environment lights
that we can add on, on this very nice
exterior that we have. And we're going to
make this really, really look cinematic. So I'm gonna go with
an intensity of minus four on the, um, what's the word, as
you know, on the I forgot about the
name on the HDRI. And if we take a quick look
at the current render, this is what we're
going to have. That shouldn't be, it
should have no lights. There we go. We're gonna go with a very, very moody Lights. So let's imagine that
there's some sort of like torches or a bone fire or something over
here on the side. I'm going to say Arnold Lights. I'm going to add an
area light in this area Lights is going to be on
this side right here. So again, just imagine
that outside of our, of our range of view, we have a really warm
light, really intense. Let's, let's go for a 12th
intensity right here. And that right there, like just adding that
thing right there. We're already going
to get something that looks really,
really interesting. I think the temperature
is a little bit too low. Let's increase the intensity
a little bit more. So let's go for a 14. We're not going to be using
the Hypershade anymore. So let's just not sure
what this is so low. Let's just do this right there. There we go. That looks really,
really interesting. Now one thing we can
do, if you remember, we can change the spread a little bit to make sure
that this is more of a direct light
hitting the doors and we get a little bit more
intensity right there. Now I'm going to show
you a quick trick here. Imagine even though we're not
seeing it that off-camera, there's like a pillar or something that's
blocking a little bit of our environment in the 3D world and pretty much in
anything aren't related. Sometimes what you don't see can give more
information than what you, what you actually see. If I add this pillar right here, look what's gonna happen
on the environment. We're going to get
the very nice shadow here hitting the wall. And now, even though
we don't see it, it looks like this
thing is actually in an environment, right? Let's add another light. I'm going to bring
the intensity here a little bit less intense. So let's do it like
a minus three. This should bring a
little bit more light to the scene, more
global illumination. And now let's have
a really cool light like the moon coming
from the top. So I'm gonna say Arnold Lights. I'm going to add another like mesh Light or big
light right here. I'm going to bring
this somewhere around here, like top-line. I'm going to make
this a small because I want this to be like the moon and therefore I want the shadows to be a little bit harsher. The exposure is gonna
be quite high and the temperature is gonna
be a little bit highest. Well, and when we do this, we're gonna get this very
common, not super common, but we use this quite a bit, which is like the
traditional orange and blue contrast on
the Color Balance. We go something like
that. And of course, one thing we're gonna do
is we're going to bring this spread quite down. I'm gonna change the shape
to be a cylinder or a disk. So this is more
like a spotlight. And what would that
is going to do? It should bring the intensity
a little bit closer. I'm of course going to
bring the exposure down. It shouldn't be
closing this as much. Let me, let me just minimize it that things are going
to be faster this way. And let's get the Render there. There we go. So let's start playing
with the exposure here to bring more light in. And that's it. Now I can see that there's
still too much light. So I'm gonna go back
here and say minus five. And even this one right here, I'm probably going
to bring it down to a 12th because I
want the main light. There we go. I wanted
to mainland to be dislike a moon that we're
getting from the top. This one. Now it's a little bit too low, so I'm going to just
increase it a tad bit. Learn thing we can do is we can just get it a little
bit closer to the scene and that we're
working to get the nice, better effect right there. Another thing we can do
that we'd like to spiller. Why not add a couple more? Let's add one more right here. Again, we're not really
seeing the pillar. It's not going to
be on the camera, shouldn't be on the camera, but we'll be affecting
the way that light is bouncing around unforeseen and they will give us
a nicer effect. Other thing I can do here,
so I'm going to bring this down or moving a little
bit more like this. So instead of getting a very
direct light right here, We're gonna be getting
a light from the top. And if we increase the exposure, we should be getting
some harsher shadows and harsher highlights as well. There we go, something like
that a little bit more. Now, one of the touches that we're going to
be adding right now that's going to really
help the scene is Fog. We're going to add
a little bit of Fog to the whole scene. So to add Fog, I'm going
to save real quick and I'm gonna go here to the
options to render options. We're gonna go to
Arnold renderer. And if we go to environment, I'm going to add an atmosphere. And I'm going to
add this at eight, create a Fog right here. And that's it by
just adding the Fog. If we Render now, There's gonna be a
slight layer of fog. This is definitely going to make the render a little bit heavier. It's going to take a little bit longer because now it has to calculate the whole volume
that we have right here. But it's gonna give us a
very, very nice result. Let's just give it a couple
of seconds for this to properly calculate
all of the elements. And we're going to get a nice
distribution look at death. Really, really nice Fog. Now of course,
there's a couple of things that we can change. For instance, the distance, I'm going to bring
the distance down. Actually, none of
the thick of it. We're not going to be
using this as a Fog. Let's break the connection. We're going to use the
AI atmosphere volume. There we go. That's the one that we want
because the Fog will give us the sort of things where you might not get Fog everywhere. And it just looks
a little bit weird We're gonna be using this AI
atmosphere volume instead. And what this will do is
if we start increasing the density to something
like 0.5 for instance, we're gonna get some
really, really heavy fog. Actually 0.5 is way too much. So let's try and
0.01 and Render. And as you can see, this
is going to give us a very nice effect right here. I'm gonna go a little
bit lower, 0.001, probably a little
bit higher points, COC or five. And there we go. Look how nice this Fog is
now making a horse and look, it's just a quick way to make the whole thing a little
bit more cinematic. Know the February now
is, is very wide. So if we bring it
down a little bit, we're gonna get this sort
of like foggy effect without really creating
anything like intense. We can add a little
bit of attenuation. We can again play
a little bit with the amount of 0.009 there. It looks really, really nice. Now, let's again keep working on how we can
make this even better. Let's remove one
of this imagers. We only need 1D noise
here. We don't need to. Of course, we can add our
lens effect, for instance, which is going to give us a
really, really nice effect. Look at that. Really interesting. It looks like a mysterious
door that we're about to open, which I think adds to
the whole mystery. I think 1.5 should
be more than enough. Now that we have a
little bit of vignette, we can actually play with the lights a little
bit more me like, hey, let's, let's make the lights a
little bit more intensive. For instance, this
one right here. I'm going to make this
14 or maybe like 15. 15 is way too much 14, nothing was a little bit better. There we go. Now, remember how we
added the pillars to generate a really
interesting effect right there. We could do something
very similar by adding something that looks
are resembles like a tree. So we can add some just like
crazy cylinders right here. And since the light, or we might need to make the
light a little bit smaller. But since Light will be
a little bit smaller, but we're creating
here is we're creating a shape that we're
gonna be using to block some of the
light and create some interesting patterns
on the final render. So if we do this right here, not only are we
minimizing the amount of light that's getting
in because we're using those things to block, we're actually creating
something that looks, again, a little bit
more like elements. I'm gonna, I'm gonna
make this a lot smaller, really, really, really
small, like a single point. There's going to make
the shadows really, really harsh, as you can see. We're also going to
get this shadows being projected onto the ground. Now very smallest, probably
not the best idea. Let's make a little bit bigger. And as you can see right there, we're going to have some
interesting shadows that are off camera and are creating
this very cool effect. Now, this is the
time my friends. This is the time to put everything that we've
learned into practice. What else can we bring here
that we've done already? The barrel, right? So let's bring File Import. Now. I'm not going to import. I mean, I could import
the barrel scene. I mean, why not? Let's just import the barrel rather scene. And what we're gonna do is of course we're going
to delete this. We don't need it, but don't
need to do double skylights. We just need the
barrel right here. So let's bring one of
this barrels right here, position that they're
on the ground. And I'm going to
bring another one. I'm going to have
this rotated and lying on the floor on
this site right here. You can always think
about the composition. So if we look through selected, we're going to have a barrel
slightly out of camera, which is perfectly
fine right together. A nice little like
a factory there. You can duplicate this barrel, maybe make it this one
a little bit smaller. Rotate a little bit, push it in there,
and there we go. What else do we have? We have torch. Let's import and let's
import the torch. It's not going to be on
or it's not going to be with the fire, because that's going
to definitely, definitely bring
the whole thing up. But if we import the torch, as you can see right here, yes, we're inputting
the bifrost thing, but we can just eliminate, we can also eliminate all of
this thing is right here. And the only thing that we need is we don't need
display neither. We just need this torch. The size might be a
little bit wrong, but the cool thing
about importing objects is the all of the
materials that we have connected on the other scenes should be working
perfectly fine. So if we bring this right here and we just anchor
them to the wall, just keep in mind
that there's gonna be a little bit of displacement. So I'm going to move it a
little bit right there. There we go. And we can make
it slightly asymmetrical. If we take a look at
this whole thing, Let's bring the scene
a little bit up. We can make this just
a tiny bit bigger. I might even like scalar just to make sure that
that fits the Frame. There we go. Now, by doing this, not only have we added
extra elements right here, we've actually brought
in a whole scene. We've pretty much a, built a whole scene here
for our final render. So I, I, I actually did something different
when I started this course or when we
started this course, which is I recorded
a video showing you all of the things
that we were able are working to achieve. So that's it. My friends, like the first
video I recorded was just a quick overview of what we're going to
be able to achieve, which is something like this. And hopefully, after all of
these videos you've watched, you now have all of the skills, all of the necessary skills to recreate this scene that
we have right here. Once you're happy
with this, again, we can do a little camera
Animation pushing in. We can do a turntables if all
of the different elements, There's so many things
that we can do. And for me it's been a for me it's always a pleasure
to show and share, share with you guys all
of this tools because I know that this is the
beginning of your journey. If you've made it this far, if you've watched all
of this hours, I'm not sure how many
hours we've done so far, maybe like 20 h or something. If you watch all of this, then it means that you
really like it leads you're really interested
in learning more about it. So I remember when I was eating your position almost
13 years ago, and I was so excited to learn more and more and
more with the scores. One of my main goals was to show you all of the
things that I've learned throughout this years so
that you can speed run this and get to a
really good level, a really professional
level as fast as possible. There's a lot more tools,
my friends, a lot more, and there's probably gonna be doing one more video for you. But just, just take
this first journey, do all of the exercises
that we've done so far. Learn as much as you can
and be prepared to start this amazing 3d career
that you're hoping for. So, yeah, that's
sitting my friends, this is the final resort. Look at this really cool
Final Render afford door for medieval door right here. And that's, that's pretty
much it. My friends. I'm going to see you
on the next video.
77. Displacement Maps: Hey guys, welcome back to
the next part of the series. Today we're going to be talking
about displacement Maps. And I know we've been saving
this until the very end. Believe me, it's not because
I wanted to save it until the variance just due to the way I structured
the whole thing, it just fit on this
part of the process, which is the final
render solution. Has we can see right here
we have our fantasy door. I'm actually going to
call this file Save Scene As you can start on
the defensive final. You can start on the
fantasy door render. But I'm going to call
this displacement because this is what
we're gonna be doing. All the displacement
Connections. Of course, as you can see, the shader right now it's
not working properly, so we need to go to the fantasy effect and on the roughness, we're just going to generate the premium, generate
the preview, generates preview, and
generate the previous so that we can see
everything working nicely. So I'm going to start by
creating a plane right here, which is gonna be
my ground plane. I'm going to
duplicate this plant. I'm going to rotate this 90 degrees so that we're facing it. We can see that
forward part of it. Sure. My God. And we're going to move it up a little
bit. Maybe it's skillet. If we need to get the
doors section right, let's push this up so that's right there on the ground plane. If we look at the camera, we can find, oh, very
nice sharp right here. Now, what I'm going to do
here, as I'm going to say, I'm going to change this
to a full rest render. So we're gonna go to from
2s K squared to full HD. There we go. This one right here, as
you can see, we might need to scale it just a
little bit more. We're going to have a very
nice render right around here. Perfect. Let's save this real
quick and let's throw in a render
to see what we got. The only difference that we have from this render right
here to where we had before is the fact that now we have a wall and a floor. It's a really bad
for like we would love to have something that's a little bit more interesting. So we're going to jump into
poly haven and we're going to select a couple of materials to the weekend, work with them. So if we go to poly haven, one of the cool things is even
if you don't have access, access to 3d Substance assets, we do have access to polyhedron and we can get some
interesting materials. For instance, this
one right here, monasteries, stone floor. I think that this
fits perfectly. We will what we want to do. So I'm gonna go to the
options right here. We're going to download
this as a zip file. And on the download options
we don't need to blend there. We don't need GL, TF. We do want that the ambient
occlusion, that's fine. We can also use this me to
cushion over the metallic. In this case, we don't
need this one which isn't this one right
here, which has a map. Remember that combines multiple
elements from this one. We do want to diffuse, we do want the displacement, but very important and we want to make sure that
this displacement, it's an XR displacement
because this is going to give us the
best possible solution. Normal map, we don't
need the directrix, we just need to this one right here and we don't need
this one right here, which we already have it
on the one over here. So we Download this Files. And once we download this
file is we're of course going to extract them
into a specific folder. So I'm just going to
drag and drop this into my Downloads first. And then here from
the downloads, I'm just going to grab
all of those materials, go to source images. And we're going to create a
new folder called a fantasy. Well, let's just call
this displacement. Look at how many
things we've done. My friends, my God. Isn't this a complete
Maya course? I told you it was going to show you every single bit about Maya. And well, here we are.
So the way we're going to build this material is
fairly, fairly simple. We're going to go to
the options right here. We're going to create a
new AI standard material. We're going to connect
things the normal way. Actually, we can say, no, we cannot save ourselves
a little bit of time because because we got
these special materials. So let's go over here to the
displacement elements and we're going to grab
all of these guys and drop them right here. There we go. So let's start
plugging things in. This is the diffuse color, easy, That's some
of the base color. Then the displacement. We're going to wait a
little bit for that one. We're gonna go now to the
stone floor right here. So the out color or this
is normal Maps, sorry. So what do we need? We need a bump to denote. We're going to
create the alpha to the Bump Value and this
to the normal camera. This one is going to be
a tangent space normal. And this one's gonna
be Alpha's luminance. And of course rock,
perfect, diffuse color. There we go. Finally, this is the
special one, right? Like the ambient occlusion,
roughness and metallic. So I'm going to show you how to connect the
ambient occlusion. We haven't used this one before. And the way we're
going to use this is by doing a multiply, we're going to use
the Multiply node. And what we're
gonna do is you can see where actually that's
not the one that we want. Multiply, multiply it. There we go. Hey, I multiply. The out color of the fuse is
going to be my input one. And the color of this one, which is the ambient occlusion,
is gonna be my input two. Now, for this to work, we actually need to
get the red color in all three
elements right here. As you can see
what's gonna happen, as we're just going to get a slightly darker
effect from this. It's not as dark to this one that's a little bit
darker because we're multiplying the ambient
occlusion against this color. There we go. So that's gonna be the solution then the roughness,
of course this thing, very important thing, we're going to change the utility to rock and alpha Islam
minutes, There we go. So the G is the roughness. We go to, the
specular roughness. It's going to make it
really, really flat. And we don't have really
any mental illness. But if we want to just
pluck that in, there we go. Now, we're gonna
assign this material, this new AI standard material, which is this one right
here to the floor. And as you can see, the first
thing that I'm noticing is the fact that it's
not tiling enough. So there's a couple
of things we can make this floor smaller and
duplicate the cobalt times. But the ideal thing would
be to go to the Hypershade again and use the tiling notes
that we have right here, this place to the Textures, to repeat the Textures
several times. So I'm gonna go with four types. So we're gonna repeat four
times here, four times here, four times here,
four times here, and four times here
and four times here. This is one of the
cool things about using title will
Textures, Textures. The fact that if we
do this properly, we're going to be able to repeat this Textures a lot of times, and it's going to save us
a lot of texture space. So if we take a look at
the element right here, I'm actually going to go to a slightly lower camera angle right here so that we can see
this a little bit better. We might need to scale this
up a little bit more as well. There we go, because I want
to see a little bit of the floor even if we need
to scale this even more. Well, when that uniform scale, I'll explain why and justice. So there we go. Now another thing we can do, We haven't talked about this, actually forgot to talk about
this when we were doing Cameras with Cameras have
something called focal length. If we make the focal
length a little bit lower, 24, we're gonna
get a wider lens. And that way we're going
to be able to capture more information
from our element. So for instance,
this thing right here, we have animation here. Now we don't. Okay? So if we render this right now, without using the
displacement just yet, we're going to get a good result like it's
not going to look bath using title able Textures with normal map and
stuff like that. It doesn't look bad. However, if we really want to make this thing look
the best we can, We need to use displacement. And what displacement does, as name implies, is it will
displace the geometry, will push verticies
up and down to try to capture the information that we have on the Textures. So even though we did not model like each
individual stone, we want to push them
so that it looks like each individual stone is made out of different
geometries. You can see here, again, it doesn't look bad, but it looks fake,
it looks flat. So let's fix that by using
our displacement information. And this is where there's very magical map is
going to be used. So the great thing about
the displacement map is it will have white
and dark Textures. And if it sees a white or a clearer texture
is going to push up. And if it sees a darker
texture is going to push down. But in order for this to work, we need to plug
this into something called eight
displacement shader. So if we just hit tab and we generate a
displacement shoes, you're gonna see this
node right here. This is the note that we need. And you can see this
node is currently attached to this displacement
shader shading group. We don't want that. We're going to unplug this
from here and plug it right here under displacement shader
off our original material. So this is a little bit more, It's not super advanced, but it's a little bit more complex. A say, shading group right here can hold up to three
different types of Shaders. A surface shader, which is a normal material
shader if volume shader lot what we
saw with the smoke and the fire and the
displacement shader, which is gonna be
like pushing and pulling things into
different directions. So from this monastery
stone floor, we're going to grab the
R channel and we're gonna plug that in
into the displacement. And we need to make sure
there's a set role, Alpha's luminance or
that kind of stuff. But under displacement shader, this is the thing that's
actually going to be displacing the geometry. If I just render like this, I'm going to save real
quick because again, this kind of render things tend to make the software crash. If we just render this
thing right here, we're going to have
a horrible thing. The fluoroscopy has
just disappeared. It's nowhere to be found. It's actually going
to be found somewhere up here probably. So if we do another render from this direction, there we go. So what's happening
here as you can see, the plaintiffs
getting distorted, it's getting the form
and it's pushing and pulling the
verticies up and down, but it's not actually giving
us the result that we want. So I'm gonna go back
to the shader here. And the first thing
is, I'm going to bring the scale down to
something like a 0.1. This is something especially when using title will Textures. There's something
you're gonna have to manually check and
make sure that things work exactly
as you would expect. Now, another thing that
we need to change, the tiling, this thing
is also going to be tiling four times everywhere. Because otherwise
we're not going to get the result that
we're looking for. So if we Render now, you can see that the stones
are being pushed and pulled and we're
generating something that looks a little bit better. Let's find our
shotgun once again, which was something like
light this right here. And if we Render again, you're gonna see that it's
looking a little bit better. It definitely looks like there's some geometry that
wants to come out. But we're not really
capturing it. And the reason we're not
really capturing it is because in order for
displacement to work properly, we need to add a lot of
resolution to this thing. We need to make sure that we
have enough vertices so that we can push and pull them with the displacement
information. So right now this ten divisions that we have with the
plane are not enough. But I don't want that displays the objects here in the
viewport because it's gonna make them our whole like render setup here,
very, very heavy. So what can we do that? Well, there's an option that every single shape has
over here on the plane shapes that we can use on the Arnold options that it's
called the subdivision. So if we go to subdivision
and we select that cabinet, Clark's of division,
remember this one? We can say, Hey, at
the render time, I want you to
sub-divide four times. So this is pretty much the same as if I were to go over here to the Modeling tab and hit Mesh and say smooth and
smooth this four times. We don't want to do
that because again, it's going to make the whole
thing very, very heavy. But if we do it in render time, what we're going to
achieve, as you can see, it's when they achieved
something that looks a lot better here on
our resolution. So the stones actually
started looking like stones weaker because we're actually pushing and pulling
into vertices Now if we go a
little bit heavier, Let's go six subdivisions
quite a bit. But this computer should
be able to handle it. If we go six subdivisions, you're gonna see that
we're going to get the more details so we get sharper edges as soon
as look a little bit better and we're getting
a better effect. However, the problem is that the intensity is still
a little bit too high. So we're gonna have to go
back to our Hypershade they here on the displacement.
Let's go to 0.01. You'd never want to overdo this because when you overdo it, we might get some
really weird errors. So there we go. Points here one is
looking a little bit better and now
we'll look at that. We're actually getting
some interesting geometry breaks all
over our element. What else can we do? We can of course go and change the scale. Let's
do a little bit more. Let's 0.02. So we can see a
little bit more of this sort of like damage. And if we do that, you're
gonna see that the stones look like they're like
a little bit more deep. Now of course, the
displacement is also pushing the
whole geometry down. So I'm going to compensate by pushing this thing
down a little bit more so that when we hit the Render button and
it brings histones up, it's actually not
going over the four. But look at that. This is actually displays geometry that we're
getting right here. And now it actually
looks that we have shadows inside this element. A very quick way in which
we can look at this is by moving one of the lights down so that it's closer
to the ground. And by doing that,
we're going to be able to appreciate the shadows. Look at the shadows
that we get there from the actual displacement
that we're getting. This is the magic
of displacement. Yes, it's a little bit heavier because we need to
use more performance. We need to use more
polygons or render time. But as you can see, we get the result
that looks with very, very realistic and makes her whole scene look
a little bit nicer. So let's do it one more time. Okay, I'm gonna go back to
polyhedron real quick and let's find a nice texture
that works for the wall. So that one was
for the monastery. Let's go. Oh, this one's perfect.
Rustic. What perfect, perfect. So as you can see, the settings are being saved right now, so I just need to
download this real quick. It's quite a little
bit of Textures, as you can see here, 67 mb. It's quite a bit of
information that we need to take into account. But yeah, but it's part of a
we do this or for K texture, which are really, really
good for what we're doing. Let's get them down there. And there we go. Rustic walk Control X, bringing them into our
displacement scene right here, and Control V. Perfect. So what we're gonna do now is we're gonna do
the exact same thing, but with this wall right here. So we need to build a another
connection right here. Let's do AI standard surface. There we go. Let's go to our displacement. Just break everything here. Now, let's start
connecting. So that's the, let's start with the diffuse. So confused goes to base color. We can use again the AI
multiplied that we used before. So input one right there
and the R goes right there. And that's the exit point. That's gonna give us a
little bit more contrast on the crevices of the element. This is the displacement. We know that we need a
displacement shader. We're going to connect
the displacement shader to the material. And we're gonna be using the R channel under
displacement right here. We cannot use the color because as you can see, it
does not block, but we can use the Art channels, just Alpha's luminance
as well. There we go. And then there's one over here. It's the normal map. And we know that
for the normal map we need a bump map for Bumped to D. So we
do it bumped udim, this is gonna be set to
tangent space normal. This once already set
to run everything just Alpha's
luminance of a ghost, their normal. There we go. Over here, G goes to
specular roughness, and B goes to mellowness. Just make sure this
one is also set to utility rock and
Alpha's luminance. And that should give us the
effect that we're going for, which just makes sure
that I'm plugging things where they're
supposed to be going. I think we are. And there we go. So this one we're gonna call em. What? If we do that? And we go over here and we assign this material right here, we're gonna get War right there. As you can see, of course,
at the size of the, of the walls a
little bit too much. So we're gonna
have to tile this. I think in this case, three
should be more than enough, very important that
we tell this in every single place 2D
texture that we have. We have for Textures, this should be set on
all four Textures. I know from experience that this scale is a
little bit too much. I'm gonna go already to 0.1. There we go. That looks really good.
And again, the plane, we're going to add
a catalyst clerks of division level
on the plane shape, and we're going to
add six subdivisions. Let's save real quick. Let's go to our camera and let's take a look at
the camera right here. Well, not that one. Let's go right here. Let's do a quick render. So I already know that the intensity might
still be too much. So we're just going
to see the wall probably in front of the door. So we're gonna have to move that back and just
calibrated properly. We're getting an error here. Translator. So that means that we're missing some geometry. Let's stop this real quick. I'm just going to close and
update the whole scene. So give me 1 s
guys. There we go. So as you can see, the brick
wall is looking quite nice, but it's way, way too intense. So let's go back to the
element right here. Let's go to our shader. We're gonna go to the options
and let's do points here. One, usually the
displacements that we get from formerly
poly haven and online, they might be tweaked
a little bit too high. So you always want
to bring them down and generate
something that looks a little bit better.
And look at this. This is exactly what
we're going for. A very nice wallet, very nice to stonewall. That's giving us a
very, very cool effect. So I'm going to stop the
video right here, guys. And the, in the next one, we're gonna do a quick
setup for this one, just a little bit of camera
work and light work because the render that we had before for the clay model
or the Textures, it was okay, but for this, I want to go for a little bit
more of a cinematic look, so yeah, hang on tight and I'll see you back
on the next video.
78. Conclusion: Well my friends would this, we're pretty much
done with our course. It's been a pleasure
for me to teach you all of this tools that I've learned throughout
these years. And the, my main objective
with this course is to share all of this knowledge
so that you don't have to spend this many
years since I had to do, to learn all of
this amazing tips, tricks and techniques
so that you too can create
amazing 3d content. Now remember, we only scratched the surface of all of the different parts of the pipeline. We learn a little bit
about modelling, Uvs, texturing, rigging, animation,
effects, rendering. There's so much more
information out there. We have a lot of courses
that cover more in-depth, all of this additional parts
of the whole pipeline. So if you want to delve a
little bit deeper into those, we invite you to check
them out as well here in our social media and stuff. So that's it, my friends. Now, you have all of the
information that you need. It's time to put that
information into practice and become the best
3d artist that you can. I'm gonna be waiting
to see all of the amazing things
that you guys can do. And of course,
I'll be seeing you back on the next course. Bye bye.