Transcripts
1. #1 Introduction: Welcome to the course. My name is ottoman from
Ottoman games.com. And in this video course, you will learn how to create your own 2D NFT collection
within Enscape. We're going to learn all
the necessary tools and probably more than
you know of to create a bunch of different
things we can put onto or on top
of our n of t, we are going to create
every single item. Over here. We're gonna put some extra
items together like ribbons, King crown, a halo, and so on. You don't have to
go with my design. I teach you how I created
those in the complete process. We laid on can have
different scenarios. As you can tell,
there are a bunch of things I have created
in the course, so you will learn
how I create those. Most of them, at
least some I might skip over here and over
there, but that's fine. You will not miss anything. You will just learn
the absolute basics, how we go get the first
basic structure by using silhouette
design and so on. Then afterwards we're
going to go through a bit more tedious workflow
in which we just go and export all the cycle and
single layers over here to create some kind
of a collection. Overall, this collection are
going to be of t by rarity. For example, we are going
to export a bunch of these single PNGs was actually with
transparent backgrounds, which are going to be like
for hardware Nicholas II, where eyes, body
began background. We're also later on
going through how can we calculate that we get in total, a total of 10 thousand
different N of t is when we are creating a 10 thousand n
of t collection of the year. So we need to understand
the mechanics behind this. How many pieces of all this complete
thousands of content? I don't know how much
we have created, but we will create
in this course. But you will get an understanding
that what do you need, at least an amount
you need at least. So we can also later on simplify the process by just going
through different colors. So we just tend the base
color of the body's, whichever we are creating. You're going to see
that inside the course, as well as how we can get more content and rather
short amount of time. So in about ten minutes
here and a 10-minute there, you should be able to later
on create even furthermore, little single acids
which we can put on our actual creation process. We are, I'm going
to teach you the most of them are going
to show you what I will create over the wall parts and you are allowed to
actually do the same. Please do not copy, do learn First of how
to create things, how to handle things, and maybe you find your own way to create
your own something. And you do your own
research to create your own personalized NFT
collection on your site. After we have created
or we will create them, we will talk about and
simple generator we are using over there to upload
all the content in to this. As well as the generator
is going to tell us what metadata is and what
is going to put it inside. I'm going to show you what
is going to be inside. Then we talk about the rapidity in general and how we can use the system to make sure one or the other piece is going to be more
rare than another one. Like for example,
if you have like a 3D glass of the year, mine over here is extremely
rare, so-called legendary. We're going to talk about
the actual content, how rare something has
to be or even not on. You're going to design
this later on as well. And at the final step, we go through the
complete rehab loading after checking if everything
is correct and so on, after checking, to re-upload
all the 10 thousand pieces, which will take quite some time. You might need some
time in-between the videos to complete
the actual course. Once you are done, we're going to go
for what we need to super small fee we have to pay in specific cryptocurrency. I'm going to talk about
in a bit later on. Basically at the
very end over there, you leak need like
a couple of cents, not too much actually. This will be under $1 and
then how to do the settings. So you get an understand
what is all this about? Most of the content of this complete course
is going to cost you no money except the
creation of a contract. And later on, when it comes
to the final mending process, like when you create the
contract for me in the course, it took like $0.20 or something, like 20 US dollars, sense it wasn't really as
expensive or maybe it was 30, it doesn't really
matter. I believe. So. Be prepared for that. So there's a bunch
of content you need to learn first how
to create these things. If you don't like to learn or
do the content in Inkscape, any other graphics program
is useful for that as well. You can use Photoshop if
you want to. You can use. Gimp if you want or you can use any other graphics
software which is able to, or which is actually allowed
to work with layer systems. You can even use Affinity, I believe designer and pro and whatsoever and all the
other ones like Procreate. So nobody holds you
back to not use the actual or the
program of your liking. I'm using Inkscape
because it's for me, it is easy, it is for free. And we can create
anything we want, any effect we like, and
so on and so forth. Once again, you can
do the same thing in any other graphics software if you know the other software. Whereas better feel free
to do and use them. Just swallow the
content as usual. And you will, you will have a
good understanding later on why we structure things in these layers and how we
structure them accordingly, how to export them later on. What are the odds and
so on and so forth. So we go through the
complete process. So in the end you will have
a full 10 thousand n of t collection in place which
you can mint and minted one. So like one was a contract so
people can Mint in the end, can buy one of your NFP is
inside your NFP collection. I'm going to show you also some other websites
where you should have an account literally
which you just have to do with or connect
to with your wallet. So you can put in commission
fees and stuff like that. We're going to talk
about this as well. And at the final step, you should have a
huge knowledge about everything you need to
generate or create, generate and mint, and get a contract for
your NFT collection. Most of the content, as I said before,
is totally free. There's justice contracts
which has to be paid, which is about maximum
and one US dollar. And you can also get
a more expensive one. Nobody holds you back. I hope this course is for you. And if you feel, if you think that you are
going to learn something absolutely necessary
SRE over here, I want to see you in the course. If you have any
questions on your road, feel free to ask them as usual. And in the end, I hope you will enjoy. And by the way, you
don't have to generate 10,000,000 as I will
do in this course. You can do 510. I don't know, one thousandth
or maybe just a 100 or 50 to play test to see
how this content works. And even that can be minted. Even a small collection can
be mended and a contract can be generated and created for you're super
small collections. So if you want to go for 50, feel free to do so. Nobody holds you back. I'm going to show
you in the variable, like more likely to
the end of the course, what to do or how
to do the settings, how everything has to be set up. So it's as easy as possible
and as free as possible for you to get into play on
the NFT market space. I hope to see you in course. And let's get started.
2. #2 What is an NFT: Welcome back to the
course in this part, Let's go and actually
understand what an N of t is or what it can
be or could be and how we, how you as a designer
can make use of that. So first of all, let's take a look into the
website called opens C.io. And open C We are laid on
allowed to mint if we want to mend our complete,
complete collection. But first of all, let's take a look of what are currently good one runnings alike because you maybe
have one goal or the other. And what we can see here, the last type of collagens
are the last 24 hours. Of course, we can sort out about the last seven days as
an example and so on. However, we can take a look
in here is we first of as designer need to analyze what are or how they
are structured, how they are built
up, and how do they. Probably we need
to create them in, let's say, specific settings. And we're going to
take a look into the ones which are
actually rather good. Having good standing
points over there. Like for example, as lucky
or some of the other ones, like for example,
the crypto punks, there are bunch of
different things and scenarios we can take
a look into as well as put our design in these
corresponding settings. If we want to, we can also
take a look into moon birds. So I don't know all of these projects and we just
want to make use of that. We want to get
information about it. So what we can see as
this collection is about 10 thousand pieces
grow in size and currently as 6.565100 thousand users which are owning
those and of T's, then we're going to
see the floor price and all the other good stuff. And we also see the description
about the actual product. So let's take a look into
what is an NFT about. So first off, we
can see them N of t is got some base body shape. It gets some different eyes and some different peak and also some other
elements over there. Unlike, for example, this
piece over the belly part, a hat, and so on and so forth. And we got like big
ears or this, or that. For us, it's important
that how are we going to structure
the actual N of t is, so they are becoming least thought that like the ones we are
currently seeing here. Also, you may have noticed that all have different
background colors. So we can also use that
information later on because we may want to go for and create 10 thousand
pieces as well. So we need a lot of things
to take in consideration. But how do we know
that we're at least able to create than
10,009 as well. That's resid simple. Let's assume you have
like ten different peaks, ten different i's tend
different colors, maybe like main
colors than the ears, then the backgrounds,
and probably some hats. Like we can see,
different hats as well. So also we can see they have different eye colors and
total that might be, let's see on the left side over here we got ten
different backgrounds, three beaks, 17
different Buddy's Eyes. I wear feathers and so on. If we are now taking a look
into these numbers over here, which are the different
ones currently mint and I'm not quite sure
if it is fully mended, but we don't know. We can now multiply these, color, these numbers together. For example, if
you only have like ten different backgrounds and we multiply this by p, by the beak. Then we're gonna get a
number of 30, right? So if ten times three
is going to be 30, so from just that
ten backgrounds and three weeks we
can already create the variables are 30 different
things to be set up. Also, we can multiply
the bodies with that. So 17 different bodies
than we already have a collection size
of 500 trend possibles. Then we can multiply
by 11 by 12, by 18 and buy a 37. Because if we have
37 different hats, and then by eight, when we put this together, we get a huge number of
possible collection sizes. But the downside on
that as we cannot do, I mean, we could use them, but that would be totally weird because then we don't
have any kind of, let's say rarity setup. What we want to achieve
is that we still, or that we at least
have a sum of these. For example, an outro wir, which are maybe a bit more
or less available over here. So we can create rarity inside
these different things. For example, let's
take a look if we find something which has
a rather low number. For example, here, half mom. Half-moon spectacles as like a 75 times only
in this complete, full collection and
so on and so forth. Now we can see these ones
here are super rare ones. We got like four of them body shapes
which only content are only six times inside
this and we can go for and sought
what they are about. As you can see, these are rather special over here
and also they are quite expensive as well because
they are extremely rare. This is where remedy
comes in place. We can also use some
other ones which are enlightened though they are literally the opposite of that. We got glitch and Jade here
as well as we can see, these are super rare ones that also have a
special background, are always the same background. So they are literally
one of a kind. So they still have, I mean, they have different body shapes, but the beak, for example, is always the same and so on. So this is how we can analyze
and see what we could go and use as information
inside our, let's say collections
to make stuff like, for example, here the
cosmic purple background, of course it is based on the cosmic base body shape
as we have seen before, which is going to be the
one we are actually, are probably laid on. I'm going to be after two p put in side or project as well. So now we know that
also they are always in square and the point of
view is always in the center. We're going to use
this information about these images and about these settings as
well for our design itself. So what do we need in the end is we need multiple body parts, split it apart from each other. We're gonna go through
the complete process and I show you what
I mean by that. We're going to create a
background which I square. So I'm usually a
rather big size. If you want to go for
pixel line to design, you are absolutely
free to do so. And we can go and
use them and analyze them as we please
and ligand light on when it comes to minting, we're going to have
multiple possibility to pill possibilities to go
for the mentoring process. I'm going to show you literally two ways we
can use over here. Or we are able to use over
here for literally for free. So, well, there's one website I'm going to show you later
on in the course, which is going to be, or where we have to at least the painting
small amount of fee, But then we don't have to
pay anything afterwards. And the people which are
going to mint that for us, I'm going to take the
fees and pay that for us and we're
going to have to go for and make sure that we actually just promote
our actual collection. And people in which or which
one to get one or the other. These people aren't going to mean on their own and hope and pray for best that
they are going to get a rare one as an example. So this is basically
what is this about? What else is an NFT
collection or what can a be? It can be a 3D model
and a DLB file. It can be a movie, it can be literally any
2D or 3D art in general. And it can be also music. As an example, if you
are a sound designer, you can even mint as sounds and maybe give some
specials over there. If you would go and create
anything over here. What do you need, of course, is a MetaMask wallet. We're going to go and pretty quickly take
a look later on. And when it later on
comes to creation over here you can see
you can use video, image, audio, or
even a 3D model. These are the
supported video types are actually the
supported types, at least on open
sea, as you can see, it's totally free to at
least start from somewhere. But we're going through
this process very much later on when we are going
into the amending process. But for the moment, I just wanted you
to understand what else can an NFT be over here. So in the next part, we're
going to start and design our own or so we're
going to make a plan. We need to have an idea. We can take a look into
other projects and see if or when we can actually go into these and create all the
necessary parts, how we structure that
and so on and so forth.
3. #3 Layers in Inkscape: Welcome back to the course. In this part, we're going to start work on our NFT itself. I'm going to use a free
software called Inkscape, which is a vector-based program. You can use even GIMP or Photoshop or whichever
you please enlighten. And depending on the
design you are after, you are allowed to do pixel
either design and so on. So what did we have
learned beforehand is first of our document and
it has to be in square. If you go for Photoshop, then of course do so. And maybe don't work
in a super small size, except it's going to
be a pixel graphic. Ally got 16 by 16 or 24 by 24, or even 32-bits, 32 pixels. This is totally up to you, but what we want to
make sure of that, this one here is going to be a square. And how do we do this? We go to File Document
Properties over here. And over there we can see them. We currently have a
width and the height, or we want to go for is
for pixel size high, basically the pixel
size does not matter. But what we want to
go for is maybe we start with a thousand
by thousand pixels. Since vector graphics
are scalable, unlimited, it doesn't matter about
the size over here, it's just a baseline. Also, I get rid of
the shadow border over here so we don't have
this weird border around. But when I hold the old key, I can go and zoom out
and zoom in on, oh, it's the Control key
with my mouse and the mouse wheel going to bring this to the
side over here, so it's not inside our
way for the moment. So why don't we have this. We can also go for and structure the basics where our content
is going to land in. For example, where is going
to be our background? And there's something
called a layer system. This system is also available inside Photoshop and
Gamble or any other bond. Let's take a look into
the one in Inkscape. So first off, I have this one. There's a layers
over here for you. It might be here on the
side as you can see, these little layers button and
you want to press on here. And then this is going
to open for you. If you have a different
version of a here, it might look a bit different, but this icon is going to
stay the same to show you which version I'm currently
using is Inkscape 1.1.2, as you can see on the
bottom over here. So you are absolutely free to use an older or even
a newer version. So this shouldn't make
any difference over here. So since we got this layer
system, we can overhear, create new layers and
even sublayers to structure all our content
we're going to create. For example, we can right-click
here and add a layer, or we can hit on the plus
and add a layer like this. We can also define a where
do we want this layer to be, for example, above, below, or as the supplier
of the current. And at least in this
version, in older versions, that might not be that way, but we can just drag
and hold layers around. So non-starter name this one to be on my background layer. So we always have a background in N of t. So we're going to try to make some beautiful
black backgrounds over there. If you want to, you constructed the backgrounds even with
a special substructure, we are going to use
a later on as well. It's not necessary, but something you might
want to keep in mind. As you have seen,
there is content which is more rare than others. So what we can do is we
can add a new layer, like as a supplier
of the current. And we can say this are, for example, common backgrounds. A common background is
basically something which is, can be anything, can be rent,
wide green-blue, whatever. And we define later
on what it is about. So currently as you can see, this one is like
indented over here. So we know the common
background layer is going to be part of that. Let me also create three more, which are going
to be once again, they don't want
important for us. So we maybe don't
mix things too much. Let's say in the end, when, when it comes to the
exporting process, the next layer structure or the next layer we
want is a rare one. So red is basically a bit more
rare than the background. If you haven't decided
to put this over here, we can now take it, drag it here in-between, basically inside this
background area. So now we got a common and
rare background layer. Now we can also go and add
even more suppliers over here because we
need one which I'm going to call super
underscore rare, which is, which is going to be the next rarity in this place. So super rare, literally
something like, Well, almost like super
rare, actually, like maybe 20 out of a thousand
or something like that. Well, we're going to go over these numbers a bit later on. And then we're going to have
a final one which I going to go and call legendary. So this legendary is going to be also part
of the background, at least for the
moment later on, we can shift them around
and so on and so forth. But I want you to understand
that we want to have at least a good amount of good chunk of backgrounds
as being common. Some being rare, a bit
less being super rare, like two or three, maybe. One or two being our
legendary is depending on how we are going to structure our n of t is a later on. So what do you also want
to do is when you're done with at least
setting this layers up, we're going to go for
an absolutely want to store or save our document. So you just go to File
and then we say safe, what you're going to
save it as an SVG file, which is actually what's, which stands for
scalable vector graphic. And we're gonna be able
to put this anywhere. And you can once again use any other software which
is going to support that to even work
further with that. But for us, we're
going to go for and stay inside Enscape. Now if we want to, we can rename this layer or just delete it and just delete the
current layer we want. And we can duplicate
this background, for example, but with
all its structure. So we can say here
duplicate current layer, and now we have a
background copy and we can just double-click over here
and rename this for example, this can be our body shape
or whatever we think. We're just going to be part
of our graphic light on. So we got a body
with common, rare, super rare and
legendary here as well. We may also want to have
something which is maybe a working folder or working
structure like a workbench, I would say maybe we named
this for the moment workbench. And later on we're going to sort the actual pieces into the corresponding folders
and folders structures. So what we can do is also we can unlock these layers so we don't have any issue later on by touching the wrong
pieces as an example. And that's basically everything. Once again, go for and save your document in wherever
you please invite. And in the next part,
we're going to create our first backgrounds over here.
4. #4 The Workspace: Welcome back to the course. In this part we're
going to first off structure our workbench
just a bit before we go for in sight the
actual background layer. So the workbench could be also
something else over here. Maybe I can put something
in here which I call grid. This grid is basically
a grid layout which is going to help us to structure
the actual NFT later on. Because sometimes if people
are using them and f t is some pieces are cut away depending on where
they are using them. So we need to fill
in something in a 3D is called a
safe frame area. So we can define how
big it is as an artist. So we can say we're going to put a grid like a five-by-five
grid over here. And this is going to be
our safe frame area. So we want to focus
inside this area and everything like inside
the non safe frame area. For example, we can now use the rectangle tool over
here and we just add drank it from a to B line from one corner to the other
and put it into any size, usually in there as
a possibility to use the document itself as
being a snapping point. And how we can we do this? We just need to activate
this little paper over here. So whenever I go onto a
corner of the document, we're gonna be able
to or even a notch, we're going to see
that highlight. So we're going to
make use of that. Now we're going to
highlight until this point and then
we just let go. If we zoom in, we're going to see, okay, it has whatever colored has
and whatever edge it has. If you see a dot in the corner, it means you can drag
the dots to make it around or even a non
round peas over there. I got to make this one
maybe without any edge. So I hit Shift, hold Shift and press this
little icon in the bottom left. So we don't have any
border around here, just a plain color. I'm gonna put this
being a non-color. And maybe when I don't
hold Shift and pick any color over
here as being our, let's say Save Frame area. Maybe this one is
a bit too much, just something soft over here. We can now define the size. We now know that our documents
size is going to be, well the size of a
thousand by a thousand. And we got a width over
here and the height. So these all they look, they are going to
be strange numbers. Well, that is because currently we going to see this
in millimeters. And this one here is
set to be pixels. So we're going to
change to pixels. And now we're going
to change that. So the height of
thousands is correct, but the size over here, I want this to be a 200. So now I have a
one piece which is 200 from the left and the full
size of a thousand pixels. Now what I wanna do is
I want to duplicate. So I hold down the
Control key and hit D, and now I hold the Control key again and snap and drag
to the right side. Now I have the same size on the other side
of the document, holding Shift and selecting
one after another, it's going to give us a connection or a salon,
a multi selection. You can also go and do
something like that. Just hover over
hold left-click and then go and drag
something about it. So what I wanna do is I
want to rotate this one. Also add, select any of
them, selected pieces, ones. And we're going to see
those arrows see on the side are going to
change like these. I'm going to be like for
perspective things and so on. But we want to go
for the rotation. Hold control will go and
give us a snap rotation for, let's say 90 degrees. But what I did for goddess, I forgot to copy it, so I hit Control D. Now I select one of these, hold control and rotate back. So now we got, this is going to be
our safe frame area. If we go into this area, it's fine, like design wise. But maybe we try to avoid
it as much as possible. That doesn't mean that we are anyhow connect to these areas. So this is basically I
want say frame area. And as you have seen in this owl or whatever,
we have checked them, one of the videos, the bodies are going
to go downwards, like below this area. So if you want to, you can take away this area here as well. Once again, it depends on
design you are going after. For example, if you create
any kind of basic shapes, like a heart shape or anything like that or anything else, then you may not need this
bottom area over here, but maybe you do because
you might want to integrate a shadow or
something semicolon like that. So again, basically from
the design standpoint, you want to have the
same frame area to be at least MD4 couple of time. Before we go into these areas, we do just want to
see if it is really necessary to go into
this keyframe area. So, but for the moment
this is absolutely good. Hit Control S for quick save. And then we're good to go. And we now have a grid. We want to avoid to
constantly touched the grid, so we want to lock it so
we are unable to select it and move it or do any
fancy thing, wisdom. It's just for us
to keep track of. Okay, we don't wanna
go under this. We don't we try to not
go into this area. And so we are allowed to design everything First-off
in this area over here. Once again, we can
put on shadows. We have some floating, something floating N of t
is like maybe a coin or anything else than we are
absolutely able to do that.
5. #5 The Grid: Welcome back to the course. In this point, we
proudly click quickly, go forward and
analyze the grid and maybe optimize that if you need. It's not that you
have to do this. So first of all, I unlocked
grid and what I want to create as I another grid page, which is going to be
just the size of a box. I want to make sure that I
snap over here to this ankle, but it's kind of hard. So what I want to do is I'm
gonna go and choose pixel here again and make
this one a size of 200. By 200. I give it an outline of a blank so I hold shift
and make it black and I don't hold anything and select no color for the center. Now I want to go and copy
just this area on this part. So we understand
now again pretty quickly about the size and
the grid we can work on. Also, if you want to, you can use that grid
light on as a background, for example, was
different colors. I've seen multiple things which are going to be
literally the same. By the way, make sure
you're always in the act of grid folder or
a layer in here, so you don't have any issues. Later on, I hit
control D ones and then I drank holding Control
key and drag it all over. So now I'm gonna do this
and multiply that by two. So I'm going to take all of
these and copy and paste. Once again, hit Control, D stain you hitting Control and then you can snap
to the corner out. This rotation, by the way, is something you might
go in and counter, which is going to
happen if you hold control and you do
the middle mouth, the middle mouse wheel button. So if you need to rotate
something somewhere, then, well, it is what it is. If you want to snap
to a rotation or somewhere back here,
hit Shift key. I don't want any rotation, so I go in here in the bottom corner and
just pass over 0. That just happens if I hold the middle mouse
and the center. I can pan around this
field over here, looming or just using the mouse wheel is
going to give us up and down and holding control my while doing that is
going to give us that. And once again, if you hold
down the Control key and use the mouse press Daniel,
rotate the Canvas. So I want to go for
and duplicate this. Four more times. Fun facts and these are
all not empty because I was also a copying the
background over here. So now I need to get rid of
the ones I don't really want, so I just select them, hit the Delete key and
I'm good to go. I just check out this
one is necessary. So you can see now our grid
is now a bit more performant. And we can see we
are now 100% and the size of a five by five grid. This grid once again
is going to be our guideline for literally
everything in NFT space. When we go for a square. If you just go for pure art, then of course you
don't need to do this. And also the N of t is don't
have to be in a square, don't forget those and can even be landscape or portrait mode. It doesn't, it doesn't matter. So this is totally up to you
how you want to design that. Once again, I'm going to
go and lock the grid safe. My Control S for QuickSight
and now I can work on top of the grid and
can resize things. Make stuff more visible
or less visible. You want to play around with
the visibility of the grid. You can do so in
down below this, this Opacity panel, we can, for example, just drag
this one down or up. So we just, we don't
see this always, so we don't go and
confuse ourselves, but we can still see it. And as when we go for, let's say, a opacity of
20 per cent hit Enter. We still see it, but we don't really, it doesn't hurt us in
our actual design, but we still have literally like a guideline in which we can put all our design ideas
and stuff like that.
6. #6 The Background Basics: Welcome back to the course. In this part, we're going to go and create some backgrounds which we can later on
used for minting purpose. There are a bunch of things we can take into consideration and some ideas I have catched up over the last
couple of months. So first off, we're gonna go and switch to the
background layer. We can select if we want to be, don't have to, we can just
select the background layer. We don't need to
go for the moment, at least not into one of these background is always the same size as
the document size. So we can, for example, start on the top left corner, drag up or down on the
bottom right corner. We don't have anything as
being a actual stroke around, but we can now say, okay, we're gonna take
any kind of color. We love that we like
or we don't like, or people may like. So as you can tell, we are now getting
this Like this Yeah, connected with this destructed
from the actual grid itself because the color
looks different to us through our
actual blend over. So for the moment, we can
say we deactivate the grid, we just the disabled
by this ice symbol so we can see what we're
doing with Dart here. Now, normal color
backgrounds are really, well, not, not
nice, I would say. So what we could do is we can make it a bit
more, let's say shiny. We can use one of these
actual ellipses or, or just name it
soccer, whatever. We can just drag it
somewhere over here. But as you can tell, the
color is the same Provo the moment I just pick
up another color. So we can see for the
moment where we are. We can go for and
snap to the documents setting on the document middle, but we don't know where it is. So in that case, we could, for example, say, we're going to use
this tool here, which is called the
alignment tool. So when we go and hit
this little arrow here, we should see
alignment distribute. And once we click it, it's going to open
this piece over here. We can say we want the alignment happen
relative to the page, to the biggest object, the first or last
selected and so on. So we're going to go
for page and I want to center this one now
into the center of the page protocols
so we don't need any extra guidelines and
we're good to go later on. We can also make
this one center, in the center of the Soviet. Now completely centered
off the document. I hold Control, drag it down
until I think I'm happy. And this could be, for example, something for shadows later
on like when, when, you know, when it is like a blank one, we can get rid of our opacity of this particular piece and
then we're good to go. But for the moment, we just
don't want this to be blank. I make this one like part of
this color family over here. If you want to be a
bit more precise, we can also use this tool here, which is called the
fill and stroke, in which we're going to have
one when we are using fill, we can play around with these colors and
then HSL or an RGB or CMYK color spaces
and so on and so forth. Or even use the color
wheel and play around with these colors so you decide which one you want to work with. So to highlight this
background a bit, we first want to make
sure that we are literally in a bit, maybe also outside of the grid. And of course later on we
might need to manipulate this shine or the shine
color, for example. So we can make this
one bigger or smaller. This is totally up to us. Well, we can do with that. Also. We can blur it so the actual outline over here
is going to be blurred. So when we increase the blur
just off the selection, we can see it's going to start
to look a bit different. The size might change a bit
depending on your size, but as you can tell, it's not blurring on
only the selection. It also blurs the complete
background layer over here. So I'm going to undo
this Control C. And I want to only blurred
this one particular object. So we don't want to go and do
the blur inside the layers, but we want to do the blur
inside the fill and stroke. We're gonna go here again
and now we can see the size increases depending on
the amount of blur. We want to make sure that
this brewers literally not going outside of
our actual canvas. If it does, it's okay. It doesn't make any
difference later on, but we can play around with that inside the fill and stroke area. Now when we go and on
or hide the grid again, we can also go for and say, we want to make this not as
present as it currently is. We can go down with opacity, for example, just to give it, give it a shine, to make things, let's say, highlighted
or even more beautiful, if we wanted to. If you are happy with
the color combination, you can go forward and do this literally four
bunch of different ones. If we want to, we can also
take this two objects like the background as well as the shine and we can
make them a group. So we go to Object Group. Now, these two pieces
are grouped together. We can still work with them even separately if we want to. But if we want to move it or do something like
that or copy it, then also this piece is
going to come with it so we can simply later on
make changes on that. So once again, currently
everything is on this selected pieces inside
the background layer. We don't really see this
over here because it's not separated on its own, but we can later on if
you want to make it. So what does that mean? Now if we go, for example,
in duplicate this, I hit Control D to duplicate and just
drag it to the side. So we have some play. We can play around with the
colors and stuff like that. If we now go to fill and stroke, you're gonna see the
paint is undefined. Why is that? Well,
because we have a connection
in-between those two. And so we would need to
handle them separately. So what we can do is
we can, for example, go and pick any of them
schemes over here. But once again, do it through a difference in between those. We just need to ungroup them. Or we can take one of these
pieces and double-click them. As you can tell now I have
double-click this area. Now I can play around
with the color on this as well as on that. So now they're
still in the group. If we need to double-click
here outside again. So we get rid of this. So once again, we can
double-click it and now we can select any of these
colors separately. Ever want to go for and
create something more orange as I want
or as I made like, I go for a more pastel
type of colors. I want this one here to
be also a bit of that. So I can color or take
the eyedropper tool here, then go and just like
this one a bit up. So they are literally on maybe something
similar to each other, double-click outside, so
we're still in this group. And if we want to,
we can just put this one all over
this piece here, or we just keep them
separated and next to each other so we can later on
define or decide, okay, I will maybe want
this to be more like a rare one depending on the
design we are later, after. If you want to, you can also put something else like other
shapes in the background, probably even inside the safe
frame area, for example, like little stars and glitter and hearts and whatever
you please enlighten. But this is how you can, you don't have to
create and structure, Let's say some
simple backgrounds. So for example, if
we wouldn't have put a would go and put any, let's say body type. Let's say anything
here in the front. You can, by the way,
also play around with the opacity here and the bottom. And we're gonna say, okay, this, our body is, let say anything. We're going to still
have in the background, we see some
highlights happening. So we can make this
highlight is big or small. This is totally
dependent on what you are going to
create later on. So if we have any kind of shape, any creature and the
monster and the dragon, if you want any animate
girls or stuff like that, all of that totally up to
you, your own decision. Then you're going to see if these highlights
are going to be huge enough to actually
highlight that. Once again, you can even go for this complete shape and
highlighted absolutely possible. Or you just rotate
this piece right now, like this little
highlight over here and make this was
a one upside down, but this is something
once again, you have to decide
totally on your own. Again, you can, you can take
one of these shapes on. You just scale it up and say, okay, maybe one more. All my highlights to be that
all you're going to have a mixed highlights
heading or you have multiple highlights
maybe here and there, and so on and so forth. So as you can tell, whatever is going
to be in front of our background is going to
be super more highlighted. So now feel free to create multiple backgrounds
on your own. And then the next piece, or my next part, I'm going to go and continue create even more. And so we have maybe
at least an amount of ten different backgrounds
and maybe we'll make one specific background, a legendary special one, or maybe 21 legendary
and one super rare. And the other ones
are going to be rare and maybe not so rare.
7. #7 Creating more Backgrounds: Welcome back to the course. In this part, I want to continue working
on the background. So I gonna make literally like a some copies of
the current ones. Like I'm going to just duplicate them to the left and make
something like a grid. As an example, it doesn't
have to be a grid, but maybe you're going to, at least for the moment, keep track of what
we're really doing over here and later on
we lock everything. So I want a total
of ten, let's say. So we can now say, okay, if we are happy with the
general design, I'm not. So I'm going to
go for and change one thing in a moment
are pretty quick. Then we can just
duplicate whatever we like over here to be
literally our base. What I don't like at the moment
is my setting over here. I want the actual
size of this thing, maybe a bit smaller, maybe a bit more in the center. Maybe I'm going to
create a completely, totally new one over there, or maybe the colors
also don't match. So what I can do is
I can instantly go and just simply
create a new one. I want this piece to be rather
heavily blurred, oversize, and currently I see
that it's not enough, so I want to make it so
that it is almost having at least half of the size of my safe frame
area to the side. So I can hold down Control key and make it a
bit more like this. I'm going to go for
the center of my page. I want to see where
I go with that. If, once again, if
there is something going under the actual canvas, it doesn't really matter. So what I want to choose now is eye color of the background
at least for the moment. And now I'm going to highlight or make this one a bit brighter. So we're going to see
where the highlight is coming, literally coming from. You want a secondary
highlight in the center. You can absolutely go
for it and create that. Maybe I'm going to make
it a bit more bright. And maybe that's
not too bad at all. So if you don't like it
because maybe it is blurry, yes, but maybe it is like, well, not really defined
as much as we want. We can also do a
different scenario. Instead of blurring it, we can use something
called a gradient. So we go to this tool
on the left over here, and we can just drag
it directly or from the center into one or
the other direction. So we're going to define
first the circle size. So we can make this the
size of the canvas. And now we can, when we
go for the tool again, we can see these blue
lines over there. So these blue lines represent the actual lead,
say, blending mode. You can see over here
this is the gradient, how it currently looks. Or we can say we
double-click on one area and we can drag this piece around over here by using this dot
or just taking this dot. And we can just define where
we want this dot to be. Like if you want to have more concentrated
color over there, we're able to do so. And also we can increase alpha and up until this point
to, let's say 100%. And the center point over
here should be also 100%. So alpha's literally
the same as opacity, but this is based on the dot where we want the color to be. So we can now
increase or decrease the actual power of that. And at the very outside, we want to have an alpha of 0. And once again, each of them dots do have their own colors. So for example, if you want
to have something like purple or yellow in the center, you can also do that
even if that is probably not even visible. And so we can go for
each of them colors. Now, it has taken
the wrong color. Actually, it just chose the wrong color because it
was doing a copy out of that. So there might be a
buck or two over here. So don't get confused
too much over that. So I'm gonna go and select this. Once again, it's still
shows me it's a yellow one, but actually it doesn't. Otherwise, it would
show me that it is a yellow over here. If you want to go for and
choose the color picker to pick the center color here again
than prefer to do so. Again, this could happen
and well, it's okay. So now I got a rather nice
highlight in the center. I can make this color if I
want a bit more polished, a bit more dense. So we're going to have
literally a bit more, let's say contrast
and to these colors, if we want to, if the size
is too small or too huge, once again, hold
Control and Shift. And so you can get in
and get out into that. The final touches going to be the opacity itself over here. So if it is a bit too
much of that gradient, you can reduce it down to
whatever you place in like. And so we're going to
have a proudly well, I like that more than the
one that we had before. So again, this is
something you need to feel on your own,
double-clicking outside. So these two pieces
should be together or once again inside
this selection group. And I should be able
now to pull them left and right and duplicate
them if necessary. So you can now go
duplicate this one up until I have my
full ten amount. So I just take them
multiple times. Control D. And now I take the
same amount down below and drag it to the corner. So I have literally
just a basic grid over here to see how that
is going to look. And now we can go for
different colors and schemes and designs
however we please. And like. So what we can do
is we double-click one of these
backgrounds over here, select them once again. And now we can say, okay, we take this top area over here. We'll just go and
scroll through and see which color might look nice. That green looks pretty good. Well, maybe like
this one over here. And we can pick later on the other one as a
base color and just reduce the actual lighting
in that we can do this. And basically
everywhere, we can pick something where maybe we
have an orange color. As you can see, these
are more pastel light, so they are not
literally four colors. If you want a baby blue one, maybe something like that, you are absolutely able to do. So now we take this
one over here. Well, that was one click
too much, but that's fine. And we're gonna see if
we find other ones. So they're not looking the same but still
have a difference. Now we're going to go for
the next route over here. Double-click them and
goes through that purple looked pretty
darn nice over here. Let's see, or maybe a
darkish blue, like so. Then we're going to take
this one double-click once, then once again, get into it and maybe find
some other nice colors. And that pink might
go a bit more, maybe a bit less. Well, hard to decide later on into which colors
I want to go in. So again, this is something
you might want to go for. And these two can be, now our special ones. They can be whatever. They can be dark, they
can be extremely special. And so these are going to be the ones we maybe
keep for later. For example, they can be
super dark and or whatever, they can even be black. You know, there are bunch
of things we can take into consideration for doing
so based on the design. We're going to go for a
light on. For the moment. I'm just gonna go and
double-click this again. I want to make this
one black again so I don't miss it out later on. So this is some extra
work we are going to take a look into a bit later on. So now we've got
these two colors. We want to go for the
shine and the center is taking literally the same
color space over here. So we can go for Double-click, click that one in the center. Now we're going
to have an issue. The issue is basically we got
our two colors we need to select from inside to outside and then change the
color scheme itself. We don't want this to be too heavily away
from each other. So we're going to select
the gradient tool here. And as we can see, we got like this in side area over here
and the outside area. And so what we can
do is we can use the RGB as being a base
of the color line if we, for example, so like this piece, we can copy this
color from here. Just copy. Now we go in that one
double-click if you want to select this one
piece over there. And now we paste
the color code in, if possible, on same here. You should be able to
control V to paste it in. And we need to go and check it, the lighting in a moment. I'm going to paste the
color here as well. So the lighting of that one, having a number of 79, that's maybe or maybe not. Probably not. But we wanna, we wanna really
want to make sure that this is happening over there and we are going to have
the correct number. As you can see, the
light over here is 90. So we're going to keep
this number in mind and change the lighting
here to be 90 as well. So we take a look. We take the same color, but we highlighted based
on that other color, we just put it in. Well, this was a bit too much. And 90 over here and we forgot or the color is
not gotten taken over. So we're going to have to
bring it back to that 90. And now we are done with the
next gradient over here. So this is going to take quite some time now to an organized and maybe goes through and attend all of them accordingly. So they have all the same color
as their base background. And we go now, we just take or keep the
information from here. So we're going to
copy this color code. Double-click here, go there, paste the color code into it. If it is different,
as you can see now, it is the correct one. You're going to do the
same thing over here. And now we change the
light to 90 over here. And for the center point
to the 90 here as well. So your work now is
go and continue. I going to do this as well. And the next part, we're going to take
a look into the, well, maybe a body part already.
8. #8 Background Infos: Welcome back to the
course in this part, I want to take a quick note when it comes to the last two, because there are some things you might have noticed already. If we are going to select our
highlighted area over here, and we're going to see that this area over here also
has a colored tint. For example, if I take a full black color like this and they're going
to attend first-off, the first over here to
be that same color. Like so we're going
to still see, okay, This comes from this
next point over there. Let's turn this as well. And then we see some
weird thing happening. As you can tell the
difference between this point which is
told to the black and this point here which
still has the red part or the reddish area from this one has to be
tinted as well. But then there's
something happening. We are, you might
have noticed as well, is when we select this
outer point, of course, we need to tint this
in the same color, but something is happening, as we can see here
in the bottom, there is going to be a
hard edge happening. To avoid this hard edge, we're going to go
into this RGB area and delete the two Fs over
here and put them to 0. So it's going to be in its Alpha Pi's over there is going
to get and transparency. Now we can go for and
take this piece here. And let's say we're
going to light it up by 90 as we had before. We're going to light this
one out by 90 as well. So we're going to have lunch, literally the same thing, the same setting as
it should be without much going down below over here. And so the same thing happened, of course here and
the other areas. So for these highlights, you may or may not
want to go for, but this is the best point to understand what's
really going on. It's basically that if you go and highlight this
one to 90 here as well, you're going to see there's
still a difference or this is a different
scenario because, well, it looks all the other
ones look the same way. But on the black area you can see this as prominent as it is. So keep in mind that
you need to tackle the last point and the
gradient always as well. So and by the way,
you can always take a look and bring them more inwards or outwards
make this not a circle, but maybe more of an oval or an ellipse that is
possible here as well. Once again, I'm going
to keep these two for, let's say a special edition. Maybe when we become
a better or B, we get a better idea of the things which God going
to happen over there. So for example, what we can say, these top colors are
going to be literally the common colors or
everything is normal wisdom. And these two go
and go for later on for us route and super rare. And maybe these ones here
are going to be rare ones, or maybe just two, depending on how we want to
set this one up. So at least ten backgrounds for an n of t should
be good to go. So we have a good
guideline, a good base, and basically our first
pieces are going to be completely remote
working at this point. We can also do is we can for each of them backgrounds
so we can later on steer them separately and highlight and
D highlight them. We can also create sub
folders or sublayers in the corresponding layer
to make sure that these are going to be laid on in the correct spot over there. So with that said, we are for the moment done
with the backgrounds. Once again, I'm
going to keep these two as an extra later on, maybe you're going to make
some more gray scale. Maybe I'm going to
make some dots or stars or anything highlighted, or maybe something
totally fancy. We don't know yet, depending on also how our super rare pieces are
going to get created, maybe later on are rare
pieces just have a body and the background and
well they fit into each other like as we
have seen in wisdom owls. Where we're going to go and just have two things which
are going to be legendary. And maybe we don't
have any beak being a legendary peak or
something similar. So once again, this
is something we always need to take care off. So literally one of a kind is going to be a legendary
one, something like that. We're going to go and
check this one later on. But then the next now
we can start to make any kind of design because
we currently have a base. And now we can make anything beautiful which you think
is going to get us. Yeah, would you like
to create and to manipulate and setup so that
people may or may not r, wanted to purchase the things. But we're going to
take a look into and talk about that in
the next video.
9. #9 NFT Themes: Welcome back to the course. In this part we're
going to start with, let say, some basic body shape. But before we wanna do, so, let's take a look. What can we actually do? And so you as a designer, so if you are a
designer already, you might want to
think about, Okay, what does this theme, what is the actual goal? What do I want to
actually create? Let me give you some examples
of what we could go for. So for example, we
could go for animals. And so you have to do your
own research and say, okay, which kind of animals may I be able to create and which
one I do like to create? So there are bunch of things you need to decide on your own. Maybe you want to concentrate on the ones which are already, let's say a rather
good in place. For example, we can
take these creatures. We just have taken a look on
these owls and use them as, let's say, baseline, maybe
orientate ourselves on that. We can make this in
any direction we want. We can do our own
renderings light on in 3D. So you have to decide
if you want to do 2D or 3D, of course. But let's take a look. What else can we take and what is probably raise a profitable. So what I have seen
so far is animals, food and people, and maybe mood. And then we got
something which is a one-on-one or one on one NFT. So this is not based
on a collection that really it's more like
based on art in general. So for example, if you
have an artist or you are an artist who is going to do like really like paperwork or sketches
or something like that. You can even just scan your sketches and make
them being an N of t. So each of them is going
to be one of a kind. This is a one of one NFT. And so you can increase your NFT collection based on the orange hue going to have. For that, we don't go with generative design or
generated design or generated and of t's because this is not
necessary for the ad. So we don't go and generate different backgrounds
and stuff like that. But this is basically
something you can take a look into as well. So animals, one of the most, currently, the most common
ones are those apes. You may have seen
or heard of them. These border ape
club or something. There are a bunch of cones
and Donkey Kong like gosh, there are 3D or 2D, then there are these
balls, so on and so forth. So you just need to decide
what you want to do first. Before you go into that. Maybe you're gonna do
your own research. What else do we got? Is something with the animal, a theme, for example, enemy girls and boys alike. I've seen a bunch of different
scenarios of that theme. So these animals
could be drafts, could be allophones,
could be whales. There are a bunch
of things which currently pop into my mind for food and couldn't be any
kind of sushi food or any. I have seen also
plans like cacti. So we can also say
we wanna do plants. Like you can make a base of a tree or just
something specifically, you can make a nest. You can do so many things. So you as a designer, have to think about
what do I want to do and maybe who is profitable, so maybe I can stick to it. So once again, if we go
back to open sea and take a look into
these moon births, that's what they
are called, right? And take a look. You might want to go
for and you know, well you really don't
want to copy design, but maybe we want to, let's say, get some input how we could actually
design our creature. So for example,
if you would want to go and create some owls, like these two are some birds or something cubed or maybe not. Maybe you can even go was tanks. I mean, just take a look how many tanks are
alone over here, even if I don't like to do that, but you can do and go
and do search for it. And Steve opens, you have
something similar like that, which you already have in mind. So what does about, is it about, It is about idea catching
and seeing who's a Raza profitable and maybe
how can we make profit? Well, kind of in the
same niche, let's say. And this is what
you want to design. Your N of t is around, around the people which
are already rather, let's say, profitable
in the long term. Like these tools,
they have special, special color theme and
so on and so forth. You want to go for
and check them out. So currently we got
also this one here, which is currently in the last 24 hours,
has been skyrocketed. It seems is D PX
and goes division. You can always go click on them, see what they offer. By the way, you can also
use explicit content. As you can see,
these are more like animus style gate,
girls and boys, we can use a girl body or a
girl base and the boy base. And then we just put in. Based on that, we're going
to put the actual hair, maybe a gun over
here as we can see, it's like they look
like assassins. So maybe here like a pen or
something like that or flag. So there are a bunch of things as you can see what's
happening there, a bunch of different hairs. Also, these backgrounds are
specialists you can see, but they're still
using the same grid, grid base as we can tell. So they are literally the, the main part is going
to happen in this area. So we could just copy and
paste one of them and see if the grid fits those N of t is here as well
as you can see, this one here has
a specific one. So all in all, what we know is that these
are going to work quite well. There are a bunch of other ones over here like, Oh keep bears. And we can see this tools than this duplicate or
which is going to be the new one over there, at least for the moment. Then we got this mutant, apes and stuff like that. So once you have done your
research and you think, okay, you want to maybe
go for moon births, feel free to do so. You can also go and create your own animated creatures
or animate goals. You can also do some crypto
punk kind of design. Let's say you just don't
want to copy and paste. That doesn't make sense. And you will not earn anything
because that's more or less seen as a scam and we don't want to be scammer,
we want to be artists. We want to be proud of the
project we have just created. And so this is what we're
going to take a look into. So once again, you
can go with Zaki then there are other lucky ones. I believe these are also a man base and the female bodies or body shapes or
stuff like that. Then they have
different colored tints and so on and so forth. So once again, you can go for this ghost division of the I
don't know what these are. Other deed. So basically just once again, do your own research,
take a look. I can see these are
like lend pieces which are in an isometric shape over here with different
designs and stuff like that. So probably they have a use case and some of them might not. And so that doesn't
matter for us. Once again, we're going
to try to sell art. If you're going to
not want to sell art, but maybe use cases, you can also use that
and sell some tickets for a game you are working on as an example or an event
popping up sooner or later. All of that totally as I
said before, up to you. So once you have decided, you can go for the next step. Again, I just created
the backgrounds based on an idea I
just have in mind. For example, we can
go with the idea of a moon bird over there and use a body shape or a base body
shape over there so we can quickly create
that body shape. As an example, in
any vector program, we're going to keep some
baselines over there. Maybe we're going to
not use a moon bird, but maybe just take something, at least as a base and maybe do something different wisdom. And so we can design it as our needs are as we
please in like again, you can go for any main
characters or plants, give them some eyes,
some mood, some shapes, some stuff like, yeah, your design is going to
be a special actually, and this is the specialty
you need to be. You need to be
different than others. So again, now we have
decided on what we could do. I cannot tell you
what you should do because everybody has a, has a different setting, but I'm gonna go and create some kind of creature or animal in
the next couple of videos. So as a base and then from there we're
going to go forward. But once again, you can
decide if you want to use that or do your own
research, do your own design. You can even go with hearts
or something similar. You can go for crystals, like, I don't know, But rubies and
M rules and stuff like that. And then you can put them into several different
scenarios and things. You can make them blink and sine and different colors
and stuff like that. You can give them giving
a hat or something, whatever you please like. But once again, this
decision is on your own. I cannot teach you how, what you can do and
what you have to do because that is a
decision you have to make completely on your own. I just show you the
program and how to create such things. You can continue. You can come with me and do
the same thing literally, and try to make it
as best as it can. So you understand the
actual creation process completely how LFTs
do work in general.
10. #10 The Basic Sillhuette: Welcome back to the course
and this part we're going to start to work on a body shape, like a basic shape of whatever
our creatures could be. A would be. The last part. We were taking a
look into moon birds and probably we can use that as a baseline and
design every single rounded as we want
and plays and light. For example, we can use
our actual grid over here to snap to specific points so we can stay inside this, let's say inside this area. If you go for anything else, like for example, you want to
go for an animated design. I'm going to go and
give myself here some outlines just to see I'm
currently in the Workbench. So if I delete something,
nothing fancy. If you are going to design
something with a hat, like a TV character in
anime or whatsoever, then you might want
to go and outline first at the actual sizes. For example, those
mini to be characters, they are probably
like two of them. Circles huge, probably a bit
more, probably bit less. So when you're
going to go for and plan your actual N of t and the design you're
working on makes sure that they are going to fit. Let's say up until
literally under shoulder. Or you can also try and put them completely
on-screen over there. So basically, I would go for it. She be carrying they're
probably I want to go for such a size like that, but then I need to
take them both and reduce them at least a bit so I have enough space also inside
the actual blank area. Also I can lift them up a bit, so maybe put a shadow on
the bottom and so on. Now we can also see
you could even go for snowman or anything
like a snowman design. For example, you
could just reduce them pieces over here and
just put them together. Or maybe something like now
could be a robot like this. Bb8, for example, from
Star Wars of course, try not to copy
something like that. You get the idea. And so you can do robots, you can do at even a television was
some body or under it. So again, design wise, you are absolutely up to you. Just make sure you are working
in such a space like that. So if we would go
and try to not copy, but let's say create something like those Moon
Birds, thank God, a base shape of
justice circle and a square or a
rectangle over here. We just want to make
sure that we are not overdoing it too much on the
sides and left and right. Same here. I don't want to have this weird corners over here. So I selected just once and see if I can manipulate
that, which looks good. And now we need to also fiddle
around the other sizes. There's some opacity involved still from the other
pieces we were creating. So I'm going to go
down below here and increase the opacity
to 100 per cent. So I cannot look through. So what we can do with
these shapes now is, well, first off, I just want
to have this outside here. I want to scale this a bit to
the left so I can just use this arrow here and try to
fit it to this position. But if you don't like that, because you might not be able
to correctly connect them. We can do the same thing, but literally was just one
of them. Object like cell. So now we have this surrounding, as we would have a circle, I would go for the
bigger size over here. And now what I would do
is I would take this as a path and I make this one, I object to pass. So now it's not a
square anymore, but I have now these little
dots to play around. I can now do is I can
take these and hold on Control key and
select these anchors. So select this one
and select the so I straighten them pieces out. Now I have one piece
left over here, 1. Just get rid of it
by deleting and also get rid of these anchors. So now we are
literally at a flat or we got the possibility for
a flat surface right now, we can fill this area with
any color of our liking. But as you can tell, the opacity does not
seem to be warm percent. So I go to my fill
and stroke and see that I increase
alpha here complete. You want to present and
make sure opacity is also 100% was done. We got to have now
the base idea. We can even make a ghost
or anything we want. The different settings. Once again, make sure you
work with basic shapes. If you don't have any idea, you can even make any kind
of any kind of a creature. Literally you can
make here some hair. You can put some ear on it. You can even do any
other random shape. Basically, all you
can just stick to the basic idea of what
we just got over there. So as you can tell, this is not really a
straight one over there. There's like a slide
popping down over here. So we can basically
do the same thing. We just go to this tool here, which we can manipulate the extra are these
little points. We can select them, these bows. I going to have this one
here selected so I can now scale from inside to
outside or I can shift. I can help or hold down. I can with old I
can go sideways. And I just tried to fiddle out how I can scale
them outside. So there's these little
arrows, as you can see. We can just hold down shift and we can make
them like a bit. We scale them from the
inside to the outside. And if there are any other parts of a here which may or
may not fit into that. We're going to see
that easily and we can later on go into and
manipulate them. So again, there are a bunch
of possibilities you have. Again, you as a designer, if you are one already, should be able to understand
what's going on over here. Don't forget, we are
still working on the workbench because
we are trying to figure out first and some
kind of a base shapes and forms and create the design of our wishing or however we want this design to happen and how
we want this to look good. Let's say. Now what
we can do is we can, for example, just outline the face or the
base of the face. We can also put the beak already and also we
need to design two. We want them to look
more to the left side, to the right side, or
maybe just straight into the position where
we are currently at. Once again, if you
design hearts and stuff like that,
like flying objects, you might want to stay inside this inner three ones and keep the bottom three for
something special over there, like shadows and glitter and
dust and something else. You could even go for rockets or any other object of your liking. So you are not, you're not limited to
design in general. So again, this is totally
and fully up to you. Let's take a look into the
pen tool and we're going to use on status with a
smoothing of 12th over here. And try to paint some basic shapes and see
what we can take from it. For example, the owls, they do have something
like a mask key, let's say shape over there. So we can try to
paint the shape. I'm going to fill it with white so we see what's happening. And you're going to see, well it doesn't look really good. So what we can take
now is we can take all these extra dots here
and we can manipulate them, use the extra handles over here and play around with these. So with that, we can
simply, let's say, as simple as possible, try to get something into shape. If it is not good or
maybe too hard for you, you can try to design it
once again or you just, you know, just to paint
over the actual body, make it like a Batman
mask or whatever, and see how it goes. If you don't like this, just for idea catching
as an example, That's awesome because, well, we can say, okay, let's see. When we put an ear like that, would it look good or
would it look bad? We're going to make it.
Maybe it looks more like a horn or something like that. But then when we go and
Control D duplicate, we can horizontal shift and say, okay, we bring it
to the other side. How does that look right now? Is that noise or
is that not nice? And so on and so forth. Same thing. If we are working by the way, in the silhouette scenario, we can play test or
play around and see if we would put some hair
or any kind of thing. And see, does that look
nice or does it not? And we can do and play
around with that, with all the basic shapes, just with the
silhouette and see if the silhouette would
give us a, let's say, nice or grader on whatever nicer design
in general or not. If you don't want to go
for something like that, of course you don't
have to again, nobody teases you
to do anything. But also you can test. Well, why wouldn't I put some, I don't know, many wings. So something just playing. Just paint the basic
shapes over here and see, are these shapes in general? Is it something good? Maybe I can see something
else in it or is it not? By the way, if you see
this extras over here, this is not just because of
the opacity, but at all. I mean, it is because
of the grid over here. So the grid is currently
just laying over. It shows us what's
going on over here. And if we are already
in the safe frame area, if you don't want
to see this above, but below, then you
can drag the layer to the very bottom over there and everything
will be laid over. So up to you. Absolutely. So again, if I go now and want to make something
from these owls, I can do the same scenario, for example, with this tool. This is going to be just a
drop line to a curve tool. You need to let say a bit, at least see where this goes and where
you want to go for. For example, if I make a point, I can see this line is
going to follow up. If I want to create a new
point and just drag it around, I can now for example, create the basic
shape of a beak. If I right-click,
I end the shape. And if I select the
same shape again, I'm going to make this one
white so we see where we are. If I select one of
the same points I can from their continuity and form the rest of the
beak. Maybe like that. So if you want or you
could even go and make this one in any color
of your liking. And if you see, well
maybe it's too big, maybe it's a small,
maybe it's not enough in the center
or maybe it is. Well then you can play
around with that as well. We can go and change the
shape to any shape we prefer. We can later on make multiple different
beaks as an example. So it could be more like an eagle beak or it could be more like any
other kind of a beak. If you see some corners length, this one over here
might be hard to see. You just don't have a secondary
handle on the other side. So select this hold
Shift and drag out a secondary handle so you
don't have to go far, but let's try to
be in a row over there so we don't miss anything. Once again, you can
take these handles and make them longer and shorter
and stuff like that. Handle management is going to happen over here on the top. So you can make
them, for example, symmetrical or asymmetrical. You can make a corner
and you can just smooths them out
however, and so on. Just play around with
the tools and see which one fits your needs. So I'm going to maybe play around a bit
more with this beak. Maybe I'm happy with that, kind of at least for the moment. So I see where I am
currently working into. Also, we're going to have
a bunch of other things we're going to have to
take a look into later on, but that is something
we're going to cover over the next couple of videos.
11. #11 Adding some Details: Welcome back to the course. In this part, we'll
continue working on some basic shapes over here to get our moon births
kind of thing together. It doesn't, we
don't want to copy. Once again, we just want to have some kind of, let's
say, guideline. How can we probably create something similar or something
maybe even more beautiful? I mean, this is the
design of us and we just create that how we
prefer that is going to look, I would just go for this bottom or this
top piece over here. And I see this seems to be
not connected over there. Let's try me, try to get those. As you can see it is
there are two points not really merged
together to do so, we select them both just over go and we're going to
have some buttons here. And here we're going to have
the join selected nodes. So it's still like this. So now this is a
single node over here. I can now take this node and
bring this down and so on, for example, go down. And I can also, by holding Control key, just simply change
the actual top of the hat if I want to. And so we can do
this literally was everything which is not
really connected correctly. Or maybe we want to do
some different shapes and shades and stuff
like that later on. So this is something
we need to take in consideration whenever
stuff is happening. So what can we do now? Well, let's take a look into the bottom of the actual head. Let's say it's going
to be more or less like a bit flat it over there. So let's assume we have and maybe a line
up till this point. By the way, it could be
also a grunting monster. Doesn't matter at all. I going to need to
eyeball that right now. And I make it white and see
where we are and where we go. So as you can see, meanwhile, we play around with
shapes and stuff. A bunch of different things
are going to pop up and show up and may or may not
be in the current, let's say direction over here. So this one here should
be filled with white, shouldn't have any outlines. Maybe it does later on. Why is that? Well, let's assume this one
has a brown body. So I'm going to
take like a darkish brown tint as an example. And this one here is a
brighter brown as for example. Then we're gonna be
able to see this going to be like a highlight or maybe something we
want to put below it, like some extra feathers or some extra something we
are actually looking for. So what we can
take now is again, our brush here or our pen tool. Basically it doesn't matter. We can snap to this
point and can say, okay, we want to have like a
triangular shape here. Maybe I going to take this tool, maybe it's a bit easier
to navigate with. Now, when you go and
drag them like that, just use the, the current,
the current setting. And later on, if you create some weird shapes or
something like that, just go over it and
correct it later on. So this one here
might be something, a rather bright,
maybe not as orange, but maybe something
else bright Torah. And if that is overlaying over something different
or unnecessary, other necessary
thing, you can go here and bring it one page down. So this brown piece is going to be above this brown piece. Again about the
colors and stuff. Just take a look into them and see which one is
going to fit best. Now I got to just rearrange
the actual parts over here. Maybe zoom in hold
control to zoom in, see if there are any issues with the actual style and design
and so on and so forth. And once you're happy, you can go forward. Over here was the design. Once again, you
can make a monster out of it or you
can make an owl. So now we got still
this glass is all this I surroundings area. For the moment, I just take these two pieces and bring
them away so they are not hurting me in general. I'm going to take this
tool and go maybe from here a bit to the outside. And I wanna, I
wanna go and create the base of that I will thing. If you don't like 1
as an example here, you can always go in and bring this one a bit
more down. Let's say. If you don't like this
harsh edges here, you can also play
around with these and reduce the handle size maybe to one side or to the
other side though. They are not like over
Blanding each other too much. We can also always go and copy and paste content selected. Go to the tool again, take the last part and go
and continue the design. As you please nag, if these snaps are going
to give you a hard time. Well, feel free to disable them. So that looks good. Probably this point here needs to be more there
to give me more, let's say, possibilities to shape it into some
different scenarios. Sometimes you might
not hit 1% and then it happens
that your mouse is not going to give you
the correct shape are just makes stuff harder. I going to make this one
here is symmetrical. So I'm going to select
this one and drag it outside of it so I have a bit better control above all the other
dots here as well. Again, I have as
hard corner here. So I might wanna go and
use the hard corner, this. So I select just that
single piece over there. So I'll just select it first, select the actual shape
and then just that piece. So these two dots
on all highlighted. And now I want to put
a point in-between. So we can say here, insert a new node inside
the selected element, and now I got a new node. I want to just make sure that I only select this one node, but not this one. So just de-select and see
if you can do anything. If you cannot select a
single one like this one, just go and do it like this. Fun factors are like always, it's just going to highlight
these things over here. If you want a D highlighted
and just a single one, just highlight a new one. I want to make it so that the height over here is going
to be probably the same. I want this harder
edge over there so I can play around
with that edge later on. Maybe. Maybe I'm bringing
this one a bit outside and this
one a bit inside. So they are kind of in
a same shape and order. Once again, take your time
with the design in general. Why? Because, well,
you want to sell your art and you want to
make it as beautiful, understandable, and
good as you can. This is your aim as an artist. So well, yeah, take your
time, may plan everything. I had maybe some sketches beforehand and see if
you want to go for that. I'm going to hold Shift again, drag this one a bit out. So it's not like as
harsh coordinate. That doesn't look too shabby and maybe I'll give it
just a basic tint. Bring this one down. So we need to select
this select tool, bring this one down,
ones at least. So I can see, aha, this is probably the area where the eye area surrounding
the actual owl hat. Maybe I'm going to bring
this one a bit more up and this one a bit more down. Again. This is something you'll need to come
up with on your own. Make it as beautiful
as I said before, as you like and as you want to promote your
stuff later on, you'll wanna go for it and make it as beautiful
as possible. So people are intended to
purchase that your art, right? So once you are happy with that, probably aren't going to
switch the direction here and we can go forward and put in some basic
shape if we want to, or maybe we extend the actual horns or changed
the horns over here, bid if they are horns. Or I'm going to go for and
manipulate the shape first. So it may or may not be able to lead into this
area over here, since that is going to
be something separated, I'm going to delete some
of these pieces here, maybe, and make them a bit more different or just
create a new one. So again, there are bunch of possibilities for
us to manipulate, create new things, and so on. Maybe this is not what I want. So I can also go for, and let's say I start over here, make a slight surrounding, and then maybe I'll lift
the curve a bit up. So it is more like, like, like an owl gonna go here. And now I maybe want to end
more like here at the top. But maybe you need to have some other shape here and the tween or maybe some
other points when I select this and put a new
point insight and maybe bring a single point down here. So just select the single point. And so we might have some extra shape or
some special shape. Over here again, we can be
as creative as we want. Again, go against hard
edges because you don't really want them
to happen over here. Just a slide or surrounding or rounding up and give
it the base color. Whichever it is, you can, we can go for the
darkest for the moment. We can also go and make it black for the silhouette first, again, totally up to us. I Control D this one and now a horizontal split hold control and bring this
to the other side. Over here, which is going to
maybe stick out too much. So we might want
to go for and find a good spot where this
should end the trolley. And since we have like a, an angle to the right, we might want to go and bring this one a bit down,
or maybe you put up. So again, you should know about perspective
and stuff like that. So we can, for example, select it and squeeze
that pieces together, slide a bit, maybe
even a bit more. So it's more looking like it would be a
surrounding over there. Now we need to fill this gap and we can do this
however we want. We can also say we're
going to keep it as is. So it's just it is
what it is, right? And so we make it like that. We can also get rid
of the outline and can see of that is actually
what we are after. What I would do is I would put an extra shading
part at the bottom. So it's more looking
like an ear. So for example, I gonna
go and paint a shape, maybe like that below. Make this one black for the moment or you can
also make this above. So basically it doesn't
matter, It's up to you. And we can say we want this
to be at the very bottom. So this is going to bring it instantly to the very bottom. I'm going to duplicate this piece Control D
and horizontal flip, but that was the wrong one. I didn't want it to copy this. I wanted to take this one. So select the current one. Control D, bring this all over the place and see
if it would match. Probably it's not
matching at all because we have squeezed
the other side over here. So I'll bring it down first
and see how that looks. That looks way better right now. So again, I'm not
quite sure about the hair and stuff like that. So this is something we can, again later on think about. We just need to have some
basic shapes at the very first before we can
go and continuity. Also, we need to later
on decide how we want the colors to be and so on. If you want to make it
like super bright or not, again, these aren't colored. Things are going to come at the very end because
we need to create some extra outline for average shape we're going
to create maybe later on. So maybe all are owls are going to have
the same body shape, but maybe the eye, the ears are going
to be different. As an example, we can do an
overlay or even an underlay. Again, this is something we
can decide later on our own. I'm gonna bring our two
pieces we have created beforehand back to where
they might have been. So maybe they're gonna
give us a bit more of an information about
the shape itself. And we can get rid
of the outline here, hold Shift and decent
length the color in that. If you want to, just for
an easier visualization, keep on working with some
kind of a silhouette first, and then we might be good to go. In the next piece, we're
going to take a look into the basic eye and maybe
go over some shading. So it might get
some beauty already inside the actual products.
12. #12 The First Eyes: Welcome back to the course. In this part, we'll continue
working on our actual, maybe some colors and
maybe create one simple I. So the first thing I want to, I want to mention, you should always work
with color palettes. So it just create a square and putting the colors
you want to have for, let's say design a, b, c. So it's easier for
us later on to copy and paste and if necessary,
to specific things. For example, we're going to have a shadow color and then
we have a basic color. If you want to, you
can always make a screenshot of
something by using, for example, the
so-called Snipping Tool. You just go to New and then
just take any image from wherever you please like as a snipping tool from a
website or from wherever. And then you hit control V and Inkscape and then you can have this snipping of the whatever screenshot
you're working with. And then you can
pick the colors from the Snipping over here and
create your own color palette. So that is the case. We can find sample now pick one of them but a base
colors over there. I'm going to take the color
for this highlight over here. I believe this one here was
this highlight as well. This one here could be the center or the highlighted
area over there, and so on. This one here is going
to be whichever color. Once again, I prefer to work
with same for this one. Just go for well, no, not that one but the other one. And then we got these
areas which are literally not or maybe
it shouldn't be black. So I'm going to have some
darkish brown black. And so we are becoming
closer to the area where we, where we want to work from work to now when it comes to eyes, we can do some basic eye. We can also once again take one of the ones we just
have seen over here, inside the actual settings or
inside the actual web page, for example, we can start
with these roundish eyes. Maybe we can also create one of these eyes on
one of that ice. Now as you can see,
there are a bunch of things we need to take
into consideration. It's like the color gradient
and maybe the surroundings. So on rent, I might look
different than a yellow. Let's start with one of
them, yellow eyes maybe. So what we can use again, we can use the snipping
tool and just make ourselves a screenshot
so we don't have to go for a left and right. I just put this onto
the other side. I have a secondary monitor
and on which I can work. And now we can design based
on that if you want to. You can also make a copy
and bring this directly, this sheet or this information
directly inside here. And then we can just
start to work from there. For example, if you want to, we can say, okay, we're going to take
this shape from the eye and I'm going to
rebuild it accordingly. Again, this is something
you shouldn't do, but this is something where we can literally find a
good starting point. This is just an eyeball areas. So maybe we wanna go and create some extra
shape over here, which I would maybe put
together like that, which is just going to
be the above eye area. Again, the design over
here is totally up to you. I can fill this one
black so we have a bit more density and design. If you want to go and
create an eyeball, you absolutely allowed to do so. You can make this one huge
and small and cutaway things and so on and so forth. And once you've got this, this area here now needs
to get our actual fill. For example, from this
color to this color, we can use a gradient. So first off, I put the
gradient top to bottom, but not as another round one. I want to have a
straight one like, you know, top to
bottom like that. And now we can again play
around with these colors. For example, we can pick this
color at the base color. Then I can create a new
point and the center over here, by double-clicking, selecting it, we
can, for example, pick this color here, and then we're going
to pick a final color. Well, probably that is going
to be this color already. Something like that. If we want to, we can play some, some highlights like a circle. I'm going to make
this one white. And maybe not just here, but also some other ones, like being a bit smaller, hold on old and controls so you can scale from inside out, going to do another
one, maybe here. And so our eyes are going
to maybe look beautiful. And we can also put another
extra, let's say, overlays. So we have more like
a roundish eye area. If you want to. You can also do this
outline here, for example. So we're going to pick
the actual stroke paint. Pick the eyedropper here and take this or you just get
rid of that total tally. Again, this is
something you need to decide on your own anyways, what I wanna do is I have
this little gap there, so I just close it. And now we can tell we have some kind of a nice
shape already. And again, we can
put an overlay. I would go for it, hold down as long as necessary and make some
kind of an overlay, maybe like an inwards
blend, maybe like this. And of course we're going to close that he has
through this area. I would also go and I
wouldn't do this fully. I would just unhide
that are hide this one. And this area here should
not be like full opacity. I would just maybe do something like I gradient from the
inside to the outside. Maybe like that. But maybe not with white
or gray as a color, but maybe it was just black. So this one area, this 1 here should have
maybe not as much opacity. Maybe I don't play around
with the opacity here. Maybe I should do it with alpha because it's easier for us. Same here, I'm going to
go full capacity first and now we're gonna go
and play with Alpha. So the outer alpha should be
more than the inner alpha. We get some sunshine. Let's say. If it is too harsh
or not, nice enough, then, well, we can play
around with that here. So we can give it a bit
more or less of a 3D touch. Again, a design as a totally
up to you if you want to get rid of the snapping
because currently it's tries to snaps always
in the same point. You can just go here and toggle snapping
completely on and off. So we can place it wherever
we need this, like 100%. And if we got any
weird overlays, we don't want as an example, we just play around and see where it kind of fits our needs. And you want to be
as precise as an, as an artist is. So make it beautiful
and make everything nice and shiny and nice. Actually, if you are done with
your complete I over here, just select everything
and go to object and group it at least
for the moment. And now we can take
our I bring this over and we'll scale it up with hold down,
Alt and shift. However, I don't
want this rotation. So I tried to eyeball
now where I want my, my i2 be and how
it could look if I now go and duplicate and
switch over to the other side. Like that, you're going to
see that might not look good. So we want to squeeze
the butt together here. So it's more or less
fitting the other side. So it's more like
as it should be. And maybe you want to take the
actual highlights of them, bring this into the
opposite direction as we already may know. So I'm going to take
these three hold Shift to take them all and horizontal flip and bring them over to the other
side, maybe like that. So the light is literally coming always from
the same direction. Accept this area here, this might, you might be able to take
it and keep it as it is. And other cool thing is about these eyes later
when we get into the group who changed the actual base color over there and then
we're good to go. If you don't like the
eyes to be like that, but maybe you want to do
more like a cat I scenario. You can do this as well. You literally just create the same thing
from here to here. And then we go to the
opposite direction. Like so. Of course you need
to find tune that. I just want to show you pretty quickly how you can do this. For example, like a
dragon or something. Maybe you'll want to make
sure that these points are directly or straight
above each other. And we're going to fill
this, for example. And then we're going to
have another eye shape. If you are going for a
kitty or for a dragon, or for any other, any other design naturally. So if you don't like
this round eyes, you can create
something like this. So as you can tell, we're pretty far ahead so far. So we got a beaker, basic beak. We're going to design this a
bit further down later on. So we're going to make a
bit more shininess here, and our body also
needs a bit more, let's say informations
like light information. If the light is coming from
the left or from the right, we're going to go and use that. It's more or less looking, let's say a bit more
Three years in general. Also, I want to see if one
of these things for me are necessary and how I want to
highlight things later on, as you can tell this
one here, for example, has a shadow area around
its heritage areas. So this mask area. So maybe we want to go for and use some information
about those. Maybe we're going to increase
the mask itself a bit, or maybe play around
with that a bit. Or maybe we're going to
increase the complete phase. But again, this is something
we're going to talk about in the next couple of videos.
13. #13 A Basic Beak: Welcome back to the course. In this part, we
want to go and take a quick look on to
some references, as well as starting to, let's say, organize a
bit here and there. So I just did some
screenshots over here, so I don't own
these these images, I just use them as
reference images. So you might want to go for
and search for your own. What I just want to
highlight here is basically the areas
we're talking about. So basically, let me try if
I can make it like that. So basically we got these mask
areas as we already have. So I'm going to make
just an outline like so and maybe a red
outline doesn't show up. So I'm gonna go for a stroke paint and see what the stroke style
sizes over here. Maybe I need to make it a
two or ten or something. Maybe I just need to make
sure that this is a buff. Everything. The opacity is
literally down to 0. So you're going to go and stroke paint and
increase alpha here. Okay? So we got this mask
areas and we got another area which
is going to be literally this bottom
piece over here. Just basically just concluding the kind of a circle of
that complete phases. We can see this information. I want to use that
information and try to use that also in my
work in general. So we can also see when
we analyze that we got this kind of a center line and
then we got this big area. We already have that. So basically what we can tell from this image
as an example, it's basically the same thing. So this kind of Arish, a feather area over here, goes here to that area and just fits completely into
this area over here. Then we got this mosque area, which is going to be here. And then of course we
still have this kind of, well, it's not, as you can see, it's not like a so-called,
more like an egg. So this area over
here is a bit flat, and this one here
is just because of all these feathers over here are just going
to surround it. I want to use this information. And I took this
image because it's, as you can see, Raza
roundish here as well. But there are still
some indents, like here or here. So we just want to keep
them in mind as we design. And what I also like over here is some design ideas like
literally this area, if that is something specific
or something special, we can alight on, take a look into that and
maybe introduced add in one or the other, you
know, inflammation. What do you also
can see is owls. They do have not this cat area, as I said before. So they have pupils to
watch are like round. This one is round, this
one is round and so on. So these are birds. They got like round pupils. So you can, or we can use them as being round
or we can use and create them as
being well shapers, that should be okay depending on the design again, we are after. So what I wanna do now is I want to update the mask area and make it so that
the beak is literally, I'm introducing or
camping that just a bit. So we're gonna go for a
bit more realistic here. And so I make this center point. I want to bring this one up to where literally the
beak Ps is going to be. Now I have an issue. I cannot sense that it's going to be like literally
a symmetrical one. It's going to rotate as I
say or as I take a look. So what I can do is I can
make this a cyclic corner. So I can make one inch down and another
edge down here as well. So these are going to be
in years is going to be literally now our
actual corner piece. We can also use auto smooth, which may or may not make sense. But it does make
the same scenario. Actually, it ruins the system. So what we can also
do is we can make this one a smooth round, but as you can see,
our smooth node. So basically the same issue. I believe we wouldn't need
to do something like that. Well, probably that's the
only way to handle that. Or we're going to introduce an extra point here
and there so we can do the actual
design based on that. Okay, So now the next piece is, since we now know this is a kind of a roundish area over here. I'm gonna get rid of
that piece for a moment. And maybe this one as well. What I can, what I
now know is that this bottom area over here, I mean, it can be
different, right? But this is something which is going to be an
extra area or maybe another color tinted or maybe a faded or maybe,
you know, another, another tint based on
whatever the the color of the actual feathers as an example or so I'm
going to eyedrop, let say as far as that goes, I'm going to fill that area with something and make
this full area. This area I don't want to paint. So I'm gonna go select
that just in case. Pick the color. And it's going to be
at stroke at painter, I go to the fill
and fill it over here and make this
outline invisible. And now I go downwards
here step-by-step until I'm with this area
below the mask area. Now we can see if there
are any issues with that. So I'm going to reduce some of these extra points here because we don't
really need them. We just want to have full
control over all points. I get rid of this point and
maybe this one here as well. Because that is an end point. I don't really need a
betel leaf at least. So at this point here,
maybe not needed. We just need the center point. This one here is good as is. And I'm going to make this
one here symmetrical. So I'm going to be able to
stretch that apart if needed. And so we're going a bit further or closer into the design area. Once again, I don t want to
teach you design because I just want to show you
how we can make stuff. You know, we can extend
the options we got. Now, the last area basically
is this top area over here. It's like a V shape. We got this V-shape, but maybe this, the hat
is not flat enough. So maybe we want to flatten
this one a bit down. So we basically just take this center dot and bring
this one down just a bit. So it's more like
an owl want I can also shift the direction a bit to the left or to the right. So because we literally have in the front
more to the right, maybe we're going to shift
it over to that side. We can bring down our gimmicks
if we want to keep them. And we can still
work on these areas. And we can now point
out every area here and put them together
as we please and alike. So basically that's something where I can already live with. We can also see hidden here. We literally have
the same scenario. We also have this kind
of roundish shape. I'm going to see
that this point is not really closing up there. So I'm going to bring this, let say a bit more
outside of the heel, zoom in and see if I'm
close to that point, which I do believe
I am n. And now we can also go and design the
beak as we're pleased. And like if you wanna do
this one as another color, tint, like for example, tinted with dad one. We're going to introduce a
shadow for the beak as well, meaning we just
duplicate the beak, bring this one down a
bit and maybe inwards. Once again depends also on
the colors we are working on. Make this one black. Get rid of the outline and
make this one down below the beak first multiple times. And maybe we need to manipulate it a bit
further down here, like maybe rotate it a
bit so the shadow is not like sitting
directly under that. Once we're happy with that, literally we could say, okay, we reduce alpha. So it's just a shadow. To make this one
not looking flat. Of course we can introduce
even furthermore, let's say gradients or
just single shapes. As an example, we can duplicate this ones and make
another extra shape, which is going to
be literally my negative or some kind
of a negative shape. I would just say, I'm
going to start here and paint the shape
a bit like that. Surround this area and this
is going to be anything. So I can clean it up. So maybe let's say this point
here in the center of them, but too much over here, we don't need them
so we can create smooth curves in general. And maybe we can make them
also it's symmetrical. Or maybe I'm gonna put
this little extra dot here and go in a bit and just drag
it so that it is more like a closing gap here. And maybe I got to make
the same thing with dad, get rid of this. Maybe like that. So this is going
to be now or can be a shadow or a highlight area. So how do we do this? We select this
bottom peak or big. I just did a coffee. Don't forget we use the copy and we'll
use the shadow area. And what we now can say is we
want only the rest of that. So we can say we want
to create a difference. So this one here is now our
newly created difference. I get rid of the outline
since we don't use that. And now we can lighten
this up a bit. So we get some light
into this area. We're gonna go and check
if all alpha's values are correct because that one
here looks a bit strange. And there are still
some things we might need to go and fix him. So I just fix them as I go. And that's basically it. And if we wanna go and later on change the colors of that, we are able to do that, select them if you
don't want the line to be once again from the left
than you do the opposite. Absolutely. As you already know, I guess I cannot play
around here a bit and just to get a nice,
nice shaped together. There are some things also on a beak which are going to be something like nostrils so we can take a look
where they are. So you can see here is
this kind of an Austro. We can introduce that. We don't have to, but
here's a nostril as well. We cannot see this over here. So if we want to put this
in our design here as well, we can, at least for the moment, make one pretty quick. Since they're sitting directly
after this peak area, we might want to go and
at least for the moment, just painted in black. And so we got an Austro if we want to
have one on the other side, even if I'm not quite sure
if we would be able to see them, I believe not. We could also introduce
a second one or just which one is a bit
smaller over there. Since we always need to
make sure we are following the actual curves of
our design over here. Maybe, maybe this
is something which is going to be leftover there. I don't know. We can play around with that. You can play around with that. I'm testing it out and
see maybe you find a good image about it
and just reproduce or just try to fill out the kind of the best
for your scenario. Once again, it always depends on what you are going to create. So if we're happy with that, if everything looks okay here, maybe I don't work with that
the way it currently is, but maybe you're gonna do we're gonna do some changes in there because now it's different
or actually wrong. Because now we got the
shadow on the left, but we have the
light on the right. So probably I'm gonna
do here the opposite and make more the shadow
area on the left side. And maybe I'm going to introduce a highlight area over there, or maybe on the top
or maybe multiple. So we can do the same thing. We just go here maybe or
maybe here in the center. And just draw the shape of
a possible highlight on. We just go brighter with that, unmanipulated until we are
happy with the actual result. Again, the less
points we got them more control we got
if we don't have enough control or if
we need more control than we can always go
and create more points. But at the moment
we don't want to go and create too
much of it because it doesn't make sense to have too much of them points
sitting in the center. So just keep that in mind. Now let's start to
look a bit better. And we can also
go and make some, or think about some
shapes over here. If the shadows are
really correct, SDR or the highlights are
really as correct as they are. But that's how you grow. That's how you become
better in using Enscape design in general and
all the other good stuff. So for the moment,
we're good to go. The next part we probably go and introduce some feathers
or something similar.
14. #14 Body Shadows: Welcome back to the course. In this part, we wanna go and highlight the body a
bit here and there. So give it a bit more. Love, I would say
to the outline, maybe we're gonna be able to, you know, doesn't don't make it as straight as it is over here. So probably we're going to
give it a bit more roundish, has a rich shape, as you can see over here. It's going to bolster
outside a bit here and there depending on from
where we are looking for. And so we're going
to introduce that here in our design as well. So first off, we're gonna go for the actual pen tool here
and try out to two. For example, introduced
a new point. I'll make this an automatic
point or something. And I'm gonna bring some
shapes outside over here, kinda play around
with the size and with the actual feeling
I want to achieve. Gonna do the same maybe
for the other side, go here to a
multiple or to order symmetry and see if
I'm happy with that. If I want to have some
more like had popping out, I might go and create one
extra point here as well. So it's more like going
inwards and outwards. If I if I wanted to. So once again, this is something everybody on your
like you and me, we have to do this
decisions on our own. We need to define and
decide how we want our owls and to look or whatever you are
creating probability. You're not working
here with me together. Um, that's another thing is
going to be body highlights. So I want some light popping
onto the body front. So as we have seen
already beforehand. So literally it is this area over here should
get more light, right? So it is more like a compact, let's say a compact
light popping up. We're going to use maybe, or I'm going to make
use of this color over here to have more control. I might go and create
some first points. Then go maybe here, here, here, and then
close it for the moment. If I want to, I can already tinnitus so I
can go to the Fill, select any fill color, and then pick this one from here, at least
for the moment. I get rid of the outline by
holding down Shift again. And now I'm going
to try and see if I can find something pleasing, something I really like. I like the look from and to. And so I can attest
it out right now. So once again, sometimes
I am just not able to teach how design in
general should be because, I mean, everybody has to
have a feeling for that. And so you do have
to do this as well. So you need to learn, take a look onto normal
and other shapes. Take a look where
the center line is like from here to here, and try to predict maybe
where things have to go. Again, this is same for
any other kind of art. So N of t does not have
anything to do with that. It's more like if you are or if you're not an artist
well than it is what it is. And you need to learn
that stuff first. And how you feel and
how you see shapes. I mean, everybody sees
shapes and different. So play around with these. Test it out, see if you
can use one or the others. You can see there's
this grid and probably than grid
helps you kind of to manipulate into the
direction I'm showing. And if that helps you
to use that grid, well then just follow these shapes and see if that
makes any sense for you. So once we got this, we basically have a lag, a little lighting bond. We also need a shadow area, so it's more like more or less alike, as you can see here, we've got a light area, but also we got a shadow area, which has nothing to do with the actual base
color, let's say. And so it could be, by the way, also some
kind of a penguin style. If we don't have these ears
over here at the base, is also like a penguin. So maybe you're going to
make a secondary one or secondary art piece
where you have ping, you can penguins instead of
owls or anything like that. Just just take a look. I mean, it's so obvious. Why not do it right? Or maybe this art collection
is not in our collection, but maybe a bird collection. So it could be also penguin
scenario over here. So keep everything
in mind and then you're going to see
what's happening one time after another. So we're gonna do the same
scenario as we did before. But this time I'm going to
make it a bit more organized. Now that's not what I wanted. So I got to go and
make a shape which surrounds the hat and the shadow area maybe
ends over here. Maybe I'm going to give a bit of a shadow on the
other side as well. So the, the lightest literally
coming frontal totally, but more to the right. So I need left side, I need a bit more shadow. I'm going to go into these
areas and try to be as, as nice to the shapes as I can. Maybe going to do it like
a predict close one here. And again, this is
something you need to feel on your own. Now I surround the
complete body. And if I haven't heard, because I was outside
of screen was my mouse. Well then I just pull
these things up. So what I need is I need
the intersection area from this shape I just created from this black shape and
this body shape. I need the intersecting areas. So I take this one
here, the main body. And now I take the
secondary one, which is the outline shape. And now I say pass. And then here we should have something called intersection. So now you can tell I
have forgot something. I have forgot to
take the body and duplicate it first because
it's getting rid of the body. So I've take these
two now again, Sahni pass intersection. So now we have, well, this is like a black body
at the moment at least. So we need to go and
maybe this area here, maybe I need this on this side as well.
I'm not quite sure. Maybe I'm gonna go and make
this one here a bit more. Let's say roundish,
maybe you're going to auto smooths that
away like that. So it's not not as harsh. Maybe I'm going to take the
lower one like this one here. Sometimes it happens that
you don't really hit 100%. So get used to it. That's everywhere. So it happens even to
the long year workers. Maybe I'm going to put
an extra point here. Double-click it, and
bring this one in words. That's not bad. If you need to go and use points sideways on
just up and down, hold on Control key. So you have more control
over in general. If you have a shadow
area in general, makes sure you first off go, don't go for alpha, but alpha. So maybe, let's
say something like 50 per cent or maybe
more, maybe less. So once again, you have to feel that let's assume we go with 50. I get rid of the outline. You get the idea. If I going to select
the body and later on I have an hour
which should be pink. Well, then the shadow is
going to be pink as well because while this is a highlight or not
the highlight area, and we can do the same by
the way, with highlights. I'm going to show
you, for example, if we take these
two as being white, which looks pretty nice, and we go 50 per cent
alpha over here. It's highlighting
the main colors, so the main body color, for example, we go
with a blue owl. You're going to see
that these highlights are getting set automatically. So we want to simplify for us, we want to simplify the process of later on just
manipulating and generating and creating
ourselves with as easy as possible just by changing the main
color of the body. This is the mite
we're going to have. This is the power we are
going to use to make stuff easier and quicker in generating these hours or any
kind of an n of t later on, if we are using light and shadow and Alpha actually
does was black and white. And then like literally like
50 per cent or something. And we're good to go. If I now pick my main
color here again, I get older medically
accordingly tinted owl. There's one more thing we now need to take in consideration. Well, first of all, the gimmicks need to be
correct later on as well. So we need to take a
look into this in a bit. So I just bring this one to
the total app for the moment. This year literally is
on the current spot. This year literally
is on the wrong spot. So we need to bring
this up again. But only the second one, not the third one
over there, I guess. So I bring this one
down multiple times. We're going to have
to probably put this head area into an
extra, let's say scenario. If I'm going to make
this one super app by the way, like it currently is. We should be able to
also introduce and ambit the actual design into this
highlighted area over here. So basically, if we're always
following the same rules, we're going to go
to this point here. Same here if I go and bring this one super up
at the first place. And now take this point and bring this one
literally over here. Same for the other side, we should be able to introduce them into the actual design. If you want to. You can also make them a
bit roundish, like, um, we're gonna bring them
down so they're looking to each other like that. So we don't have any hard edges, are hard edges or
even hard corners. And we get out a bit
and see where we are. Of course, there's sometimes
like, as you can see, this little corner here
might be a bit in the way, so we can just go and
blend it out just the case and just a bit over here so we don't get any issues with that. So that's basically it. When it comes to
the shadow areas over here like this
one for example, we can use the same technique
as we did over here. So we use the base color of the actual main body shape and then we just over blend
with the correct channels, 0 points. They don't. We just need to make sure
that all the layers, like the shadow layer
and so on and so forth, are all in the correct order. Of course, we can try to
pick one of these colors, but maybe it's not a good idea. I mean, it's now a full color
with no alpha, of course. But maybe it doesn't
fit later on. When it comes to, let's say we have this being a blue owl than or
any other color. Let's try again. Going
to make this a blue. Our ligand, see
that these pieces here are not introduced
in the design. So we need to take a
look into that as well. So they are also
forming and tinting in, Alright, let's say
design over here. So I'm gonna go take
my eyedropper again, pick the correct colors so we are not confusing ourselves. When we go forward. Again, make sure that
you don't have any, let's say strange
egg or a strange, let's say points in here. This one here looks a bit. Let's say strange. I'm going to probably bring this
one down just a bit. We are kind of good
in the base scenario. Now I have an issue with the actual shadow
area over there. I need to make sure that when
I change something here, I also need to change this, um, with the with
the body itself. So basically both areas, the body and the shadow area, since currently they're sharing the same size and
the same design. So we need to select them both. And if we want to
do anything, well, then we need to make sure that we update both accordingly. So that's why we need
to be extra careful, at least at this points. Once again, play
around with that, make them as
beautiful as you can. And then we're good to go. Don't forget to save
often by the way. So if something is crushing, you don't lose any thing
you have done so far.
15. #15 Feather Tips: Welcome back to the course. In this part, we continue
working maybe on the body shape itself and
maybe gonna put in some extra. So what kind of
extra could that be? Well, since we have a
rather huge image of the day and we're
not really going pixelated except we want to, or you decide to go
pixelated light on. We can also introduce something called feathers or
actually feather tips. The main reason for that is
maybe we're going to have creatures later on which do have helpful tips and some may not. And so what kind of
feather tip do I mean, well, we could do something
like this over here. As you can see, the main
feathers are going to be, you know, just saying
that base, same color. But in here we got some kind
of a shadow and highlight. Maybe we can make use of that information as well as
over here in the bottom. Just create some basic shape and scale the bid,
multiply the bird. And so they don't, we have something maybe for a legendary, where we're going to
have legendary dairies or maybe it's super rare ones which do have this feather tips. And we want to do the same thing as we did with the shadow area. We want to make sure
that they are tinting automatically based on well, you guessed it based on
maybe the body shape. If you don't want
to do this and you want a tint them laid on extra, well, you feel free to do so. No problems with that. So don't say, I
haven't, I have sad. You want to do this or
you should do this? Well, this is something you need to decide again on your own. So how would we do this? Feather is basically
something around. Let me show you something round and then we
got this feather center. And then we're going to have
something like a tongue. And it looks like a tongue. And so I would just
do it this way. First off, I would just
this and make this a path. So we have full control. I'm gonna go and take this one down and make this one a corner. And now I drank this
one outside, like up. So it's more like the feather is going to be here when this is the center of the
feather that I'm able to make something
like a tongue. And so I would go and
reduce this one here. Don't I try to hit, I need to hit Control
and stained with that. Maybe bring this one
down again here as well. This is a bit more freestyle. We could also copy over and hold control
down here as well. So if you want to and
they want to make it a bit more, let's say, different than mine,
you could say, okay, when that one is
going to be a black one, we might want to put some extra details on the
outside or maybe some mini, not much, but some mini
extras over here as well. So how would we do that? Well, we could say, we're going to make some kind
of a brush like feathers. Look over here. For example, we go and paint in. We don't have to
do much of that. I believe it might be
too much tonight on. We're going to do
just like that. We just do a zigzag and we can later on see if that is
something beautiful, even not. We also need to do a decision light on or just in a second, if we want to go for the
outside or the inside, I'm going to close that here. And as you can tell, it looks different
right now. Absolutely. But we got some extra,
some small details. Something which takes time, something which maybe
makes our acids are, our n of t is standing
out of the crowd. Now what we could do is we could try to add them together, or we can just get rid of
them totally from each other. So to make one extra step, I might go and add
some extras here. Not too much, just something. Maybe, maybe not. It doesn't look good. Maybe something like, well, something from this tongue area. And I thought maybe going to put one thin line here and maybe
another thin line here. You don't have to
be symmetrical. You can always, again go. Use all the design ideas you got over here and be as
creative as you'd like. And please, nobody is
telling you to not do. If you'd like that. We could even make
it even furthermore, I want to make them all
one, not one group. I want to merge them together. So I go to a union over
here, so pass Union. So this is one completely
in a closed path. If you want to go and change something on that
path, like for example. You don't like an
area or another. Just go in and
updated accordingly. I don't like this one here. Maybe it should be more spiky. This one here also is not
really as I wanted to, so maybe make this one a
bit more spiky as well. Then we have some issues
maybe here and there. Again. Just feel
free to organize. Update. Probably
also delete some of these areas if they
are not needed. We got this free
point over here. It's like now looking anywhere. And I don't want this. So I just hit Alt or control
and get rid of these and maybe create some new
ones if I can or not. So if something is
not really working, just create a new point and get rid of everything
you don't need. Sometimes things
happen, sometimes not. And well, that doesn't
look too shabby. What you can also
do is you can put some gaps in the center. For example, like we
can paint in some, let's say, feathered
areas which are blank. So let me make this one
white so you get an idea. Maybe just to have
some art direction, let's say maybe I'm going
to put another one here. That doesn't look
well, it's okay. Yes. Maybe I going to put another
one, small one here. So we can say we want to take some of the
fundamentals out. But, well, this
is a decision you have to make on your own again. So now we got some kind of a feather or typic and the safe. Again, you can also go
and trade for feathers. This is totally up to you absolutely going to
shrink this one down. Even furthermore. Now we can rotate them as we please put them in a
circular shape around the body so it's
looking even more like fixed or like
a fixed shape. We don't have to do this and we don't have to spread
them everywhere. But what I want to do first is I want to bring this
onto another layer. Since it might not be as we want to go to super or to
the legendary layer. First, I select this one since
it's cylinder Workbench. So I cut it out Control X. Now I go to legendary layer
inside body and going to hit Control V. Now you can see since the workbench
is above the body, we are not able to see that. So I bring the
workbench down below. The downside is we're
still not seeing anything. Why not? Because the body might not might have been landed inside
the actual background. So we don't want that. Maybe I going to take
the backgrounds and put them in-between workbench in body and the workbench put them above the body at
least for the moment. And so we got now the work
benches inside the body, which is not what I want. So I'll drag it outside. And now we've got the
workbench or below the body. So it's a buffet like
see it like that. This is in the bottom, this is above the
bottom and so on. So if we D highlight the body, we are still having our
feather inside the, inside the body,
and that's right. So the workbench again is the one where
everything else is, at least for the moment. So what's the workbench
synthesis and the bottom, we see this at the
very most top. No, we don't see this
in the first top. This body is above
the Workbench. So the legendary
feather part here is going to be above the
workbench like that. Okay, so now again, we can go scale this
one down and I want to duplicate this only
inside legendary layer. So later on I can easily
select them pieces. Because there might be some
kind of a feather layer later on where I just have
feathers in, sitting inside. So we now do some duplications and we
can do all of them by hand. We can make them
bigger and smaller. We can control the rotate, bring them wherever
we please in like and make it so that they
are looking good. Of course we haven't touched
any Alpha value yet, but we can always go
into so that one does not look correct from a
perspective standpoint. So I just need to
reorient the morbid. And I tried to make it literally like
fishing fish scales. Like they are in a
ring shape around the area and then they are
like scales in general, might go from the inside to the outside and
done they are like above each other
over a triangle. We can say, okay,
when we go down, we can go bigger or
we can keep the size. Basically, it does
not really matter. I'm going to duplicate
two of them and just, you know, make it like that. So they are like in this
triangular shape scenario. And I can always go in and make each of them
feathers on their own. You can fulfill or fill
the complete area. You can also say, oh no, I only want to have here and there one which is
absolutely fine. As an example, you can
say I want one here, then maybe going to
take another one, just, just literally randomize these. For example, you can say, Okay, I want one
here, one there. And you decide where you want some I going to block
the actual body, the actual workbench, so
I don't touch the body. So I have free space
to work in that. So I just create or locket
over here was the lock symbol. There's something I
have already moved, so let me pretty quickly go
back into and see what I did. Because my body has moved. It seems let's see
why or what happened. I guess it was this piece. I'm going to put
the lock active. Okay, so everything is fine. Now I go back and now I can go and again duplicate
things that say, for example, I can
always take like three in a row and put them here and
put them there again. Totally up to you how
you want to do this. You can squeeze them together. You can make a gap
here and a gap there. You can say, I don't want
to have the CEO there. I deactivate the snapping
again because it's in my way. It's not helping me at all. So yeah, the design once again, and all the things
which have to do with it are totally on your own. Let's say mood and you need
to take a look into that. You need to say, I want to have it like this or like that, because you are the
actual designer of that. So I can just show
you possibilities you're going to have to do and create the
things on your own. And control D. Maybe you're going to put
one here again just to have it gonna go horizontal, flip, maybe rotate it and that doesn't look
too shabby so far. And you can do this
everywhere you want. Now we can select them all. I'm going to hit
Control X again. And I'm going to create a new
folder inside as the sum. And this is going to be my feathers folder
inside legendary. So I have that one
specific layer. And now I wanna go to add
it and say Paste in Place. So wherever I took them away, I am able to put them back in. Now I can reduce opacity just for the actual
feathers over here. How much I want and
play around with that. Or I can take the full
color over there. So it's just the actual layer. Once again, if we
go to work bench and just select
our body and say, Hey, the body color
should be green. Well, then these phases
should also become green tint and literally
because they are blending into the already
existing pieces. Again, if you want to add
more extras to the feathers, feel free to add them into it. In the next part, we'll
probably go and add some more to like a surroundings
over here. Maybe someone had and then we are literally good
to go with that.
16. #16 More Feathers and Ideas: Welcome back to the course. In this part, we're
going to continue with the feathers
are just at least make some changes
to them if needed. And I just select or lock my workbench and make sure that I duplicate
one of these feathers. And I maybe want to go and bring them a bit like
outside over here, maybe make them a bit smaller. Maybe like half smaller or such. So maybe make it so that
they are laying around. I'm over here. So basically I'm going to take two or maybe three and set and make
another duplicate here. So they're not looking
like they're alone. Maybe like this. Control D All of them and
rotate them accordingly. So I can have something special over
here for my creature. So again, we always look for
some opportunities to make something special
or being special. Don't forget this and
keep this always in mind. I'm going to go and take
all of them right now. Make a Control D
and flip horizontal the complete selection and drag it over to the other side. Since I may or may not need
some here at this point. As you can tell,
there are two huge. So what I do is I
just squeeze them together until they kind of fit. Maybe I try at least. Doesn't look good. So what we can do is everything
will just standing over. We just get rid of it. Maybe I'll take this
or keep this one. We can also put two
or three over there. They just need to be in
another order Control D three of them, just bring them here, rotate
until they kind of fit. Now I need this one to be
rotate the opposite like that. This one here also rotate
the opposite like that. Bring them maybe closer. And this one here, I'm going to put this right in the center. And so we have different shapes
and sizes and we can make and fill as much as we
want at any time we want. So that's some issues, of course was this area here, like when we have
this particular, let's say ear setting or
whatever we can call it, are these feathers are
going to be like there. We might have an issue
with that, but, well, we're going to see
that coming up sooner or later and
we may need to go and just shift things over or maybe reorganize them like soda, so things are not in the
way of others or we need to cut away later on things
that special time. So let's say we could also say we don't
want to have this one. So it's more looking
like this side. Maybe you also can
get rid of that one. But in general, we're, I'm rather happy with that. Maybe I'm going to put some small ones see on
the bottom as well. So maybe I cannot take
another copy of all that. It's Control D, bring
them down and rotate them as far as needed. Sometimes you don't see
how much you've just got. So we're gonna go and
select them once again, click one once, and
try to hit the arrow. So that one looks good. Kinda make it so that
at least some kind of orbital symmetry probably
happens over there. And we may or may not need to go and duplicate
one here and one they're going to
take these ones here and maybe bring them also
kinda close to this area. I like that, That's nice. So we may or may not have
something special over here. The decision you have to
make on your own, as I said, and you need to decide if you want to go
this route or not. I want to go in the next
couple of sessions, I want to go and
duplicate the body and maybe create other, let's say, other ear types
and maybe also introduced a shadow area inside this year tax as well
as the main colors. So we just need to
fill out how we can do this so we don't get
inside the way of each other. So we might need to cut away
a bit from the shadow area. We want to make sure that it is fitting 100%, all
the other ones. Also, we can say, okay, we may or may not have
some specials here on top. Like a special class. Maybe we can put something on
to our creatures over here. Maybe we're going
to introduce some, let's say a wing basis. So we have some wings
introduced here as well in the system and
so on and so forth. So all of that, once again, can be done by us. We have full control
over that same thing, by the way, for the mask. Maybe we're gonna give the
mask something like 70 or 80%. So it always gets a bit of a buddy shape of the base shape. I'm to take into consideration all we're
going to keep it as is. I mean, there are
a bunch of things and possibilities we got. As you can see, the
faces of these guys are probably most of
the time the same, except the special
versions which are not. So. Also we need some more eyes
and maybe one big I and one small I like this and that like an open eye as we see here, like a staring and so on. So we can decide that as well. We need to multiple colors, like maybe up to ten as well. So we have literally like maybe five to five body shapes with different
ears or nose, ears. And then we got like maybe four or five
different types or shapes, let's say bond with
different colors. So we need to go for it and
see how we want to do this, how we want to design them. Maybe we'll go on
to go and introduce some extras here
and there as well. But again, these are things we need to decide on the road. And you need to decide as
well. Same for the beak. We might go and make one a duck. I don't know just as a
special or anything else. I mean, there are so many
things we can take a look into and make beautiful or even not. So we can go again and be
super fancy with that later. Only go for a special
background design as well. Maybe some glitter
or maybe a moon, and some some nightmarish area, which might be better. Maybe some are one with a tree in the background,
I don't know. But there are
possibilities for us. We can introduce like a
nighttime was a tree maybe, or just with a huge moon and the background
has this special Wow, might not, and so
on and so forth. This is what we can
take a look into and we are allowed
to design into and we need more and more pieces
are going to come to gather. And so then we need to decide which pieces are going
to be common brands, super rare, or even legendary. And sometimes we don't have
maybe four specific things. We might not have anything
rare or specific. Or maybe we have one which only contains legendary things
like the body maybe have a legendary but others might
not solve the legendary ones probably are empty or even the common ran
superiors or MD, for example, if
we're going to put something else in
the background, or maybe you put, I don't
know, especial hat. Like these guys do have hats. Maybe we are able to
put them as well. Maybe we're going
to put a pirate had a pirate an eyelash, eyes, like I collapse or
whatever they are called. And maybe we're going to make some super fancy designs
instead of feathers, we're going to put
anchors or anything. So as you can tell, we are the ones who are, have the decision to
make it as beautiful as we want or as ugly as we
want and so on and so forth.
17. #17 Legendary Background: Welcome back to the course. In this point, I've probably
quickly one to realize or make a prototype for
the legendary background. For that, I decided to get rid of this actual shine or maybe
I'm going to keep it. I'm not quite sure,
but maybe I'm going to create a secondary one. But I want to first of ungroup these objects and get
rid of the sign itself. So I just select the shine, so de-select everything
and just select it. And I want to have a
moon and the side. Like in this area over here, it is a bit hard to
understand and to see where it is because we are not
having the grid everywhere. So probably at
least for the sake of this current video or peas, I want to go and enable
the snap grid first. So we see where the
actual area is, where we can work in our owl, I just deactivate
that are actually, it's invisible, but you can see the owl is going to
be inside this area. So the moon should
be literally a bit inside the same frame area, but still been roundish. So let's try to
put it over there. I'm going to hold control
so I haven't even and even shape and make it maybe
a bit bigger like that. I also want this moon to be first off centered and maybe I'm going to
lift it just a bit. So still beef careful
with the same frame area. And now I'm going to make
this one a white one. So for white, make sure opacity here is for
wide and opacity here. The Alpha here is
for white as well. Then I'll duplicate it and
bring this to the right. One is going to cut away
stuff from the other. Now I can go and see how a good moon-shaped
might, might look. You decide that on your own. Maybe you want to have more
like a hard edge one or maybe a half of moon scenario, maybe something like this or
maybe something like that. Again, maybe we're going to have multiple
different moons, but I believe
something like that. Over half should be good to go. We're gonna go to pass
and say different. Now we got the moon shape. And as you can see, this content cut away if we
want or we can also fill the backside of the moon
a bit and maybe give us just a rim shape of there
as being the opposite. Even if we don't have to. But maybe that makes our image a bit more,
let's say special. So we can say Control D. We're gonna go and bring this to
the other side over here. I tried to fit it like that. And I'll take this
moon or this point, I get rid of the snap. And I just want to highlight
maybe the room over here. If I don't like it, then I gonna go and screw that. But you get the idea. It's always with the
design you want to see. Does it make sense? Do I like it? Is it what I want to
see or is it not? So in that case, we have a, still a circle, but we have something which probably
not everybody has. If we want to make
this one below, I would just group it
for the sake of testing. Hit Control D to duplicate
and blur this a bit. Now we're gonna get
some nice shiny effect. And I like that shiny effect. But I take the
background of the here. And now we go and put this
already in the legendary of folded structure of our
backgrounds because we might go, or I might go and put
some stars and Lidl, other shiny things here as well. So I'm going to cut
it out Control X, go to legendary because it
seems I didn't got that one. So I try again. This is going to be a tough one. Maybe I hide the
grid for a moment. And I need, I need to take
the actual glowing one, the central one, and the rings. So first off, take
adjust that but don't go over to the black area. You can see there is
something else behind. So we need to block the body
for the moment, I guess. So I go and block the
workbench and block the body. So fully the body, so we are not allowed to pick the feathers. So now I have the moon. I hope I have the glow
from the moon as well. Now I got the glow as well. And I wanted to take the
background to black back one, and now I hit Control x. Now I go to legendary, go to Edit and Paste in Place. So now everything else inside, like this one here is
one of the basic shapes. Literally. I want them to be in the
correct folders maybe already, so we can play around
with these also later on. In here, the legendary
May 1 or may not need more other ones later, like under, like more
layers in general. So for example, I'm going to
add a new supplier of that. I'm going to name this
maybe moon or night. So I may be named this
night or maybe night one. Maybe the other one
is a night as well. And so in light one I want
to have all this content. So not just in general insight, this one, but first of this, this, this one here I
want this to be in, let's say the common folder. So I'm going to go and go into common and create a new one. So add a layer as a sub layer and make this one it looks
like a rose, I don't know. Kind of take it, cut it out. So Control X go into the roles, edit, paste in place. Now it can highlight our
open and close these, or it can take all
of the comments and deactivate them to be
visible or even not. And I can do the same thing
by the way, inside that one. If I say okay, I don't
want to see any comments, but I want to see the
legendary or even not. I should be able
to go and do that. So since currently these pieces here are going to be part
of legendary but not night, I need to select
them once again. In that case, I'm going to go over all of them again, like so. You can move them away and you can see if you
really got them if you want or you can also go and
say Object Group as Euro. Now we can control
X to cut it out, select night edit,
paste in place. Now we can also
enable and disable the night image
for final touches. For the night image, we
might want to go and introduce some little stars. Maybe we can use this forums. We got hexagon or
n guns literally, as well as stars. We can tell how many
points we want to have, for example, five corners. And we can see if
they're rounded or not. We can play around with
these numbers over here. Let's start with 0. So it is like, you know, nothing special because we are having an hexagon and
then we go to star. You're going to see, Okay, we got a star over there. We can make them more spiky
and more rounded if we want to like rounded corners
and so on and so forth. You can also just use
dots if you want to. We're going to make
this one also white. We can play around with
these colors later on, and we can duplicate them. We can rotate them
until we can make them as beautiful as we want to make. Pretty nice. Night scenario. I'm going to
duplicate them here. Then once again, we are in the safe frame areas so
it might not be seen. So try to stay as close to the seat frame area as you can. If you want a variation
and maybe you want to flip them, flip here, flip them, rotate, and fulfill some areas over
here and over there. Don't overdo it. You
want to see how it looks when our body or our
work benches above it. Well, then we need to put the workbench once again
above the background. And now you can
see this would be the final result of one
of our n of t is of the, Literally of our legendary
background and f t, and there's no star behind it. So we might want to go and change some
things here and just to a bit more or a bit better fit our actual design
if we wanted to, we can also put something
maybe here and there, but we might not. We, maybe we
shouldn't overdo it. So don't don't overstretch it, don't make it too much. Sometimes it just looks
awful when wolves. If you don't like the
design in general, you can also go for
and play around with these base shapes and I put additional content or just make another moon shape which is
maybe a bit slimmer of the, maybe we want a full
lipid like the opposite. So the Moon is maybe
on the other side, or maybe it's better seen at a specific time or
something like that. This is how we can also introduce legendary
content if you want to, you can always go and lock that. So we are not allowed to
touch any of them anymore. And we can just highlight
and D highlight, activate, and deactivate the
content of our needs. So we got our first basic
legendary background over here, which we can later on can say, we don't want to have more than six of
them as an example. Or maybe we can also say
something like percentage wise. Maybe like a legendary
as a quantity in general shouldn't be
more than one per cent. In general over here.
18. #18 Sorting Backgrounds: Welcome back to the course. In this part, I just
quickly want to create or source to all the backgrounds into
the corresponding layers. So common ones are four
common backgrounds. Literally, I want to use the
first top line over here. So maybe a rare one is going
to be like maybe these two, super rare might be this two, or maybe there's no
super rare in this case, or maybe there's
no ran this case. So we can define this later on. We later just need to make sure that we are
going to put them into a corresponding
area over there. So I would say these are just common ones
as the rows one. So I'm going to create in the common area over
here, some new layers. So I'm going to
create a new layer in the actual SS sub layer
of the common one. I'm going to name
this one green. If you want to,
you can always go further and create
even more backgrounds. So in this one, I want to go and take the background and snap
that into the corner. So I need to activate
the snap here first. Bring this onto
the actual canvas. Now hit Control X, go select green, added,
paste and place. I want to lock that, I
want to lock rows as well. A common literally is
not visible over here. So we can say, we don't
want to see rows, but maybe we want to
see the green one. The fun fact is now I cannot
see the green actually. So the question is why is that? Because it is kinda or
should be in this area? So let's try and hit Control V and see what's
happening over there. But as I say, or as I see, nothing is going to
happen over here. So I don't know where
the green one is. So I'm going to undo some stops just in case and
see if there are any issues I might have
not seen beforehand. So that's the green one. I don't know why I went there. I just try to fit it over here. Hit Control X, select
the green one again. Maybe it's because the colon
is not a visible over here. Now go added paste in place. Now I got it over here. So if I do feel like this one, then the rows one is
going to show up. And so this one is going to be the actual green
one is showing up. So we can go forward and
at multiple more layers, there's going to be an
orange layer over here. And I want this to be
a sampler, add to it. I'm going to take this one, bring this over
here, cut it out, Control X, hit orange, added on paste in place. Now the highlight this one, and go and take the other ones. But this one is, well, what does that color? And how can we just name this? So this one would be maybe blue. This one would be, I don't know. It's a blue-green. Maybe I going to
find a name for it. Maybe I'll just name this one turquoise or
something like that. I just copied the
name over here. I go and go to the
corner and common first create a new layer
as a sub layer. And just pass in the turquoise name over
here with a big T. And I want to take this one, bring this over here, Control X, Hit the actual layer, added and paste and
place that we go. Now we got this one, which is going to be literally something like a baby
blue or just flew. So this is not inside common, so I just drag it
inside the common one. Here it is. So we're going to take it, bring it over here where
it should be Control X, select blue, added
on paste in place. Now I can hide this one as well. So Toric color is orange, green, rows and blow on. I got another one. I mean, this might be pink, this is purple and this
is maybe dark blue. I'm not quite sure. Or maybe I name this one
marine blue or just Marina. So these ones could be
rare or super rare. Maybe we have one, maybe have the other, maybe we wouldn't have none of these. Maybe we're going
to put them into rare as at least so I'm going to add a new layer
as a supplier in re L1, which are going to name Marine. Then select this again
and name this one pink. What's going to be this one? I'm gonna go ahead and add it as a sub layer and add another one, which is going to be purple. So these might be
the super rare ones. So again, this is something you have to decide on your own, so I cannot tell you
which one you want to select and be part of that. So I take the Marine One
first, cut it out, X, select, Edit, Paste
in Place, colored, or just bring this one over here in the corner, cut it out, which is going to
be the purple one, added and paste and place. And we need to take this one
here as well, cut it out, Control X, hit pink and
added paste in place. And so if I now deactivate
the purple one, we see the pink one. If we don't see the pink one, we see the marine ones. So all of these are
now inside rare. So we can activate
and deactivate the actual layer as well as all the sublayers if we want to. And so we are good to go. So we got our red
ones here as well. This one would be,
well, later on, it would be our super
rare or whatsoever. So maybe I going to put it already in
place and maybe find an nice design later on I wanna go for control
x, this one. Select super rare,
maybe I got to, I don't know a
name anything yet, so I just put it over
there and probably later on I'm going to go
and change that name. I paste it in place. So if no common is
on, no rest on, well-done, super rare on again, if none of them
are on and I have legendary like the night
than I can see the night. Again, we can disable the
grid or we can later on also make use of the grid
as we want to bond. So in that particular case, we are allowed to
pull in and put our content as we please
enlighten over into this layer. So all the backgrounds
are now gone. We are done with the
basic setup over here. The next parts are going to be, well creating more content
because we need eyes, beaks, and maybe more feathers. Maybe gonna make a super-fast. The one thing, I don't know, maybe we make a background which is glowing with feathers. I mean, that's pretty
nice. Probably. Was white switch, which
are glowing here as well. Our unbiased way, if
you want to change something inside
night, for example, you want to take all the stars over here and make
them glow as well. You can do so. You can do it as we
did with the moon, or we can blow them
out over here. But just blurring them
out doesn't look good. So I Control C, then I Control C, and then
I say Edit, Paste in Place. So I have now done at the same place and I
blurred this copies. Well, that's what I hope. But as we can tell, we are in the layer
and not the colors. So we are going to
only blur literally the outsides of our
little stars over here. So they are going to
get the globe but still keep the actual shape. That's pretty much
what I want over here. So we have a glow in
that area as well. Now I can lock the night again because I don't want
to touch this anymore. I'm pretty happy with denial at night one at least
for the moment. And maybe I'm going
to go and create one feather and
duplicate this and make this one beautiful
and put a bunch of feathers around our
actual corners. Again, we laid on need to
make sure that whatever SSR is we are going to give
them creatures or them owls, that they are not taking too much away from the
background and vice versa. Our actual grid is not over too much literally taking all
the content into place. Like for example, if
somebody says, Okay, I want to use this, my icon here as being part of a Twitter. I can able to let say cutaway
some pieces here and there, but we're still seeing
the main content. And maybe if there
is only an oval or a circular shape
over here is that we seem to main content of it. Like if we would put a
huge circle around here. So just keep that in
mind for later purposes.
19. #19 New Body: Welcome back to the course. In this part, I want
to structure out the complete body parts
at the first place. Because we want to define
and decide what type of different bodies we might
want to have in the future. So it's easier for us
to tint them based on the basic setting as
well as selling all the, let's say, extra shadow
pieces up completely correct? For the body pieces, we might have some
bellies are going to be well not lit that way, but probably having some, some V-shape and here
and so on and so forth. So we're gonna be
able to redesign and design content to our needs. So the basics, which
are not part of the body like the eye
is and maybe the beak. I'm going to not be touched
at least for the moment, but maybe the top pieces. And this one here, this hair piece is
literally just a gimmick, like an S worry. We're going to go and at
least for the moment, I just get rid of it. So I have more of an idea. It was good to have because
I would be able to plan if there's going to be a crown ahead or an angel wing
or something similar. I'm going to go over there, are going to be over there. Also. We can now planned
into more feathers later on once we come to
the legendary parts. So for the moment I'm
rather happy with the design of style and
so on and so forth. If you don't or if
you like or just unable any image to
motivate yourself, continue working on
your actual asset base. So currently I blocked
literally everything. I don't want to touch
any of them backgrounds. So literally, I just block the main ones over here so I don't need to
touch anything of that. If I don't want to see any of that or if it probably hits me or just gets rid of some
basic understanding, I can just only will disable the visibility in
the layer section. And now I want to take my main body first and
maybe I'm going to have a basics are some basics with like four or five
different bodies. Since we have five or actually currently
almost ten backgrounds, we also need a bunch
of bodies to be combinable with different
things like different eyes, different, different
shades and so on. And different feathers,
feathers or let's say different ears if
they are seen as ears. And so maybe we can flap down some things
here on the side. Maybe we can do a bunch of other things we don't know yet. And once again, this is
a dye and design thing. You can absolutely go for it. Okay, so what's the easiest
part or piece first, let me create some kind
of a placeholder block. Let's say I just want maybe not in the background but
inside the Workbench. So I have a point
when I can later on go back and snap to this
bottom point over here. I don't care about
the color and stuff. I just wanted to have
this one over this. So if I now drag out some
content, I want to, of course, I can go for visibility and reduce the
opacity just a bit. I just need this
point over there. So I can later on
get out and say, Hey, this is my point. I need this point back. For example, if I now drag out the body and see what
kind of shapes I can make without
these ears connected. So I can decide probably how I want the complete
structure to be, to be actually, yeah. So I'm going to take literally everything I need
just for this body's. I need the baselines. I just Control D and
see where we are, how we can go and
where we can go for. So these are basically
the pieces we got. Well, there's also this ERP, so I need to undo that
and select again. But I don't want the
eyes to be selected. So I'm happy I
have grouped dumb, but I haven't grouped
the actual beak. So I hit hold Shift and
decent length the pieces. I don't want to
have my selection. So these are the ones I want. There's something
else I don't want is the actual body parts from legendary over here
from these feathers. So hopefully I don't
copy them right now. Because now I locked them and it seems just cut away the
actual things I don't want. There seemed to be something
extra here and there, so I just duplicate
and see where it goes. At least I have this ear with me and this is fine, Totally. So if I now take just these
pieces and bring them away, we shouldn't see any feathers
behind which is good. Now, this is not a base. The base is literally
without these ear pods, but I want to have
it so that this one is going to be one, a bass part. So what do I mean by that? Well, I want to make
sure that these, these feather pieces here connected to this main
body shape at first. But before I do that, I duplicate even
further once more. Because I might need to go and reuse the base
shape over here. For example, if I
get rid of this, this, this, and so on. This is going to be my
absolute main base shape, and I might need to go and
optimize that a bit later on. But if we do the same thing
here and get rid of that, we need to take a look how that thing is going to
look in general later on. Now, when I take this body-based
body piece over here and this biased by the p's and this one length for
this feather area. I should be able to combine
them without any problem. So I got to hit union. Now, since they have
been popped up, I need to bring them
on down until I see all my basic parts
back again. Like so. Now we are having
another issues. So probably I need to bring
it one more up, Let's see. Or maybe one more down. Know, this P is here
now needs to be cut. I'm like the shadow P is, it needs to be cut by
this area over here. So we need to bring that
away from the actual shadow because it is going to
form something different. Also, I want to do a copy of these things and I might need to do some double
cuts here and there. So why is that? Well, these two, I'm going to
duplicate them. Control D. And I could go probably
get rid of that, at least for the moment. Gonna do the same thing here. As long as I do have
this connection points, I should be able to
copy and paste and downward snow issue with that. But what I want is I need
the space from this, which is going to form
the main shape over here, away from the
actual shadow area. And also this area over
here should be shadowed. So we literally need this
piece at this piece, but then we need an
extra piece which is going to give us a
shadow possibility. To do that. We first off cut these
things, I believe. So. Instead of taking
the copies over here, I'm gonna get rid of
them pretty quick. I need this one now. I'm going to duplicate
this one here first, once. Now I take this
and this and say, I want to have just
the difference. So I have only the piece. I'm gonna do the same
thing for the other side. So first off, take this
body p is Control D. Take this. Then I say, okay,
pass difference. And now I only have this p is, and it's colored on spot. I duplicate this right now, bring them up just for the sake of testing and possibilities. And now I want to add
these two pieces. The main body, like so, I'm going to say pass union. So now the gap, the same
part on the same colors. These here, these need to be
part of the shadow area and, but we need to cut out as
shadow area from here. So let me undo quick. Since since that piece here now needs to be cut
first from this area. So I'm going to do
duplicate this. But that does not Oh, that doesn't really
work, that's bad. So we need to do
this a bit by hand. Let's say sometimes it's just, it is what it is, right? So we can say, okay, we want to cut
from here to here. Now I just need to
find, let's say, rather smooth shape
over here and just do it maybe like this. Why do we do this? Let me take the eyedropper
pretty quick and show you. We need a fill. We need to know outline. So you can see we need
to make sure that the shadow is cut by
the actual ear so we can highlight
the full area of we want to for that
particular purpose. But we don't want,
we don't want to lose this shadow
area and we want to add this to be a shadow
area later on as well. So in general, what we
need to do is we need to take now to this, we
need to add this. So we say pass Union, at least for the moment. And now, when, once we got out, there was actually wrong, we need to make the opposite. We need to take the
shadow and take this one here away from that. So we say pass difference. Well, it should be correct. So if that one here, we drop the one down, you can see here is
going to be a gap. We need this gap. We need this camp on the
other side here as well. So I'm going to create
a new point here. Go literally to that point. Just close somewhere. Make it, let's say beautiful background. Fill it with any
color, no outline. Now we select shadow, then we shouldn't
select this one and we say path difference. So now we see through
the actual area. So this one here
is a full area and this one here is the
caudate away areas. So we don't have the
shadows in, in our way. Now, we're going to
add this year of labs, the bottom ones over here
to the actual main part. And then we're going to add these parts to the shadow area. I hope that makes any sense. So we now take again
the bunny and these, these labs over here
and say pass union. Now we got the same
color as you can tell. Now we're going
to take this down and hopefully we are
able to snap them. There we go. And once we have
snapped and we now want these two pieces to be
part of the shadow, because these are
shadow parts actually, we can say pass Union. And now they're filling
literally into the spot. If we want to do
an extra shadow, especially here under
this year and area. But because maybe it's a bit darker over there
than anywhere else, because as we have seen here, that might look a bit
better, we can do so. So nobody holds us back, but we don't need to touch
any of the main lines, any of the main mechanics. So what we can take, we take this point and look
for any good point over here. Maybe we'll make it like this and maybe go
somewhere here. Like so, at least
for the moment. And so what we now can do
is we can try to fit it in here because the base of the body is
literally over there. Oh, we just do something
like as we did before. So I make this one black. I guess that could look nice. Yup. I believe I'm like that. And I'm going to make it so that this area over here
is not as harsh. So maybe I have a
slight overlap. I can still go and
move around things. Now I have this
one and this one. And I want the intersection. Well, no, I want the difference. So I need to copy
this Control D. No, that's wrong. We need to undo that. Now we need to take the shadow, Control D the shadow. Now it tank the copy shadow
as well as the small piece. And then here we're going
to need to do intersection. So we only have the
intersection and between the bot to literally
just take a look. There seems to be some weird something
happening over there. Not quite sure what it is about other teams that our
actual connection over here is not 100%. So basically, I should be able to smudge dumb things together. So there are some override
C or some spikes. I don't really want to see. So I'm gonna get rid of these. I'm gonna get rid of these. And I get rid of
these probably just have been too close together. Or maybe I'm going to
reset one of them. Or in general, all of
these handles here, but except this one, maybe this is needed over here. So now I might want to go and have to update
this one a bit. Maybe I should have before
merging them together, maybe I should have done a
different step beforehand. So we need to get
rid of this point. But this point has the actual
main shape of our body. So we don't want to ruin
the actual shadow area. And we probably have multiple possibilities
to get around this. So first off, I want to
get rid of this one. And there's still this
one spike over here. I don't really know
what it is for. But it seems so that there are
multiple points at a spot. So I tried to merge
them all together. So here join nodes
within a segment. But there's still something
I just don't get and we need to figure out what that is about and where it is
literally coming from. So best, best-case is
probably for the moment, just get rid of that piece and see if that is the shadow issue. And it doesn't look like it. So the shadow looks okay. It's kinda cleaned up here. So maybe we can later on also play around with
the shadow if needed. I'll just merge
those points here. Join the single selections. And these are, these other pieces are
not part of the actual, these pieces are, these arrows are coming
from the main body because there was nothing
really popping over. That's why. So maybe the next time we are going to do
something like that. We might want to get these
things a bit different, set it up, let's say. So for now, let's just connect them or just get rid
of content we don't need. As you can tell that there's a problem with the
actual shadow area. So we can try to lengthen here until we reach the
corresponding point. Again, gonna get rid
of this one here. It's a bit, a bit awful. Hold Shift to drag a
new handle and try to fit it as best as we can. So we don't have any. Any wrong highlights
at wrong positions? This is something you might
pop up on, might come across. And we cannot do much gains that accept trying
to avoid them. In general, maybe there are some issue here is
you're seeing there, so something is wrong
with this one here. So I just hit Alt
and hit Control and select them and see if we
can get rid of this arrows. Same thing on the other side. Just a little extra work. Nothing I wanted to have. But it is what it is. So we try to get used to it. Hit Control key and just
select the little handles. Zoom in again and see if we can clean everything up
as much as possible. So same here. We might get some distortion
here and hit Alt. Hit Control and see if there are any issues
with the overlays. But so far it looks good. So no issues with these sides. Just the other side
had a small issue in the actual body area as well as in the shadow
area, but that's fine. Nothing fancy. Nothing we can actually handle. So now we're gonna
be able to take our shadow piece back into
place and we're going to see, okay, the issue comes
from this point it seems. So there is, anyhow something
separated over there. So we can try to fill that out and see what
could be the issue. And we can see there are three
points above each other. So we try again and merge
them together if possible. There we go. So now it is a joint
selection and we can pop this back to where
it's supposed to be. And we're going to clean this up a bit and it has a stroke, we get rid of the stroke. We don't want this. We can now reduce alpha to, let's say, another 50 per cent. And so we still have a shadow area and
so on and so forth. So final thing is we just
need to make sure that this shadow is fitting
literally that shadow. Before I do so I merge these points just in case there are a bunch of
other points over here. So maybe we're going to take the cutout and the
pure light this a bit. So the shadow area is
going to fit a bit more, let's say, or a bit better. So there are still
these issues here. So maybe I can just take it downwards and it looks better. So we don't need to
touch this anymore. And I wanted to
do the same thing for the other side over here. So basically, I get rid of the other issues literally and just put in
another shadow area. Basically the same
way as we had before. You can always go and
see if we just rounded this one inwards and just painted over from these corners. So basically, when we go here, I brought it up and down. We just add this area to be a shadow area and see
if that matches well, doesn't look too shabby. Maybe I'm going to go and
bring this point a bit up. And now I want the intersection P is from
the actual shadow areas. So maybe I'm going to bring this little point here outwards. So it's not like heavily
starting at this point. And now I'm gonna take this
area and this area and say, I want, well, I need to first make a copy of
shadow Control D. Select this and then we
say pass intersection. So this one should
intersect 100% at spot. Everything for this purpose
should be good to go. So this one had an Alpha of 50, so we're going to put an
Alpha of 50 here as well. Now, why do we do all of that? We want to save time. Because when I now tint this, this base color of this, for example, to be blue. Everything else in, as well as all the shadows are going
to be tinted blue as well. And you remember that? And if we pick this one, then everything is over there. So this is our first basic
body shape right now, which we can now use. Tinned at any point
and any kind of, however we like the other
buddies saves literally need, you know, the ears. We're going to create them now in the next couple of videos. So and then we later
on bring them back into our actual positions.
20. #20 Recap Body Shapes: Welcome back to the course. In this part we
just go and pretty, pretty quickly make a recap. Since I lost some of the
video content I have created, because the microphone
has been muted. Who, for whatever reason. I want to show you
pretty quick what's going to happen over
there or what I just did. So first off, we
were sorting out all the backgrounds into multiple layers over
here and we are able, or in loud, let's say, to enable and
disable common ones. Like are any of them backgrounds except
the one over here, which is a super rare one. But we also created
this one over here. What we also created is
inside the workbench, we were just creating some
main shapes, some main ideas. And we will literally
creating one of the bodies shapes like the combined one
with these ones over there. I just made it one so
that this is going to be, I believe, my rare shape now, not the rash I bought, maybe the super rare shape. So when I deactivate that, well, that's not the one. I was probably pulling
this one inside the legendary folder with
out the feathers over here. So this one is the
one, you know already. So what I just created
are some feathers as being some highlights
over here, nothing fancy. You can just cut them in and cut them out and copy
and paste content. That is what I just
created as an extra for being my legendary layer. I'm sorry for that. If you haven't seen
this actually, well, it's just, you know, we're going to create a tongue
shape literally and put some feather content on painters around as we just
did with the shadow areas. Thanks thing. I just created as an
extra shape over here, which is literally
the same shape as we have done beforehand, but just with smaller
ears literally, and some little shadows and
the bottom, so nothing else. For the end, I placed them all on to the actual grid
piece of a year. So all of them are going
to be above each other. Next one is I created, done I around but a
super rare one which has like other feather
kind of shapes over here. Nothing fancy. Some codons and some cutouts. And so once again, you can go for it and create multiple ones, multiple bodies. I liked the skull idea which just popped
up out of nowhere. And we can always go in and create even furthermore of them. So in here I just
put it everything here on this box area as I
just explained beforehand. So as being our snapping point, I was just cutting
them out, of course, out of the workbench
and just putting them in the normal shape in general, all my common body, I just updated this
little area so it's not like too
spooky over there. It's just as a penguin
shape literally. And later on we just need to go and update
everything accordingly. So I'm sorry about
that, but basically, it's always just copy paste
and add additional content. If you haven't created the owl over here or the
owls and general over here, then it's nothing fancy. Actually, you haven't
missed something, of course, because of the tools we were using
are always the same. We cut away the ears from the shadows and then
we add the shadows together and cleaning
up a bit here and there as we always do. The next couple of ones
hopefully are going to be recorded completely
correct as again. So once again, you have mismatch adjusted multiple
copies of the body, as I already showed in the last video for
this specific one. Again, what we can now
start to work on is a basically all the other
pieces like we are now, continue creating
multiple eyes with multiple colors and maybe in a different mood
setting, I would say so. We're going to have red eyes with a specific mood
and stuff like that. Or maybe we just have
those yellow eyes. We have the ones
which are going to be Reza much open like these
ones over here and so on. And this is what we
are going to continue. Maybe we have also something
was closed always, always left and right looking eyes and so on and so forth. So we're going to
basically do the same, kind of the same, let's say its head up as
we have seen over here. Okay, so I'm sorry about this, but for the recap, basically you should have
enough bodies right now. Hopefully I've created like
five or ten different ones. And this normal or
with this base, a setting, as I just explained. So if we say, Hey,
we want to have a red Owl that every
piece is going to be rent basically over or by the setting itself and
so on and so forth. So we can later on go for
other content here as well.
21. #21 New Eyes: Welcome back to the course. In this part we're going to
go and start creating eyes. And for that, we
first off go and restructure our
actual workbench. So first of all, the body shapes need to be
above the actual background. So I'm going to drag
the body above well, but not inside the Workbench. So we need to make sure that this green indicator is like
literally in-between them. So we got the backgrounds
and the background, which is the last layer. We're going to stay
with the grid above and we have the Workbench
still above everything. However, the eyes needs
to be above the body. So what we're going
to go and we create a new layer and
rename this one I is. And it's going to be
created above that. So I'm going to go and
put this down below. And in this iss, a layout, we are allowed to work
with all our eyes. So we're going to have
multiple modes like this one here is maybe a
skeptical, I don't know. Maybe we can also go and differentiate between
different ice and scenarios. And I want the skeptical will be part of eyes,
of course, right? So we're going to have a
left eye and the right eye. And we can have
different scenarios like a one as open
one is close to one, a skeptical one is
not, and so on. And we need to later on just define how we want
to serve that, how we want to a, set things up. I'm going to take our
workbench, eyes Control X, go into skeptical and save file, into edit and paste and place. So we have this one
now inside that. We can also get the beak and maybe create
a big folder pretty quick so we can take
actually can get rid of the workbench
completely because we don't, I believe so need
this anymore as well. So we're gonna go and create a new layer above
the current one. It's okay. I'm gonna
name this one beak. And in beak we just take everything which
is part of beak. So tried to take just
big pieces of a year. We might need to go in
and create a new one. I'm going to cut
it out completely and say beak, I select beak. I going to go and
paste in place. Now we can deactivate
and lock the workbench. And the beak needs to
also be a buffer buddy, can be below or above the base, the eyes. It doesn't
really matter. Now we can lock the body
parts so we don't touch that. And we can say, okay, whichever be body we
want to work with, we can activate and
deactivate it or highlight and D highlight that. I'm going to deactivate them
all or activate them all. Just make anyone, any Leon, nice layer over here visible, whichever I want to work with. And now I can play
around with eyes, unlock the beak for
the moment as well. So what we want is a basically
maybe some eyes which are like literally as much open
as this one over here. Maybe it was a big pupils,
some little reflections, of course a shadow above, as well as maybe some
gradient colors. And as we already
got over there. So I got to block this skeptical ones and
just create new ones. I hold Control and Shift bar, as you can tell in a locked and invisible folder
or structure, I cannot do anything. So I add a new one. I just named them one open because I don't
know how to name them, at least for the moment. So I make a part of
eyes make it open, make it not locked. And now I can try and see, okay, what does a good size? I don't know. But maybe I'm going
to basically yeah, that doesn't look too shabby. Maybe I can reuse some
things as an example. I can reuse some gradients. For example, for example, we got this yellow, this gradient over here. We can absolutely reuse that over the complete
size of the eye. Now I want to maybe big pupil, black one as we just have seen. And I just need to go
in and see why my color is like the opacity is
down as you can tell here. So we're going to
increase the opacity. I want to see if I have an
opacity possibility here. There we go. It looks way better. We can now say, hey, where do we want this i2 look, so the further it
is to the right, it looks to the right, the furthest to the left. Well, the owl is
going to look to the left so we can just
play around with that. We can also say, okay, we want them both to gather
like directly centered. That's possible as well. So we just go to our Align tool. And instead of having
page over here, we're gonna go to the first selected setting and say, okay, just make it so that
both are going to be literally in the center or completely centered if we want or we can clean up
the workbench a bit. Because we don't want
to have the body of the boat workbench
here m left anymore. So I still want to keep
this content over here. So what I do is I clean up the workbench now and get rid of everything which I don't need
anymore from the workbench, which are going to be like all the ears and
stuff like that. I tried to, first of
all gonna go and block everything but the workbench
and see if there's something left,
which is this one. And so all of that in the
workbench can now stay active. I just make it so that
I can work with that I unblock the actual
open eyes layer here, as well as the
skeptical if needed. Now I can continue work on that. So because now I can
grab information, grab ideas from existing
pictures and stuff like that, you can google and
things like that. We're going to see we got this outlines happening over there. We got outlines
happening over there. And we got outlines here, and we got outlines there so
we can use that information. For example, take this
one here is a dislike, the color base and the
stroke paint literally, well, first off, a full color
and maybe not a red one. And we just need to fill out what we want to
see you over there. So currently it's
like, you know, something weird is
happening over here. So because the Alpha
is literally 0, so I'm going to go and reduce
the stroke size first. We maybe one, add a stroke. And now I go to fill the
actual stroke paint fill. And then I take the
color picker and maybe take this base information
at least for the moment. Later on we can go and pull more content into
about the reflections. We can be as creative
as in the photos, like doing some
roundish reflections, or we can just use the same reflections
as we used before. Maybe I gonna go and pick or just take a look
into the right over here. Maybe we can also make some
other nice content for that. However, what I want is maybe some better or maybe a
bigger reflection over here. So I painted just n. Maybe we smooth that out. Doesn't look too good. So maybe I'm going to make a bit more smoother
curve over here, maybe of 40 and
see how it looks. Maybe like this. So it's smoothing out
the curves and we don't have too much of these
weird things happening, like weird rotations and stuff. And we just see is that
is actually fitting. Our needs are going to
make another one here, maybe just literally just a so-called maybe
another one over here. So I can play around with these. I would go and do
something like, like those gradients
here and maybe take the color and reduce to, let's say 50% or something. So it's not like too
much overwhelming. And can do the same thing to these or just keep
them as they are. Basically doesn't really matter. Well, at least not
for me, I would say. So we can go to the
fill and play around with the density of
the shininess and the highlights are probably probably the actual fill over here needs a bit more power. So I'm going to
increase the Alpha completely again and
see how it goes. If it doesn't look nice, I can always go
and change things. So currently I don't
like this one here. Looks like it is a split. So I'm going to combine
them a bit and then try to not have any weird
outline shapes. So it does look rather
smooth in the end. I can probably take this point here and maybe reduce the power of this side here. That's not too shabby. Maybe we can also put
another shadow area, may be here in the center. Or we're going to take this
one into another side. We can rotate and bring this to a position where it
makes it most sentence. Maybe. If you don't
like it this way, of course, feel free to
change this to their needs. Maybe I wanna do
some dark highlight and the bottom here or here, this middle area basically are going to do the same thing as I did before with that one. So I literally just painted in anyhow and smooth that
out maybe later on. So I'm not quite sure of that is recognized completely noise, but we'll see, I'm going to
make this one black first. Get rid of the outline
because you don't need it. That's a bit too
smooth actually. But it's fine for, at
least for the moment. I guess. We can also cut away things here and
there if we don't need them. And try to be as
precise as necessary. Of course, if you need more points and just double-click
on the line as usual and add one to have more control over the
lengths in there. If you're happy with that, I guess I would put
another point here. Maybe bring this a
bit more inwards. So there's a bit more
control over the long side. And I don't really
like this shape here. So I'm going to smooth
that out a bit. That looks better. Now I'm
gonna go and put a gradient, as I said, from inside
to outside, like so. And maybe reduce alpha or
just opacity in general of this stroke over here
off this fill in general. So currently it has like a
gradient fill like this one, but we can still go down
here with the opacity. So we don't have like
full power opacity. I guess that doesn't work. We can always go in and
change to any other, any other good, Let's
say good feeling things. So maybe we're
going to use Alpha here and reduce
alpha here a bit. So it's not like
hitting too hard. Let's say. Maybe some things which may not look
nice, but well, you get the idea once
you are testing that out and you will become
better over time, just test things out, see how they look if they
don't look as you please. Well, for free to
re-learn, reuse things. Once Randy was that
we can duplicate the eye and put this onto
wedge supposed to be. Not quite sure. Just zoom out and
take a quick look, see if you like it. And if you don't like it, that the owl is going
to watch to the left. You can also say, okay, we maybe want to go and
make it look anywhere. Like, you know,
left or sideways, or maybe going to
have a center look. Pretty good. So now we got a
different I pair. If we want to, we can also put an extra
shadow area above this. So bright open or
this huge open eyes. Once again, what we can
also do is we can see if we may need to go down a bit or if we need
to go up a bit. So all of that is, again, a design decision
you need to come across with on your own. I cannot really
help you with that. But I believe we're
going to maybe enter some shadow area around
these eyes over here. So they may, maybe
it's going to be a basic something about this area because this is
literally always a bit higher. I'm like, as we can see here
in this area over here, this is going to be higher area, this is going to
be a higher area. And we're going to
see this literally everywhere because of the beak, it's going to go
outside. Same here. We can go and put some
shadow in this area maybe, or some highlight, maybe, or maybe some quick change
to one or the other thing. That is basically
everything for the eyes. We can go and create hundreds of different eyes. You
can make them red. Small, bank at different
colors of course, and so on. We just keep the highlights, we just changed the main colors, but that's what we're
going to call continue work on in the next videos.
22. #22 New Eye Colors: Welcome back to the
course and this part we're going to continue
working on the eyes. So currently we have
the open eyes and the, let say skeptical eyes. And what we can do
is we can create them pretty quick and multiple
of them colors literally. So what I want to
go for is I want to reorganize the open eyes
just a bit in its base. So because all the open eyes
will have the same pupil, the same lighting,
the same shadowing, but different color base. So I wanna go and split
the content apart. I'm going to name this
one, let's say pupil. And everything about
this is going to be, you know, as a
supplier over there. So I want the pupil
part of the open, but every camera based
thing is going to be like below this
inside open for example, I'm going to add a new one. I can now say this is going
to be a yellow with y. So a yellow, I literally, so we got an open eye
and a yellow color tint. But below the pupil, the pupil needs to
be above yellow. And now we need to split them and sort them
the way they should be. And so we do not touch the pupil inside the open eyes anymore, since we are literally done, was that we recharge them
later on if necessary. If we have maybe something
specific over there. Later on for the eyes, we might
gonna go and split things also up in common or rare, legendary and super rare. So for the moment we
want to have the, all the yellow content of the I, like both sides Literally, I'm going to hit
Control X, thumb out, press the yellow and go
and paste them in place. So they are now what were
they supposed to be? Well, that will be hope, right? I'm going to block
it for a second. And those pieces here, they're all need to
be above all of that. So I tried to select them all, which shouldn't be hard because everything else is blocked out. I'm going to hit
Control X here as well. Make sure I got everything. Select pupil and say it, it plays paste in place. Now, deactivate or reactivate the yellow one, I
can now say, Okay, everything stays,
but the pupil and all the other layer content
is going to stay as is. Now the fun fact is
going to happen. We can now just duplicate
the yellow and just change the actual gradient as well as the actual colors
to be like purple, red, yellow, green, whatever
we place unlike of course. So this is what we, what we are able to
reuse right now. And once we got the
gradients down, we can also reuse them also later on for all the other ones, for the other, actual skeptical eyes can
be red and green. We can also make something
legendary where one is purple and another one is maybe green or yellow
or something like that. Maybe it looks a bit weird, but maybe that's
something special. And let's say, so for that, I unlocked the yellow one
and go and duplicate this. So we go to duplicate layer and I block the yellow
one so I don't touch it. And let's say, I'm going to
rename this one to be red. Going to need to do this again. I want to keep this sorted. Don't forget to save often
in between by the way. So what we now need to do is we just go and select these eyes, or one of these eyes
which are selectable. And we can have like these three anchor points as we know. So we can now do is we can
just select one of them, go to our fill and stroke, and just go and change
the actual color of them. Maybe to be somewhere here. We can do the same thing
to the other ones. Just shift over and
see how it goes. The last piece is going
to be this one over here. It's going to be darker as well. Maybe we find a good one. We also need the outline
to be different. So we go to the actual
stroke paint and take a, maybe a color picker and pick maybe somewhere
here in the very top. But that was literally wrong. So we try again. We want to change the
actual stroke, paint. Take the eyedropper
and try again. There we go. And now we got it. Now we have literally
the I done. If we want to do changes,
like for example, how we want them to be, let's say a bit different or so. We can also take the bottom one and give it any other tint. As you can see, we
can play around with hundreds of
different possibilities. We could even implement
a rainbow I over there. Once we are done with data, we are happy with the result. We can just copy that over
to the other side or just, you know, put the gradient and the same settings over here. The easiest one is we just
take the gradient like this. And now we're gonna
go to the stroke, take the color or the eyedropper and just eyedrop this one. And we're good to go. Since we have all the
gradients here in the list, we can reuse them easily for any other eyes
later on as well. So the final step
is we just have safe that we are actually
we need to save that. But there's something
fishy over here. So let's pretty quickly see
why this is going to happen, why the shadow is
going to be a bit off. So as we know, this is part of the pupil. When we deactivate it, It's not over there anymore. Also, there seems
to be something else happening inside over here, which I haven't seen before, and we don't see this
over there as well. So why is there something
yellow happening? Well, it is because there is
something yellow below it. So again, if we deactivate this, we're going to see now, um, the actual eyedropper here, it dropped not just the color, it dropped a fill like a stroke
on the stroke over here. And over here, they're not literally filled at this point. So what we're gonna do is
we unlock this red one. Pretty quick. I select it first. I want to see what
the stroke painters, and as you can see, it's
a gradient as well. And we don't want
to have a gradient will want to have full color. So again, if I want to, I can select this
color over here. I want to see you, it's 100%, they fill color
another gradient, even if it is possible for
you to implement this. Now we go back over here, deactivate or reactivate this. Now we can see pupil
everything is as it should be. Also the shadows are
now as they should be. So nothing fancy and
nothing wrong with that. Now we can continue with that. We can now create ten different colors
as an example for eyes, or maybe five. However, on how much you want, I'm gonna go and
skip this process because I believe
now you got it. So you just duplicate that and make like ten
different colors just for that open or maybe
round eye setups over here.
23. #23 More Eye Updates: Welcome back to the course. In this part, I just want to show you a small
glitch with my might happen to you when you are creating or working
with those gradients. So what I did is I just copy and pasted different
ones over here. So now I have a dark one. I have literally
white or gray ones. I have purple eyes, green eyes, blue rod, and of course
the yellow ones. But if, let's say you are going to duplicate
this yellow one. So I'm going to try that. Duplicate this. And I'm going to
make a blue one, or let's say a baby blue. I can do that. Baby blue, just rename
the layer so you know, what is it about? And when you now go and
select this baby blue, so I unlock it here. I also like the
purple just in case. And I select it and I want
to change now this area or this actual part over
here to be part of the baby blue literally
you're going to see some weird things happening. For example, currently it's
reading gray input instead of whatever new input
I want to create. So first off, I now need to
go and put the saturation up neat to see what the
issue could or might be. So it's literally taken, I'm from this fills over here, it's going to take
an wrong inputs. Now I'm going to do
the same thing here. You can see saturation
is up pretty good. So when I now change
this one up over here, then everything looks
like it is correct. I'm going to do the same here. Maybe I'm going to take
the top part of the year, make it a bit more *****. So we have a bit
more of a contrast. Maybe, maybe like that. I got to take this contrast
color now and I would copy it control c. And
now I go to stroke paint. And as you can tell, this color picker over here, this color palette does not
change, it doesn't update. So what I do is I select something else over here and
select the same thing again. And now I have updated
this color over there, and now I can pass
over this information. Now I'm going to do the same
thing for the other side. I go to fill and now I select
this new fill over there. And I can see now this gray now has refills and
does yellow has refills and I don't know why and we're going to take a look into that in a second and who is
actually affected by that. So I now need to
fill or a change the stroke paint over here as well to the color I
just have copied. So currently you
can see now it is gray and nobody knows why it is. So I can also go
in here again and select this actual blue. Now I have another one which is still going to be this
highlighted blue. So we're going to
take a look into who is going to be affected by that. So again, to the stroke paint, I want to go and change
the stroke painter to the actual value over here. But again, in this
list over here, we can see there are
three yellows now it should be four and there's one more blue which
would before. So how does it, Why is that? Well, I copied from
this yellow layer. And if I hide this now you can
see that this yellow layer now has also a blue
eye over here. I lock the baby blue just in
case and unlock the yellow. You can see this one here
now uses the wrong setting. We need to make sure this
is using this yellow tint. And so you can see now, it looks like
everything is in order. Later on these numbers
are going to increase. We have four times this gradient y because we
got the other pair of ears, pair of eyes actually as well. So we might need to go into
and change or, you know, just reuse them gradient's since we now have them already, we don't need to update the content accordingly or just not even need
to copy and paste. We just need to make sure that these color codes later on
are going to match for, well, for the
surroundings over here. So now in the end, I'm going to have now yellow. I'm going to lock
the yellow just in case I don't do any mistakes. We've got the baby blue,
the red, the blue, the green, the pump
or the gray ones? A dark one. Maybe. I don't know. Maybe it's a bit too dark. And this is in total
like 12345678. So I have a total
of eight colors. I don't count the pupil
end because that's, you know, it is what it is, is just about the pupil. So these are the actual
colors over here, from dark to a yellow. And if you want to add
more to it than you are absolutely able
and free to do so. Now we've got multiple
eyes with multiple colors. Not really rare and rare ones, but the rail or a
legendary ones, or maybe, you know,
flip eyepieces. So maybe with two mixed colors where I want as yellow
and another one is purple or green and one
is red, something like that. So what we now need to
create these multiple other different eye shapes with other pupils and
stuff like that. So maybe from the
skeptical side. So if I just hide all the open ones and
go for the skeptical, you're going to see
a difference here in equality as well as
in shape and stuff. And what we can also
later on do we can mix the skeptical like
one side is skeptical, one has an open I like super
skeptical it to Laura. And literally, so
how do we do this? Well, first off, I don't
want to throw this one away, but I need to sort
things out first, like all the
highlights, shadows and the pupil as well as
maybe this eyebrow, It's going to stay
everywhere, the same thing. So to do that, we
need to first off, rip the pieces apart and to, let's say maybe left side
and a writer or maybe a skeptical is always one side like this, one side like that. Maybe we're going to
have one which is not, this is more like a
mat, not a skeptical. So maybe I'll rename this
one to be mad first. So this is like a matte look and I now duplicate this one. I named this one skeptical. So it's basically a mix of Bose, skip skeptic are skeptical. So the mad one, again, I just don't, I don't want
to see this being a mad, this is a skeptic one. So both still have
the same thing. So I hide the skeptic
for the moment. I know I actually, I can hide
the math for the moment, but the skeptic is
now going to become, let's say, another eye
on this side over here. So in that purpose
or for that purpose, I just select this AI
right now because I made a copy inside this math so I
can unhide this at anytime. And now I'm going to go into the yellow open piece over here. I unhide this one and I make the other ones
literally invisible, so don't have any
issues with that. So I only take stuff from here. I want to see the pupil. Now you can see
these are literally and different scenarios
and different settings. So we need to make
sure that maybe the skeptic eyes are
going to be a bit down. So there may be more matching the actual base of
an eye and maybe we need to go on scale around and
position them accordingly. So this I, for the skeptical
might need to have a different or a special setting
or maybe another shape. But for the moment, we just
take it and make a copy. I'll just, you know, just make a copy control C.
Now we can lock it again and lock the pupil or hide the pupil
for the moment. Go to the skeptic one. And now we're going
to say we want to edit, paste in place. So we got like an open
one and not so open one. And now we can design
literally based on maybe this information we
got on the skeptic side. So we got kinda have like maybe the same pupil size alike. We got on this side of the here. I'm going to open pretty
quickly the groups, so I just ungroup it and
take everything I think, which is necessarily like
highlights pupil and so on. And Control D to duplicate
and just bring it over and see if we can
make something out of it. And as you can tell, that doesn't really match. So maybe I'm going to make this one here a bit
squeezed together, so it's kinda matching both directions over
there of the eye. Maybe I need to again shape or reshape
them here in a bit, maybe make it a bit
bigger or smaller. So it kinda matches in total. Also on the left side over here, I might want to go and use the same frame
color for this one. So I can go for the stroke
paint at this point and just pick the eyedropper
and get it from there. Maybe it helps us
out a bit more, let's say original
or be more original. I'm not quite sure about this, but maybe if I select this and this are
actually not that one, but the pupil itself, maybe we're going to go and arranged them a bit
so the pupils more in the center but
slightly to the left. So I'm going to just take
the actual pupil here. And since we have like a sideways change to
the right here as well, and maybe take the highlight and brings us a bit to
the side here as well. So it's maybe more matching
also what should match as the outline size of
the actual stroke paint. And currently we have one
millimeter on this one, but we have not one
the limit over here. So I might go and increase
that at this point or decrease on the other side or one or the other should work. That's the shadow
which now needs to maybe match up a bit more. And we might want
to go and use the same over here and the inner ear in the inner
side if we want to. And to do so, as you know, we just create one thing, put this like a moon
shape over there. We could also go into the other eye and copy this
one all over the place. So the best or the easiest
one is we just create some kind of a moon
like shape in here. Drag around, see where we need to go and where
we need to be. Full folder, complete. Area. I'm combined that at
the very first place. Now we need to match it up. So we need to go and make it so that everything matches
position and content. Also reduce length and size of different handles over here. So this one is the
inside handle. I might go and use it here. This one here needs to be a
bit more flattened or flatten out and there's a
bottom one needed. So I hit or hold Shift
and bring this outside of it because this one
has a rather long one and it's not broken apart. So maybe we need to get rid of some pieces here and there, or maybe break
apart some shapes. Maybe sooner, maybe later. I tried to fit it as best
as I can and make it blank at least for the moment
and get rid of the outline. You're going to see here we got a circular shape it seems. Or maybe, you know, we got a lot of just a
straight gradient. So basically what we
can do is we make this one here gradient as well. So we go to fill gradient
and then we pick the one which we have
selected probably, or we just had selected and, you know, maybe fill that in
as it is visible over there. We can also take this and
brings us a bit of way. So it's not like literally not too much happening
over the body. You will get the idea. So once again, we tried to
fit all the actual contents. Maybe you're going to drag
a new handle out here. Maybe reduce the size
of this Hendra a bit so it doesn't over whelmed
too much at this point. Maybe reduce here at this side, and maybe take the handle
from here and optimize that small area at least a bit. So it looks kind of
matching to the other side. If you're happy
with the result for free to save and to
stuff like that, I might go and use an extra highlight over
here from the other pupils. So I go into that pretty quick. And I need to make sure that I can copy this from that
one specific points. So for the moment I just
take goods, cannot copy. Now I block it
again and, or hide, go to skeptic again
and do a paste. And I might need to
go and, you know, play around with data, maybe rotate this a
bit here and there. So it literally starts to match the design I might want
to go for at this point. So this is something we need to, you know, everybody
has to fill out. You need to fill out
our need to see you. Where do you want the
highlights come from? How, how deep do you
want the shadow area, how high or how much density do we want and the
shadow area and so on. So I don't like this. I, I would go and try to optimize that
a bit here and there. But this is, this
is always the case. That can happen quite often because we may or may not
know what we want here. And so maybe I'm
going to reduce the, the actual shadow in
wards thing a bit. So we can, and we have to play
around with all the shapes until we're happy with the result and the design
looks as it should. It's kinda sticking out and I don't really like this
highlight here at this point. Usually I would
put it maybe on to the other side as
it has been before. So maybe I just flip it over and see what's happening
if I put it there. And maybe I also get rid of this inner shadow
piece here in general. So it's, maybe, maybe it's not as good as I
thought beforehand, or maybe I gonna be able to make a bigger this
shape here happening. But I don't think that I
need this one in general. Since my Since my
other eye is over here are probably a bit
better in setup. So maybe I'm going to take the
pupil piece of the others. I'm like from here, the
complete pupils setup. Going to make a
copy pretty quick. And just take the complete
setting from one side, copy that all over. Blocket again, go
into skeptic, unhide, maybe get rid of all
these pieces for the moment and paste in place
first and see how it looks. So probably I just
need to reduce. Size, but that looks
kinda spooky and this is the this is what I what I don't really I
don't really want. So maybe I need to
get this one a bit, at least a bit smaller. And maybe this highlight here
needs to be somewhere else. So I just need to
play around with that and see what is going to be going on and what
could it look like? It's kind of skeptical. What's still has issues. It seems It's looking at Halloween. Maybe, maybe I need to do this. And maybe that maybe a
bit more to the right. That's kinda close, I guess. Control D to copy that one here. Like so. I don't know if I wanna
keep it this way, but I believe it's quite close. So I can always go
and test out things. Not quite sure. So maybe I'm going
to get a better idea for that later on. So it might not look as
spooky as it currently does. Maybe, maybe that one will do. Maybe I need to shrink down
a bit sideways at these, so this one is a bit bigger. So maybe we need to
oversize it a bit. Not quite sure. But you get the idea. So make it as beautiful
once again as you can. I guess I'm gonna have
to bring it down a bit. Maybe need to have the same size and maybe a bit to the left. And maybe you need to have these eyeballs at
the same setting. I would say, yeah, why not? I just keep it as is for the
moment or maybe later on you want to put some cat eyes
or any other kind of eyes, play around with
that federal out, see if they work for you. If the skeptic look in this particular case is going
to help you out or not. And if you find it so that
it is going to work well then we can also put
things into place. The mat ones, maybe you're
going to we're going to put the med ones down below
here pretty quick as well. So I just unlock the mat eyes. There are two groups,
bring them down. So they literally match. And well, it seems that I just
need to scale them a bit. So I'm going to do quite
some scaling and going to maybe you do scale this
one here just a bit as well. So they are like literally
above each other because I squeezed this
one here a bit together. I believe at this point
there are in good shape. Now, I need to take the
outlines and make them bigger, like one millimeter
or whatever it was. So I go to stroke style and
make it to one millimeter. And I also want to pick the
correct color at this point. So I go back to stroke paint and pick this for the outline so it matches and same
here, stroke style. Well, I need to go and double. Cool. That was wrong. I'm going to undo that. I need to select this one, go to stroke style. Or actually we need to
double-click because we need to open the actual area. And now this one is also
having, again the wrong color. So I need to go and
color pick pretty quick this outline
color on that better. Now I can lock mat again. The math ones are
looking at it more matte now. That's nice. So now I can go forward and see, do I want to work
on the skeptic ones or do I want to work on
the mat ones basically, as you can tell, there's
almost no difference. Pretty nice. We're going gonna be able to continue
working on the other pieces. I double-click once again, I'm leaving the actual
selected groups. If I am in one, just double-click
somewhere outside and you are good to go. Don't forget to save often. So you don't you
don't lose anything. Hits Control S for quick
save if you want to. And that's pretty
much a good step. The next step we are going to
tend all the mat eyes into the corresponding colors are
the ones we already have.
24. #24 Bored Eyes: Welcome back to the course. In this part we're
going to go and create some other
eye shape over here, maybe a flat one which
is going to go like like board or something like
that and maybe we are making it so that is looking
to the left or to the right. We can literally reuse
content over here. We just create new ones. So I'm going to go
into the aisles, eyes layer over here, just right-click and
create a new layer. So we just add new layer and we're going to maybe
say something like board. So we want to make
it so that it is part or actually a
supplier of i's. So we can play around
with these things. So what we can now
take is inflammation. We just find or found already, or maybe we just use half
a sphere as an example. So what we can take
now is we just make it like so and cut the
eye into multiple pieces. So as an example, that is going to be the eyeball
and this one is going to be like our actual
shape over there. I just get rid of the
shape in general. Then we should be able to make this 1.5 by this one over here. So how would we do this? We select this 1 first, go to pass and say difference. And so we're gonna get
automatically an eye or likes, like a basic eye
shape over here. If we want to, we can just, at least for the moment, we're gonna give it some kind
of a color for the moment. So we see, okay, everything
is fine and dandy. Now what we wanna do is instead of the center
point over here, we once again want to go for, let's say, a gradient. And then we're gonna go here
into the list and take, let's say the one
we already have. So in that case we can
also now a design, or let's say do create the
actual stroke paint color. So we literally just pick
it here from the very top. And then the final
step is just put in any kind of a round shape, just blank for the pupil. And we can make it
look to the left, to the right, up or down. We can even cut that. We could also make
it look this way. We can make it look this way. We can make it look to the
left or again to the bride. And depending on how big or how small those pupils
are going to become, the more different they
are going to look. So we need to define and decide which size we may
want over here. So if we're going to say, okay, we create two times the same. I literally, then we can pass in all the necessary highlights
and stuff based on that. So as an example, we need to create some
highlights for that being some white
colors over here. I'll duplicate this once again and see if
that is too huge. Maybe we need to go and make
this one a bit smaller. And so we can, for this purpose, maybe also make a second one, make this one a bit
smaller here as well. So it's not like too
high in intensity. So once again, if that
does really not look as you want or how this
might look in total, we can always go and make our own changes to
whatever we need. A first off, I wanna go
forward pretty quick and see where the bottom
of the mat eyes are. And so I may need to
go for the board one. Like a complete shape over here. Maybe just bring it
down once a bit. So it's literally fitting the actual domain or the
base design over here. And like literally
the positions. So when the light is
coming from the right, then of course
we're going to have some highlights over there. We can also create
another highlight shading over there, for example. So we literally just
paint anything. If we want to just paint
anything in, we, for example, make it a bit rounder shear
and then maybe like that. And we're gonna do
literally the same thing. We just create some kind of
highlighting in this case. Maybe get out of that
a bit so it's not too, too highlighted actually. And if we need to, we can double-click and
create multiple shapes here. Once again, put
some more details into these shapes if we want to. If you don't want to see
the highlight in here, but you want to put
it anywhere else, will feel free to do so. Maybe I'm going to have to
pull around a bit here. Maybe that does not fit one a percentage design
of us sounds. Maybe that, that is
a position where not much light is
going to pop in. Once again, we just
need to eyeball that. We could even go and do this glossy area from
the bottom to the top. So it might look a bit
more rounds at this point. Instead of using those
pieces over here, I just get rid of
them and try it out. So I just make up. Complete rotation over
there, maybe like this. Now I just need to
fix or actually fit the actual content over. Maybe reduce some
things here and maybe make it so that it is
anyhow, let's say useful. Going to bring this
one a bit down so it's not like too shady. At the actual
corners over there. We look from the very
far away and see if that's going to be something nice or something
we can work with. We can also go and get some
more shading into the pupil, or maybe here on the outside. Again, this is something we
can decide more or less later on as well if we
want or we can also put some extra shades like, let's say darkish
shadow highlights, where you literally
don't want to touch, but we can implement them. So for example, what we can do is since we don't have any AI or something
left over here. Or we could do is we
could maybe introduce some extra shading or some
extra shadow over there. I got to go into maybe some
length one piece over here, maybe add just a simple, and once again, just a simple shadow for this area over here. So I'm going to make
this one black and go to the actual fill and
reduce alpha to maybe 50, 50% is not enough. Then of course I can
go even further down. Or if it is maybe too
much, something like that, maybe so about 20 per cent. So each of them eyes on, each of them highlights are just automatically as well as
like automatically tinted, depending on well, however
they are looking literally. So we can go further around, see what might fit over here. Maybe we could even go
further and use some of the feather shapes again
inside some other shapes. So once again, there are
bunch of possibilities for us to take care of and get
into consideration. Again, this is
probably going to be, this piece here is going to be part of the pupil later on. So maybe I'm going to
put some extra shading here just because I think something is missing
there and I'm not quite sure what it is,
but nothing dark. I probably want to go for, again the actual white. And I'm gonna give it
some extra shading. But I want to go for
inside this list and we'll just use a white
shade like this one. And maybe this is not
not as it should be. Maybe I just need
something small. I just don't know
something is it feels like something
is missing over there. I just don't know where. And so we could even
go and put this inside the pupil and
see how that looks. And maybe that is something
we can make use of. And if not, well
then that's okay. Because you can always go
into that and change to design and change
everything else over here. But it looks like
that this one is not needed here at this point. It's probably somewhere else. Like given me I'll give the
eye something specific. Maybe this, this part here
might be a bit too huge, could also be some, maybe there's something darkish missing in this point
or in this area. So I tried to
introduce something. Make this one dark and maybe put also here slight gradient
until this area. And see if that
makes any difference or any kind of a sentence. Can just play around
with this and see if that makes any sense to
us and how it looks. And if it doesn't
make sense at all, we can always get rid of it. Of course. As you can see, it's a bunch of things we need to take off. Just take a look. Is it useful or not useful? Can, is it helping us in
general and so on and so forth. So now what I can do is I
can take all of them and duplicate and bring them
to the right barred. Well, we need to change
some things here as well. So what I want to
change is first of all, I want to flip this one over. So I just make a
horizontal flip. And I want to have this one
maybe here on the inside. So I flipped this as
well and bring this here are the other eye
area is going to be. So we have literally
is the boast, the dark areas
literary over there. And maybe that's okay. Maybe it's looking good. I'm totally up to us and
up to you basically. Just want to see
what I did here. Looks good. Maybe are going to be able to do some highlights or some extra, let's say, fluffy design. And to that just for
that particular purpose, we can maybe say, we're going to put some, something like this and here. But we need to get reduced
the actual smoothing factor, otherwise it doesn't work. So I try again and just paint some things here and
they're going to close that and see if that maybe
gives us a bit more. Then the T in our, basically in all design. Maybe I'm going to introduce
some here as well. So something like this. So now I combine them. So I just take this
one here on these two and just a pass union. Now we just see if they
look noise or not. Now what we can do is we
can get rid of this one. Take this Control D to
duplicate, flip over, and just bring this over to the other side until we find the point
where it has to match, why it doesn't match completely. And so we have something
special, something extra, just with that little
extras here and there to make our design
a bit more beautiful, maybe in the end. So we're happy with that. We literally can set up all
our eyes folder once again, which means we're going to have a pupil folder just
for the board area. So I'm going to put a new insight as a supplier
and I named this one pupil. So these are the things
which may or may not change later on. Inside pupil. We just put these shadows, the actual pupils, as well
as all the highlights. So I select on the highlights, all the pupils on the
small things like so, and hit Control x once again, go to the pupil one folder. I forgot this one, but I'm
going to grab it in a moment. I'm going to paste it in place. And I'm going to take this one, Control X pupil and paste
in place here again. So I now need to go
with that one down. So you're gonna go
here so, or maybe too. So I see my highlight
once again, this can sometimes happen. But now we have an extra
board scenario over here. And now we just
literally only need to fill all the eye colors
for the board ones. And we can later on think about which one we want to make use of and put together for a
legendary as an example.
25. #25 Bored Eyes Colors: Welcome back to the course. In this part we're going
to go and finalize the eye is literally for the
actual board thing. First, things first, we need
to add multiple layers over here for all the
colors we provide. So we got yellow ones and literally I just
have the same thing. I just create the
same ones over here based on the actual
already existing ones. So currently it's renaming
all of these with a one because we already have some
yellow one over a year, but you can still always go into and rename them afterwards. Well, we can also now do is we can already put
our eyes into it. So just a basic eyes. I just block the pupils and all the shadows around over here because we literally
don't need them. But we can take all these
eyes out over here. Hit shift once again
to multiplys select I, hit Control x, take the yellow
one and paste some place. Where we now can do is
we can literally just duplicate it and
rename those layers. So we're going to
go here, duplicate, rename that to be red. And now we can this for
all the ones we are, We just need, right? So we can duplicate
this once again. We can always take a look
and what we just had here. We had a baby blue. We can go top to bottom. We can duplicate again. And we always need to go into here and see what
else colors we got. We just got a pure blue. So maybe I'm going to rename this one here
to be just blue. Now we got the green ones. So once again, I'll
go and select any of them and duplicate.
Name it green. That was a wrong one,
but that's fine. And just delete the way
the name of the copy here. Next one is we got to purple. So again, just duplicate the
layer and name it purple. Just click two times and you
should be able to rename it. Now, duplicate once again. And name this one. Well, which color? Gray. Once again, double-click,
rename it. We duplicate this. Once again, double-click
this one to be, to make a dark, basically the blank one bar. We just named them die. So we got dark, purple, green, blue, red by a baby
blue and yellow. So basically the same amount as we do have with
the other ones. Now we go to the step-by-step
on select the correct ones, like for the current
gradients over here. So basically what
we should be able to just select
them both and say, okay, this is the dark ones. So we're going to take
whatever is the diag one. Currently. We don't have this
one for the outside, but let's quickly go in through and go and select them all through to whatever
they should be. So we go with the
frames afterwards. So I just highlight them. Select the purple one, which hopefully is going to be always the correct
layer over here. So like the purple. Now go into the next one, D highlighted say
here we want to take the blue ones next,
going top to bottom. So it's easier than we can
go and highlight this one. Select the next eyes
should be the green ones. So we just pick on. And now we got the
baby blue ones. We just need to select first. This one is the baby blue one. Now, just decent
liked or deactivate. Now we go for the red ones. They look pretty nice. And if one of them highlights
here is a bit too much. So we can always go into
the pupil folder and just update it or get rid of
something here and there. So we can optimize that on the last one should
stay as they are. Now for the borders over here. Like for those two, we literally want to go
for the stroke paint. We can tell currently
we got this color, so we try to pick the
upper color over here, which is hopefully the darkest. And so we are updating just those frames of the
corresponding color. We want to always
check if that is only happening for those, which looks good so far. So now we're going to I'm blocked them and
lock them over here. And I'll select
the next one here. We're gonna go to stroke pains. Take the eyedropper and
pick the biggest color or the darkest color in the
very top of the gradient. Now we can lock it and
take the next ones, which are the green ones here. Just go there. Go to stroke a stroke
point or paint, and just use the drop-off. Looks good. And I'll take
the next one, the blue ones. So select them both, make sure that you
lock the other ones so you don't by mistake, I'm de-select them all, select the wrong ones. Take the darkest
color over here. Lockouts. Take the purple
ones. Little ones. Don't lock it before you
haven't changed anything. Select them both. Use the eyedropper. Pick the darkest
color in the top. Lockett's. Do the next one for gray. Use the eyedropper tool
again and pick it. And the last one is going
to be the dark ones. So basically the
almost black one in which we can
barely see something. So maybe we're going to put some, something special later. Pick up a color over there. Looks nice still. So what we can use, maybe it's also something like the skull shape or any others, or any something in, instead of this pupils
which are going to be like hearts or
bones or whatever, or any other shapes on the
tripod hearts probably are going to be some of them more
interesting ones later on. So now this one is going
to look pretty strange. That's looking basically like
they're wearing glasses. So maybe I'm going to go into the pupils and work
on the shine a bit, probably go a bit down
with the opacity. So it's not like too dense, but not a lot, not invisible, let's say. Actually that was a bad
decision to make it over to the complete layer. So I just go here inside
that on the use this selection and reduce the alpha only for that shine
here in the bottom. So don't go for the complete opacity
because otherwise the other shines over here might
not work correctly. If you want to for
specific reasons, you can also use
another pupil color. So don't confuse
yourself and don't get, you know, just try out, just see what works and what's
looking nice and whatnot. Okay, So we're done with the complete board
IS series over here. So we can literally lock
them completely or we can now enable and disable them. Now we have the mad ones we want to do literally
the same thing. So we just want to
make sure that they are having all the color
schemes here as well, as well as all the
highlighting and all the other
content being picked up and completely set it
up as they should be. So in that case, we're
going to have to do the same thing literally as
we did with the board ones. So this is what we're going
to do in the next video.
26. #26 Mad Eye Colors: Welcome back to the course. In this part, we want
to go and update the actual mad eyes over here. So we are in the mat area. What we wanna do first
is we want to add a pupil layer as we already
did with the other ones, so we just name it pupil. We want to make sure
that it is part of as a supplier of
the matte layer. So the next thing is we want to take all the mat eyes here. And first of all, we want
to, how should I say, ungroup them first, so we get everything necessary
separated from each other. So in that case, what we wanna do is we want
to select all the highlights, the pupil, as well as
this area over here. Because that is going to be
all above the other quantum, as well as this area are going to hit Control x
once again, cut it out. And now I take
pupil and say Edit, Paste and Place as we
just did beforehand. Now I lock it because we
don't need it anymore. And inside the
matte layer itself, we just have the rest of it, basically these two things. Now what we wanna
do is we want to make them to be part
of an extra layer on, so we can manipulate them accordingly if
necessary and so on. So I'm going to add a new layer over here,
and then this one, yellow because well, that is
the yellow color over there. I want to make sure once
again that this is part of the actual mad layer, as we can tell right now. Now I take these
two control X and go to the yellow and make
sure that I paste in place, make sure that
it's not locked or anything and visible, at least. Now, we can do the same thing. We just copy and
paste this multiple times until we have
all the colors, um, or the colors cells literally set up for
all the mat eyes. So we just hit Control D. Well, it doesn't work for layers, so we just go here and
rename our layers. I duplicate this
now multiple times. You're going to have
a baby blue one here. We're going to do
duplicate this again. It's literally only a blue. So just can duplicate
this again. There's going to be green,
maybe duplicate again. So we have pulpal, duplicate this again to
have gray and so on. And the last one probably, I hope I got them all
should be the dark one. So the dog scenario. So we have 12345678. I believe that is the same
number here, 12345678. There we go. So we have board already done, we have open already done, and now we are
working on the math. And the next one is going
to be the skeptic one. Maybe we need to do some
changes here and there as well. The final one is we want to make sure that these are going to get their correct gradients
over here being set it up based on our
settings we have done before. So we just go here, go to the fill and select the ones we want to
see in this scenario. As we can tell them a
bunch of issues over here. Because probably the frame
is going to blend strangely. Maybe it's a good thing,
maybe it's a bad thing. It looks like glasses again
do is through that issue. And so if we go to the stroke and try to
pick the stroke already, well in this case it's
not visible because, well this is dark or black
and this one's blank as well. Maybe we're going to
think about making these two eyelashes or whatever
they are called in here, or eyebrows and maybe make them the same color
as the borders. So we don't have the issue to recreate content over there. But again, this is something
we can take a look into or you can
decide on your own. Of course, I'm going
to select these two. Go here, fill and
pick the gray one. And now I go to stroke point or paint and just pick the
darkest color over here. As you can tell, that
looks a bit strange, but probably it's because
of the actual shadow. Maybe it has nothing to
do with anything else. It's probably only the shadow. I'm not quite sure. But we can update the eyebrows a bit
so we don't have to touch the complete AI
or something like that. So we don't need
to list them on. So maybe we bring just down
some other things later on. I'm going to block it, hide it, and select the purple 112. Go here, fill and select purple. Go to stroke pains, and pick the darkest color. Currently that doesn't
look really purplish, but seems to be ride. I believe this one is purple. So maybe, maybe we should go and use the correct
fills over here. So I got to pick, pick the dark as possible
color here pretty quick again. So unlock it, hide it. Now we aren't going for green. Go here, go to the fill
gradient, pick green. And here we just eyedrop
the actual probability, the actual darkest
green color over here. And now we go to the next one and select them all and hide, just lock and hide over there. Now we're gonna
go for blue fill. And now we take the blue one, which is this one
literally stroke paint on. We're going to pick the darkest blue, maybe somewhere here. It looks okay. Lock it and hide it, and select the next 21. Hold shift once again
to multiple select, go to Fill first, take baby blue. Go to Stroke. Take the eyedropper,
and just take it. Locket, decent length. And the last ones are
going to be the red ones. So we go to the fill, pick rad, go to the stroke paint, take the draw bar, and
select the actual color. Now, we can lock
these two as well, since yellow is
going to stay the same as it has been before, the final touches would
be just on the pupil, as I said before, I just unlock it and see what
we can do to this. So because we got this weird issues with the
color tinting flowing over, I would go with some
rather present colors so we can really see
what's happening. So we have some highlight
areas over there. We have some flow overs over
here which can come from, I don't know, we're going to take a look into
this in a moment. So it could be that there's something happening at
directly over here. But maybe it has nothing
to do with this area, but it seems that it's
just a bit too huge. And here we just have the lower
parts it to be too small. So what we can do
is we just take the eyebrows or whatever
we can call them, hold down Control and just
drag them down, slide a bit. And I got to go and get
rid of the actual snap. So I don't have any issues
with the snapping over there. And now we need to take
the pupils and just bring them slightly down
so they're not going over a certain spot. Now, what we can also
do is we can try to correct this shadow
area over there, which is like this over
leading content there, just to make it
look a way better. So this one here is fine as is. So I'm gonna take
the other one side, just see if I can anyhow fix
this dark area here as well. So we don't have like this, this double edge over there. Looks better. If it still doesn't look good. I'm just, you know, go and continue work on that. See if you can manage
this one to be beautiful. I'm Reza happy with
the results so far, so we don't have any other
highlights of the year, even if we could maybe
place another one, Let's say over there,
something alike. I maybe a trapezium or
something like that. Like a let me show you. Maybe something
which is going to go and maybe fulfills some
kind of a form here. Of course also in
white. Close that. And you know, just with some
eyedropper over there or whether wizard gradient was a white gradient coming from
the outside to the inside. Once again, this is something we just always have to test
and see if that makes any, how any difference, any sense. And does it look better? When we introduce more, clonus, more shine, more, more stuff. Don't forget to Control D
to duplicate this over to the other side and
see if that makes any sense to introduce
that here as well. Like I rotated a bit here and
there and see if it fits. The design. Does look better well then feel
free to keep it. If it's not, well,
then get rid of it. So we can also go and check
out if we really need those two to be ASX panda
are so huge over here. But I believe that is
not so bad at all. Now, since I did
this pupil change every other color
like the dark one, like the gray one, like, you know,
even the red ones, if it is visible, they're all sharing
the same effects. So we only do the work once. And so in the future everything else is going
to take a look into that. So now we got even more eyes, like we got now Aid, Board aid, mad eyes, open eyes
with different colors. So basically they're all
doing the same thing. And the last one we want
to maybe take a look into are these skeptical highs, which is like one is opened and one as close to
or rather closed. Maybe we aren't gonna
go and switch them like the big one is maybe on the left side and the other
one is on the right side. But that is something I need to test here and there as well. Just by selecting them
and say, Hey, I want to. Before we do so, by the way, we should group it and see
if it makes more sense if the skeptical look
is going to be literally the opposite,
does it matter? Well, probably not. Maybe it does. As
a design decision, we can decide on our own. Don't forget to save. And we'll continue working on the eyes and the next video.
27. #27 Sceptic Eye Colors: Welcome back to the
course and this part, we're going to update the
skeptic guys over here. So if we are happy or if you
are happy with the look, well, then we just literally do the same thing as we did
with all the other ones. So what we want to, first off, create a new layer for the pupil as we just did with
the other ones. You can rename that. You want to make sure
that it is part of skeptic inside this
eyes, like here. Now we want to take out all the actual single
pieces over here from this actual pupils folder or
pupils highlights and stuff. Hit Control x, see if
we got everything. Navigate to pupil. Added, paste and place, and don't forget to lock it. So you don't touch
anything weird. Next one is, we're going
to add a new layer. I'm going to name this
one again yellow. And of course we
want to make part of a skeptic over here. Sometimes it's just collapse. This over here is just
reopen the collapse content. I'm going to highlight
the R actually, I'm going to go for and make, well, I need these two
just to copy them. So hit Shift again,
hit Control X, cut them out, go to yellow, added on paste in place. So they're going to be
at the correct order and current position. Now for scamper. And we can always, once again go and play
around with this. Maybe it's good as it
is. Maybe it's not. We don't really, we
don't always know. So once again, you can
always get into this later on and redesign it if necessary. Now what I do is I just
duplicate this current layer, yellow too, and just
rename it to be red. So basically we do
the same thing. We just update the gradient
as well as the outlines. Over here. First off, we just go and
duplicate the content, so we are good to go. He got a baby blue once again, the order basically,
it doesn't matter. Just remember that you
have to do all of them. This is just a blue. Now we need a green one. So I just rename it to
double-click and name it green. And we need to duplicate
this once again, we have a purple one. How it got it? Another gray one. So just rename it to be gray. And the last one should be dark. So just dark. So we got 12345678. Just make sure you always have the correct amount over here and I just get
rid of the number. So it's not in the way. Now. We can just go top to bottom. Once again, select the
pupils, the actual titles, select the colors, are the
pupils should be locked, can be we can make it visible. You don't have to. And basically that's it. There's one thing we
want to fix into is basically this area over here. I'm like, so we don't have this weird shine through
later on as we do have the other ones like in the board ones are now at
the math ones actually. So we just updated accordingly. We try at least our
best to make it so. So we go once again here to HSL, go pick the fill, select the correct colors on. As you can see, this
is what I mean. We just need to update
this accordingly. Now I'm going to pick the
darkest color once again. We just read them much and
the highest orientation, we don't see much of this
shadow, but that's fine. There's no issue was that maybe we need to reduce
this shine light. You don't want to bid. We go lock and hide the folder, select the gray one if needed. Go to fill. And now we select
the gray gradient over here, which is this one. Go to Fill and
Stroke eyedropper. Go here, take the darkest at the very top and you
should be good to go. Lock it, make it invisible. Select the pupil
wore a purple one. Go here, fill, Select
purple, stroke paint. Take the eyedropper and
pick the dark purple color. Locket, hide it, select
the green one, and so on. So as you can tell,
this is a bit, well, it's not really
about design over here. We designed on the fly, but this is what we need to
do because we want to create a huge collection of hundreds
or thousands of LFTs. And that's why we
need to do this work. If you find out an easier way, well go an easier way. But in here we just need
to set things up so that we are able to reuse them
or to use them in general, light on for all the n of
t is going to go here. And take the dark blue 1
first, the Marine One. I believe I named this marine
first and I I don't know. It doesn't matter. Then we go and use blue or
baby blue in that case. Just so, you know, select the pieces we want to
make baby blue in. And we need to do the same
thing also for the stroke. Paint. Take the darkest color, of course, get back
locket, hide it. And the last one is going to be, we can look yellow already. The last one should be the
actual rent over there. So we just pick it and we need to do the
same for the stroke. So pretty quickly take the eyedropper, take
the darkest color, and we should be
good to go lock it if you want to just select them all one after another and see if everything is
correct over there. Of course, make sure that also the yellow one
hasn't changed at all. So it looks good so far. So we can all make everything on and off and so
on to and when, however we placed in life. So what we've now got is in total four different settings. Let's say we don't have
any rarity at the moment. We might go and decide later on which one is going to be a more
rare one or not. Or maybe what is going to be inside the eyes for
being legendary? Oh, maybe there's
a specific colors adding on to this scenarios. So for example, I
would maybe go, and I'm pretty much using one of these pairs
being a legendary, or maybe each of them
gets a legendary pair. Where for example, one
i, as I said before, is one color and another eye is going to be another color. And the other one's probably
are just normal common ones. So they're not really
rare pears or something, but we need a bunch
of them or some, let's say rarity in total. And don't forget to
lock everything. And so save your
content over here, Control S for quick save
and we're good to go.
28. #28 New Beak: Welcome back to the course. In this part, I want
to tackle the beak, which means this one
here might be okay. Maybe yours is going to
look better than mine, but I believe the
actual workflow or the axial load line is going
to be a bit more in wards. And so this beak to the
right as maybe a bit too, too much to the right. So what I did is I just created a new layer, no beak, Elia, and I just hide the
other beak layer over here so it's not
getting in the way. So what do I mean by that? Let's pretty quickly analyze, as we can tell, these are the two nostrils
areas over here. I could get rid of the line, but for the moment
it doesn't matter. But you can see here it's going
to be a rather slim area, but then it's
broadening outside. And of course there are
feathers around that. Sometimes we are unable to
see what's going to be behind the feathers and it's hard to get any information about it. But then here we can see
some kind of, let's say, diamond shape or something like, which is like a triangle
here and a triangle there. So maybe we can make use of this information to
make a way better beak. Also, we got a reza
upcoming point in the center and then we
have a little break down, down below like we have
already in the graphic. But also you can see it's
going to go outside and then it's just giving us an
extra shape over there. So this is what I want to introduce and tried to make, as, you know, kneadable or actually understandable
as possible. So also I can define where I
want to start with the beak. So usually it
starts somewhere in the bottom half of
the actual eyes. So maybe try that out. I'm going to just put a, just a test line
over here and see if that could be the direction
of the actual beak. So the next thing
is, we know that, well we got some
inwards around them. We got the actual like this fill area over here
and it could be anyhow, it can be anything. So I'm probably going to try and find any kind of, let say, good area because there's
also the bottom part of the beak which we may or
may not see at this point. So also we got the
nostrils, nostril area, which is literally going over the beak maybe up
until this point. Also we're going to
have the other side. Like when we go from
this side over here, I tried to fix a
further point and here, and this is just a slight
outwards going over here, over here, I guess. And then maybe from
here we're gonna go to a certain point,
maybe outwards. And then we're going
to try to find, let's say, a good
position for that here. And maybe this side
is going to be literally kind of the
same. I'm not quite sure. So we just test things out and see how it
goes and how it looks, of course, in the end. So maybe that's now looking like a shield
and I don't really like this outward
shape over this side undo just like the steps again. But what I do like is the actual area up
until this point. So probably from here,
from this point, we are just a be able to go
directly up to this point. And we may or may not be able to do this to
this point as well. So this one here,
the central line is now going to be a
highlighted blue area. And if we want, we
can also put some, Let's say something below it. Let me try that out. Which would be literally
the beak mouth area, which is going to be like
maybe up until this point and then fits to the
other area over there. Probably we don't
see this under here. So this is something we
just need to take a look into and maybe reduce the input, but maybe we need something
like a shadow area and so on. And also we can pass
over a short pass under literally a shadow
over there as well. So that is going to
be my basic shape. I might wanna go and
break these lines across or just damage them or
just get rid of them. I'm gonna get rid of
the bottom piece here because I think this is going to be nice main shape I can
work out from now on. I'm going to enable my snap now. And now I just snapped to the corresponding and
already existing points. Go and make a
complete closed line at the very first place. So again, you go completely around over the complete shapes, just right-click and
enter lines every time you need a sharp
corner or sharp edge. I'm trying to fit a good
one here. That looks good. And I can also give
it some tinned right now or instantly. So what we don't see in here is basically this center
piece on the center line. So if I go and reduce
the opacity of this one, well, we just did with the complete structure
below it as well. So we need to go not two layers, but to color and maybe reduce
the fill of this one so we can see where the actual
important line is going to be. So we can now place a highlight
and directly above it. So we can, for example, just directly put it on. So we just painted by hand. And see how it goes
and how does it look. We don't need the outline, but maybe we need a white. We want this one to
be fully filled. Absolutely. And so we just need
to make sure that we are actually able to do that. So I go again, go to fill and increase alpha
fully over there. And as we can tell, there
are some issues over here was this forms and
shapes because well, there are some off going ones and there are a bunch of ones, like a bunch of dots
we just don't need. We just want to
have some kind of a roundish shape over there. Maybe I need 1 here so I
can get rid of these ones. And these ones
here in the center at least for the moment. So once again, don't forget
the last point we got, the more control we have
over the complete shapes. This is literally every
time we work on something, I'm gonna make this one here, the bottom may be a bit slimmer. Maybe I'm going to
bring this one-point. There's extra point
here, bit more up. So I can shape this one into this direction
and maybe also use this point to shape it even further and bring this
directly on the line. Same here. Am I gonna get rid
of this point? But maybe hold the Shift key, but now the line is not
closed anymore it seems. So I will go and take
these two points because they are
separated from each other and just join
them together, make them roundish and go in
and reattach them as needed. Maybe I'm going to
split it up and so I have a bit more control
over the actual size. Okay, so now I know
where the highlight is that can also reduce that and make a secondary
highlight at the top or at the bottom depending on
where I want more light. Let's say to happen,
for example, I can just put a little oval or dots somewhere as being
an extra highlight, rotate a bit so it is
literally falling or actually following the actual
line over there. So we're gonna get a bit more, let's say design into play. Also, I can do the same
thing for the bottom sign because it might become a
bit darker to the bottom, or we just say,
okay, no problem, we just going to keep it as is. And I'll take it as is. And so we don't really need
to do much more to that. Things are just gonna go and operate the handles
just a bit so I can, I have more control. If I want to, I'm
going to go and put some kind of a
shadow area in here, maybe also they're
not quite sure depending on where we want
the light to come from. So in general, I would just say maybe something from here
following the shape. I don't have to fulfill
the complete one. I just want to have
some contrast. Going to make this one blank. Get rid of the outline. Doesn't look too shabby, I guess so maybe I'm going
to make it so that the forms are a bit more following the actual outlines
like here as well. Maybe a bit more flat. And so we got some
interesting shapes later on. This is going to get a
50 per cent anyways. And this one here
is going to get its full color in
a second, like so. We already have a completely and totally indifferent
beak right now. And I can even fill
in more content. I wanna get rid of
the outline as well, so I don't see this anymore and does the other
outlined below that? So for the moment I just don't have any
connection to that, but I want to put some
more content like here. For example, like an extra
triangle where it is just going to be black outline
and maybe a bit just tinted. Um, so we can just
create an extra, let's say, soft shape going
on and follow the beak area. Just want to see that I drank or content into the correct
spots like that. And this one is also getting
something like if 50% shade. So it is following the color. So if we have light
on, for example, different to beak colors, which is absolutely possible without any issues,
we can do so. And we can also fill in gradient colors like
we do in the eyes. So we're not just, you know, I'm connected, are hooked to, let say, plain colors over there. Now I want to add some simple
nostrils just to get some, at least into the play and
see how it looks right now. So the nostrils, as we can see
from our images over here, like this one here,
it's just literally just some kind of an X-shaped
are looking a bit outwards. So we can literally
do the same thing. We just make them
a bit egg-shaped. Just put them there, Control D to duplicate and bring the other one
to the other side. Of course, this is not
going to work as it should, so we need to rotate it
a bit at least and maybe also bring this one down quite a bit so it is matching
the actual view. We want to, we can,
if we want to, we can also put some extra
highlights on top of that, or even the opposite, like some kind of a moon
shape as an example, let's try that out. If it works, well, it is. If it doesn't well, then we don't care, right? So I'm gonna make no
outlines over here, make it white in the film
and reduce alpha to 50%. So once again, just a moon
shape to highlight maybe the nostrils Control
D to duplicate. I flip that over horizontally, bring this over to
the other side. Maybe shrink down hold control. So you'll have a
better control over size and try to
bring it at a point. If that works, it does,
and if it doesn't, well, that doesn't,
it's a bit too small. So I might need to go and bring this one
up a bit further. Or instead of a scaling it, maybe I just overextend
the size here first and see if that makes anyhow
at different because, well, when we have like a
size of this image, if a dislike fitting
now on the screen we barely see that. We just see huge areas. As you can tell. We may
or may not need those. I guess I'm gonna
get rid of them. So but you have the possibility
to implement these. We're going to see the nostrils themselves because
they are red or black. If we want to, we can also say, we want to try to
increase them maybe and see if we can make
them visible bit better. Something like that. Again, something we
don't really need, but this is something we can
go and do better design. In the end, I tried to
connect or actually select the bottom pieces
over here so we can literally get rid of them or we don't
need them anymore, like the bottom outlines. And then I need to try and
figure out the position back. So basically my, my beak was going into this auto,
into this direction. So strike Following this area. So once again, if I want to, I can put in some other, maybe also some other
highlight on this area or maybe I going to reduce
this one here to 50%. So it's more like
it actually should. Well, let's hope. We can also put some shadows
down below if we want or just design it to our needs
as we want and place. And like, I believe, I want to fill this one from a from a lighter area
on the top to, let's say, darker
area to the bottom. So first off, I go with
alpha here and maybe reduce the power of the
color to the bottom. Maybe something like that. Again, if we're going
to go highlight things, it might or May or may
not look good or not. Maybe I'm going to
make it a bit more bright and the top over here, so this point here,
select it and maybe, maybe give it a bit
more brightness. Somehow it, somehow, this gradient is well not as
easy to handle as it seems. Maybe this point over
here is a bit too dark. Well, we just need to fit in
an extra point over here, which is going to give us maybe the possibility to highlight
things a bit further, Bart? Well, not really. So we just try to try our best, literally to fill
in the content. And so once again, we can also try to duplicate
this part over here, bring this over to
the other side. We need to scale this. Otherwise it does not
fit the actual flow. And usually it should be the opposite area or
the opposite direction. So it should start here, go inwards from here, and then land over
to the other side. So we got this, this shape literally a bit, support it, I would say. And maybe we bring this
a bit outside as well. So we don't have too much of a distortion and too much of weird shapes running over there. Maybe like that doesn't
look once again good. Then we just get rid of that. So now we got a new
beak and once again, we can color this one. We can go even further into
the actual design for that. What I also want to predict
quick enter here or unable to add is some
kind of a big shadow. So simply just a shape which is going to be like under the beak. I just close it here. Kind of make a blank no outline and reduce Alpha-2 50 per cent. Of course I need to make
sure that I reduce this like so it is below
everything inside that. So we got a nice looking
shadow over there. If the, if the power of that beaker is a bit
too much of the shadow, we might want to go
to 30% or something, so it's not too
harsh over there. So maybe I don't like this area over here
to be this roundish. Maybe I'm going to make
it a bit more like that. And we could also go and see
if that makes more sense. If a dislike in that area
or in this direction. So but for the moment I just
copy on take all of them, make sure they are all in the current folder
which they are. And so we have literally
a flat beak right now. I don't like this point. How I don't know why. I just want to
make it so that it is maybe a bit more centered, maybe a bit more
open to the left. I don't know why. It just
feels better this way. And once again, you can
add even more highlights. You can also go and
use gradient shapes or gradient fields and to
the opposite directions. For example, for these
areas, if you want to, you can just go and do some
indents, maybe like that. And the same one could also be, or you could also
create this one as being from inwards
or outwards like that. So it might, might have
a different touch, different, a different
view, Let's say. Going to take a
look into this one pretty quick once again. So just be precise as you want. Oh, that doesn't
look too shabby. If I'm happy with the result, I can once again make
this a new beaker. I can lock the selection. And now we've got
a secondary week. And so we can now decide
which one we like more. Maybe I want to go for an increased size
of that new beak. So I select everything
pretty quick and hold Control and Shift
and just resize it. Not too much. But let's say rather present. We want to see the beak, right? So we want to see the nostril, we want to see the content. Or maybe we get fined
name for the beak itself. And I'm not quite sure
about the size yet, but I believe that's
not too I'm too ugly. So the resin long
one for this shape, maybe this point here goes
until it hits the mask. So we might try to re, shape it so that there's
this big area is going to enclose or going to close up until this mosque area. So it may or may not fit
into the overall design. Once again, test it
out, see if it works. If it doesn't well, then screw
it and create a new one.
29. #29 More Beaks: Welcome back to the
course in this part, I want to create another big pretty quickly with
you to gather. So basically I just take this one and make
this a bit broad, like maybe more like a
duck shape as an example, we can also create a, something which is like just
a super short one as well. So we just take this beak and select all the pieces
at least for the moment. And don't forget the
outlines as well. I want to duplicate that first, so we first off go and take the new beak and
duplicate this layer. We can just name this May 1
be small, big, small, big. At least for the moment. I will lock the other
one and hide it. So we only have this one beak. So when we now select
all of the pieces, we can just simply shrink them together and see what's
going to happen. Like so as you can tell, this looks pretty good. I mean, really, I like this also was the
shadow area and so on. So we now have instantly just by scaling it down as
secondary small beak. So we got this one, this one. And we can of
course, out of that, we can also create another
one which is going to be maybe a bit
broader like in general. So we have more like
a cuteness factor, which we can involve
here as well. So what I do is I lock this small beak and
hide and unhide the new big and create a new copy of the new beak just in case
duplicate the current layer. And I'm going to name this
May 1 be broad and beak, which is going to be small
but broad and its width. So I'm going to hide this, unblock it just in case and
just want to work on the broad be not beat but beak. And so I'm going to
select everything again. And what we can now do is we
literally do the same thing. We just scaled live together
without touching anything. But now it shifts and we
can now go outside and make it broader and
see if that looks any. How good. I mean, I don't know. We just test out things. Well, it's looking
not too shabby. Maybe we're going to have to go and do some additional
changes over there. For example, these things
here are a bit to, let's say squeezed together. Going to undo things
if they don't match. Just go and play around
with these and see if you can find Another nice, Let's say setup, which, which may be fit a bit more
into such a broad beak. And try to just select them and maybe go a bit thinner
here in the center. Maybe this areas are
not as good as I think, but maybe I want to
add something extra. It's like if you would have the nose or
something like abroad, let's say a body shape. I might go and introduce
something in here. For example, I just
paint over and see how that could look,
something like that. And so I would do the same thing of course,
to the other side. So not as not as much, but something like
that here as well. Then I'll paint the
second one again. Again, you need to
just test it out and see if that works
for you or not. I want to try to
connect these fields. So I'm going to take
these two and just say pass Union and see how
that may look right now. That's a bit different
right now of course, we might want to go
and put some shadowing or some lighting into that. Two areas may be here on top, just a slight one, or
maybe at the bottom. I go into stroke color and S5 at least put it
to be a 50 per cent. And maybe I'm gonna put this
at the bottom over there. So it has like a
slight shadow area. If the shadow area, let's say is not broad enough or maybe looks well not as good. We can also try to
highlight this one just to help the shape to exist over
here. How do we do this? Well, we just overpaying that a bit and see
if that would work. And we try to see as well
just to understand or get somebody to understand what the shape is
probably about, then I'll select them both. And I'm going to make
them fully bright white. And maybe I don't
need those two. Yeah, that's not too shabby. This one here is a bit too huge, I would say, for my opinion. So maybe I'm gonna go
and reduce the size. I need to combine these, like join the selected nodes. But it has ruined a bit the actual or the overall
view, which is okay. But we can always get into it
and re arrange these areas. Just make sure
they are following the correct flow
in here as well. Does go in a bit closer
if you don't find the ways this one here
needs to be joined as well. It's sometimes getting a bit off to us through this
and connections, but that's fine, I guess. So these two look for now. Look okay. Maybe I can go and squeeze down a bit together or
something like that. But I believe this shape in
general is not a bad shape. Maybe I'm going to go
and reduce the nostrils a bit more or make
them not like X, not too much of
that, the x anymore. So they are not too much
present as I would say. So maybe I'm going to bring this highlight here
a bit further up. It more like, you know, we are more like
in this shape over they're going to
straighten this one a bit. That's good. I guess there are some
issues here on the bottom, so I'm going to take a
look what's happening. I believe this handle is
just longer than the other, so we reduce it. And pretty good. So now we have another beak, was not much of a hassle, so literally two new peaks just with a squeezing,
stretching, pulling things
around and see how they actually work in general. And how does that look? We can always go zoom outside,
de-select everything, see, do they actually flow of follow the
actual structure? There's one thing I
want to go and notify here is this actual part. We need to extend it
a bit to the outside. So otherwise if it's not
making any sense anymore. So now it's like sitting under, under this area, whatever
this area could be about. We could also introduce
some feathers. I'm above a specific peaks as an example like by taking
this space over there, we could also use different
or create different Mosque of haze positions over there
and so on and so forth. Like having one was feathers, the other with no feathers
are some as round, some as cutter sum
is, I don't know, cross and so on and so forth. So we have a bunch
of possibilities to put things together. I'm going to unlock this and
don't forget to save your, you know, your file
Control S for quick save. And now we got it
like a broad peak. We got a new big coffee. Coffee, which is literally, I will just name it, may be long, beak, minutes long and slim. Like it's not as wide
as the other ones. And then we got a small one. I like this one pretty
much if we want to, we can also put in something
or put an extra over there, maybe play around with the shadow areas and
so on and so forth. So all of that now are
three different peaks. And of course we have
the basic of a beak, this one, which I
don't really like. So I can just literally
get rid of the year. And so I have which
ones which are more likely following the
stream of the internal, let's say internal
lines, I would say. So when we can later
on also go and shade even more inside the body, we don't really have to use
hard outlines over here. We can also blend things and
to each other and so on. But again, the
decision for that, It's totally up to
everybody who's going to create his own none of these. So you don't have to
do anything I do here. Absolutely. As I already explained, you can make your own art. As we just spoke about. For example, we were allowed
to do literally everything. You can put a moon
as we can say, we can use animals, food, people mood, our
pictures and MA, or even plants, or
even anything else. You prefer to look alike. And I mean, this doesn't
look too savvy and all. I mean, we already did quite some good shape
or shading over here. We might go and do some more
work on the body itself. So maybe some more extra
dark areas in there. But in general, I really
liked the result over here. And once again, we can check it also out with other
bodies and body shapes. How do the beaks look like? We can, if we want
to just test out the body's like for example, when we got the legendary
one running over here and we just
unlock the general, the legendary antibody itself. We can always take a look, Okay, how we would fill this actual body area here
into any other color, what would it look like? I mean, how does a purple
one or does a brown one, or does the red one work a
blue and so on and so forth. So we have a bunch
of things now we can test out and to speak
just looks good. And the other ones do
look Literally as well. Literally good as well. So we can say we
want a baby beak, like a small beak, and we want to make
a broad beak than we can show that to the
people or use this inside our n of t. And so we can store all this inflammation or we just have this
information right now. That's pretty, That's
basically an interesting one. Without having a body
maybe like a ghost, ghost our honey actually maybe, maybe I'm going to
make some glass, or I was thinking about
a golden one as well. Like a golden. Like golden. What did I say? A golden hours. So we're going to be able to see that here and there as well. So as we can tell, we can use a different
beaks over there. I like the small beak
as well as the big one. I like the broad one. And maybe we find a third one. Maybe you want to
design a certain, well, maybe you don't want
to use a beak at all. Maybe you want to
use, I don't know, a cat mouth or anything else. You can I mean, who is holding you back to not do it right? So in the end, we can also do different
phases and shapes. We can also make an old beak. Maybe we can make some extras, like over the eyes
are above the eyes. And, but basically, our hour is now complete in its
general pieces. The next couple of parts
we now need to decide and define what extras do we
want to give our owl? But beforehand we want to see
how much could we produce if we would start to produce literally something with those. But yeah, the wisdom content
we already have created.
30. #30 Calculating Amount: Welcome back to the course. In this part, I want
to quickly recap what we have created so
far and how much, let's say, possible
images we would be able to create with the
current collection. Already written down
some numbers over here. So let's take a look. If we're going to say We have like nine out of
ten backgrounds, probably you have
more than I do. Well then we can
calculate with ten. So I put it at ten over here. Then we got a four body
shapes with possible, let's say eight colors. I don't have the colors
for these ones yet, but, but, but we, we are able to create
some at anytime, right? So we could say we have
like eight colors later on, or ten or whatever
the amount is. Once again, it's literally the same thing as we
have with the eyes. And so probably there
are going to be rent hours with red eyes
as well, for example. Also, I'm going to put
in some extra here for my possible legendary these. Or at least, well, anything which are going
to be golden or something. So we're going to
make them a bit more beauty and shiny and
stuff like that. So there's something
special over them. If that's the case,
are going to add them here as well as an extra. And then we got our shapes. We got a total of four shapes, at least for the moment, and a different colors
per eye shape. We can multiply that. So this is going to, each of them is going to
probably be something like a 32 numbers that we got. As currently I got three shapes
of a beak, no colors yet. So there's just a number
of three for the moment. So depending on if I go and create other beings
or other beak settings, let's say maybe some BIG was
feathers and some maybe not. Well, then we're going to
maybe have more later on. So what would be now, at least for the moment,
what would it be? What would it be? An a number? K is if we just multiply them all together or
add them together. So if we have ten
backgrounds and we multiply that by possible am 32. Body shapes with different
colors and stuff like that. We already have 320
different things. Of course, this is not
the correct number. In the end, you're going to
see a y. This is the case. Then we're going to multiply
this by another 32, which is going to
be the eye shapes multiplied by the
colors, so times 32. And now we can already create 10,240 direct images from that. Now we got the beaks over here, so we multiply that by three. So in total, we would have
already a collection of 30 thousand 720 plus four, which is going to be 30,724. So this is just, if I
going to have a would have like four golden ones
for golden bodies literally. And four by eight when I have like eight different
colors per body shape. So what does all of
that mean right now? Well, for the moment
if we would go and just create all of
them as they are, we're going to have like ten images or literally ten
times the possibility also to have the legendary
one because we want to make
sure that legendary are going to be rather rare. So actually in this
case, super rare. So maybe only one out, like one per cent out of 100 per cent should have the legendary background
or even less. So this is what we're
going to have to calculate in later on as well. So what does all that mean? Well, we don't really
have the possibility. I mean, we do have
the possibility to create them this way, but literally, well, we
need a bit more content. We need more different things. So we can multiply
up, for example, we can add glasses or hats or more
background, more beaks, more feather types, maybe, maybe something special
wisdom feather types, and so on and so forth. So all of these things need, we need to implement
them as well. Later on, we're going to
have maybe later a number of a million or maybe 600
thousand or something. So our reality is not going
to be an issue, let's say. Was that knowledge right now, we can say, okay, we already have the possibility
to create 30 thousand. But non really are
rare this case, except probably the ones
with the golden color and even them are just add to it
so there are plain numbers. So in general, we don't really have a gold one with just one, that one background
was the like, the night background and so on. Until to go and increase that, we just need to go forward and create even furthermore Content, furthermore things,
furthermore, layers. So we can in the end put
a hat over here on top, or maybe put something special like a frame around or anything. Then a bunch of
scenarios we can go after and fulfill even
more of the content, put in more stuff in there. We can do something
like fire or fireflies, something on the head, or
maybe in the background again. And probably make something more like 20 or even 30
different backgrounds. Because we can literally
put in anything, right? And we can do the same
thing by the way, also with body shapes. We can also say we want
to have not four but ten different body shapes
that we are allowed to do. So for example, put them some
extra here for some wings. Maybe that's going
to be another one. So all of that is going
to add up later on. Our goal or your
goal should be for a 10 thousand collection
later on should be somewhere between 500 thousand, let's say, all multiplied
together possibilities to up, up until at least a million. So we have enough
food for later on for the generation process to
create the 10 thousand. If you want to, let's
say only create 1 thousand and don't
really want to go for, to merge into gold or
even less of that. Feel free to do so. This is also possible you can instantly create, let's say, a collection of 100, whereas maybe something
extra like the golden ones. And that's no problem at all. But I want to focus
on a huge number because we want to see
what it really takes, what we really
need to implement, and what we really need to do
to reach that one numbers, to reach that 1 over here.
31. #31 About Traits: Welcome back to the
course and this part, I want to talk about traits. So in the last video, I just talked about what can
we put on top or let's say, integrate into our, let's say
collection to be different. So each of them owls or each of them LFTs
are going to be, let's say, different
in this themselves. For example, if we're
gonna generate them, we're going to have
a purple background, a green hour, but then maybe the gods, well,
nothing special. Eyes, especially
beak, which is okay. But then we want to maybe
put something else on top, maybe something like a hat. So as you can see, this one
here got a hat as well. And there are a bunch
of possibilities. What we can put onto these different hands can
be on one or the other, let say owl, to be polite
and can be used as a trait. We can also make it
so that they are going to be colored
differences and so on. But it probably is easier
to just do one at a time. So a trait can be ahead. We can also make a
trade like glasses. We can put something
like elements. I'm going to name it
elements because it could be something like a fire
or maybe some ice or, you know, frozen, some
overlays, something like that. So let's say we can
have some elements. Several teach collections
are going to use them. Most of them have fire
or something like that. And we can extend this to
our own needs and stuff. I had, by the way, can also be a bandana or anything, right? So bandana could
be something here. I'm going to put this a
bit to the side so we're going to read more
what's going on. So again, these elements
can be fired when done, we can have glasses, specific ones that we can
have something in general, being in the face. For example, we could put
it in a beard if we want. Or we can have something
like a pirate. Pirate. I'm not quite
sure what it is. Like this clap, right? I just never club. I
don't know what it is about or what is this named. So one eye is literally covered by that
area, by that thing. So then we can have
a bunch of them. N of t is out there. Do god different things in
the mouth or in the beak. So maybe we can say something is inside the
big, maybe a mouse. We can also put, I don't know, cigarette or ice cream
or anything like that. We can put everything
literally inside the beak. So what you wanna do
is we want to collect all this information
and store that, put that together and
see if it would fit. Okay, so I'm gonna name it
something like beep fill, maybe something around the
beak or inside the beak. Whatever it could be, it doesn't matter actually. So next one is we can put them
close or put on top close. So for example, we can pull on something beautiful
and maybe just, oh, that's what I'm also can
put in maybe some necklace. If you want to, you can put different necklaces. Maybe a green one, blue one, purple one, golden
one, silver one. And done something
in the middle. Maybe some specific ones with, let's say a Bitcoin
logo type or whatever. I like, a theorem, a marker on top of it
and so on and so forth. There are bands of possibilities
over here as well. We later on just need to decide and define which
one we want to use. So that's why we're gonna
go and list all of that. Usually make your own list. What do you want for your, um, to be some kind of a trade over here going
to make this one, I don't know, greenish. So we know this is
about traits, right? So again, we can put in or put on top some Hat or bandana. Maybe the bandana is not a good one button ahead
or actually some, at least anything on that. We can also put is a maybe some, let's say wings, right? So because we got a bird, I got some issue here
with the line break. We got a bird. So probably we're
gonna put, well, we could make something small, small angel wings or anything, or maybe the owl wings going to be as an extra over
here on the side. There are bunch of
possibilities for that. We just need to take care of. The wings are going to be, let's say, on its own, which is meaning it doesn't take care or it doesn't care about the body color itself has to be something
on its own, maybe. Some bat wing, maybe
some angel wing, maybe anything like that, or maybe totally different
stuff and maybe a dragon wing like super opaque one
here like a gargoyles. And also all of
these inflammations, all of these ideas
need to be catched up. We need to make sure
we use that as, you know, or at
least some of them. Again, we can put a beard, we can put some extra feathers. I just put it in because I'm not quite sure how I could
make them or use them. It could be feathers on the background which I
already have planned, or probably well put
one together anyways. And we can also go
with tarot cards. We can go with something
else which is going to be, I'm not quite sure if
it is a good idea, but we could use frames
like server frame, a gold frame, and so on, like for example, cards
or something like that. I got to make, I just
tape it down frames here. So just take out all the other
collections you encounter. Check how are they structured? What traits do the gut, and implement those ideas
into your list here as well. So you have something unique, you have something
probably nobody else does, or more, probably
nobody else has. There are some which
are having guns or passwords or anything in the
background here as well, like crosswords and so on. But that doesn't really fit
our owl scenario over here. So we need to, we just need to decide and think about it if what you really want to input, and so on and so forth. But I believe you're
going to find a way and I believe
you're going to find whatever is inside this
list may be helpful or not. As well as you're going to
make your own list from your, let's say, discoveries
inside the NFA space. So you are absolutely able to create your own ideas
and to put them into place. By the way, you can also use fruits or something in
the background, right? So don't miss it out. There are so many things. Oh, and even
backgrounds could be, as I already spoke about, we can put some grid inside
the background as well. Like for example, the
grid from our workspace, like this grid
over here, we can, let say, make a bit more
beautiful design for the grid. But in the end,
we should be able to use that as backgrounds. Maybe just a slight overlay was 20 per cent of
the dark field, make it a bit broader
so it's literally visible and it is not in the
front but on the backside. There are so many possibilities
for traits and we just need to decide on our own
which one we want to use, which one we want
to create. Eight. I'm going to collect
some ideas right now. And in the next part we're
going to start to work on one kind of trait over here, which means that is a bit
of extra work of course. So we need to maybe, let's say, create like ten or five or 20 different hats as an example, or five different glasses, or even two to five
different elements, things and so on and so forth. So we got to fill
our actual results here to be multiplied
everything by each other. Somehow, like being
a million or so. And we don't want any
hour or every hour to be a glass or with glasses. Maybe the glasses are
going to be rather rare on top of the hats. So we don't have
too much glasses, we don't have too much
different whatever clause and so on and so forth. Maybe we're going to start
with some neck class because these are
rather quick to, probably quick to create. Maybe I'm gonna go with the
feathers and the wings also. So each of them, depending on how it looks, of course, we're going to go for and produce them one by one. So we keep on learning Inkscape. We keep on learning
creating the, increasing the amount of
our actual NFT collection.
32. #32 New Inkscape Version: Welcome back to the course
and this part I want to quickly go over the
new version Inkscape, but 1.2, which I currently
have downloaded over here. So you can always go and check which version
you're going to have. So depending on whenever you
are watching this course, you probably end up using
the one-point too anyways. So what are the changes to the last version I was using is the actual navigation inside
the layers are a bit better. So we can now see which
elements are going to be inside those inside
those layers. And so all our actual layers
are also beat, been tinted. So and then we're going
to have a bunch of sub categories and sub
layers over here we can use, and we can now
directly, for example, select one of them things we are going to work on directly pick them inside
the layer system. Also, another possibility over here for gradients
is going to work. For example, if we select them, eyes over here, if we can. The symbols of the
locks on the eyes are not in the left now anymore,
they're on the right. So if I go and unlock one
of them, eyes over here, go inside the board
layer and there is one color I'm currently
seeing is the yellow one. So unlock this one. And when we go to the fill and change the fill and stroke, we're going to see
this little graphic over here as well as
those tint colors, which are going to be the parts directly here on the flags. So we can move the flags
around to interchange or to change the actual gradients
directly on the objects. Same for the other ones. So this is a little upgrade over here so we can directly go into this one and change the staff or the actual
gradients accordingly, the gradient list is going
to be inside over here, so we can see how
many of them are going to be used or have
been used in the past, as well as currently using them. For example, this red gradient is going to be used by eight. So the same thing literally as we had in the older version. So this is what I wanted
to quickly go over there. Probably a bunch of
other changes over here, like the background
is a bit different. The actual handling as well
as the clamps settings or the actual settings about snapping in general are
going to be now listed. They still have those
little icons next to them. But you can see
you can now select them depending on what you need. Unlike if we want to
disable snapping them, we can do so and everything
gets grayed out. So instead of having an
extra toolbar over here, we just can open this on pressing this little arrow
and then we're good to go. So that's basically everything I wanted to show pretty quick. So a bunch of things
have happened, but there might be also
some new pass filters and stuff like that for free to check them out if you
want to use them. And so we can go
forward right now. And everything is
color-coded literally. So we now know, okay, everything about red is going to be probably the eyes of beak
or something like that. And I believe we can change the layout colors
anyhow as well. If you want to create new ones, we have now a new sub new
menu where we can just say, Okay, we're going to add
them and it's automatically created most of the time
as being a supplier. So we don't have to
select this as an extra. The drag around still works
the same way as before. So no worries about this one.
33. #33 Necklace Part 1: Welcome back to the
course and this part I finally want to start
working on the next place. I want to go and create a cola, which is just a
so-called literally with the Bitcoin symbol inside, probably with the theorem sine as well as maybe
any other of them. At least those two should be. I believe in my list over here, we have listed them are quite beforehand as we probably are. You probably remember over here it's going to be necklace. And then there are bunch of
sub menus are some things. We can add two and we
can make them gold, we can make them Silva, we can make them literally
whatever we want. Please. Unlike if
you want to just go and look into Google or
somewhere else, wherever, whatever your search machine
or your search engine of your liking is and see if you find some colors about
the golden ones, probably some gray shades of gray scale colors
about for silver. So you can later on do some quite nice
effects over there. So to start with, I want to create, first of I
have a necklace over here. Nice. I already tested
about the color itself. So I'm going to go right-click
on this, Add a new layer. And as you can see, it's created automatically as a
supplier of the current, which I'm going to name maybe
golden Bitcoin, a necklace. So it's going to be
like inside of here. We can still arrange them like, you know, make them up
and down left and right. Inside of here, we can also create multiple
sub-layers if necessary. But I want to make sure that I'm literally selecting this
layer to work in it. Now I'm going to
go and just create a simple circle and I
decide how big and how small I want this and where the position is going
to be of that color. I'm also what I might want to go for
as you use one of them base colors over here
and just tend to get a feeling about
what I'm actually, after I go to Fill and Stroke, make sure I have selected the film itself
was a full color. Take the color picker as usual and just pick a
color of my liking. Once again, if you want,
or you can choose the RGB, RGBA colors over here, go and find any of them
if you want to use gold and general or use the eye colors from the
yellow paint tins of a year, totally and
completely up to you. What I want is I want literally
as reduce kind of a view. So I want this to
extend to the left, upside, like upper-left
side over there. So I'm going to make use of some kind of a filter
which is going to simplify the progress for
us or for me in general, and probably for you as well. The filter I'm going to use is a probably inside the
extensions method of here. And what we want to go for it, we will go for
generate from paths, and then we go for motion. And what we're going to see
is a new pop-up popping up. And we can now define what
is going to be the angle of it and what does the
strings, the document units. I'm gonna make this
one super small, maybe just a one to
see what's going on. And if you go and
select Live Preview, we're going to see
something's going to happen, but it's happening
in the same color. So maybe this document
unit size over here is going to be a bit
too big or too small. So currently we're gonna see that there's a
script executed, did not return any arrow and was not expected
to do anything. So I just say, okay, and I believe there's something
some issue over here. I want to try this era are
trying to ignore that. Fill the shadow
with stroke color of selected object is
that is going to be sad. We may or may not
be able to do that. I cannot choose this three over here I've
done on why I just tried to apply that and hope that the script
is still working. I expect that this status, the so-called, not the past, we're gonna go and
revert this or actually change that
from object to pass. So we literally have a path object which
has different nodes. So we can see when we use the added pass
notes Select tool. So finally, we're
gonna go and try to regenerate or generate
from paths and emotion. And we're going to get
this popup once again, I'm going to choose Live View
right now once again and see that now returns any
issues which just does not. So make sure if you're using that motion effects that
this is going to happen. Well, we can also see
even if slightly, there's a little pop into the backside going
to happen over there, which is going to help us to create the shadow
areas of four, or actually the depth
of that object. So in my case, 215 is
going to be the ankle. This is not the correct angle. Then we can go and
repeat the process. The document length of that, the size of years to be a rather small number depending on the document resolution, since we have working in
a thousand by thousand, I believe three should be okay for that and I
apply the changes. What's going to happen is that this one top area over here is now going
to be a new object. So, or at least multiple
new paths objects we can select them work with. We can see this, that this is our
original path over here. And if I would go and let's say two doesn't do any other color. We're going to see since we are using another version of a year, we're going to see that we have automatically this part here being generated into multiple
little pass a fragments, which is going to be like as you can see, some
invisible ones. So if I, for example, take the top part
away over here, which I didn't want it
to do it like that, but just take our main paths. You can see that these
other ring parts here have been auto-generated
by the program itself. So we would be, we would go for and select
all the pieces we don't need, which are going to be literally behind that and just
get rid of them. So these parents are
the ones we need. This one is a one I don't
need and the last one, the bottom one, I don't
need this either. So in the end, I
going to have like our basic pass object and this
moon ring shape over here, which we can tend to
easily without any issues. Now that we got this, we can now play around
with gradients and make our golden metal here way more, let's say beautiful
by just adding them gradients and this part here. So all of these single pieces, I want to combine them
together so we can play around with multiple
gradients as well. If we don't want to create or if you don't want to put
them together in one group, you can also keep them
separated so it's easier to handle the gradients for
that different shapes. Let me show you what I mean. Let's assume we're gonna go to fill and want to make
a new gradient fill. We can see that there's basically nothing but a base
color for the base color, we just gave it beforehand. And so we can now create our golden gradient over here completely by
using them flags. Once again, if you're
using an older version, you might want to go
and update or just get used to it by using the normal gradient tools
as have been before. So what a gold Mexico is basically shine on the
side or on the outside. So basically this
here we're going to add a new flanked
by double-clicking. The bottom area over here, drag around and we
should be able to go and pick from our color
tint list of a year, for example, a brighter
color on the left. And over here we can
also select increase Alpha's since we're going to use this Alpha tone in general. And I want to make
maybe a darker area or a darker color on this
last one over here, for example, this one. So as you can tell,
it already gets a beautiful and
interesting shine. What I also want us, maybe some extreme highlights somewhere in the center of it. So we get a huge bright shine, maybe wisdom that, or even with the brightest
of all colors. And now we can see
how this is going to be created and generated. I'm going to create another one in the center because I want the main color over here
being in the center as well. So it's literally
broken up accordingly. What we don't see
at the moment is the actual fact of the
correct direction. So what we're going
to go is here on the left for the
gradient tool itself. And we can now drag around
the gradient according to the maximum or the shine we want to see literally
on our objects. So we can lengthen this
one as we want please. And like now I'm going
to select the next one. Pick also this. And now we're going
to take this one. We're just going to be the one we just created beforehand. And now we can do
literally the same thing. We just take the ends
over here and bring them according to the
actual shrine we want to literally generate or create on our
little object here. And just increase and decrease
the lungs so we don't really go and touch
the gradient itself. Once again, if you want to, you can always go and pick another color and this gradient. So maybe if that is a
bit too dark over here, you can go for another one, which might be a bit better. You decide what you like. Employees are going to keep
this other one a bit darker. So in general, we have now two different
gold, gold gradients. You're going to pick the last
piece of the year as well, since I want to put
another gradient of this. Well, once again, just
pull it, pick that, go here and select the
gradient of my liking. I believe we're going
to take the darker one. And now I choose the
actual points over here. So depending once again, on how I want this to look. I can also bring this
up high enough or so high that it is
actually fitting my needs. The direction of the
gradient, by the way, has, most of the time has to be in the same direction as the
other gradients have been. This is for you lagging
a bit and probably your fill or your scene could be a bit too huge
or too much inside. So you might want to reduce or just hide a bunch of
objects in your scene. You maybe don't need, like for example, the feathers, all the backgrounds in
general just disable them and maybe you'll
get a bit more. Also if you don't
need to, of course, you can unhide or
hide the Workbench. You get a bit more free space. And probably I want to get rid of the legendary
body and maybe just use the common ones so I can navigate easiest
through my scene. So that is twofold. Let's say. I also wanted to take us
now this circle over here, the first one so-called
this first pass. And duplicate this, hits Control D and just
drag it a bit away, at least for the moment. The other one, the one which has been lowered literary or above. I want to brighten
this one up so I can create some slight
corner shape over there. Let's try that out. That's the one I didn't want it, so I reduce it by one and
maybe a mover decide a bit. Do that if you are hitting
the wrong objects. So now we can see the
sunlit part of there. So I want the other
one, the second one. I want to try to move it away, which is probably not possible. So that's a possibility
to local selection, I believe so we
can try that out, which sadly does not work. So we can try to fit it around all the actual
parts of the year. As you can see, what I
wanted to achieve as a little gap over here
and between them objects. So what I wanna do is I
want to take this one, bring this once again
up like two times, and tinnitus and the
color of the other one. And then I select
the second one, this one below, and make
this woman brighter. So first off, I take
maybe this one, go into this and pick the actual color
of that main object. Now I gonna go back, select the upper corner
or the upper one. And now I'm going to hit or take the color picker once
again and take the darker, maybe more golden niche
look over here so we get a little bright, let's
say highlight. Y'know, I'm color over there, this one here, we'll get
another gradient as well. So we can literally try out and see which one of them
gradients might fit. Maybe one of this one
or the other one. And so we have this shrine
in the center already. We just need to
see how we want to brighten our actual coin up. If you want to go
top left to bottom right or just straight
up or straight down. So we select the
gradient tool once again and play around with
the directions over here and maybe we find one or the other good or
nicely highlighted. Let's say shine over here. If you don't like too
much dark on the area, you can always stretch apart
or maybe you'd like that, then you can also
make use of that. So this is basically
just a simple, a possibility for us to do
some brightness over here. In the next session, I will
go and do some stamp inwards, basically using the same
technique as we did before. And also do this with
the letter inside. So 1 third is a path. We can go and do the same thing, but that's what we're gonna
do create in the next video.
34. #34 Necklace Part 2: Welcome back to the course
and this part I want to put a stamp in area and probably
also create the latter. We want to see like
the letter B or maybe the logo of a theorem
or something like that. I'm going to just make sure
I create a new circle, but I want to make
sure that I'm 100% in my golden Bitcoin ledger or in my golden Bitcoin area control just to snap and increase it so that it is going to be at least that I have
something over here. If I want to, I can
select them both and go here and use my Align
and Distribute tools. Once again, you will
get them or you have them already over there as well. We can go for selection area and last nitrogen, first selected. I usually go for first selected. You can also go for the biggest
and the smallest object. So if you select this
1 first, this one, then we can align to center. I just want to make sure that I select the correct objects, which is going to be a
literally this first-pass area. And then this one is going
to be the second one. So make sure you're using the layout system
accordingly and don't want to send out this one like left
to right and upside down. So these two, I select them
both one after another. We can do is we can give that one a gradient
light on as well, but literally using
the opposite gradient of the one we have created. But what I wanted to
create this now, the like, a darker area like it
is going to be in, I can indent over here. The easiest possibility for
that is literally doing the same thing as
we did beforehand by using the x tangent method. So first off, we go to pass, say object to pass. So this is not a circle
anymore, but a pass. Then we go to generate from
paths and go to motion. This time I want to go and
do the opposite directions. So I just wanna do
a slight inward. So maybe a one should
be good enough. Maybe I wanna go for
a 45-degree angle or whatever the angle is of the literally of the
opposite over here. Maybe it's a 50, maybe
it's a Saturday. Let's try out 4045. We can make a live
preview if you want it. So, so we can see
what's going to happen. We see that something
is now being, are getting generated over here. We can apply the changes if we want to enclose the window. Going back into on
one layer system, we should see another
set of things over here so we can always go and
enable and disable them. So this is the
backside of the metal. And this one here is going to be literally the complete
inside of the metal. And then we got this one here, which is probably
the newest piece. And this one here is going to be like the inner frame area. I'm going to take them
all hold Shift if you want to and make them just dark. So maybe pick one
of them colors on, maybe some of them so we can see them easier and play
around with them. So I want to make them
all a fill and I want to give them all a dark
area or dark color. We can see now
instantly it generates the deaf for us,
literally automatically. So there are objects which we can still slightly
see over here, which are below, are
behind the other object. But that's fine. We
can make use of them, which is absolutely phenomenal. Now if you want to, you can group them completely together. So basically use this, use this path over here and maybe add it to
this general groups. So we can make this one
center to the upper path. So I can take this one and bring this inside
this complete group. This is my indent area and now I can use the align
tools once again. So again, we want to align
this maybe to this ring area. And what we can take us, hopefully the complete group of here by holding down
the control key. And then we go to Align
and Distribute and center one and the other. So they are basically are hopefully going to
do the same thing. Like aligning and
distributing automatically. I don't want to take this
inner ring over there. I want to give it my gradient. So this is the pause I
just generated beforehand. I go to fill or a gradient fill. And what I want to
pick us absolutely the one of them gradients I
have created beforehand, maybe this one, and do the
opposite of the outside. So we're going to have a
bright shine in the center. I'm going to select the
gradient tool again, take the darker area. I'm bringing this
literally over here. And the lower area, the brighter area over there. So we have like a nice contrast. If that is too much or
too small or whatever, then go for it and
change accordingly. So change it to whatever
is necessary over here, the final step is literally just creating the letter or the logo. And maybe some small shining bright something, maybe a star. So we're going to go for it
and select the star symbol. Go to star here, say five or four or whatever
corners you want to have, maybe I can use for
and just test out. That looks pretty good. So with a spoke ratio of 0.5 and
rounded and randomized 0, I can use that as a highlight. So I can maybe make this one
white and scale it down. Hold on Control and Alt, so you can create some brightness in
there if you want to. You can also always go
into it selected and play around with these things here in the center and like
with the actual helper. And if you want to have
multiple of them for free, to create multiple of them, like maybe highlight
some here and there. You can also put some graded and side if you
want us are all totally, once again, as usual, up to you. So the final step
is now bringing in the lateral or the actual logo. So I create a new layer
over here and just name this one logo,
let's say Bitcoin. And make this also an
indent or an out and scenario basically like
an out and letter. We can use the letter
tools and general. So we just create one
letter and type a, B, and C If that does kind
of fitting one needs, which probably is
not the one you are looking for what you can
do with this letter. Now, over here we can choose
any font of our liking, maybe a Calibri or maybe we
find the one which is used. And we can also, we should be able to when
selecting ones using the actual down and up
keys on your keyboard. And switch through and see which one of them
letters might fit. Two, how are the actual
Bitcoin letter looks like? And then we just pick literally any of them or any
of them we like. And we probably can create a Bitcoin letter
out of this one. It looks pretty good As
Reza close, I guess. So. It's the Franklin
Gothic malloc. If you don't have this font, feel free to go to Google
Fonts and downloaded. It should be free. We can scale this up. I'm holding down
shift once again, like Control and Shift
at the same time. And now we need to add some extras over
here and over there. So basically just
some rectangles. So since that is still a letter, we want to make sure that
we're going to convert this also from object to pass. So I basically, if
we select that, we have all the actual notes to be selectable which
is needed over here. I'm going to use this snap tools because I want to snap
to the actual corner. And now we can see
the snap tools have been improved
quite a bit since. We can now snap and
SSI also different. We can also see different, let's say helper lines
popping up here and there. I believe this one
is not too shabby. I'm not quite sure
about the size. Maybe it's a big go and
look for references. I'm going to duplicate this, snap this one down below, and now I duplicate
this two more times. For the top, I hit
control D once again, select it once and hold
down control and snap, rotate and snap it to wherever I think
there's going to be, maybe it's going to be
like somewhere here. And then I'm gonna go and make a second one
maybe like over there. And once again, feel free
to play around with these, make sure they're
fitting in size. You can also multi-select
and scale them downwards if you want
to and if you need to. Once you're happy, Control D and duplicate them to the
bottom of this letter. And now the final step is
we're going to pick all of these, convert them. Object to pause. And now I want to make
sure that I bring them just a slight bit in
Awards into this layer. So they are literally
a bit overlapping. Not too much. If the
snap tools are in the way than just
deactivate them. I want to make
sure that they are overlapping because
we want to collapse these letter pieces now together
into one single object. So I select them all hold
Shift for multi-select, go to pass and we say union. And at the final step we should, well, that's what I hope. We should have a letter, a letter as collapse together. But as you can tell, it
doesn't really work over here. So I'm gonna go objects to
pass once again and try again. Probably it has something
to do that this one is still in a different,
let's say group. And so I might need
to go and take this path out of
this group or get rid of the text
group in general. So I try again, pass Union and as we can
tell, it doesn't fit. So I wanted to take this path outside of the
actual texts group. And literally, I'm
not quite sure is that it's really
necessary to be here. So I just highlight or
unhighlight this one. And as we can tell, even if I disabled that, I don't see any change. So I just deleted. And select all of the single
pieces once again and try to say pass and Union. And now everything is going
to be one single object. In the older version, it might help here that to change from a stroke to pass first and then
from object to pass. I'm maybe you have to do it
multiple times and see if that fits your needs
and works in general. The final step is
literally we just want to see what is going to be a good size for our
letter over here. So we can scale up, hold down control and shift. And we might want to
use the snap tools. And we're going to see, okay, this looks like we're kind of in the center by using
the snap tools, we can also use the align tools. As usual. For example, we select this
inner circle over there. So we know, okay, this one is the inner circle
and then we'd pick the B. And then we can
disable that one, go to Align and
Distribute and see if that maybe is a better way. And the final step
is since that is a pause right now and
which is combined completely over
Here we go again to x tangents generate
from pass motion. And at the very last, we're going to go and do the same thing as
we just did over here and just apply the changes. Once it is done,
as you can tell, it has now generated the
outlines of that path. We can just close
that window and tinned the actual
b with our shadows and also the upper area
with the content we need. So first off, don't
forget to go in here, go into the generated
paths areas. There are a bunch right now. And we just
multi-select them all and give them at first
the shadow color and see which ones are
going to be really necessary to keep and
which ones are not. So I go to fill and just pick this color over here
and then we can see if that is going to be, let's say the correct way. And as we can tell, that does not look
correct because the shadow area is now in
the opposite of this one. So I literally go
undo this step and do the opposite with
a 215 once again. So again, go to
Extensions motion. This little window is going
to pop up on my other screen. So I'm going to drag it over. I'm going to choose 215 probably this ankle
is not 100% correct. I apply the changes once again, so I get the opposite of that, which probably or
doesn't seem to work 100% of the air depending
on what I have selected. In my case, I have
selected the wrong object. So I'm going to
have to redo this. So go here and
apply the changes. Once that is going
to be complete and the motion graphic
has been created, I just get rid of that. And once again go into the
newly created Path Tool, select them all by holding
Shift and the last one, give them all a fill. And now we can see it is
the correct direction. So last but not least, we just fill in our
gradient directly on the B. So it is looking like a, like a golden shyly something. I just select it once
gonna go and select the gradient I prefer to see this one might
be a bit too bright, so we might go over and
play around with them. May we need to change some
gradient here and there. So it is going to look
pretty nice for us. I try out multiple
things over here. Probably this is not really
going to work in general. Maybe we need to do multiple
gradients over here, or maybe I got to go and select this color being the
last color as well. So I just pick the
color picker and just play around and see which one of that colors are going
to work the best. Also, we can see that the
actual outlines over here seem to gut the
gradient as well. So since I probably
have selected all, I hit shift once again
and try to select all the little pieces of the actual border over here to just over ten them accordingly. So hit Shift and select the first and the last
one was the Shift key, the last one and see, once they have
been all selected, might take a second. And now I'm going to go
to full color once again, so we don't have any
issues with that. Select the color picker, pick color of your liking, and then check the
actual result. Doesn't look too shabby. So it is a standing up quite a, quite a good amount. If you want to, you
can once again go over and change the
brightness in there, change the gradient in general. Use the gradient tool, play around with the
bright areas and the dark areas and see which one is going to give
you the best results. So you still can see literally
the outlines of a here, the shadow area, and so on. Once you're happy
with the result, maybe you want to go for another bright area
here or there, maybe a little duplicate of
this A-star, maybe somewhere. I don't know, you like, or some position where you'd
like to have a highlight, maybe here, and then
you're good to go. Don't forget to save everything and get rid of all
the other pieces you may or may not use. Like for example, they
are objects below here, there are objects below here, and below here, and
so on and so forth. Also some of them,
as you can see, a cut in pieces. So you might want to go
in and combine them to be one single object if you want to highlight
them accordingly, or maybe give them, you know, just another
gradient on top. Then firstly, to do that.
35. #35 Necklace Part 3: Welcome back to the
course and this point I want to finalize the actual metal or color or necklace as
much as possible. So basically I want to combine those single pieces which are literally like a cut
in pieces over there. And I wanna get rid of
everything I don't really need. We don't really need. If you want to introduce
some other shadow areas and here you might want to go
for just for free to do so. What I do literally I just take a look and see this one here
is one and the background, I can just hit the delete
key and get rid of it. This one is a one
I want to keep. Now I select literally through all the objects and you
can delete them and see which ones you probably
don't ever need at all. So now we cleaned up
this complete area. We can also do is, by the way, is we can take those first objects and
group them together. Or we can also say pass union and we should be
able to Union them. And you can now see there
are no cuts anymore. So this is going to
be a single object. We're going to continue that everywhere where we don't
need them objects to be. So I select them one after
another and see which ones are the ones we really
need over there and which ones we don't need. Now, once again, this one is the first object we can
now select the other one, hold control for multi-select
one after another. Then we go again
to pass and union. So we've reduced the amount of actual object inside
objects inside the scene. I don't need this one
so I can get rid of it. And now we can go
for the next one. So this one isn't
necessarily one. And the second one here
is not needed anymore. So we have no real, we don't really 100% they know which ones are
going to be together, but I believe these can be collapsed together
if we want to, if you want to have
multiple golden effects on them for free, to keep them a single, because that way you can organize the gradients
based on net, the direction of
each of them sides. What I want to see, of course, is the other pieces, but basically I
want to get rid of everything we don't
really need over there. So some you might want
to go and split apart. But in general, you
want to get rid of all the unnecessary pieces. So this one isn't
necessary piece. Undo this and go through
all of them one by one. This one here can be deleted. I guess this one can
be deleted and so on. Feel free to do this
wherever you please and like and where you really don't need the actual objects
like Everywhere sitting behind other objects like
this one here or this one. These are all
unnecessary objects which are just
filling the scene, making the file
literally bigger. So we can completely get rid
of all of these in general. So once we are, once around, there was one more. We should be good
to go over here. I have cleaned up as much
as needed so we can, I believe so double-click this and rename
this for example, this is going to be the
actual shadow or shadows, which is going to be
like the indent of our actual Bitcoin piece
over here, Bitcoin metal. So this one here
is a warm front. So if we want to, we can also get rid of
this actual group over there just by dragging the path out of it, just like that. And the shadows here can also be broken
out, I believe so. We can get rid of
this useless group. So we just deleted
or we just hit the, the, the exit key
or the delete key. So this is the Bitcoin, this is the base and these
are the shadows trying gonna make them part that I'm shadows. I make them part of
the actual logo, but I need to put this one
here above the shadow area. There's one more as
I can see over here, which I don't really need, and maybe a bunch of others
which are really unnecessary. So for free to check
them all out and goes through and see if
you have missed any. I missed this one. So feel free to
delete all of them accordingly and you
should be good to go. Looks okay. So far, at least for me. Don't forget to save your scene. And we can now think
about some kind of, let's say Shane or something, which we can literally
create to hold that. Also, we can create some kind of a holdover you or
something similar, depending on how we want to construct the rest
of the necklace.
36. #36 Necklace ETH Logo: Welcome back to the
course and this part, I want to quickly create the theorem logo over
here you are free to create thousands of
different logos of any currency or of anything you want to
see in the center. So I'm gonna go
and add a new one. I want to name this
one gold and E, C URI or whatever. And just have an extra one. I don't want to be a one this to be inside the golden Bitcoin. Actually, I want to have this inside the goal of a theorem like an extra layer
and so liked it. Now we're going to use the
point curve and Bezier tool, which is just a symbol. You can also use the triangle
shape tool or whichever, but literally doesn't
really matter. I'm going to go and try
to generate a logo, which is literally
looking like that. So first off, we can go and
create some basic shapes. And basically that is not
really what I need, I guess. So. Let's do it with
the square tool. I'm going to go and hold down the Control
key, go over corner. So it's going to be
literally the same size. Now I'm going to select this double-click or click once hold Control and actually
rotate by 45 degrees, click once again and
squeeze it together. So this is basically
the middle of our actual theorem part. Now since we got these
outlying points, we can make use of them. So literally to
snap things to it. For example, if we go and
activate the snap tools, we should be able to have the handles directly
on them, snap points. So for example, like this
now hold control go up and you can select
that literally any point you want
and now you go back. So when we now tint this and
to let say any other color, you should have the left
side of a theory on logo. If this point is
going to be too high, then you can hold
Control key once again and bring it down as
much as necessary. The final step is to literally
just copy and paste. So we hit Control D. Now we go to this tool flip horizontal, move it to right, and
we're good to go. Now we just need
the bottom side. We're just literally
having the same things, but at the bottom and a
bit squeezed together, gonna give it another ten so
we can see what we're doing. I hit control D once again
and now flip top to bottom, hold Control and just bring this over here to
the bottom side. This might be a bit too long
so we can squeeze together, but we don't wanna
do it this way. We want to take the points
directly hold control, and go just upside down. So don't go over to
the left and right. Just go straight up
and down and see where the point of interest might be. The final step is we need to split this one here,
a part as well. So what we can do
is to split things. We just create a new
line from a to b. And what we wanna
do is we want to stretch this upside down, so it's going to be bigger
than the other ones, but it doesn't really look
that we have hit completely. So let me just tint this black, so hold shift and make black so we can see
what's going on. We don't need any fill
color at this point. But what we want to see is that we're going to
take this point, hold control up and down. We want to split this
piece by this piece. So this, trying these two triangles
need to be split by this line. So what we can do is we
use select first this one, and then the line at the second. And then we'll go to path and
say it should be division. So what we now have is
hopefully two elements, one element and
one left element. Pretty good. Now we can turn them
based on their color. We want. For example, we can make this colors brighter
or darker at this side, and this one is darker on
the other side and so on. So basically what
I would do is I just take all of these
pieces now since these are darker than these ones and adjust flip horizontal bar, does not really what we want since I missed one
of these pieces. So it's not like
them once again, all hold Shift to do so. Flip horizontal. So this ones here get brighter and these
ones here are getting a bit darker because
the light is coming from the right
side, it seems. So. Now we have also this a little, Let's say angle over here, which we need to fix anyhow. And probably we can
do this just by a slight shift up and down. So maybe we are good
to go with dad. So we need to test this one out. If it is doesn't really fit over here was
this night shift, which kinda looks wrong. We can also try and make one side probably
it's going to be, this side needs to be a bit
larger than the other side. So we basically
squeezed these pieces together and enlarge
and these pieces. So this one gets more
light in general. So we are going to deactivate the snap tool so it's easier
for me to handle them. Kinda make this one a bit, Let's say shorter and size. And these ones slide
a bit larger, maybe. Not too much, just a bit
so we can see what's going on and maybe
that's more than enough. And also maybe if that
is going to look a bit more to the right,
then we can do so. I just select all the pieces. Now I go to this tool over
here to the handle so we can now try to manipulate it and push this one
a bit to the right. So it's more like looking
3D ish once again, as we had done before. Now we can take
them accordingly, make any kind of colors
we please and like, and we're good to go
with D is cerium symbol. Once again, I'm not
quite sure about this point over here because maybe they still have this
indent area to their side. But once again, this
is something we cannot always know over here. I'm gonna go and tint these now in to the
corresponding colors. For example, this going, going to be a bit darker area. Maybe I pick one of
these or maybe I'm going to just pick the darker
in general over here. These ones here are going
to be a bit brighter. So I'm going to pick maybe
this or even that one. So it's definitely a bit brighter bar doesn't
look bright enough. So maybe I'm going to go
even brighter with that. Now for these two, I can try out multiple
colors over here as well. This one doesn't look too good, so I try out even further more. This one has to be darker color. Definitely. So I might go with that or try
this one once again. You can play around with
these colors on your own. And this one here needs
to be a bit brighter than the base color at least. So we're going to
see a difference between them over here
that looks pretty good. The final step is we're
going to take all of these pieces right now
and bring them kindof, I tried to kind of in the center of the actual
metal or the actual color. And that's it. Nothing fancy, I would
say if you want to, you can also create once again, some kind of a shadow
area of the law that So literally just some triangle. I can use a snap tool. So if I want to snap
to the corresponding, let's say object
points over here. Tried to hit them all as best
as you can and make them, let's say dark,
blank or whatever. It's in there, fill color. We just need to fill
it out and know where we just brought
them right now. Usually, they
should be somewhere inside our actual golden
Ethereum points over there. I'm going to bring it up at
the very bottom, like so. And as you can tell,
it's a bit too dark. So I might go into
the Alpha over here and reduce that
alpha just a slight bit. And if you want to have some, let's say extend on the left, you can just extend
if you want to have a gray piece or the grayish tint over here
does not really work for you. You can play around with the other base colors
over here once again and see if maybe one or the other color is
going to fit better. Or maybe the Super
darkest color over there. Just select it once again. Sometimes it happens you
click somewhere else, but not where I want. Test out and see you for one or the other colors are
going to fit your needs. And that's basically everything
you want to do for that. If you want to extend
this for free to do so, I'm happy with the result. So in general, we can, or the potential owner
of them do one per cent, they know what this
is going to be about. So once again, feel
free to design a two-year likings
and to your needs. And that should be it. Don't forget to save often. So you don't have probabilities and
crushes here and there. Just work safe as always.
37. #37 Necklace Chain Part1: Welcome back to the course
and this part I want to create the chain or something
similar for the neck lines. So what I did beforehand, I just split it or actually sorted the layers
so that we have a golden layer with
the gold and logo of what the Bitcoin
as well as for the theorem and the golden base. So what we can do is
that later on is simple. We can just enable and disable the ones we want to
see or even not. So what we can now do is we're going to be able
to create a chain. So we have a full neck
lays like around here. You can make it Bacon small and whatever you please in line. You can be as creative
as you want for that. So the first thing I want
to start with as a circle, the size at the moment,
it doesn't really matter. So I just opened this one here. You can create this
in the golden bass, or you can also create a
new layer just for that. So we can create a new
layer and we name it. Maybe chain of
causes is going to be part of the Golden areas
so we know where we are. So I just delete the one, once again, go to the chain layer and
create a new circle. So this is more
like an oval shape. Once again, you can also use
a square or rounded square. You can use whichever part and
whichever pieces you like. I'm going to duplicate
this Control D and drink this bone down, hold Alt and Shift, or Alt and Shift and just reduce this one and bring this
a bit to the side. So what I want to do is I
want to have like an offset, a chain going left and
right, left and right. But I need to still keep
the sender in mind. So we can also do as
well as the inner one. We can just scale
it a bit together. So it's more like looking
more like a wheel. Now we go for pulse and
then we go for difference. So we have a hole in the center. So how do I want to
construct this one? Is if I duplicate this one, Control D and flippers aside, you're going to see that
as like an opposite wheel. So what we can do is we can literally bring
those two things. Are these two circles
in-between each other? So they are literally
overlapping. We can do it a bit sideways. So whenever we do later
on two copies of them, they should fit
inside of each other. If that does not
work well them for free to change that accordingly. So before we can actually go forward and see what we
wanna do at this point, we can also create some kind of a line from
top to bottom hold Control. So you go straight and
right-click to end this. So this is basically
laid on our cup line. We want to keep a bit of size or a bit of overlap over here. So we have a bit space in-between whenever
we cut this so-called later on into two pieces that we can overlay
them to each other. We just need a bit of a gap
and Beet bit of a space. So now we can design this one. We can literally do whatever we please in like for example, we can go and fill
this with a radio, was a radial gradient. So just create one from
the inside to the outside. This is the length over here. Or we can do is inside our fill for the actual gradients over here we can choose whichever gradient we have
already formula example. We can use one of the
ones which we used for the necklace itself,
like for the metal. So for example, we
can use this one so its color wise matching our
actual metal over here, so your colors should be there. We can play around with these. We can, for example, also make it so that one shines more like
on the one side, but not on the other. We can also make the
other side a bit darker, like literally shift the colors
of away from each other. So for example, like in
this direction, let's say. To do so we can reduce and increase the actual
radius over here. And we can also move
around the gradient, for example, from the
left to the right. If the gradient does
not match 100%, well, then feel free
to use another one. Also, we can create light on highlights for certain areas, for example, here and here. So we're gonna be able to make it a bit more,
let's say shiny. And also filled with different other
gradients if we want to. Also, where we can
now do is just to get it right or actually understand where
we wanna go for. We're going to select them both to the line as well as the so-called when you go to
paths and choose division. So now we have a divided
circle, like two pieces. I Control D them. Now flip them over and
bring them up just a bit. So until we see that
we still got this gap, this second piece here needs
to be under this piece. So I'm gonna go downwards
with that in hierarchies. And now you can see
these two circles. And let's really grabbing
themselves into each other. We now can do to finalize that. We can put some shadows
in between if we want to give it a bit more,
let's say depth. Also, what you can do is
for this upper pieces here, we can play around with the
gradients here again and maybe shift them a
bit apart or around. For example, we can take
the center point of the left side as well as the
right side at the same time. Maybe also bring things
away, but up and down. And so we have more like a darker area or at this
point here as well. If you want to, you
can also go and put some dark area over
here and this piece. Or we can also create
some overlaps to bring them apart or
one under the other. Don't forget where the cut is. This is what we need to
take and keep actually. And so when you are
happy with the result, you can once again always play around more with desk gradients. So probably gonna go
for this flag here and maybe you put this a
bit more inward or outward. So you can see
this moving around also in here whenever
we use that flags. So the center one can be moved. So, but at the moment it
doesn't have much of an impact. So once again, we
can play around with these gradients and make it
as beautiful as we want. If you're gonna go for
highlights and stuff, makes sure that you also
cut them into pieces. For example, if we would go
for a highlight over here, we need to cut it into
pieces so the highlight can be overbroad or overboard. In this area. If you don't want to go for a highlight this way
we can once again, barely sometimes see this
little gap over here. So we can do the highlight literally directly
here in this area. I'm going to paint some on it so you can see what's going on. We can do the
opposite, of course, for the other area. Or basically we can do a
darker area over here. But if we go for the other area, as you can see here, we're going to go this way. Here we got the other gap. We can also say we want to have another highlight
maybe on this side. So basically these
two are going to be representing
the same area and we can put a gradient on them as well or whatever you please. And like, once you are done with that and you're
happy with the result, we can literally keep
them as they are. And duplicate, reduce in
size and so on and so forth. So once again, keep in mind that when you go and
create a shadow, shadow area for this
bottom area part over here that you don't
go over this area. Let me show you the
important pieces that whenever we make
a shadow like that, and we're going to stay inside
this array and not going and overthinking of going over this little line over here. So if we're going to
say this one here, not this one, but the actual
shadow area over here. This one is the one where
the shadows should happen. We can go reduce alpha and bring this one down here in hierarchy. So acute, literally inside
this area over there. Maybe I gonna go for it
a bit in the center, going to make it a
bit more rounded. So it's literally fitting and highlights the inner
peace here as well. Make sure that it is rather flat and probably symmetrical. And maybe we're going to
move it around a bit and see where it fits 1% or as best as we let say wanted like
once you're done was done, you can do a duplicate
of this piece here, Control D. Then we select the shadow area and then
we say pass intersection. So we only have the shadow
intersection for this area. At the final step,
you might want to go for and do this for the
other side as well. Depending on where you
want to go for and from. These two pieces are
now connected together. So we could, if we wanted
to just group them, so they're both generally
fitting into both areas. So maybe we want to or we need another shadow area
for the opposite side. So like if we are taking this ring and just
duplicate it above, like here, we might need to have another shadow
area on the other side. So for that, we now go and
maybe make this one below. We can make it below like this way or below like that way. So they are literally
intersecting all into each other. So all of that, once again, it's
totally up to you, but in that way, we can now duplicate and
create multiple pieces. Over here. I'm gonna go and get
rid of this one. Select them to Control
D to duplicate. So I have the shadow,
shadow area as well. Flip it over and bring
this one upwards until we, let say fit the area so we
have the small gap over here. You're going to take
this group and bring this to the bottom
just two times, I guess, as a slight
pop over in this area. So we may need to go
and fix that as well. In that case, it's the it's the actual gap
in between them. So I need to probably
need to lift. This bottom area. So they intersect, are not intersecting too much
into each other. And so now we need to
take the bottom part. So basically just the
left side over here and bring this one up
multiple times, once again. So they're not intersecting. But in here we're going
to see still this gap. This gap might
need to be cut off from the other
opposite area for us. So what I do is I just take
these and I duplicate this, this one area and also cut away this area over
here from the shadow. So I duplicate this Control D. I ungroup the actual
pieces over there. So I have this, this area here being separated. Now I take this copy and put
the shadow at the same time. So select the shadow,
select the copy. And as you can see, there's this little intersection which
is going to be not good. So what we're going to say is
we got to pass difference. So now we have taken away this little triangle
from this area. Not quite sure that
is correct as it is, because it seems that there's a little triangle
leftover over here. However, we're going to
take these two once again together and object group. Now we should be able to copy and paste both
of them pieces hundreds of times Control D. And we shouldn't see
any issues on them. As you can tell, there's this
little triangle right now, which is probably our
issue over here later on. So we might need to go and cut away even the other pieces. So we only have the pure
shadow area. To do that. We might want to go and
ungroup pretty quick. Once again, take
this shadow area, we can see it's bigger. We take this Control
D to duplicate, select the shadow area. And we say As difference,
just once again, not quite sure when this little
piece of them comes from. So I'm going to go and we can see it has nothing
to do with this one. So let me just take a look. So basically this one here has
to be one higher it seems. Or we just cut it away, but I just cut it away but
mistake. But it's okay. No no worries. Usually invisible. And if that is visible
than we just need to fix that again or create a
shadow area once again. Now I go for the group, the backside with the
shadow once again. And now we can control D to
duplicate, bring it upwards. As you can see, the shadow
areas still is available here. So I need to go and see
what's going on over there. I just had to redo the step to just duplicate
or actually just to cut away the pieces because they have not been as they should be. Now we flip over, copy and bring this up words. Make sure you hold control
and move around so you don't have any issues was
at them shadow areas? Probably the shadows
may or may not fix a layer fit into the actual
areas where they should be. So you might want to think about taking away some areas or
some shadows over there, or just create new ones
for the particular areas. Now, move this one. Don't want see a bit. So you can see if we lift this complete ring just
a slight bit again. We're going to see that
the shadow is now going to fit also into the
other side over there. Sometimes you might see
the gap in the program. We can just hope
that we laid on, don't see them when
we are done with generating or creating
all the pieces. The last one over here
does not have any shadow, which probably is a good one. Now, this is basically the first ring we
might want to see. And now we just is a piece of just copying pasting and bring them into the
corresponding order. But this is what we're going
to create in the next video.
38. #38 Necklace Chain Part2: Welcome back to the course
and this part I want to finalize the actual chain. So I'm gonna go
from some kind of neck area over here and just create a Bezier curve like this, make make just a line visible. And then we go for
the other side. And maybe it is like so. So this is where
our chain might, would go for the
actual Nicholas. So now we just need to go
and copy and paste and rotate the things and the rings until they fit it
into our needs. We also need to go
and scale them down. Before I do so I just
do a copy just in case. And so if there are any issues, was that light on
or we need to redo things over here and
so on, we can do so. I'm going to reduce
the downward. So I've until I think
this is going to be, or this could be quite
a good shape or size. Over here. Rotated a bit and see until it fits
the actual size. I want to reach over here. So probably that's
a bit too huge. Maybe it's not. We'll, we will see. Also what I wanna do
is down this chain is going to be below
the actual base. So I take this layer and
bring this below the base. So, so we don't always
see all the content. Now, when we are done was done. We can now select all the single pieces
by just going over. But as you can tell, there's also the star for sometimes or content
from the base. So what do we wanna
do is we want to lock the Bitcoin or
just make it invisible. And same for the base probably, but I want to see the base
so I just lock it so I cannot touch any kind
of pieces over there. Now I have all of the
necessary pieces selected, so I'm not quite sure if they
are all the correct ones. I believe so. Now what I can do is
I want to make sure that this first pieces here
are not going to be selected. So the first two, but I want to just duplicate
the other ones. And that's what I do, Control D to duplicate. And I'll see where
I can fit them in. Also, when you already
are ready to do so, you can align them so that they are literally sitting
under each other. You can also go and rotate
them probably you have to. And sometimes they may fit
and some times they don't. So just play around with
that and see how it goes. If the shadows
don't match, well, then fix the shadows
to your needs. Bring them down in hierarchy until they grip into each other. And once again, if needed, just rotate them
around so they are like following the
line over here, Control D once again, bring it into the next area. On top. I may want to go
and rotate them a bit and bring them
also two times. Don't want maybe it has to be three times or multiple times, just test it out and
see where it has to go. And he, I believe you're
going to create one more for this one
empty area over there, which I might squeeze
together, bring this one down. So it's like going inwards, rotate quite a bit. But make sure that the
overlaps are not too heavy. And I will get rid
of these two over here because that's
not necessary. So once again, if you're
happy with the results, are free to use that as it is. And what we can also
do is we can do literally the same thing
for the opposite side. To do so I'm going to
take our copy over here and duplicate this once
again, just in case. And scale this one
down first hold, hold the control key down until it fits the size
of the other ones. And rotate the first pair over
here until it is literally fitting the the initial or our, our actual flow of
the paths over here. You can always go in
and change, rotate, as well as play around with the gradients on
each single piece if you need and want to. Also, you can try to just
rotate single pieces until they may be also fit the
actual content below. It's like going in this
direction over here. It might work. It might not just test it
out and see how it goes. So basically I do
the same thing. I bring them into each other, bring them down
multiple times until they reached a point
where they should be. Then of course go and
rotate them until they fed. Maybe I need to rotate
this one a bit as well. As you can see, they're
kind of fitting, still fitting into each other. So that's good as it is. Then maybe we need to play
around with the shadows. As I said before, Control D. This was one thing too much. So I undo this. I just want to have the
first four over here. And the past is
going more inwards. So first I bring it down
multiple times until they literally overlap over here as one of these
strange overlaps. So we might need to go and see if that fits or fixes itself automatically by just by
just rotating the pieces around and bringing
them into some, let's say good position. Sometimes it is like
when this cuts are going to over hit each other, that might not fit one per cent. I got to delete the last two because I believe this
is pretty good as it is. As at least for the moment. By the way, you can always
put stuff below it so it's not maybe not
visible later on. I'm not quite sure if that
is even visible later on. Once you're done with
that, you can get rid of our paths and the background. Just select and delete. And now we got a golden
necklace Once again, if the design is not yours well, for free to make your own right. Nobody holds you back to do so. If you want to,
you can just take the actual shadow areas and put them where they
say is supposed to be. And you can go into this, into this layer areas and play around where they
should be and could be, and if they don't match, well, you can also keep
them and let them there. I mean, why not? Nobody holds you are
nobody tells you to do or not to do
stuff over here. Okay? That's it. When we can now do is we can, out of these pieces, we can also create a
silver one by just changing the gradients to
be gray scale, literally. And that's probably everything we need to do over
here for that, like lasers so far. So now we have golden chain. We have the golden
pays, we have, and a golden Syrian peace
and a golden Bitcoin p. So basically two different
golden necklaces which we can implement into
our NFT collection later on.
39. #39 Silver Necklaces Part 1: Welcome back to the course. In this part, we can pretty
quickly go and create the same content into gray
scale, like in silver. So how do we do this? We literally just take the complete golden package here and duplicate
the complete layer. So we go to right-click
and say Duplicate Layer, and we hide the golden one. And I unlock the goal,
the golden copy, and rename this one to
be silver as an example. So what we wanna do is we're
gonna go to all or through all these pieces and change the colors to be
gray scaled colors. And probably the easiest one as we just start
top to bottom. So we go and check what we got. We got two stars. Then
we've got this B. And if I go and select the tail, you can see there is this
gray scale colors over here. So what we can do is we just
select them all and reduce the saturation of all
the actual flags here. To be grayscale fully. You can also go for it and do your own content, of course. And can you go and
use your own area? And we got the shadow area over here so we can literally
select them all. Once again, change here
and reduce the saturation. And now we can do this literally
for every other piece, whichever you please in
like for example, this one. If things are grouped together
for free to ungroup them. So I just want to
see where we are. So this is currently a group. This is a star. In the group. We got multiple areas so far, so we need to go through
them and select them all and just go top to bottom through all the
colors are the flags, and reduce the saturation so
you still have the shine. Maybe you might want to go
for maybe one or the other. Like maybe this one could
be a bit more bright. So we have a bit more contrast. But this once again, totally depends on you. So decide how you want to
highlight things accordingly. Then we got this
shadow areas over here so we can select them all. I believe we have some leftovers over there which we
haven't cleaned up yet. We should be able to
do the same thing. We just go to Color Fill, which is wrong at this point. So I need to take a
look pretty quick. Which one we haven't
actually set. So the first one is seems
to be the center point, and the other ones are at
the extra shadow areas, so I reduce saturation on them. Then we got the metal and the metal is definitely a group. So we go for each individual
piece over here and reduce a set of operations for all the complete colors
of this gray scale. And same thing here. If you want to, you
can take one or the other and just give
it a bit more, more beef if you want to. So it looks a bit
more, let's say shiny. Maybe we wanna do this for
the BI center here as well. Just to have a nice, Let's say difference
in between them. We got this piece over here. I believe this is the
circle which is just having a plain color
in the background. But it seems we have
changed this one already. So, but this one here is
the highlight one again, I guess I make it
a bit brighter, so we see this little part
over there a bit better. And then we got the, the last piece which is contains two or three
different pieces over here. So we go through all
the flags and just reduce the saturation to 0. Don't play around
with the colors. Undo if you miss
hit or something. Once again, maybe go for it and update pieces accordingly. Next one, just select them all one-by-one and reduce
saturation to be 0. Once again, if you
need more highlighted over here, feel free to do so. Last one is going
to be this one. So once again,
select all the flags and reduce saturation down to 0. So now we have this
one on full silver. Once again, we can make
this even more beautiful. We can bring in more
highlights if we want to. We can also do this for all
the chains here as well. I'm not quite sure
if it is possible to when we are
inside the groups, but, um, that would be
an update. Let's say. For example, we first off see
which pieces are outside, which are not inside the group. But they're all should have
the same gradients running. So let's try that out. Smacked all single pieces. Like so. And as you can see, all of them have
the same gradient because it's just a copy. So let's try. It doesn't let me so it was just changing
this one over here, but not the other ones. So I undo this and try again. Nope, It's not going to let me. So the easiest way probably
is just picking the gradients accordingly to whatever they might have been or might
should be right now, for example, picking, let's say this number or any of
the other existing ones, which are maybe a bit brighter. Maybe you have a bit more
contrast like this one, doesn't look too bad. So 33448. And maybe we can do this for all the
other ones here as well. But this one's like this was
the shadows do have group, so we always need to go
inside those groups and also, um, pick the correct ones. Just see that they are matching. So they're matching
each other literally. And so the circle
is not literally, not too much broken
at this point. Now goes through all of
these p single pieces and switch them accordingly. I'm gonna do this
and we're going to see us in the next video.
40. #40 Silver Necklaces Part 2: Welcome back to the course and this part I want to update a bit on the necklaces since
there are no shadows, so it still looks flat. So what I did is I just
created the silver Bitcoin, the silver Ethereum sign, and we together did all
the rest of the year. So you have updated all of them? I was just opening all
the groups over here, so it was easier for me to just apply the actual
gradients for the pieces. So what I wanna do
is probably create a little shadow
area over here and maybe under the actual chains. Not quite true
that is necessary, but this would be probably something to
make it a bit look more beautiful or maybe like a shadow area which
goes like this way. So it's bit more
even furthermore highlighted to be over there. So usually it's nothing
simple or nothing, nothing hard to do. So we just select
the silver one, at least for the
moment later on, we also need to make a
copy for the golden one. We just take our pen tool with maybe a
smoothing factor of, let's say, 40 plus minus a bit. What you can also do is you
can also take the busy corona or Curve tool and you
just drive or draw. Just literally just that area here is the one
we're looking for. If it is not nice
enough or whatever, then feel free to change it. I would go and reduce
alpha and this one, just so we get this
highlight over there, we need to make sure that
the shadow areas very much at the bottom of
each of the pieces. So literally under the
even under the chain. So I put it, I make sure there's
still inside silver by dislike lying under the ones. You can also fill this gap area over here as well as
this gap area and maybe also the
other gap areas if there are any with
certain points, for example, we
can just use some of the points which
are round here and just see if we can
simply fill gaps if needed. Gives it a bit more, let's say depth and
maybe a bit more. But more of beauty. I don't know. This is a decision you
have to make on your own. Absolutely. If you want to, you
can also do this for the other side over here. So literally doing
the same thing, I go into silver once again. And what I would go
for is this area here, but here, this area here needs
to be just as that small. It's nothing fancy,
it's just a bit. And I want to put
this down below here. If you want to create
a new shadow layer for these areas as
well if you want to. And since they are for both, I'm going to be
literally the same. You could if you want to
make a shadow layer and bring this down below
under golden and silver. So they're both using
the same shadows. So when, whenever,
whenever they are active. To do so we can just
select a necklace, go four, and add a new layer and name
this one just shadows. And bring shadows below the
actual golden, like this. Now we take the two pieces, the two paths here and
put them over there. That means if we now hide
all the silver pieces, but activate the golden pieces, you can see we have
them over here. What do you also
notice is probably than some of the gradients from the silver might happen to access the golden
piece over there. So for example, this
little area here, this ring here, got a
different or maybe a wrong. Let's say tint. We have this issue beforehand,
you might remember. So what we want to go for is update this one back
to where it has been. So as you can see, this one
has a gray at the very end, which is absolutely wrong. So I'm gonna go and take
this color for this color, Let's see if that works. To pick it. It doesn't. What we can
do is we undo this one. I don't know what's
happening over here. Hit Escape if needed. I undo twice now, because this gradient
is now corrupted, say, well, we can also
do is we can pick the old one to make sure it
works one per cent again. For the other pieces
on the silver areas, we literally have overwritten
them by the silver ones. By the silver ones. So
we just need to get into and update
them accordingly. So for example, this outer ring here got the silver one as well. So we just need to change it
back like the inner fill. Same scenario. We just need to go and
see where it is selected. If you don't know which
one it is, just, you know, hide and unhide things so, you know what they are for. The first one is the
gradient over here. So we can pick the earlier
gradient we were using before. And now we just have the
three outline pieces of here of this actual, of the actual golden base. So we just see these are all the actual arrow
or the actual shadows. Not quite sure which
one is this one? This is the one over
here with this rim. The final one should be the
three pieces over there. So we go through
them and select them accordingly so they fit back to where they
have been before. Sometimes it is possible to select both are multiple
at the same time. So that's what you can, you can test this one out
and see if it works or not. Sometimes it does,
sometimes it does not. This one here at the
bottom seems to have another gradient or have
had another gradient. So I just go through and
see which one it could be. Probably one of the
other ones here. But none of these seem
to fit into my last. So I just need to go
and probably update the actual gradient by
using the gradient tool and see which of the colors. Or maybe it didn't even have
a gradient, just the color, so I just use the darkest
color over there. Pretty good. So once again, doing a
secondary check just in case. So we want to also check
for the Assyrian Peace, which is still Golden,
which is good. So this one is
golden here as well, so we can hide it. Unhide silver and the
theorem should be silver. Well, the Bitcoin
should be silver. Once you have done
with all of that, feel free to save and please do yourself a favor
and save often. Because the more heavy the actual fires are
going to become, the more likely
Inkscape might crash. So just in case, keep on saving
every now and then. If you're happy with the result, well, then we are
one step further. And we now have beautiful chain, like chain necklaces over here.
41. #41 NFT Rarity Sheet: Welcome back to the course
and this part I want to talk about a, let's say, calculation. We can later on maybe use and which might or might not be helpful for us what
we want to go for, like in case of design. So currently we got four
different body shapes. We don't really have
all the colors yet, but this is what we can literally
go for and think about. We know that we got some of
these breadcrumbs already. We don't have the phases
background right now, but probably are going to
add this one in one of the next sessions,
which will do. Then we got eye shapes, which we just created
four together as well as all the colors of the accept
the two ones over there. And then we got the beak. And in the second row over here, we can now decide what you want, what we want to go for, what we already
created as the silver Bitcoin as well as
the server Ethereum. You may or may not have
done this with me together. We got a golden and silver, a theorem as well. So probably if you want
to go for other ones like a dollar sign or
maybe in the Euro sign. You can also do this
or any other currency, cryptocurrency, logo and so on. So nobody holds you back
to do this just for free to add as much as you
need or as you want. If you can try to
fill up to ten, so you later on have a
bigger collection on possibility for
multiple collections. Then the next ones which
I haven't filled in yet, is we can create something
like, like headwear. Well, we can put something like a pirate hat or I don't know, maybe anything that really, which is going to fit all
the ears we need to make sure that all the
ears are going to fit into is like into
the design or we need to design it so that
it is always fitting. No matter which ear is like, literally which kind of body
shapes we are going to have. Like if one specific hat
is not fitting it well, then we need to figure
out how we could make it fit so it fits all the other, let's say all the other ears. Probably we need a
way later on to hide and unhide the actual
ears over there. I'm not quite sure, but this
is probably has something to do with sub-layers
systems which we may or may not have to
deal with later on. We can create
something like Clos, maybe something specific, something you have in mind
for free to fill this out and try to create
as much as you can. So maybe up to ten as well. For example, eight
or ten different classes to eight to
ten different cloths, a different hats and so on. So all of that
later on is coming together when it
comes to reality. So we have later on for
different derivatives, I was talking about
this beforehand. And of course you can
later on go four and add other refugees on your
own needs literally. But then you need to use different systems to
generate all these pieces. We're going to talk
about this in a bit. Then we'd done I have glasses
and then the final one, um, there's one more I
have left over here. I'm not quite sure if I fill it with anything and then I have
something like specials, like an angel ring light, which is going to
be above the hat. So those specialty or maybe some glitter is going to glitter around left and right or somewhere maybe
completely in the screen. Maybe you're going
to have something like a frozen overlay, maybe some fray aflame overlay or maybe
something extra shiny. So whatever special for eyewear, um, which is probably what I want to go
for the next ones. Like we can fit all the
seams or other schemes. We're actually after
a finite sample. If this is going to be like
a hip hop scene style, whatever we might want to go for and create a base camp or something we might want to
go for using a cowboy hat. If we have maybe something
else which might fit into this cow boy scenario. If we go for pirates, well then we're going to make
an eye patch as well as a, you know, like, like a hat
for pirates and so on. So multiple things which are fitting into multiple themes, let's say, or multiple schemes. So you can type down in your own little table which
ones you want to add, which one you want
to be the red one, which one you might
want to go for, not be the rare one. Then we have maybe
something special. We need to create the golden body color and all the other
colors already as well. So, but even those
are going to be, let's say, but
problematic later on, like when we fit or tried to fit normal shapes with all the
colors or even skull was the colors on the skull shape
which we have the feathers with than the one was the
small e and the long year. Probably from each
of them we only have one golden specific
body shape at all. And so we need to
define all of that. We can later on probably
work with overlays. So we have literally something like we have created beforehand. So maybe the body later on
is going to be just gray. And we just put an overlay of all these colors above the actual body,
something like that. To simplify the process, if that works or not, we will see or actually
we just tend to the body itself which we already have
created already as well. So we just need to take the base body color and
just change it accordingly, which is the one which
is absolutely at the bottom of all
the shadow areas. So we just need to split the shadows from the
main body shape at them. We should be good to go. We just need to see the order
inside the layers as well. So, um, but still
this can be laid on tricky depending
on the generator you're going to use in the end. Meaning normally, the actual layers are going to go like one below each other. But when we put all of these bodies and one
body layer, Let's say, they cannot
differentiate between this as being a sub layer because a normal shape has a
different red colored tint, let's say just because, well, it is a normal
shape and each of them have their own so small it
has their own red buddy, probably long enough, has going
to be its own rather than the skull has been
unknown red and the normal has been its own red. So this means we have four times the red
buddy possibility. But we are not defining or
deciding in between like what, like what does it mean
as in the Meta data? Later on we're going
to take a look into we need to differentiate. We don't have to, but we could differentiate between what is the
actual body shape. And so we the, the actual bio later on when all have been
minted, can select. Okay, I want to find one was a long ear with a board eyes. But also at the same time, we want to give the
possibility to look for maybe a specific body
color at the same time. So they can select lung, ear with marine color, with open eyes, which have
to be yellow for example. So, but this is something which only
works with sub-layers. So we need to learn
it on design, how we want to
actually manage them. So I'm going to show
you possibilities. Let's say which one
you're going to pick us absolutely on your own. But for the moment,
just keep on creating multiple assets and
create multiple hats, class glasses and so on. You get the idea, you
know how it works. You can make smoking or
something as a clause, for example, and where
it to the actual hour. So make it so that it fits to every hour and then
you're good to go. So in the next couple of ones, we probably go for glasses. So I'm going to create
some set of glasses, but also I want to go for
a dollar sign over here. So we have, I have
more necklaces. And in the end, I have probably the
probability for having a necklace is maybe
less than 80 per cent. So probably around
20% altogether should be somewhere
around 20% in total. So the maximum
possible necklaces inside my SAT are going to be not higher
than 20 per cent. So all of the owls and general will not have an actual,
an actual necklace. And same could be also for hats. We can say in total, hats can only be like
only 30% or something, can have a hat and probably also clause and so
on and so forth. So not every owl is going to
have a clause in the end. We later on we'll
also need to create an maybe empty layers like where no color or no nothing
is going to be inside, which it's later on going to be necessary
to justify that. Or we're going to later
until the layer itself, like the necklace layer, it has a rarity of 20%. So only 20% of the hours whenever we are going through
this generation process are only 20 per cent
of the owls have the chance to get one
of them necklaces. But then we also have another
thing we need to define, which is going to be
the rarity inside, are still inside that. Which means only whatever
golden diamond is just an idea. But maybe one of them necklaces
later on is going to have only one specific one
specific thing in total, maybe only 25 or five out
of the, let's say complex, complete 10 thousand
collections are going to have one specific Nicholas
and the other ones are like 160 here, 500 there. But we're going to take a
look into this rabbit t content a bit later
on when it comes to minting and whenever
we can define and see how we want to
structure all of that. I just wanted you to
see what we can do. You can decide if
you want to create such a table for you as well. So just to see, what do we have over here, how much do we actually need? Let's assume I'm,
the long year is going to be the
railroad, the rarest. I will in general rules. So it only gets 0 comma 25
per cent in the collection, which means a total
of 10 thousand, only 25 hours in this wall, 10 thousand connections are
going to be long Year 1's. And if they are even rarer
than we're going to pull the only one golden inside
as long ear and so on. So this also is
going to be a rarity inside this rarity and
so on and so forth. So probably long
enough or rather rare. And if it is a golden one
inside our collection, then it's going to be
literally a super rare. How we laid on Go for
it once again is, well, we're going to take a look
into multiple platforms which some are free. I'm going to show you one
free and probably we're going to go for and look for another
one which is not free, but in which you can also use the land system
or you're going to be a programmer probably and create your own generator for that. So you don't have
to pay a penny, but the time to
create the generator, and we're just going to be probably go and use my
own generator later on because I need to make
one percentage show that everything I want to create
is going to be inside. But I'm going to show you
the freeway as I explained.
42. #42 Necklace Dollar: Welcome back to the course. In this part, I want to
pretty quickly create a dollar sign over here
and inside one necklace. So we can literally
do this for silver and then change the rest
of it, the golden one. The truly we're going to do
the same thing as we did with the letter B over here and
all the pieces over there. So what I need over here
is a silver dollar. We can also use any
other one you like about the dollar is
probably the easiest one for us to generate because, well, there's a letter we
can just simply use, right? Are actually some
ascii sign over here. Now we type in a shift and four on the keyboard when
you're sitting on a PC. Now we should be able to create some kind of a
dollar sign already. So basically it doesn't matter what kind of color
we pick and so on. So in my case, I want
this to be silver, but it seems that will aid the quality or the length or
opacity is going to be down. So I have x, I increase the
opacity fully over here. Or maybe it's not. As, let's say, I want, maybe as present I want. So before I go forward, I got to select this and
try to find the better, Let's say Fund, which might represent more my
actual piece over here. So I tried to go
through this list. Well, if it lets me, it is a possibility
to open this. And then we should be able to just need to do
this once again. I should be able
to select here and then use the arrow keys again and see which one of
the dollar signs are alike. And depending on the font, well, you might want to go for this one
looks interesting. This one here is a
pretty nice one. It's also the same one as the Franklin Gothic
medium over here. You can get this
from Google fonts, I guess, for free. So nothing fancy. We can make it as
huge as we want. As usual. We can also give it any of the actual gradients
we already have. Maybe we're going to
take one of these. So we don't need to
do things twice. We select the gradient
tool here on the left so we see where the gradient is
going to and coming from. And now we just reoriented. So it is literally in the shine. Or maybe it looks maybe the opposite to our
actual dollar sign. So we have one gradient is going to be here,
but the other one, well, we may or
may not need to go into and change
stuff accordingly. What I also want to
once again do is, as we did with the, the Bitcoin, I want to do this. This backside is indent over there with a
darker gray color. To do so, once
again, don't forget, we go to x tangents and chair say generate from pass motion. And it was a one,
one in its length. And I believe I'm
not quite sure if it was a 45 or the 215 degrees, but I believe it
was a 215 degrees. I apply and see if that
was correct or not. And if it's not,
well, no worries. We can just get rid of it. But the length of one
has to be over there, so it's not thick as this one. But as it tells us once again, we need to convert our
letter first into a path. So we say object to pass. So we have literally all the single nodes of
this object over here. Now once again, same thing,
generate from paths, motion and we can go into pro-life privilege
should be able to see That is correct or not. Now it looks correct
and then we just apply. So we can see already here is the actual pieces we
are literally after, but we don't want to have
the actual shine in there. We want to go and
split that apart. So basically what we
take is all the dark or the actual shadow areas and make them just any darker color. Maybe this one, you can go
through the color palette. Maybe one of the
other fits best. You can also use
the one over here. So if we are literally
in the same, let's say in the same scenario. Once you're happy
with the result, you can also put
some shiny stars and stuff like that
on top of that. But also you can get rid of the ones you don't really
need and ligand want. But that doesn't look
too shabby, I guess so. I guess I keep it as it is. So what I wanna do now is I
want to copy the dollar sign. So the complete
silver dollar layer, duplicate layer and bring
this into the golden area. So we have silver here and
we have a golden hair. So I bring it over there. And they're going to make
sure it is like below the Golden Lab and above
maybe the golden Bitcoin. I double-click it,
double-click the name, and rename it to be golden. We might need to
go and once again, when we play around
with gradients, we probably need to change some here and there afterwards. We just select the top
area over there, go here. And as you can tell, something is fishy
with the selection. So first of all, I want to
see what I have selected. As you can see there is the other one are
lying below or above. So this silver dollar copy, I just rename it again
to be not a copy, but the original and I hide it and the golden one
is not visible. So that's why all of that didn't happen
or didn't work at all. So I deactivate
silver completely. Now I want to go and
select this one again. And as you can see, when we hide the bitcoin and the Assyrian layers over here, we want this one to be
equal than now as well. So first off, we select this. Make sure we select the actual gradient and see
which one fits our needs. Probably this one
doesn't look too shabby. We can also always go in as we, you know, and just change
things accordingly. And then I go to the layer
for all the shadows, literally select them all by hitting Shift and go to fill. And we can, we should be
able to take the color, pick the darkest
color over there. And now our actual so silver and our golden dollar necklace. I'm going to be done. Now I go back and see if the silver dollar
is still silver, which it does, which is good. So silver works
and golden works. So we can go for an deactivate
silver or deactivate gold. And the shadows are
still over there, so we don't need to
do things twice. We can unhide the golden
or hide the golden one. And in the silver layer, when we are in the silver one, we can unhide the silver one. So we can now say
no silver but gold. And we're good to
go if you want to, once again, bringing
more highlights. And that's it. Don't forget to save once again. And the next part we can
literally do even more. You can do even more. You can even create multiple
other colors if you want to. And then the final step, well, in the next
couple of steps, you might want to go
for headwear I wear and all the other ones we have spoken about in the last video.
43. #43 Headwear Bandana: Welcome back to the course in this part and the
following parts, I want to create
multiple hardwares. So maybe an iPad for Pirate may be left one,
right one, I don't know. Probably some head scarf or
maybe a bandana and so on. We need to make sure
that all of the designs, we're going to create a
fitting all the owl types inside of them or wisdom ears. So we need to make
sure that we have some specific areas which are not over blending
the other areas. Depending on that. We can create all of the layers depending on
where they have to be. My head where it's usually
should be above or my eye, my head where in general, even eyewear and needs to be
above the eyes just in case. So what we want to
go for is maybe select the eyes and
add a new layer. But we want to make it
not as a sub layer, but we want to create
a buffer current. And then we say it's
going to be headwear. And you can also go for eyewear. So basically it doesn't matter. You can put in anything
on this headwear, like for example, we
can make a crown, we can make a cylinder. We can make again an eye patch, which is eyewear in this case, we can make glasses as eyewear. We can make a scarf, bandana and so on. So to define what
our safe areas, we might want to go
for that at first. So in that case,
I'm going to make an above current and new
layer and take a look if I want to create just a simple bandana
where I can go for that. So I named this one bandana. Somehow it didn't
matter the sublayers, so I select the bandanna layer. And what I want to go
for is, first of all, I make an area or just outline
an area and later on I can go for and see if it would fit the other areas and might
need to do changes. So for example, if we would go for just the simple bandana, maybe with some flag of Japan flag or
something like that or maybe like karate
kid or something. We're gonna be able to go for and make sure where
could this area B, I'm gonna go and just try
to find the sweet spot for that particular
area where we need to go and create a bandana at. So maybe it's somewhere
in this area. If I'm wrong, then I can always go and fit this omega, this one, maybe white or maybe black or yellow or
something I can see. And now I go for
all the body shapes and make them visible
or invisible. So as you can tell, the
first and the second one that ran or the common and the super rare are going to fit. But now we're gonna go into the next area where
we have this year. I will like the round
one and the other one. So basically it doesn't
look too shabby. Like if we would go a
bit down over here, we might want to see if
that's still would be a good idea to put the actual
graphic inside the ear, literally inside the
ear area, let's say. So. We can go for it and also cutaway pieces and
stuff, that's fine. But we want to make sure that
we are, whenever we doing, are we creating new
things that would fit all the other owls as well, like all the other,
our body shapes. So I'm gonna go for it and
see if that would fit also the other ones that also looks like a sport bandana
or something. If we want to put
stuff on top, well, then we know that we can
always be in this area, but some hats might
not fit the ears. So we need to take a look and actually take
care of that as well. So we could do, create a bandana like this
red sun from the Japan, or maybe the old
Japan flag was this. Some stripes and
something like that. We can make anything
on top of that. Totally up to us. We
can make a moon here or multiple moons or maybe
any fancy something. So we have multiple products and multiple been
done as we can make use of. Or maybe we can also
make a scarf out of it. Like when we got to make a triangle here down over
the eye as an example, like a rapper or something, we can use that. So once again, I want to
go for it and see if the common one would still fit
well, which it doesn't. So I'm gonna go for it and
update this accordingly. So the, so all of
the, once again, all of the actual body
shapes would fit into that. So once again, go
through all of them, see if it would fit. Well, even with the legendary, that looks pretty decent. I would say we can even
make a skull over here or anything else or any other
symbol, maybe even numbers. You can make a four
or six or nine or 1100, or maybe an L. You can literally put any
design you want on top of that. So if you'd like it as it looks, and if you're okay with that, that we may have some
overlays over the ears. Well, then go for it. This is something. And if you don't like
when Diana's in general, well, you don't have
to create them. You just know, okay. There are limits, let say. And will you need
to think of doing want to exceed this limits. So now with that, Saddam was that little bandana possibility. I want to go for
maybe a white one. I select it, make it white. And I want to make it maybe
like yeah, like Japan flag. So I make a circle hold Control. And here we cannot see
this, so I need to tended. And so we just have a super simple batch or a
super-simple something in which we are able to point out things if you want to use gradients over here
or shadow areas, absolutely possible as
usual, it's the same thing. You just create. The shadow area. Maybe it was the shadow area of the body. And you can maybe reuse some
of these areas as well. So you don't have to go like
this super flat design. You can even create a gradient
completely over there, which may not look perfect. But you can be as
creative as you want. Since we know where
these areas are, we can use them. So like we just go be
totally rough over here. Make this one blank, at least for the moment. And we can say,
okay, no problem. I'm going to use this
Control D to duplicate, select this piece and say pass. And then we go for intersection. So we got only this
area over here and we can reduce alpha as
usual by whatever, ten per cent, five per cent. So in the end that's
going to still going to fit our needs. So I keep on 20 per cent. So I just need to
remember this one. Going to use my tool here again. Going to make it so that it is going to fit all the needs. Just be rough goes through that. You still have Alpha 20
per cent, pretty good. Select the bandana or
Control D to duplicate, select the other one, go for paths, intersection. And so this piece now
is also cut 100% and that should be inside
of a bandanna layer. I can now name this one,
maybe Japan bandana, maybe a few later on, have multiple other
bandanna as well. Feel free to use them and
create and implement them. You can also go for this, this, I'm not quite
sure how it looks, but this is like the sun. You can create those some
stripes over here like outside. So when you have
even, even more, can also go with this Kamei Qazi things and so on and so forth. So feel free to add
all of that to it. So the next one I want to
create for is maybe one of this hip hop
triangles over here. Just take a look on to
references and maybe I can reuse the bandana
itself, which I will do. And then just add some
more content of VM, maybe choose other colors, maybe going to make some
little pattern on it. And so we can design
multiple things this way. So for the moment, just
feel free to save. And if you have a list like I do have showed you
on the last one, Nike, those NFT rarity,
a calculator list. You have some where something
like a headwear or hats. Maybe I'm going to
rename this to be headwear because
it's there can be multiple things and then I can just pass in whatever I have. So I keep track on what I have
created already been data. And later on I can decide if I want this to be around one, a super am maybe not
so rare, and so on. So next one is probably
we need a base cab also later on to fit
our hip hop design. If it is a Hip-Hop
design, I don't know. And maybe also this towel or
this head scarf over here.
44. #44 Headwear Bandana 2: Welcome back to the course and this part I want to create an extra or another,
literally another Bandana. But it's going to be probably
the bigger, not quite sure. We need to tell or need
to see this by the way also by checking the
eyes, like for example, the board eyes are rather small, but if we are going
to use the big eyes, you can see the Vandana is probably also going
over the big eyes. So you might want to think of, is that what you want? Is that okay for you? Is that enough space for you? And if not, well,
then change it. But I just want you to
understand what's going on over here and if on what you
need to take care of, I want to go and do a
duplicate for the jumpin, but Diana and just disable this one and I'm
going to name this one maybe something like
hip hop, hip hop. And so again, designed totally all of
that stuff is going to be up to you and just get rid of the Japan flag and make this one here maybe not full blank, but maybe dark gray. Also, what I want to
add is I triangle which goes like literally over the, I, like, I like an
eye patch maybe. And of course I want
to make sure that the color is literally the same and we have opacity over here. So this way, by the way, later on, you can also
create the eye patch itself, like if you go for Pirate, for the pirate thing, for the pirate theme, and so on. Maybe I want to maybe make this a bit
more, a bit smaller. I'm not quite sure yet. I just want to have
something different. So maybe like this,
I don't know. Maybe I'm gonna put
this even on the side. Maybe it's a bit better to be on the side not directly
over the eye, but maybe like here. And what I want to
make sure is that this triangle is not closing in, not closing inside
the shadow area. And if it is, then I
need to make sure that the shadow area is
under this area. We now can do is we can literally play around
with colors in general, we can highlight
things over here, but also we can
make use of some, let's say Pen tool, which is going to give us
the possibility to make some kind of a
pattern, literally. So inside of here I just create
something like a pattern. Well, it doesn't
really is a pattern. It's more like, But I want to have something to
play around which is overlaying or the
other pieces and I can just lock them so I don't
touch them by mistake. What I want to go for
is this tool here. I'm maybe use the
smoothing of 40. Maybe we need to go higher. And what I want to
choose and shape is not known but an ellipse. And I want to go for
a white color tin. So if I select it,
you can see here this fill just turned white. We can now take is when we
use this pen non paint, maybe like anything we like, like maybe any kind of shape. You're going to see that
something happening over here. This is some kind of rendering, Let's say technique in which
we go for stroke paint and maybe reduce the actual
size of the stroke itself. Let me, let me just try and reduce the actual size of
this particular stroke. Maybe it is selectable
way it doesn't seem to do through the setting. Let me redo this
and make it a bit bigger so we can see
what's going on. You can see this
area here is getting filled in like a pen tool. Probably we're going to
change the actual scale. So whenever we are
playing around with the scale over
here on the top, we are allowed to, let's say, maybe a 0.1. And so whenever we
do another painting, this is going to be super slim. So now we need to fine-tune
this scale number, maybe 0.3, and play
around and see that it's going to fit our
needs, maybe a bit more. I'm going to also go and
get rid of the other one. So I don't need to
do things twice. Maybe test was a 0.5 over here, and that's quite close. Maybe we're gonna go with 0.8. So we can always go
and test new ones. So with that, we can now create noise patterns depending on how smooth we are
going to do this. The smooth ER, the pattern
may look or maybe not. So I would assume
or I would just suggest you're going
to paint just a piece, just a single piece, and fill the rest,
just buy copies. So for example, you can
put in anything over here. You can use your pen if you want to or anything else
and just fill in. Like it would be like a border. So for example, if you go
for something like that, then of course later
on we're going to go and create an opposite of this. And so maybe we're going to create a second part or
second piece over here, which is going to be able
to lead into this area. If you don't like
what you paint, well, feel free to change
these things black, to change this to
something else. So maybe this one here
could be a good opener. Into one direction. Maybe you can also just go around with circles
or something similar. Sometimes just small, small areas or more small things are
going to be good for that. Maybe I'm going to try
something like this. Doesn't look nice. So undo test and see if you can find anything
you may or may not like. Again, the smoothing
factor over here is probably the
most important one. So whenever you are
done with that, take the first piece and
just Control D duplicate, flip over and reposition that. You need to scale
that because of the ankle for free to do so. I mean, it's just an object
as the other ones are. If you want to put something
special in the center, like a flower or
something like that. You can also do that. Now you can literally
go and go and duplicate all the painted pieces and put them in line
if you want to. What I also want to do
is it's like a shadow, Let's say below this area. So maybe we're going to
use a snapping for a second if that Let's
Snip lets me snap. Well, it does not
really lets me snap. So I just try to use that. Right. And then I go maybe results
snapping right now. And go over to this area. Just make it a bit like so
I'll make it dark black. So I can make sure that
I have something below this main line of the
actual shape over here. I got to try out
things and see if I need to go a bit deeper. Maybe I can also go for and use the gradient which
is going to go downwards over here and here
we can also put any kind of, let's say design and
stuff we like in please. I just see something else I can make use of Bob beforehand. I gonna go and select this p is, but since I lock the layer, I need to go into the layer
pretty quick and unlock it. Select this Control
D to duplicate and make sure it is
since the other P is this one here is
inside the pattern. I want to take the
duplicate and bring this also inside the
pattern area, like so. And maybe below. Or actually it doesn't matter. So it takes those two pieces go to paths and say intersection. So I only have the shadow area over here and this
intersection area. And I want to make sure
that I smooth it out a bit. And there's not really a
smoothing happening over there. So I may need to go and add a new point
here in the center. If it lets me, if not, well, then it's okay. I'm gonna go four more. Like this. Maybe. Once again, feel free to design and redesign of
content you as you like it, as you want to see this. You could, by the way, also tank the bottom piece over here, this area and make
this darker like, you know, like this. You don't necessarily,
you don't have to go for the main color of
this piece over here, going to bring this down. So it's like
literally below that. But I don't like
the actual colors. So I might go and reduce the actual main color over here by reducing
the light just a bit. So I have a difference. I have a difference between this top area and
the bottom area. But still I have this
shadow area over here. I need a, I need an extra point. Maybe here. Double-click on the
line if you can, and try to fill out. If that makes sense for you. Now what I can also
do by the way, is I can take one of
these and flip them over, like horizontal
and rotate again. So this pieces are always
now next to each other. Now I hit control D, duplicate, rotate until I like, reorganize if needed, and we can continue with
that multiple times. So again, design wise, nobody holds you back. You can design
anything you like, anything you can think of. Because this is what
makes you different. And we can do the same
thing for the other side. So basically I take two
of these pieces again, control D to duplicate and
bring them all over here. So once again,
rotate, bring down. Maybe you need to bring this
one down a bit further. Let's see, because the
ankle over here is a bit different and makes sure
your design later on fits. The opposite side as well, needs to be a bit closer. Control D to duplicate and
continue with the work. So maybe need to rotate
it even further, maybe a bit more. Like so. And this one p is Gm
might need to go a bit down, something like that. So as you can tell, if you can put
anything you want, you can use a triangle
so you can square, so you can put anything, you can make it more like a Celtic design and
so on and so forth. You can put in anything of a hill like is the exact frame, whatever it is, it's totally
as I said before, up to you. You can also go and just say, you only want to have one side, one being designed or maybe
just until this point, like the only the
left side over here. Like if you go for a
coffee or something, then you always have
to cap it to the left. Always only have it to
the right, and so on. So these are design decisions you have to make on your own. Absolutely. I gotta go
Control D, this one. Just to fit the
bottom over here. Maybe it fits, maybe doesn't. You can also make
this one darker or brighter or smaller or bigger. All again, totally up to you. Oh, that looks maybe good. I don't know. I'm going to flip this
over to the other side. Rotate a bit, maybe need
to shrink it down a bit so they are not like
intersecting over here. So I hold Control and just
shrink it down a bit. And same to these two. So shrink them down together. And in this corner, we can also put literally
anything we want. For example, I
little, I don't know, maybe a square, maybe a
rectangle, maybe nothing. You can also leave it free, totally up to you. You can also use one
of these symbols like just in-between this
area if we want to. And you can go and
put in anything here as you want
and place and like, try out something where I
would just go and duplicate this and flip it
over to the right, maybe upside down and
bring it up a bit and see I can make
something wisdom as, let's say as an extra, not too shabby, I would say Control D flip over
to the other side. Looks like air like right now, maybe like a butterfly. Not too shabby, I guess. So again, feel
free to go for it. Create more and more content,
more and more headwear. So this one is now my
hip hop had where, if you can call it like that, it still has the
shadow areas which we were using from
the other piece. So I don't just take now the pattern and make it part
of the hip Diana pieces. So I just need to make sure that the pattern is going to be
above all the other content. Otherwise, it doesn't
work correctly. So just keep all the layers clean and safe and
stuff and make sure that everything still
works the way it does. And so you can continue
create even more content. Creator has created things. We're going to go
for it and create even more content which
we can put on the hair, on the hand as well,
like any hand where maybe we're going to create a
crown and maybe a cylinder. And then we like
having four things already and maybe
we're going to go for glasses as well later on.
45. #45 Headwear Cylinder: Welcome back to
the course and in this point I want to
create a new headwear, which is going to
be a simple crown. You can take a look into
crown images if you want to. You can design again as
you please enlighten. You can make it like a huge one, a small one and so on. Just don't forget
to keep track of the ears so you don't
intersect the ears overall. So what do we need? Basically, we first need to see where we want to put those
and how we want to put those. So we want to make a small one
like for Queen, more like, more like a princess, or maybe a bigger one like a
heavier like for the king. So first off, we
want to point out where is the base of
our actual crown. So we just need to see what is going to be a good
angle for that. So we just need to
squeeze around and see what would be
kind of a good base. For example, we can go upside down here and see
if that would fit our needs. But we're still in this in
this highlighted area here. So I might need to go a bit out of this area and
maybe just a bit up. So I'm not intersecting
it too much. And we can go and
omega broader here. So we don't have too much of
the other pieces over there. What we wanna do is probably just for the sake
of testing here. Take one of the nodes
and the numbers, and I get rid of the
actual part here. And what it can tell us, we already have some kind
of a hat literally done, which is going to be the
cylinder head, right? Because we just need a
secondary frame and the bottom. So let me pretty
quickly put this. I duplicate this top layer here, applies it down below. Hold on, shift and
scale outside. I gonna get rid of the actual piece here of the
actual, what is it called? Snap settings. I duplicate this piece once again and just not scaled down, but bring this one down again. So we get like a frame,
a frame scenario. And this is basically the
first other hand we can use, I want to go for it
and see if that is, let's say let's say
a correct position. Maybe we need to put it
a bit more to the side. We can go for
gradients in a moment, but for the moment
I just wanted to see if that would fit. We can also do is
we can extended. So it's more like, for example, like from Alice in Wonderland, like this weird hand are going
to be outside and so on. Again, up to you totally. What I want or what I need
is this thousand area, like a band, maybe a red
band over here to be a hat. Before we go for it. Maybe you've got to name this
one cylinder because it's easier for me now until a
directly create the cylinder. Just attended and give it some, you know, give it
some gradients. And we are literally done
with a simple cylinder hat. That's one flaw to this, like this box here, let me Gray the Omega,
it's highlighted. Bring this above like
a super at the top. You can see it has
no round bottom, but there's a circle below. This one is a smaller circle, which is lying below
the other ones. Let's see if we can find it. So these are the huge ellipses, and at the bottom, this is the top lobes. And there's one at the bottom, which is this one here,
probably this path. But this path, once again, if I take this one rat and
bring this one up here, you should be able to
see where this path is. So now I can see this one
is the original paths. This one here should be
literally laid over like this. So we need to combine
these two pieces, but this one here might
need to be shrinked, might need to be shrinked bit, but maybe not that way because it might have
an issue over here. And same for the bottom
or for the top piece. If I duplicate this
and you're going to see this is now the original. So then the piece we need. So how do we do this? We just say these two. We go to path difference. So this one here has
the upper shape. Duplicate the top. So don't forget. Now we can combine it with
this one so we can say pass different but no union. But before I do so
I want to duplicate this one here and bring this up because we need this
stripe or I want this stripe to be used as well. So how do we do this? Well, first off, I would
combine these two. So I say pass Union. And now I can select
the other one here, make it another color. So you can see now
it's given us a, let's say its 3D shape already. I don't want to have
this area here to also be a separate
color, let's say. So I can play around with the body piece here and what's
the body p is over there. To do so, we just
need to fill it out. Now, how can we separate
these pieces from each other? And probably the
easiest one is, well, that's what we can try is
using paths and division. So we have now this
piece over here, which is going to become
part of this one again. And we now have the other piece. I got a union, the
top pieces again, and this one is
now separated one. So I can take this, I'll make this one black again. Pretty good. I know we have quite a
good solar know over here. We can now give it a gradient of colors and the content
of our liking. I don't like the
bottom over here. So I get rid of it or actually just get rid of the
bottom one and just extend that a bit
downwards so it fits more the actual size of
the cylinder itself. So now we can duplicate this once again and
make it a bit bigger, bring it down completely
and give it another tint, maybe a brighter tint. So we can just go
through it and see, well currently it
isn't selected. So maybe give this
a brighter one, like a bright area. Or once again, we can
go for even more. If you want to, you can put stuff on the cylinder
here as well, maybe a card and like
in Alice in Wonderland, and so on and so forth. So for this top piece, I might wanna go for a gradient. So I just go from left
to right hold control. But as you can
tell, we still have the actual circle fills. So we go for the
straight fill over here. We're gonna go to the fill here and we just play
around with the colors. First off, I want
to have full color. And here maybe it's
somewhere in the center. I want to have a brighter
or brighter area for the cylinder itself. So it's looking more roundish. You can literally
do the same thing for this piece over here. So we can also go and bring a gradient over here
from the main red color. I cannot go and
increase Alpha four. Double-click here to create a
new flag and bring this one at the highlighted over there if you want to be more precise. But well, as I can tell, I just lost a bit
of my color here. If you want to go forward, you can go in even more
points and make it, make it a bit more beautiful. Let's say, for example, if you want to have more like a shadow area here
at the very end, you can go for it, um, make it a bit more. Just bring a way of
that love and light. So you get more to the
outside of the day. You don't have to go from
full blank over here. So maybe we make it a
bit more lighter shade. And this one here can be a
bit brighter if we want to, just to fit the rest
of the cylinder. And so we got the cylinder
done, I would say. And once again, I do feel that this line might hurt
your eyes light on. You. Just take this one here, duplicate and bring
this just a slight bit down so you can see it's
blending into each other. But again, this is something you want to decide on your own. Maybe you'll want to create some extra seal on
the cylinder as well. So don't forget, later
on there's only one eye, like one headwear
to be over here. So one bandana or 11 hat
or something similar. So this is because this
is also seen as headway. So we only have like the cylinder or we're
going to have this. If you want to have
multiple of these things, then you might want to say the head where this
one is going to be just for specifically just
for open dances and so on. So with that cylinder, we now know how we
can create a crown. And you can create a crown however you please in
like in the next part. Finally, we're going to go
for the crowns since we can use the same technique as
we just did. The cylinder. The cylinder was just
quicker now to create again, you can put in any, let's say, symbols
if you want to. You can also put multiple
colors if you want to, you don't have to just
create a black one. It can make a purple one, can make it blue
or green or red, and so on, up,
totally up to you. And you can also make
a different hats. You can make a cowboy
hat if you want. You can make everything or any kind of a hat
you can think of. Okay, so create a new one, like a new layout over here. Make sure it is a sub layer
and make this one a crown. And then the next part,
I'm going to add it. In the next part, we're
going to create the crown.
46. #46 Headwear Queen Crown: Welcome back to the course. In this part, I want
to create final crown. What I want to use is
this part over here, this top piece as a baseline
for the size again, um, uh, basically the
size does not matter. We could even use the
bottom over there, but I just duplicate this
one and bring this into my crown Larry layer so I
can play around with that. I hide the cylinder and
I'll bring this area down or this little
crown thing down below. So I duplicate this once again
so we can define a size. We can scale outside. Like so, like if you want to have like a
crown which is going to go outwards or you gotta make
it like straight upwards. And then you can define how
you want to design this. So basically you can
also define the height. Don't forget you have the grid, the grid area over here, which you probably
tried to well, you can touch it and snow issue, you can even go a bit
over it depending on your grid size you decided
to create over here. But keep in mind that you
don't go too high over here. So we also later on see stuff from the background
if necessary. So with that said, we can now create the
actual crown pieces. I may go and scale this one from the center hold shift and scale is one a bit outside. So this is just for us to help us design the crown itself. If you want to go check for
images and stuff like that. Absolutely easy. So I'm gonna go with the
Northwest, the pen tool. I want to go for the
Bezier and line curve tool and just create the
basic shape here first. I don't care about
the center because we can just cut it away later on. We can even go and later
on filter content even. We can even cut in half and then fill the
other side accordingly. Going to select this hold
Shift and just make sure that the design is kinda mess
matching over here. This is not a closed PPI users, so I want to go for
and close at first, so like, like that. So we have literally an
outline to play around. And if I go into double-click
multiple times here, I can use that to
make and to form my extra crown in its
general of pieces. If I don't need the top anymore, I can get rid of it, but I want to keep
it still here. Maybe I just go and
reduce the opacity. So it's not in our way
because we might need to go and create something for
the background here as well. So we can now see and think of where do we want or how do
we want the crown to work? We can make a small one. We can make a big
one in the center. We can literally put
it wherever we want. You want to. And if you need to, we can eyeball
things here as well. I'm going to go and round these shapes a bit to the
inwards over here, just hold shift and
make it so that it is kinda fitting a crown
shape. Let's say. I also need this for
the inside of here. So basically what we
could do is just copy and paste or we just go from there and create
a secondary shape. If you want to use the snap tool and snap to
the outer handle over here. And we need a spike
maybe to be here. Then I don't know, maybe we use the circle as
a guideline for the moment. And finally, go here. And then of course
we close anywhere. So we are behind
that right-click. And as you can tell, some of the points
absolutely don't match, like this one here, for example. So we can get rid of
this snap tool again. And now we change the height of all the content and
the positioning. So I hold shift here again, bring the actual sizes inwards so it's
more fitting again, the design and the
shapes, like so. And now we can tend it. Before I do so I want to see if the front is going to
be high or too low. But I believe since
we on the cylinder, we can also see on the top, I will if we're good with that. So now we can go and literally create the
tinting in general. So I would go for
the first piece, which is this and
this bottom one. I will just call
ago and union them and make them full opacity
and give them any color, let's say any yellow
for the moment, we get rid of the saturation. And this one here is going
to go behind the object. So we need to go
down multiple times. And this is going to be probably
going to be darker area. So instead of using
this white color here, we're going to go for the color tint from
the golden parts here. So this is our actual thing. We go for fill, a gradient fill
from left to right, and then we pick one or
the other ones over here. Maybe this second one. That doesn't look too bad. When we want to, we
can always go and increase and decrease the size from one side to
side or the other. So we have more shine going from the right on this the backside. This area might be just
a dark area over here. So we might go and color
pick this and increase alpha to 100% opacity as well. Now we can get rid
of this shadow areas since we got all the sizes, we can now see, does it fit? Does it not fit? Is
there's something missing. Maybe the rotation of these
should be a bit more, let's say to the right. So it's more like the peak
or this PCS moreover, the beak, Let's say. We can easily do this by just rotating or
taking those points, just hold Shift and then we hold control and move them just
a slight bit to the right. So they are more like
over the beak areas. So this is more to the left, this is a bit bigger. No issue with the
background if you want or you can do the
opposite to these. Just hold control and
move them to the left. So we still have the feeling of the
roundness of the shape. And if that is fine, then it is fine. If you need to do
changes to changes. If you want to, you can put an emotion like
emotion shadow as I, as I have shown you before. So you've got maybe a motion shadow area into
this area and into this. So you get a slight
small thickness. And it can do the same
thing for the bottom. So for the backside as well. So just so you have more little areas and
more like a 3D effect. And you can now put
anything here on top. Like if you want to
put in some diamonds, if you want to put
a poll or anything, you can now decide. Or you can even use
the same thing. You can use dollar signs, you can use a theorem
sine a Bitcoin sign, anything which fits to your
needs can be put on this. I guess I got to try something like maybe like a
maybe like a Ruby. I don't know whatever. Just make sure everything
is in the current size. But on duplicate this, make this a bit smaller and just tinted red to
see where I am. And maybe bring this
one a bit inwards. Here. You can use the gradient
here as well by the way. So like a roundish
one if you want. So we can say we pick
the gradient over here, but we want to have
the round one. And so whenever we got this and go to the
Gradient tool again, we can pull things around, make stuff really
nicely cold and niche, like this one, pretty good. So it looks like
some highlight is going to happen over
here on this side. We can also play around with the position
of the red piece. And I will just go and put in a bit more things into this. Which are the more brighter
and give some highlights, give some shadow areas. Maybe I'm going to
create a bit more, some circle and make
this one white. Try again. Just to, just to put some
highlights here and there and give the illusion
that this is something really nice over here. If you want to, you
can also put in some shadow area in the bottom, which might look good. If you use the pen tool again, don't forget to
go back here into the list and pick non, like, if you wanna go and paint
the shadow area over here, let's say they want
to make sure that you have the settings to be reset. And then you can
easily go in here and paint and close shadow
areas, for example. And I'm going to go for
unchanged this point here, just get rid of it. Totally. Make this one a symmetrical one. But this may be a bit
down, a bit broader. Don't forget the less
points you have, the easier the handling. Gonna make this
symmetrical as well. We wanna go for a
rather not too heavy. Um, alpha, maybe like that. Always check recheck, see
if something fits on OT. Play around with the handles. And I want to be sure that this highlights up being above. So I bring them up twice. And maybe this one
above as well. I'm not quite sure about this, but there are possibilities. And it can also go in and
put an even furthermore, content can always recheck. May go for and create
another highlight here, which is even brighter. But maybe not so much opacity. And bring this down
under the white ones. You can, if you need and want, of course, go for a blur. Like if you want to not
have such harsh highlights, you can blur things together so they may or may not
look better in the end, that doesn't look too bad. Again, you can go for the 3D
effect by using this motion. If you have forgot how it works, you go to Extensions. Then you go for
generate from paths, then you go to motion. And I would not use a one, but maybe 0.5, just
a super slim thing. And go for a live preview and
see how much that really S, which gets added over here. You can see that's
not too shabby. So I'm going to apply that. But I want to make this not
highlighted by the gradient. I want this to be
like a fixed color. As you can tell by checking
through these colors, this is not correct,
are correctly set. So we go for, is this complete group here, which is the shadow group. We just filled with any color. We increase alpha fully and we pick maybe the
background color, which is not the correct one. So now we need to figure out which one is
going to be some, some color in-between
maybe here and there. Also we got this area here. I don't really like them because they are
sticking outside. So we need to do some
slight clean up. Some of these are not needed. So we can select through them and just delete them
because we don't need them. Like the ones which
are below content, like this one is not needed, this one is not
needed, and so on. So we clean up everything
like from this, let's say three
years effect goes. Rules, check them or see
is they do aren't needed. Maybe we need to go. As you can see, there's a slight input or a slight change we can
make here to this one, just so we don't have
a gap over there. And check the other side, which looks perfect as it is. Again, select Rules, see
which ones are used. This one is not used so
we can get rid of it. This one is also not used, but make sure you have
the triangle like the normal selection
piece selected. So now we have this, this, this is not needed. And the final one is going
to be the top one over here. Not quite sure about it, so I just delete it and see
we don't need this either. So we only have to shadow areas, this one and this one. As I said, we can
do the same for the backside if we
want to as well. So also give it an extra shine. So we have more
like a 3D effect. And that's basically it. What I now Miss is
this part over here, so I'm not quite
sure where it went. There it is. So I need to fill out where it is in which in which order,
in which direction. But I believe, like
everything is now part of that exit these
pieces over here. And just need to see
this is the backside. So these two are going to be all these parts here
are going to be part of the emblem area. So I may make an extra layer and just
name it emblem or whatever, and you can name it Ruby. Just want to put stuff
inside this layer so I can easily
make it on and off for whatever reason I have
later on and can play around with that and put highlights in there and
so on and so forth. That does look pretty good. So I like our crown. If you want to
create a second one, maybe it was pulls
on top billing from, I don't know, any fairy
tales or something. Feel free to do so. Make more content over
here, make some patterns, make mega beautiful, make it as beautiful as you like in place.
47. #47 Headwear Basecap 1: Welcome back to the
course and this part, I want to create a base camp, literally just a
super simple one. And later on, you can
always go and extend on it. So currently, well, we
just know the direction. So we just paint literally
the basic shapes first and then we define and decide how we want to
have the base cap. You can make the base camp, you know, just like
straight forward. You can also go
and make this like a hip hopper backwards. Loss of the campus is
going to be backwards. And we see the closer,
maybe over there, Maybe you're gonna go
and create two of them super-simple up to
you again as always. So I want to go for and just
paint simple shapes and see if they would fit
into our, into our needs. We know that we're
going to have to paint into this direction. So the cap would be
somewhere in this area. Probably. That also
looks like, uh, like some other Kathy were
like golf club or something. So you can also create
all of these as well. So what I would start
with is the base itself. So I ignore the ear as much as I can but still need to be, let's say Reza Khan, the vertex. So I'm going to start here. Maybe go first off
into this direction. And the base curve is going to be in this area when
this direction. So maybe I need to go. I mean, this is something
I cannot teach. It's more like get a
feeling for shapes. Take a look into references and see which one of
the reference are going to or references
are going to fit the actual needs on. Just go for it on, update
stuff accordingly. So once again, don't forget
the more points you have, the less control you have. So make sure you going to use, Let's say the current amount
of points, not too much, not too less, as you
can tell this one here might be the two
huge or too much. Maybe I'm gonna get
rid of this one. So I just want to get a
feeling on how high the base can be and how huge does
it have to be and so on. If you want to,
you can also paint in some extra helper lines. So for example, like the front, like from a truck or something would be somewhere in this area. I'm going to use just
an align tool here, and probably it's not
visible right now. So I need to see where, where this thing is. Probably it's just an
invisible to us rho opacity or stroke paint alpha, which it does not. So not quite sure if it even a bit even landed in
the actual area over here. So I'm going to go
for C Once again. And maybe it has I don't
know, whatever fill areas. So this one is the area
we're looking for. And I believe my stroke styles just one, not one millimeter. That's why. Well maybe we can also
say the stroke size 0.5. So we get rid of that and
hold Shift to just stroke. So you can create your own some helper
lines if you need them, just to get a feeling of the direction of the
copy of the base cap. So on some of the base caps also have this dot in the center. I believe most of
them do have that. So again, feel free to
use all of this content. All the necessary tools
are given to you. You just need to
make use of them. So I guess I'm going
to put another, another point here and just
get rid of the center point. And just want to see and which direction this
may or may not go. And what also comes
to my mind is a hat with those propellers on, which are I don't know
what they are called. The base camp usually might go for maybe a bit more
in the center and then we go and give it some lines and maybe some gradients
from these areas here, like like an orange or maybe I could have peeled or maybe a cut
orange, something like that. So the next line the
next lines I need are the KP front over here because just with dad is
kind of strange. It's more like a blown
away basketball. So we want to go for
an add more content. So I maybe go for that. I'll leave a gap for purpose. So I want to make sure I leave this gap at least for
the moment just to see where our base camp or what the direction of
obeys kept might be. So I'm going to try to keep all the necessary shapes or create all the
necessary shapes. But something is missing here. So not quite sure
what it could be. Maybe it's the colors
which are just like, you know, when it's not filled. It might look strange. Maybe it's an ankle. So we can can play
around with these and see where the issues
could come from. Maybe we need to
lift up in there. So again, look at a bunch of references and see where
the issues might come from. Once again, if you
need help, in general, you might want to use some
kind of a silhouette. I'm workflow as we already have. Like, like we have
started this course. Just create a silhouette of
the content you may need and see if there are issues
with the silhouette. And probably you'll
come across one or the other issue you
haven't seen beforehand. And it looks pretty much
better now to us through this line is now going more
like this way around here. If we wanted to, we can paint them even more
of these lines. It's like one of these
peeling lines literally, which is going to go from here
to here and here to here. And I believe there
are more lines. And doing that, there are
other base camps where the line is going to come
from, the center point. So you just need to decide which one you want
to make use of. And as I said before, there is, there are some of these
base camps which do have this little blob is on the top, like the actual
knob where every, every SIM is going
to be connected to, I guess, or maybe there's
a hole or something. So you now again can
decide how you want this. Maybe there's another one, another line going
like this way. If you are going to connect all these lines cannot get rid of the outline
from this one. If you're connected and see
and take a look and see, does that look correct or not? Well, then it might help
you in the long run, going to make this one white
line again without a fill, you can go far away
and see if that would look correct in general. And we may or may not have an issue with D view
angle of the bird. So maybe we need to go well, reposition things more to the
center, like the crossing. Some line here and there. Again, this is something I can barely teach because while you need to see and feel
the actual content, if you go forward and
zoom out, take a look. It seems that the
base case might be to say how large and in
its, in its height. So I'm going to see if I
can use all of the pieces. Just select them all, and try to shrink it down. Just take a second look. I'm going to take this
line here as well. Just take a second look
and see if there are, if that looks better, which it made us. Now, you can go for
the rest of the design now you can combine the pieces together and put gradients and content into
the needed areas. So I would go and take
this one a bit up. So now I can fill this was a nice gradient or with
nice colors in general. I just want to see
that I got no issues. There's a spike over here
which might come from like spikes usually
come from when the handles are going to be too close or maybe in the
opposite direction, let's say as they should be. I got to be I tried something
because of the ears. I tried to reduce the size
over here or the side. So this point here is going to be at the back
half of that area. And so I may need to go inward, see a bit which doesn't
look too bad at all. If I want to and can even keep this one in a blackish scenario, I can even tilt this into any different color and
shape and stuff as I want. And I can put all the all the other
content over the inside. So again, this is
a design decision completely again up
to you as always. So I'm gonna make this May 1 be a symmetrical point which
flows into this direction. So I just try to keep the directions and
don't miss them out. I don't need this points. They are just making
stuff harder. If you want to, you can
use points or actually, let's say effects
on those lines, like making them dashed
or dotted if you want to. Like, for example, we can. Just select them all. And first of all, I would make
them the cap being round. So when you zoom in, you can see these
are now kept around. But we have also these
dashes over here. So we can maybe try out multiple dashes and
see which one wants. It may look nice, and so we can make use of that. There's another dashed
line I want to see probably here in between. But I don't really have one. So I am not quite sure
where the point is. But I believe we shouldn't be unable to hit it quite nicely. As you can tell, this one might need a
bit more to the right. You can always see
when you hover over these objects where, where the actual lines are setting and can update
the content accordingly. So and you can also put the
dashed lines like over here, which is literally
just given a bit more of the actual 3D effect. Maybe you want to
go for is thinner, a dashed line in general. So I want to make little extra dash or like a more rounded area here just a bit so
it fits a bit more. You can go for multiple ones. Again, you can also put
gradients in sight, the complete model or
inside the complete acid. And you can, as I said before, you can attend it
literally in any color. You please in like
looks okay for me. Again, if you want to go for
any other color, you can, as I said, can use
gradients and general role, you can put highlights. You can peel this
pieces separately, like separated, separate
them all from each other. If you want to make one of
them air holes or something, well, you can easily do that. So first off, just get rid
of the stroke style again. So we'll just use
a plain stroke. And now we can duplicate this, bring this in wards. And we go for paths
and difference. Now they have the same
dashed line size. I would go maybe make
them a bit slimmer, maybe a point to and width. And now we'll do the same now
for the dashes here may be because maybe later on we might not be able to see
the dashes of that slim. So the question is always, is that fine if we are
going to reduce this by, let's say two points here
and two points there. Is it light on possible for our n of t to be
visible that there are, these dashed lines are
not just reduced it all, it looks a bit more
clean, I would say, and maybe I would put a gradient over here so we can
turn that accordingly. We can make a highlight
area over there, can highlight this area, maybe make a shadow
area here and so on. So basically this is just how you create the basic base camp. We don't need much
more than this. If you want to. If we want to, we can increase this one
a bit and bring it down. So it's more like
where it should be. Even this one for either even for that when we can
create a little, a little gradient and
general gonna take this ring and duplicate it and maybe bring this also
to the other side. You can also play some
of these somewhere on the head area to do so. And you'd just duplicate
and shrink them together. So and of course rotate
them accordingly. So there are fitting in these areas where they supposed to be going to flip this over. Let's easier for me. And I can do the same
thing once again. And let's say rotate here a bit. Well, I don't really
like this one. Maybe I'm going to take a straight or an
unknown squeezed one. All that doesn't look
correct as well. Island now, you can
decide if you want to use all of them or make
use of them are not. I don't really like them. I get rid of them, but I keep
these two maybe over here. So final stamp would
be just color them. I guess we're gonna do
this in the next video.
48. #48 Headwear Basecap 2: Welcome back to the
course and this part we want to go and let's say give some shadow areas to
the actual head over here. Now some let's say some
issues maybe here and there. So go for it, fix them before we continue
or before you continue. So everything it
doesn't look like too shabby that say sometimes some forms may or may
not work as they are. For example, like this area
looks quite flat over here, maybe just because of
this handle, and so on. Make sure they're clean
it up everywhere. Now it looks a bit
too ballsy use. So I tried to fill that
out a bit here and there. So you're gonna go
for it as well, just see that it follows the actual stream
of the dashed area. And if that middle point here
just doesn't work at all, get rid of the middle point. And same for the other areas. If maybe this area here
outside is going to be, let's say two huge or
something is missing. Well then go for it and
update accordingly. As you can see, I've
tinted the area so already so we can see stuff
better on a black shape. It's rather hard to see things. So we have multiple
possibilities to actually shade one
of them, base camps. For example, we could create
one or two shadow layers. Let's say I just tend to
whatever we need and want. So don't matter. So we don't really need
a gradient or something. I mean we can. But radians, they
are the possible, are the problems was gradients is always
the underlying color. But we can make a
gradient here as well, but make it semi-transparent. So this is totally, and from
now on is totally up to you. So how would I do this? Well, first off, I would
duplicate one of them, Myers, so like this. And you can now create the gradient rather
straight left to right, at least for the moment. We go to the actual
gradient itself. But not to them but to the fill. And what do you
want to work with is basically just
black and white, at least for the
moment we go for alpha on the other,
on the one side. And full alpha, let's say dark
on the other side as well. So when we double-click here
or we create a flag here, we can go and make stuff bright. Now we can see the direction of the gradient doesn't
really work, so we need to go and
rotated accordingly. So the actual gradient follows
the work on this area. We might have a darker area. So keep that in mind and you can literally do this
for the wall had. What's now important is that we can reduce the Alpha
for each of them. But, well, we need to put us or we may need to go over and
do this on the phone object. So I'm meaning we need to go, probably need to go and select all of them
at the same time. Or when we don't select
any of them points, we just reduce the opacity for all of the pieces over here. So I don't know, maybe two or 50% or something. So what does it mean? Is it overlays domain color. So if that is a pop of color and we overlay
this one over here, it still has the actual tin. I can use the snap tools to just bring it back
to where it has been. But now we need to fill out. Okay, what is a good tone? And how much is too much? And what do we need to make
this one really shine? Probably the center
line here needs to be pretty bright or maybe
not too bright and an O. And then we need to play around, even here with or
without any colors. Maybe this is enter
doesn't need anything. We just need to black
and gray scale outside. So they are tinting
over the main color. But the downside on
that one is once again, we cannot easily
pick the main color, but up to you, you can use the gradient
as is pretty good. No fancy issues was that you can do the
same thing over here. You just need to split pieces. I get rid of this complete, complete layer over here. I just select it once
again and get rid of it so I can play around with
another possibility, which is we just paint
in whatever we need. So we just use simple paint
tool and get rid of snap. So I have any, have no issues. And we can go and say
this area over here, plus maybe this area
over here plus this. All of that is going
to be shadow area. How about that? So literally we would
just tend to blank, give it the less opacity. And then we got the
highlight here already. We can do the same thing
for the other side as well. So let me just paint it in. For example, we go here, this is shadow area, maybe here bit, maybe that one. And get around over here. And so you can see
it's super simple. We can just tend to
or just basic Tinder, but we still have access or full access to the other pieces. And if you want to go
highlight, well, we can. Now we just need to cut
away not necessary pieces. So we first go for the, let's say, main object here. And maybe we also need this one. So maybe I got to combine these two together
so I can say pass Union. And now I duplicate it, Control D and select my
shadow area and say pass, well, what do we need? We need the intersection. And the downside on this one is I lost
the front over here. So I need the intersection
from this area here as well. So I might need to go and
duplicate the shadow area also. So first off, I want to have the intersection for
the front. Like so. Nope, not like that. I try again pass intersection. Well, that's funny. Let me let me once again
go for the other one. So pass intersection. It tints it in the wrong manner. I believe this is the this is
the actual issue over here. Sorry, I gotta make it black. So I still have the other piece. So you're going to
take now this W k, If not happened
for WK Control D, That's probably the issue I
had before pass intersection. So this one here now
it's going to be, we cannot combine
these two together. So we go to pass union and
so they have one attempt. Then we can also pull her and stuff like that
if we want to. We now need to do the same
thing for the opposite. So first off, I duplicate this and I want to have duplicate
of the shadow here as well. Control D, select them. Bowls, pass intersection. Now I got this justice. There's other piece
over here which is now once again tend to blue, which is this black area I need. Now I take this
duplicate Control D and say Here also
pass intersection. So I have this bottom
shadow area here as well. Oh, there seems to be a gap. So I don't really, I mean, I can combine them still, like by Union them. And they are now together, but they're still separated. And now we can go in and play
around with all the dots, give it all the necessary swing. We can also put a, let's say
a highlight here on top. Of course it has to be
white instead of black. And we go and get
rid of this opacity, but use the other opacity here. Doesn't have to be too much. If you need other highlights, you can put them
everywhere you want. Now the shadows, I want
the shadows below the actual, the dashed lines. So I need to go and see where
AI and how can I do this? Literally this dashed
line needs to be above the shadow area. And that looks quite correct. There's one more missing as the other shadow area
here is now missing. We're going to lift it
up. Once. There we go. That's it. So we can now turn
these into any colors. We can still go back to any grayscale color and
we don't need to do anything to the actual,
the actual design. We can give it bows, the same tint and so on. What I might wanna go
for at the last pieces maybe also put
something over here. Something like where
I have an indent, a shadow area and maybe here, which I already show kind of with this shadow,
Let's say corner. But as you can see,
that's pretty crumbled. So I get rid of all of the unnecessary
points there first. Maybe I can extend the
shadow area just solid is more like a difference
between the two points there. I've seen a point of
a year I'm not quite sure of that is still
available there, but it doesn't seem. So. What I can do is with dad, I just go paint in that little area over here and see if
that makes sense. So I just select the
shadow area once again and this area and just
say pass union. I wanted to make
sure that I select the darker area on the
shadow area first. And probably I'm gonna do this from the other
side as well. So like I make sure I've started inserted, maybe like this. Then I go down here
and just close it. Now I go and select
this two pieces, go to pass union. And I may be over
there. This point. We can always go in and
get rid of this areas, but I believe that's
not too shabby overall. If you want to, you
can also be a bit more precise With this area. Just clean it up a
bit here and there. So it does make
sense to the viewer. And you are happy and the
viewer might be happy as well. So some colors might
not fit these. So you may want to
go for later on and update them accordingly. So maybe you going to make them darker already or
you just, you know, tint them and tried to
find the correct spot, let's say for them. So whenever, let's say I going
to make these two fields, let's say red copy. We still get the, the actual, the actual pieces of a year highlight or actually
get the shadow area. If you want to go for
a second shadow area, feel free to do so. It's basically the same thing. So you just go in the
backside over here. Be as precise as needed. Make a black see if
everything would work the same way literally, you can also go and do
this for the lower area. I would go for it like
maybe up until this point. And first of all, I'm gonna go and
combine these two. So go pass union. Now I duplicate the first
shadow layer, duplicate, select this one and
say pass intersection. So we got the secondary, a secondary layer of
shadow over here. Once again, clean up the
points you don't need. Maybe you need to, or maybe
you want to go for and checkout multiple
possibilities over here and see if you
find a nice setup. If you want to, you can
go with the darker areas, light a bit inward Z as well. As, well as maybe
for this area here. See if it works. Doesn't look too shabby. Probably. You can also go and make
this one even further like a goal for the
complete siem over there. I select them both
and say pass union. So they are literally
fitting together. I might, I'm currently thinking of Mike go and make one extra, one extra shadow
for this area here. It's a bit wonky,
but that's fine. Just get rid of the pieces are of the points we don't need. Make them symmetrical. And see. It looks like
there's another point here. So I combine them first. And same here. Just make this symmetrical. Just so I get the drive correct. Make this one a bit
slimmer at this point, reduce and just fit to my needs. Once again, feel
free to test it out, see if it works or is it not? If you want to, you can anytime put any other content
here in the center, any logo, as usual. And this is totally up to you. You can make like a sticker. You can make like, I don't know, a baseball team, a flag of a flag of a country, and all the other good stuff. So feel free to test things out. You can make now multicolored
since this color here is literally another
color than this one, if you have kept,
kept them split. So it can make a green cap. Let's try. Can make a green cap
with a blue front. And works. And, you know, the
colored tint once again works automatically
here as well. I don't really like this bubble. So I bring this one in a bit. And that looks a bit better. So feel free to highlight
things as needed. Maybe you're gonna go and close this complete shadow area. It might help out a bit here and there you might
want to go here. And as well as we can tell, this shadow area has to go down. So we see the themes again. Maybe like this, I'm
going to lift the CMAP multiple times because it also has to go over
this shadow area. And now all the
seams are going to be at the top and everything
else is going to be below. If you want to have them
inside there for free. To do so, going to make this
one here is symmetrical one because I don't
really like it and shorten this one away. And just to have a better
shape at this point. And you can also go and make a small a small shadow
area over here. I'm not quite sure
if that looks good. Well, it gives a highlight. And once again, you
need to decide if we want the silo to be
there or even not. Delete the points
you don't need. Maybe in the end, we
don't even see them. We don t know. I mean, I don't know. And you might not know. I got to combine
these two as union. So if I sound like this one, it's also selecting
this one so I can always play around with the
other points day as well. Don't forget to save and
don't forget to save often. So you don't lose any anything you have created beforehand.
49. #49 Headwear Propeller: Welcome back to the course. In this part, I want to create the propeller head as I was
talking about forehand. So basically it's not a different node or shouldn't be too much different
from the base camp. But I want to maybe make it a bit smaller or
bigger or something like that so I can define light
on how I want this to be. So when I start is absolutely with the first
symbol base over here, I go and make sure I have four alpha so I see why
I am where I want to be. And so on. I scale down and see, maybe I want to have those
like inside this area and this is like one of
them peeled halves. So let me show you
what I mean by peeled. That's really there's always a start point here and then it goes into either or one
or the other direction, like for example, to a center point where the
propeller has connected. Maybe go and go and give it just a simple other tend to we understand
what's going on. So the next peel might be, or this pill might go like literally into this
direction over here. We don't need to be
too precise with dad if we don't
want to because we can cut away and we should we have to cut away
pieces later on. I just need to see how I
want to peel this hand. In which direction do
I want it like so that the peel is going to go where the center
is in the background. Well then I can, I can
also do the opposite. I can also go and make it more like a frontline
appeal and so on. If you want to,
you can always use the actual snap tools to get the corresponding
points to be peeled. To be peeled too. Like, as you can tell now, we are trying to appeal the
second area over here again, you don't have to
be super precise. We can cut away pieces later. You can try if you want to. So maybe this one is, well, it looks kind of wrong. Usually this pure might go
more into this direction. So one or the other pill
might look wrong in the end. So we're going to have to
fiddle that out later on. How is the size and where
it's going to be the actual, the final peel area or
the to be peeled area. There's also this
little gap over here, so we still want to fill those up as it has, as it has to be. But maybe I'm going
to go with this, this direction here first. Again, I don't have
to be super precise. I can literally go now here
I go for the furthest, for the furthest area
at the beginning. And then we can close the lower end of
the here, kinda rank. Those may be blue so
we can see it better. And again, you don't have
to be super precise. Just fill in the content. This one here is a
bit too far away, so we may need to Bring
it out outside a bit more like this and
lift the outer area. We just literally that PCR a bit downwards and bring the point here
a bit down as well. Again, we can cut
away pieces later, which also means that maybe this green area is
a bit too large. So we can start to peel
things away a bit different. This one also has
a wrong direction. Let's say it may or may not fit, uh, later on in this pieces. Maybe we will, maybe
later on we even have to create multiple
other pieces and so on. So next one is going to be
like the area from here. I didn't want it to press that. So maybe I'm not quite sure
about all these sizes. So I just eyeballed them in the first place and see
if they make any house. And and I go four and
close this anyhow first, because it's it has quite large and bolts and
maybe make this one yellow. And that doesn't
look too bad at all. So now I tried to find
a good center point. I tried to select all of
them and try to get them middle point here and
the selection and only that they want to zoom in, don't do it over the points. And now we can move around these points and see where
they supposed to be. Maybe I'm going to increase
this area just a slight bit. So I don't need an extra
color in the background, but that doesn't look
too savvy overall. Now we can see, again, see where the
center point might be. Play around with that. Probably it's somewhere
here and then we can put the Pope
parallel on top. So basically we just For any anything
I'm not quite sure. Just take anything
gray at the moment. Bring this down a bit. So on here we can put
the propeller leaves, which probably is simply
just some, some oval shapes. Control D to duplicate if you
want or you can, of course, rotate them anyhow and shrink
them a bit together if you want and replace
them so they are not like straight but in
any kind of shape. If you want to use for propeller has just come flow
control D and, you know, make a sideways flip. Now the final part, once again, is going to be the
shadow wing area or the shadowing point, which we just make two, just to stand out
from the crowd. What I want to go for first
is the bottom circle. I want to get rid of it. And I want to try to
fit all the points, see a bit better and see
if there are any gaps. I don't really like
like this one. Just we just close the gaps and that
should be good to go. The rent is
underlying that blue, so it doesn't really
matter where it ends. And if we have like a pill
shape here, we can do that. We can use this as well. You could even put
a fruit on top. Like, I don't know, make a
melon or half of a melon. And that will put
some dots, the good, a good green tint with the dots. And then you can tell, Hey, this is a melon and you can
put any fruit in general in, into the play here as well. So the easiest way to
paint or to make shadows, you know that already is we can paint them in or
we can make like a directional shadow and so on up to us however we please. And like so first of our tank, this pieces here I'm going
to use the normal selector. I want to select the
center point as well. And I'm going to put them into, I need to make them
inside an extra layer. So got to add a layer being
the actual propeller. Let's try again as the
current top layer. And I want to have all
the ellipsis here. And the so-called Paso's going to make them
into propeller one. So I don't select
propeller one board like so I can easily hide
and unhide things. I can lock things. And now I can just tinned this other parts
here with my shadow. So basically what the
shadow should look like, probably we're just painting
the shadow like usual, just over on top of that thing. And maybe like this, make it black, reduce alpha. I mean, alpha seems
to be reduced by whatever means, like
one-point X-ray. So we just take a look how the shadow might
look. Is it good? Is it not? We don't know. So I guess I would make a heart or heart
more harsh peace over there when we want. We can also do a little set of array on the other
side here as well. So we have more
like a front light. And well now it becomes interesting because
now we need to take this from this area and from this area and put them together as being one simple shadow. So what I want to do is I want to make sure
that I'm not hitting the green area was the
shadow was data set. We need to have a multiple shadows or guess because we want to
go for the intersection, or we're going to bring
the shadows down once, or to the very bottom. You're going to make a copy of these two control D and put them together
as being one union. Now we take this and the union TPUs and then
we say intersection. Well, our shadows below
because we did put it below. So I need to put up
above. On There we go. So we can, we can put an
even furthermore shadows, as I said before. We can just say, Okay, we also want a shadow
to come this direction. No issue with that. We can do this, can
smooth that out. Just duplicate this piece. Now control the take
the shadow pass intersection until we have the opposite on the other
shadow area here as well. We just want to make sure
that the propeller is going to be above
the shadow area. So it's like not
intersecting at all. We need to make sure
that it is still part of the main propeller. And for these propellers, we might want to go and
add a shadow here as well. And make this one even a bit
beautiful if we want to. So you're going to take this Control D bring
this one down. But now let me undo this. And maybe I group them first, so it's easier for me. So I take this propeller group, this one is blocked. Why ever? I mean, it should
be grouped anyways. So I group the group and
place this one down below, make this one black. Tint, this one just by 50
per cent or something. And inside this group I want
to make sure that I collapse them all together
so we don't have this weird things going on. And then we just cut
away the things we don't really want
to see in this, in our cap here. So first things first, I'm going to take
all this ellipsis here and say pass union. So they're all one simple
one single shadow. And maybe we want to, we can also bring this downwards into the direction where we want to see or not to see. Maybe I don't want to
see the center here. So I can also get
rid of it and cut away the things I don't really want to see.
I'm not quite sure. Or I'm going to
redo that and bring just the points from
the center here upward. So I hold Control and
bring them upwards. And now I can try to
bring this outline points downwards a bit like these two and
the other ones are not really of interest. This one here as well, maybe, maybe you're going
to bring this up. Make them symmetrical. So it makes it easier for me. They're following more
of the trend line, Same here and bring
them up a bit. But make them symmetrical
and polish them down. They're following the
actual cap itself. Like a real shadow
would be this point. Now I cut away everything
I don't really want and need anymore
from the shadow. Like literally everything
which is outside of this, of this complete shadow area. So by the way, in the shadow
area needs to be below the, below the main
propeller over there. So I'm going to put this
outside here first. I don't really need
this sub folder anymore. This is my shadow. This one here is
my main propeller. So I can later on
tin things over there as well
without any issues. So to cut away all the things, we probably want to combine
the complete had ones. So I'm going to take all
this single piece is CU, Control D pass union. So we have one thing. Then we take the propeller,
but not this one. We want the shadow area and
then we say intersection. So everything is cut away, but that in words, shadow pieces, pretty good. And now, as we can tell, we can make this one a bit
more appealing over here. We can go into this propeller
area and no ten things. Put everything we want
on top of each other, make even any change we need, any change we want. You could even go and
tinned all of these pieces, make them more
black or anything. Squeeze them together and so on. Why don't I do like it as it is. So probably I would go for
some shadow areas of here. Something like like this area here might be an
interesting shadow areas. So we got a difference
between the pieces. Maybe also this one here
could be our shadow area. Maybe this one. Maybe this one here as well. Again, just be precise
as much as necessary. So they don't have
to be, I mean, you, you want to be precise. Absolutely. The more you get quality inside
the NFT, the better. Of course. So I'm going to
make this one here. This one more to the outside. We just need to cut away the unnecessary content
in a moment. As usual. From the shadow
areas, of course. So we just say these two or these pieces are now not part of the actual propellers. So I bring them down
inside the area, like inside this folder here. So when can just single
click one of these pieces, like I can take this and this, which doesn't really work at
the moment, which is bad. So I might need to open
this group in a bit. Let me just hide some things. So this is the actual, just a plain shadow
area from the bottom. It's a bit bad. And so I cannot directly
select the in part. Maybe I need to just go
and ungroup this P is completely because the group seems to work
different than a liar. So maybe now it's better. So I can only use
a single pieces. And I can, I need to
duplicate this piece, select the shadow area and
say pass intersection. Here again, duplicate, select this little shadow area
pass intersection. Need to duplicate
this one as well. So like this pass intersection and the final one Control
D. So like the Touche, the shadow and say intersection. So we got even more
density in depth inside. Such a simple hat. If you want to add more content to the hat, feel free to do so. And yeah, that's pretty much
it for a propeller hat, I would say, don't
forget to save, save often and
you're good to go.
50. #50 Headwear Updates: Welcome back to the course and this part I want to give you a quick overview on from what
I have done without you, so you get an idea where to go. We will already be
going about that. I'll talk about that. What you can create as
multiple hardware for example. So what I did is I put
it everything once again into my actual list
of here of hardware. So I'm going to create, I have created the Japan, but Diana was 0 and
the pops curve, the actual queen
crown as well as the cylinder and the base
curve and the propeller hat. What I also now want was
creating was a beanie, which is one of these
will have or something. Then we got the, I created a king crown
as well as a red ribbon. So pretty quickly, Let's
take a look what they are. And so we can go for
the next pieces, which in my case are going
to be probably glasses. So I can put some
glasses on here, maybe 235 different
ones. I don't know yet. But let's take a look. The propeller hat, the
one you just notice or we were creating them Probably
together is this one. Then I created a beanie. We can, or you can be
as precise as you want. You can put in more
details if you want to. You can make it any color
and you can turn it into any color you want,
please in leg. Then I created some headphones. So, so like a headset
or something, maybe I can also
put a microphone on here just to be as an
additional piece of there. If you want to create it. If not, well then just not. Then I created a halo with the shadow area and
the bottom over here. So whenever I activate and
deactivate this to Halo, It's going to put this
shadow directly on the hat. I just need to check
if that also works for the other one line
for the legendary. But as you can see, it fits in here as well. Then I created a king crown, which is just the opposite of our other crown we
created beforehand. So basically I always
use the same tools, are always do the same thing. Do you do your research? Take a look, see what fits a, see what you like and please, and create the content
you prefer to see. And the final one
was a red ribbon. So basically what I could do is create multiple other colored
ribbons here as well. Which would be
rather quick by just tinting the main color
and probably some, some colors, most of them are shadow colors over here
except the inner one and the, literally the outer one. So if I wanted to, I can just pick the
single pieces over here and then just
tint them accordingly. And then I can make a blue or green or red, a yellow ribbon, whatever I please enlighten, this could be even an
additional content piece. So as you have seen, there are bunch of
things you can create. You can create even further
things you can make. I don't know, a magic
and had or anything. Just go through other
NFT collections, see if you can get
some ideas of the day or maybe just search the web. And we can also go later on
create some batch over here. Or as I said before, probably some cloth
which we can put on, like maybe a hoodie
or something similar. Again, all of that
is totally up to you and you decide what you want to have in your NFT collection over there and what you want
to offer to the people. We don't really
need to talk about the actual rarity in
its general piece. I just put it in some
numbers over here, but they don't really
care at the moment. We can later on, or
you can later on go through it and see how
they fit and so on. So later on we want to go
for the glasses over here. This is what I
want to fill into. Probably a goal for five to
maybe ten different ones. I'm not quite sure. And maybe clause
maybe not too much, maybe three to five, and then I should be in good shape to have
enough content, especially when it
later on also comes to body color and eye colors. We already got this
icon has done, but I want to create some
multisets for them as well. So one is green and the other
one is blue as an example. Or maybe one is purple
and one is gray. Something like that. Maybe two or three
different of them, multicolor parents, maybe two. So in general, I'm going to have ten different i's times four, which is already 40 and so on. We were talking about
this beforehand. Final step is, yeah, we just need more
content in general. So keep on creating, keep on creating stuff. Think about what you want to
create for your N of t is some users are using laser
eyes and stuff like that. Lasers are probably one
of the most common ones. Again, we can create
some flames and elementals in general or
anything else like that. You can be, the things
can be super simple. They don't really have
to be as complex. It's a general, a
visual representation. So again, feel free to create
the content you prefer, you really like and
please make it as big, as small as you please
in lag as well, we can maybe use this
ribbon also like on a kind of glaze
scenario over here. Once again, all of
that can be done in no manner or actually just in a matter of a
small amount of time, we need to put literally
into our NFC collection.
51. #51 Eyewear 3D: Welcome back to the course. In this part, I want to create
the first pair of glasses. In my case, it's going
to be 3D glasses where one side is red and
the other one is blue. We may or may not go
with transparency. So we might want to see
through the eyes in general, maybe we don't make it too huge. This is something we once
again need to decide as well. So I'm going to just disable
hardware in general so we don't confuse ourselves by
having that stuff in the way. So what I'm going to start with this first off the glasses itself because you
can make them round. You can make them as
like a trapezium. You can also make
them a rectangle like a rounded rectangle, or even a straight, like
a hard edge rectangle. So we need to define
first size and position. So let me make this one red so we can see what's
going on over here. And I'm maybe make them
like an opacity of 70%. So we can still see
this row and we have a possibility to play around
with directions and stuff. So as I can tell, this one is probably a
bit too huge for me. So I might want to go for and put it next to
the beak over here. If I duplicate this
one and put this onto the other side as well. And I'm gonna give
it a blue tint as it might be on My could be. We just need to decide where we want to have this and
what the differences are, the distances between the
actual pieces are going to be. If you go and look
for references online or wherever
you please enlarged, you might come across
different ones. So just feel free to pick
one and maybe let's see, try to rebuild them as you
can see them over there. I also want to do is I
want to select them both. And actually I believe it's not possible to set let them
both at the same time, but I want to make them round
corner glasses over here. So I literally just go over, maybe leave a bit
more space over here. I'm not quite sure
about this yet. And bring another new copy of their Control T to D to copy
and bring this all over. If you want to, you can already implement the shine
on the class, so we don't need to struggle
with that later on. Simplest part, simplest
possibility to do that is we just
create other squares. I'm going to get rid
of this and make this one white as
wide as we can. And then we rotate it by 90
degree or by 45 degrees. But before I do so I'll
duplicate this once again and I want to make a
shrink diversion next to it. So maybe we have a big,
shiny, small shine. You can also go and
create multiple shines. Then I go hold Control and just rotate a bit and see
where my shine could be. I could do even once again put in multiple
shines over there. So nothing fancy. Now we're going to take
this and that single pieces and we're gonna go for
intersections once again. So I'm going to duplicate
this once again, hit Shift, select
the other piece, and go for intersection. So we have a shine on the class. This is a bit too
heavy over there. We might want to go with like
30% or maybe 50 per cent. We can make it higher
and smaller and play around with these numbers and
see what is going to fit. Maybe 50% of this one
is not too shabby. So next one is we duplicate it all over to the other side, see where it fits. Wanted to could
put good position, might be maybe a bit
more to the left, maybe even more to the right. We're going to see this
a little slight cut, cut edge from the other side, though we might want to go
for and put this together. Now we just need
a frame around it so we can put it
like over the beak, literally, which is going to
be kind of a paper stuff. So for that, we simply just create another rounded
rectangle multiple, and then we combine them
with a middle nose piece. We can end the top stay
rather strange if we want to. So totally, no issues. Let me create the white over here at first and see
where we need to go to. And I'm gonna make this one full white and bring this
just two times down. Maybe more, depending on how much actually we
can go fully done. So now we can see how our
glass might look later on, depending on if we're happy
with the actual size overall. So I might go and extend here, but I'm maybe going
down here bit as well. And yeah, maybe that's
not too shabby overall. I'm not quite sure about the distances between them
too, but that's fine. Now I'm going to select
one of these Control D, take now this piece and
cut out the actual glass. So I go for path difference, so we can see through this, but this part here is
going to be solid. Going to do the same thing for the other side, pass difference. So now we can see
through we have a frame. And basically we just
need to now implement the nose piece and maybe one
of these sides over there. If needed, up to us, we can decide anytime how we
want to design the content. Before I do so, I want
to reduce alpha for that and see where the actual
beakers going for. So we might, since we have
multiple different beaks, maybe we'd go like up
until the center point here to paint out this, the point of interest on
the part of interests. To do so, I might want to
go and just just painted in here and see if that may
or may not work later on. Got to make it black so
I can see it better. That almost looks like a beard. So if you want to use beard in your painting or in your
NFT collection, use beards. Might look funny. Nobody knows, right? So I'm gonna put this
one here but outside. So it's wrong, rounding
up a bit down more here. Maybe I'm going to have to
increase it a bit further. So I have more like the initial shape or the
flow of the shape here. I'm going to bring this one
up here a bit as well and maybe shape it here a
bit rounded as well. So it's fitting like at these two round
corners there as well. This one here might
not be the best. And maybe this piece here
has to be more centered. I'm not quite 1% sure, but I believe we are good to go. I got to select these two now
and say pass in difference. So we have a free space, then we can increase
Alpha once again. That doesn't look too bad. We could, if we wanted to just check out with different beaks, like currently we
got the long beak, but we can also check with the small beak and
the broad beak. If we don't like it or
if you don't like it, you could even lift
this glasses up. But what I see is
there's like a little, maybe a little too much of an offset here with
the center point. So I just reposition some
points here and there. So I might go and
use the lung bleed peak again just to
see how that looks. I don't I don't really hate it. I mean, I believe it's good. Why not? If you want to,
you can lift also the complete glasses over there. So basically we can
lifted above or a leg up over here so nobody
holds you to not do it. Like for example,
we can put it like, let's say over here. So if we are going
to use a small beak, we see that on the broad beak, we gonna be able to
see that as well. So absolutely, anytime
and anyhow possible, no matter what, maybe I'm gonna put them
here. I don't know. I got to block the beak
again or the block. They are blocked already
and just keep the peak SDR. Now, I want to put like
the left side over here. So basically just a
straight line or more, maybe two from
this corner piece. We can also go from
a sideways part and just decide how big we
want these pieces to be. Maybe like this. We could also go from
the opposite side. Just go straight down first. And then we just fill this gap areas over here and
our glasses is kinda done. If you want to. You can also put this this
year down areas bond. I believe our owl may or may
not or will not have that. If you want to,
you can also leave some gaps to the border. So it might look a
bit, Let's say better. I don't know, up to you, you can decide if
you want to cut this directly on body or not. You can also, again, keep the gap over there. Might look nice later on. If you don't like a gap, well, then just don't
produce one, right? Then I put this a
bit to the side and leave a little space in between. Maybe, maybe it's not
too shabby overall. And our first-class is
literally now as done. I mean, we don't
really need much more. If you want, you can
put it in again, some shading over
here that goes back a top down shading for
the shadow itself. To do so, I would just make
a rather straight one here. Nothing fancy. Make this one black. And maybe like 30 to 50%
opacity or transparency, however you like to name it. I control the this one and
cut away the actual part. So I'm gonna go for
paths intersection. So now we have a straight
down shadow area. If you want to have a
second shadow over here, feel free to put them in. It doesn't really matter
at all, I guess so. Well, this is how we can
create multiple sub shadows. As you already know, we don't really need
shadow over there. I don't really go
for anything else. I need. Nothing. I guess I could create
a frame around it. So maybe like a backside
looking frame to the top side. Over there. For example, I duplicate
this main piece and just bring this
inwards slide a bit. And I make this one a bit gray to see where it is and
bring this one down. So it's like under the
original one, like here. So we can now see that we have now just a slight
gray frame here. So it's got some
kind of thickness. If that is not, let's
say dark enough, we can always go and
tint again and so on. We're going to see a slight
one here in the center. If you don't like
it, get rid of it. And this one here
looks good as well. If you want to do the same
thing for this side over here, feel free to do so just
duplicate this piece, bring it slightly up, and pick the color
from this one. And now we just bring
it one downwards. And there we have it. And if the settled area
doesn't match anymore, well, you can once again,
you can get rid of it or just keep it up to you. And same for this side. I'm going to duplicate it. Bring it in words
here a bit as well. Pick the color from here and bring this
one absolute down. You have like these
gaps over here. Feel free to close them. Like I'm just create a new piece from this
corner to this corner. I'm going to just select here and snap to that
positions, like so. And then I combine
these two together. So I just say pass Union and this piece should be
filled if everything has been correctly connected
together as union. And so we don't have a gap
anymore at this point. And same for the bottom
side here you want to put it in the same content. We just create a new one. We snap to the actual corners, does go inwards like this. Select this lower piece
over here and this piece, maybe there's a gap, so feel
free to check against us. And then we go again
to pass and Union. And so does God. A death here as well. If it needs one here, which I believe it shouldn't. Well, no, that's good. Maybe you need to put
a gap here or close the gap here between
these two points. Feel free to do so. Just select the bank side as union and everything
is good to go. Again, play around with
shadows, integrate on, put in any content you prefer, any content you need, unlike, don't forget
to save your work. And the first glasses complete. Pretty good. So in
the next one we can create some other glasses, maybe sunglass and
creative and more content for free to do so
even without me. So fill in and create a bigger collection again
of a bunch of classes, C0 or whatever you please. And like, of course.
52. #52 Eyewear Eyepatch: Welcome back to the course. In this part, I want to
create another eyewear, which is going to be a patch and like from
a pirate or something, we can first off, decide
if you want to go for the left eye, the right eye. We could even create both sides and two
being map I patched. So first off, we just need
a simple triangle shape. We can use literally
any shape we want. We can use anything we like. And please, I disable the actual snap settings
so they're not in my way. We can define later on how
big we want the iPad to be. It can be like literally over the complete Open AI
and so on and so forth. So we can define literally
how we want this to happen. Since the background has
been huge or is a bit huge, I had to disable the background so I can work freely over here. So what I draw as Justice,
simple, basic shape, which is more or less like
a shield, I would say. And you can always go and
look for references and so on and so forth and see how
you would create an iPad. So I would probably go with
such a design like this one. I can once again
decide if you want to go for the left eye
or the right eye. We can use both, literally doesn't really matter. And if we create
one for both eyes, which might be even
better because then we have the truly two
different types of eye patches to offer. Then I would go and make
something like a closer here. So basically something
which is holding the eye patch on one side. And then I close this one
here again just in case. And I want to see
that it is matching 100% our outlines of a here, and maybe need to fiddle
around here and then see if everything
is in our needs. And so if you are happy
with the left side, you're going to do the same
thing for the other side. Like we could also go and put this on NYC
from here to here, so we don't need to go over
this I here completely, but maybe we go to one of
these positions over here. I would go and
create or tried to create the same size as
I do on the other side. Maybe close up until this point
I need to go and recruit, reorient the actual
handles anyways, since they are quite long. And so I can take one or the handle of the
handles and just smooth out the actual result. And if you want to, you
can even create some kind of a bone shape over here. So it's not like just
the actual eye patch, but maybe we can
create some kind of a, of a head bowed niche
thing with maybe no eyes in the center or maybe we're going to
do it like this way. Or without any peak or maybe with a beak or
something similar. Just to fulfill
this quiet area or this small area over here. So what we could do
with that information is we literally just eyeball. We don't have to be
super precise over here. We just eyeball what the skull of our owl might look like. So maybe we go and take the beak wizard or kind of the beak just as a
basic shape over there. And then I go and round this
up to fulfill this area. So maybe this could be
kind of our actual, our shape or the actual
shape for our for our skull. I'm like for an hour skull if
you want to use the skull, you can bind also
create a skull. Our field like to I
would also go for and see if I find a good
size of the actual eyes. So where an eye, a
whole would be, since, well, we probably don't really
see everything of that. So that doesn't look too shabby. Probably. I need to go and do something
with the beak again. And maybe we also need to
do some indent over here, but I believe not. I just take those two
and say path difference and do the same here,
paths and different. So we got the eye
holes and want to make this shape white. And there's a little
hiccup over here. So I make this one here. Maybe a bit more roundish. Once again, you can
make an owl no, just bones up to you
or anything else. And I would go and put
this like maybe here. Just to be, you know, like, like what pirates are. We can also introduce something
kind of a bone shape. For example, we just I mean, we don't really have
bones on not, not like that, bones in in births, but well, we maybe can make use of one
of these things here. And we can just see if that
design would fit in our case. We can also control D duplicate and flip over and bring
it to the other side, which may or may not look good. Maybe maybe this isn't a bit more or too much
looking to the right. So we might want to center
this one out over here. I'm not quite sure. But I believe I I will
just get rid of the bones here and just make
the skull thing maybe a bit bigger over there. Basically that's everything. About an hour maybe looks like if you want to
make some kind of a bone chain or something
for free to create one. Maybe. I don't know how that
might look over here. So literally
something like that. Like if that would
be the actual spine, we might want to be
able or mu we might be able to use something like that. We could also try out, I'm scaling them out What's
a bit and the bit down. So we just have the pure
spine bone maybe later on. And like like from the ribcage. And we can try to like, make a difference
over here so we get, I don't know, some kind of
a bone shape over there. I Control D this one and
shrink this together, hold Shift to go inwards. And try again and
see if I can shift. And once again, I'm not
quite sure how that might look over here
and lifted up maybe. And also this up here as well. And so we got a, we got a
goddess special over here, like an eye patch just
for that particular hour. Or we can do is once again, we can copy this all over to the other side and literally
flip over these two pieces. So they are also matching
into the other area. I also want to check
if the legendary, not a bio background, but the legend better
in dairy body would fit the design which
it probably does. Yeah, that's looking. That's looking okay. It's kinda close to the arm, to the ear over here. So I may need to go a bit
sour a bit more down here, just not too much. Just a bit to make sure that
it also fits one per cent. They good for the
actual legendary hour. And we can do the
same once again to the other side
without any issue. So we can say this
is an eye patch. In our case, it would
be the left side. So we make an L maybe here, and we can duplicate this and rename the copy to
be in our eye patch. Just rename it to be r. And now we can take
the main pieces, like including these things
and bring them all over. I just hide the L1. Bring this over to
the other side. Like so. Then I take these two, flip them over in a group or as group and see if they would
kinda match over here, which they suddenly dawned. Which is okay. So we just try to eyeball how they might match. Then we have another, you know, another orientation over here. Look, it looks
different, Definitely. So we're gonna take these. And now these two need to
be like maybe over here. So we have now a
right-sided eye patch and the left-sided eye patch. So we have literally two more
traits, two more things. If you want to, you could even go and split this one or just shift this
one over if it looks good. Well do it. If it's not
well done, keep it as is. And that's pretty much
it for an eye patch. We can, once again, design wise, we have a bunch
of possibilities. We can put in anything we want. As usual. If you want to put
any extras pieces in-between the spine areas
here free, free to do so. Nobody holds you back.
53. #53 Eyewear Sunglasses: Welcome back to the
course at this point, I want to create some
kind of a sunglasses. So I'm going to create
a new layer over here. And the sunglasses, we can
design them again as we please enlighten you going
to pick one of thousands of different designs
as you please in like, depending on how you want
your owl to look like. Let's say, I'm going to start with just some
basic shapes here. So maybe it was a circle. I'm going to make it
black so I can see where I'm currently looking at. But well, most of the time
glasses are not like this. Well, some are, but
not, not all of them. So I'm gonna go and make
this object a pass. So I just convert it
to a power so I have more control over the
actual glasses over here. So we can go for more like a 70s or 80s glass
if we want to, we just need to shift
around some pieces. So usually there are some
indent over here going on. And maybe like it is usually going up here a bit more than here
on the outside. We can later on
decide how we want to highlight things and how
we want to or even not. The same is going to happen to the actual frame of the glasses. Let's assume we're gonna
put these glasses on to. Or actually we just say that the fill of the
glasses is going to be like semitransparent or
something, maybe like that. We're going to see better
where we have to go to. Also, I want to duplicate this and flip it over and bring it to the other side so we get an idea what the owl might
look like afterwards. If you need to squeeze parts like left and right
and what's on wards because of the direction
of the eyes themselves or of the size.
Feel free to do so. Going to put this maybe a
bit more in the center. And now we want to have
some kind of a frame. You can use any kind of frame, something super thin over here. We can use something
super huge and big. The design decisions,
once again, I'll completely up to us. Usually we can start maybe
on one side over here and we just go around over
here around the glasses, put them anywhere together. And tried to find a good design for a which is going
to fit our needs here. And on this side, later on I want to maybe
put in some extra. We're gonna go through that. I'm going to try to be precise. We need to fix some points
in there anyways later on. So just try things out and just create a
simple frame like this. If you're unhappy
with the result for free to upgraded accordingly. And this one is not going
to be transparent later on. So we can make this one
for blank, for red, for full, any color
of our liking. I'm going to make it
super, super bottom one. I duplicate this glass here. Control D, hit the frame. And then I say difference. So we have the frame
without the glass itself. We're going to do the same
thing for the other side. Hit Control D, select the
frame as well with Shift, and hit the front. So now we got, well, kind of a super 80s
glasses over here. If some of the outer frame is not matching one or present, updated accordingly, maybe some areas a bit bigger
than the others. So you just go
round and see where you can update
things accordingly. I'm going to make this
point maybe a bit more straight here because I was
missing a handle over there. And maybe you're going
to shorten this area so it's a bit more like this one. But there's this little
Aggie shape, let's say. And maybe I can just reduce one or the
other side over here. So it's more like delish. Now we just need to, as before, just put in like with any
other kind of things. So the actual classes are
going to be around the hat. We can close that. So we have a, can
create some kind of a ballsy area on the
sides or on the outside, like like this one. So it's Mike at
the correct spot. Let's say we want to do the same thing
for the other side. If you want to go for, you can directly go
straight under the ear. We just need to keep
respect. Literally. This was wrong. We
just need to respect the actual direction of the
hat and the glasses and probably we need to
update the size of it. Of course, we need to update
the handles are closed at both the area again. Now see where I need to update
certain points like this. Bottom area over here may need a bit more of
a thicker frame. We're going to see
and compare with the opposite side and see if this height over here is kinda the same height as that, which it obviously does not. So I'm going to
lift it up a bit. And now we got kind
of a sunglasses. Well, we can do is we can put in some highlights
on the Sung loss. So maybe in, let's say white, but not as much white as needed, or maybe not as much
white in general. We can also put this
highlights over here, or we can use stripes as we just did with the other glasses, like was the cinema
glasses or the 3D glasses. So you remember how
we just created them? We just created like some squares over here and
another one next to it. Like so we trimmed it together. And then we were just
rotating them so we can duplicate them for the
other side here as well. And we can actually, before we do that, we want to rotate
them accordingly. So I'm gonna pick these two, hit them once and rotate over and see where I want
the shine to happen. It can be literally anywhere. It doesn't really matter. Now I'm going to duplicate
this all over because this area on the other
side might be different. Now I'm going to duplicate
the glass Control D hit one of them shines on
psychopaths intersection. Duplicate the glass Control
D shine pass intersection. Same for the other side. Control D hit the shine
pass intersection and the last one
duplicate the glass once again and intersection. So now we got some kind of a eighties style
looking sunglasses. What we can also do is we
can increase or decrease the opacity of that
up to us totally. If there are any issues with
the glasses themselves, make sure you fix them. So like if if the beak is not really nicely
seen, let's say, or if there's something to think or something is too
small and so on, just go for it and
updated accordingly. And so now we got
another eyewear which we can put on
our actual hours. If you want to go
for multiple colors, for example, you can, you don't have to
make it a blank one. You can go for, increase that and maybe make a rent
one or maybe make a green, a blue, or whichever
color you prefer. So basically there are no
limits and general rule. You can also, once again
just go for black.
54. #54 Eyewear Updates: Welcome back to the course and this part I want to quickly go over what I've
created without you, so you can create stuff
like that as well. We don't really need
to go further into details since most
of the techniques I have shown you in the past couple or even all
of the videos over here. So first of all, I created
those feathers background of the year as I was spoken,
talking about beforehand. Just create one simple feather, then create a copy, create a blend for that, like a blending or like a
blur effect for one of them. Further pieces and the
background, of course, make any color of your liking in the background like this
square, for example, being black or any other color you prefer mum
you make, I don't know, maybe something pulpal
or maybe some gradients and the background
totally up to you. What I also created a bit
more eyewear in general. So you can see I have created
some after the sunglasses. So when I create it as
something like shutter glasses, you can go and be as
precise as you want. You can make them
smaller or bigger, like the distances between
them things I literally just copied over the sunglasses
over there and just, you know, I'm doing the thumb and
of course fiddled them together just by
making them uniform. Then the next one I created
were some star glasses, so nothing fancy over here, just some simple stars. You can find stars over here on the stars and Polygon tools just playing around
with the settings. And you will find the
trolley roundish, roundish stars so possible
to be created over there. Just do some lines
here and there. Just to make this one glasses. I have created the
same thing basically, but with a heart. In this case, I just
see there's one color, not 100% the matching over here. So I just need to find which one color that
is, which is this one. So everything is going
to look the same way. Also, I created some
shadow area on the bottom, so I'm highlighting the top. So basically design it
however you please. Unlike then I created some
kind of a VR glasses. So basically the same thing. I just used the normal outline, a double gradient over here, used the black pieces over here. I just once again
use generate from past in motion with a
four in-depth over here. And of course I made this
rubber band over here or this whatever the span
as just fill in this area, make it as huge as necessary. And as you please,
unlike the final one, I was creating some kind of
a single glance over here. Maybe someone chain can
be created on the side. You can also once again do the same thing for the other
side around over here. Just put the glass
on the other side. Nothing fancy overall, maybe a bit easier to see what I
get rid of the background. So you can see there's just
a black part here as well, where the chain is literally
going to be connected. I don't go with intersections
and stuff like that because they're probably so small that we don't
even see them. I'm not quite sure
about the size yet, but this is basically what
I have created so far. So in the end, I'm going to have nine
different eyewear and I could even go
further and create more. And you should do as well. So you have a bunch of things
you can pick from as well. Or actually the generator
can later on pick from. So you have multiple of these possible I
worked over there. You have multiple backgrounds
later on as well. Once again, the feathers
background as part of legendary. We're going to talk about
this more in a bit. So sensory or close to, I guess, uh, close to the
final parts over here. If you want to once again go forward and create
some cloths for your owl over here or maybe some other gimmicks
and stuff you will please unlike
maybe a batch, maybe a sharp shapes. Maybe give that a character, character sued or anything. Maybe you just have black suit, black men and black
or something. If you want to go
even further steps, you can also forehead where
you can maybe create helmets, like a helmet for baseball or a helmet for rugby
or like football, or maybe a helmet for hockey. Like one of them
masks like this, hockey masks and so on. So there are a bunch of
possibilities for you to create. You can even go for
something like from the DC or marvel university if you'd like to have an Iron
Man mask or anything else, just feel free to create them and make them a bit different. So they are not really
want to present a copy of our men so you don't get
any trouble at the beast. So the final step, we can go and think
about what we need anymore or what we need on
top of the continent we got. And if we have
enough backgrounds, we literally can start to create the first basic
colors for the owl itself. So if you haven't
done this one yet, you might want to go for it, like pick up to maybe ten, maybe 15 different
colors you please unlike and create a
color palette for that. So it's later on easier to
pick if we go for the actual, if we go for the
actual extraction or the actual export of the
different pieces over there. So since that is not
a gradient overall, except you have created one, you might want to go for it and just create a
color palette first. And then you just
pick through and see how the bodies are
going to look for. This is where we're going to
go for in the next video. So creating the color palette so we can later on
export them all with the same color or different
body shapes literally was the same colors are
the same color scheme. We can rename them or name
them accordingly once we are starting to export all of the body pieces and
then we're good to go.
55. #55 Body Color Palette: Welcome back to the
course and this part, I want to create some kind of a color palette for
all the body parts, like literally just
the base color. Everything else is
like an overlay color. So we can later on, when we want a tint content, we can just pick from
the color palette and choose whichever colors
we like to be exported. The more colors later on we got, the more hours we
are able to create. Of course, when we go to
one of the bunny ones, we want to make sure we
have not blocked it. And basically it doesn't really
matter where we put this. Maybe we're going to create
a new layer just for the palate and arrange, rename it as well
to be a pellet. So inside this palette, we just create a simple, like a sample
square omega blank. And basically this is everything we need When I
also want to make sure it's 100% that the fill is going to be not 0 alpha or not
any other number, but 100 alphas,
same for opacity. So we'd later on don't have any, maybe some weird, Let's say
continental, weird colors. So I'm going to use
the color picker and pick the first one, which is going to
be this owl color. I want to keep this in my collection so I
want to make sure I have this one pallet
piece over here. Then I duplicate this content or the actual square,
make unable snap. And I can do this
multiple times, like maybe five per
row or even more. It doesn't really matter at all. I want to make them all
next to each other. So I now have four going
to copy another one. So I have five at
the first place, gonna do another copy and
bring it down below over here, we can also leave
gaps in between. It doesn't matter
for the pallets. Now, what I want to test this, since I have the
main color I don't want to waste in general, or what I always want to use is this base
color over here. Currently this legendary piece, like the body part
over here is going to be selectable and
centered is locked. We just need to make sure
that we unlock this one at the moment so I can pick them separately like
just that part. If they are grouped as
they currently are, I might want to go
for and ungroup it. So I can simply test, or actually it's simply a pink, the actual main
colors over here. Now we can go through the
complete color palette and pick any color
of our lagging and see which hour with which color is going to
look pretty much like, have a decent look, maybe something a bit darker, red for example, I
really like this color. Also take a look into
all the other colors, like all these shadow
colors and so on. And if the look is going to be how you may like them to be, we can give it a bit more power. Maybe here inside the
color, once you like it, select one of the actual trying out squares and pick
the main color, the one you want it
into, body width. Now we go and do this for all
the other ones we can go. Maybe it was an orange one. If you like orange
or if you'd like to see orange in your collection
for free to use it, maybe we're gonna go a
bit right over here. But again, just test it out and see is it looks nice or not. I would go a bit more
yellowish, reddish here. And if you like that, again, just pick the color and put
it onto one of them squares. Next one, I want to have
a wide our Definitely. So I want to test this first. So I take the color picker here first and see how YE to do. I really want the
owl to be, I mean, there are the others, a white overlay areas here. So I might not be able
to use 100% white, but maybe it's some kind of, let's say, gray
scale to be picked. Maybe I cannot go fully white, which is not nice,
but it's okay. So I might want to go with this gray tone over here
and maybe I'd give it a slight yellowish tint
before I test things out. Maybe you just just to see if that makes it
a little difference, which I assume could
be somewhere here. Maybe like, you know, like color or something similar. Maybe unlike this one. So I'm gonna pick this
color null in here, and so I have four
colors already. Now I can again select the body of the main body
piece and goes rule. Let's see what green
color could I pick here? That one looks pretty good. I like that if you want to go for more saturated
welfare free to do so, just to give it a bit more beef. But I believe I like this one, so I'm going to use
my color picker, my eyedropper, and pick it. Next one, I'm going
to select it again. And now we can go for
something bluish. Well, that one looks
pretty nice as well. And I may need to go forward and give it a
bit more beef hand. But I really like this color. So instead of picking this one, I'm going to go in the next one. Pick this color. So I have it in my list. Once again, you can do this, can repeat this process for
every color you come across. I want to have the dark
blue owl definitely. I just want to see which
color it could be about. I want to pick colors which
are nicely presented. Let's say they are
not like full colors, like super dark
black or something. I want to have more like
a different shades. I want to see them shades. I want to see that the beak, for example, like it
pops out of this. And so it makes the
complete our way more. Let's say nice. Gonna pick the body tinting again and take a look
for problem one. This one looks also pretty good. Instantly. Can take this color from the
main body and put it in. Maybe we're going to have
something super pink over here, but maybe not as much, maybe more like this, maybe a bright one. Not too shabby, I guess. I could even go
for a super pink, actually, no worries about that. So you feel free to pick
any color of your liking. We got a red one, so probably I really go for the
super pink one. I don't want it to be like
super popular, like this one. I want to maybe have a
different scheme or theme. I believe this one
is a nice one. It, it's popping out, but it's not like to
have in it the same. So what all of that now means
is with this color pellet, don't forget to
save, by the way, was this color palette. We can now easily tend
all the our bodies in literally in no time and
export them accordingly. We literally just disable all
the other layers we don't want to see but the bodies and then hit the Export button. So we just can pick
through all of them and export them rather quickly
when it comes to exporting.
56. #56 Calculate Amount: Welcome back to the course
and this part I want to talk about pretty quick
what we have created so far. And if we aren't able to create at least 10
thousand pieces. So how does it work in general, is we're gonna take
all the content we got and multiply it just
for the basics. We need ten
backgrounds where it's where we haven't yet
talked about rarity. But in general, we
need ten backgrounds. We're going to have 40
body shapes in general. So for d, which means for normal shapes times
the colors plus one, I'm going to put the
golden one later on as well in this collection. As well as like for
each of them of course, going to be golden one. Then we're going to
have the eye shapes. So for different
eye shapes times eight colors is going to be 63. And then we got three beaks. And all of the actual
collection pieces over here, all of them need at
least one of everything, which is the one where we can start to calculate
our content width. So we say times ten times
ten of the backgrounds, times 40 of our bodies. Like in all the colors, we have faulty
colors in general, of all the bodies in general, times the 36 over
here times the eye shapes and times a three because every you
need to beat as well. So we currently
should be able to, without playing
around with rarity, we should be able to
create or generate 43,200 of pieces inside
this collection. If we have no rarity involved, if it comes to reality, we need to do the calculations later on a bit
different meaning. For example, specific
backgrounds may have only at ten per cent chance
to be inside this collection. So it reduces
automatically the content. So what I have
actually showed you beforehand is when we go
to this background area, I have maybe this moon
and I have this feathers. And we're going to
play around with, let's say, the actual rarity
inside this complete layers. So we need a full amount
of 10 thousand and we say, okay, each of them
gets a rarity of 16%. So each of them,
which is in total, or should be in
total, 80 per cent. So all of them
topped up together. So five times 16, we can go over that. 16 times five is going to be 80. This is like 80% is going
to be the first five. Then the next three
are going to have, each of them have five per cent, which means each of them is
going to be five per cent, or this total is 15. So all of them together
is already 59%. And then we got this one here
is going to be four comma 75 per cent in it's
super rare rarity. And then when we got the moon, which is going to be
the legendary one, which in or which
should only use 25 in the total
conflict collection. So basically we can
do this, literally, we can do this
with everything we want with basically
the same thing. So what does it mean in general, like for all the
normal body shapes, if that is possible. We're going to talk about
this later on a bed. And each of them is going to
have also different colors. And I have no idea what
I have picked here, but I just choosing the
colors from here so I may or may not fit into
this over there. And what I mean by that
is like, for example, if we have 80 times
the normal body shape and then we have a
skull and so on. All of these are going to be probably a bit more rare or not. It may or may not make sense. It May, might be better
to just say, okay, all the normal bodies or
the bodies in general. So we don't go for rarity
and body shapes in general. But what we go for
gravity in colors, but they can have any
kind of shape literally. We can say the red color for
all those full body ones are going to be 16% and
same for the other ones, but the golden ones
are going to have still the same
possibility for all the body shapes inside
the golden color. But only 20 in total might be inside
the collection later on. In this case, it's
going to be a bit more. It should be somewhere
twenty-five percent as usual because this here needs to
be then 10 thousand as well. So all of them together should return an amount of 10 thousand. So basically it's
the same thing as we do have here on the
background side, because every hour will
need to be inside. If you need more
ideas for colors, you can also go for
glasses or for Ruby, or any something specific or other colors of the
other color schemes. You could go even play
around with gradients. I shapes. We are basically
doing the same thing. Each of them need a nice, So some may have one. I am more than the other, but we can, again, same thing as we do
with the body and the body shapes and colors.
We can do with the eye. So basically, we got a dark
eyes with all of that. So each I could be a dark eye, but we don't really
care about what the actual view of
visual of the eye is, or maybe we do, but when later on just
need to differentiate. So we can say, okay, we got four different eyepieces, so just pick any random color. We don't have the Maltese yet, but maybe we can
implement this in a bit. For the beak. We just have three beaks, I bet. I believe so because
I got rid of the normal one which I didn't
really liked over here. So feel free to
create more beaks, maybe coloured a beaks
and so on and so forth. Like from the small
beak maybe there's a gray and an orange
one up to you. Just tint them. Super simple, nothing fancy as you know already for the necklace,
the same thing. And probably we're gonna
do it so that only 20% of the complete collection might be able to have one of them. And then we can also say, okay, some of them are
rarer than others. So we just need to see what is 20 per cent is 2 thousand off the complete collection
would get, I'm one necklace. But we don't know if
they were to have a head where we wouldn't even know
if they would have glasses. I haven't listed them yet here. And also if you want to go
for specials and so on. So what does it
tell us in total? Is that with the content
we already got over here, we can create over
10 thousand pieces, even if some are going to
be more rare than others. So like if we have some
legendary ones of K, they're going to be
inside this collection just a maximum of 25 times. And others may be more or
less inside this collection. So we tell the generator, we are going to use later on how we can generate this
content or how he should use that and how to tell which ones of these are going to be more rare than others. So the generator can
do its work properly. So this is basically
everything I wanted to make sure that we wanna percent have at least 10
thousand pieces, no matter how much hardware
that we are going to put on. Maybe later on we can
say something like Okay, maybe 20 per cent have a hat, 20 per cent have eyeglasses, 20 per cent are going to
have a necklace, and so on.
57. #57 Export Bodys: Welcome back to the course and this part we want to export all the body parts with all
the unnecessary body colors. So as you will remember, we only want to tint actually
this piece over here. And we just want to sort them. Well, in whichever
way we prefer, we, each of them are going to have a body and our folder
structure is going to be like we have the background as well as
we got the body over here. So we can now define how to
name the actual body parts. Why is that important right now? Well, Let's assume we have, and this is what we do have. At least I do have, we have 11 colors. The golden ones are going to be the legendary ones
for me at least. I need to define which ones are going to be more
rare than others. For example, all the red
body pieces might be, let's say super rare or whatever
and maybe other colors. And I have to define which
ones are going to be ran super rare or even common. But there are issues. And the issue is each of them bodies is going to have
a different shape. So how do we name now? So the, the, the generator later on understands
that we have four different body shapes
plus all the different colors. So probably we're going to name them accordingly to the body
shape and then the color. Or we can do this, the opposite. We can say we have rat body with a normal colors or
with a normal shape. So the naming
convention right now is going to also be written
night on into the meta-data. So whenever somebody
is going to look for a normal body width, and then with whatever
a certain color, this is not going to be
splitted into multiple. The same is going to happen literally laid on
also with the eyes, since we got four
different types and as an eight different colors for
these eyes and probably use some extras with
these doubled colors for multicolor eyes and so on. Like one is yellow, the
other one is purple. Which is going to be
something else over there. But they're going to
have different shapes. So they have like we have the skeptic one
where if the board when we got the open one and we got the whichever one,
I don't remember. Actually, we need to
take all these shapes and put them into
corresponding folders and let the people know what type of eyes and
the corresponding color of their eyes in the
collection are going to be like if they look for
something super specific, they are allowed to
search for certain iPad. Same for the other
traits later on, but for the body shapes
and for the eyes, this is the most important one. They don't feel
the beat basically is going to do the same except we have just
single colors. So simple single colors, like where we got
the broad beak, but we maybe don't
have any colors. Specific beak like this one
is orange, this one is gray. If you want to put them
in for free to do so nobody holds you back as usual. And maybe I going
to do this as well. So we have literally like
three orange beaks or maybe four and three
or four gray ones. So we got a bit more of a mix. And the system has
more things to be picked from or to pick
from in general, for example, we can make it so that the broad peak is going to be a bit more and let's say rare than
another beak, literally. For the body shapes,
we're going to start with this one right now. I'm going to open
the actual part of a year and I got the palette. I need this because
I want to create the golden one at the very
end for the legendary. But for the moment just, let's go for the
common over there. So we got a common body shape, which is going to be,
well, just one thing. We don't really want
to go for wisdom, shapes as being maybe rare, super rare,
legendary, and so on. But on the other hand, we could like each
of them over here, could be legendary colors, but then it might be hard for the system
to pick them enough. So instead of using
common, super rare, and so on by, by shape, we go
better for colors. So we can say this for the first five colors are going to be common colors than we got. Maybe those two going to be
maybe super rare or rare. I would put them into rare. Now, maybe we're going to do
this the other way around. Maybe I'll put these into rare, these two into super
round, this 12 legendary. So we got enough colors
for each of them. Royalties, but it doesn't matter which kind of body
shape we are using. So this one is going to be, and then we name
them accordingly. We say, first maybe the color
and then the body shape. Or we do this, the vice versa. We can say body shape
and then the color. You decide how you want us. In the end, we're going
to have six row, four, row of four red ones
for the yellow ones, for white ones, for
green ones and so on. And we just need to
separate them into the corresponding
folder so we have more than enough content. For all the different, well, for all the
different legend dairies. Let's start to export them. So first off, we're
going to go in the corresponding folder
and save this one. As you can see when there's
this checker box here, we know that this is
going to be transparent. So we go into buddy, go into, well, you define, I'm going to define the
relative by color, not by shape or by color. And this is going to be, and now we need to make
them so we name them. Maybe we can say in front, we're going to put the
color and the back, we're going to put the shape. So I'm going to say,
let's say brown. And then I make, you don't have to make a dash, but you can. And then I say normal or you can name it whatever
you please like. You can define whatever
the shape could be. We can also name this
one Basic or whatever. And then we hit Save. It's going to be exported. Make sure it once again
you have select the page. And when you go into
the folder structure, you should see now inside
this NFT buddy common, we're going to have
a brown normal one without any background. So this is the most
important part of a here. We need to make sure that
we've got no background, no nothing but the
actual document. Pretty good. So now we go forward and
export everything else in the same color
with this body shape. So we select the body. Maybe we take this
selection tool here because it's easier
to select things. And then we go through
all the colors over here. If you don't like to
do this this way, you can also pick all
the other ones as well and then export
them accordingly. So I going to take
my color picker, pick rat, go to Export. Go in here and instead of brown, I double-click just brown and type in rat and the body
shape stays normal. You can once again
do this also the other way around and
then you hit enter. Once x power port
process is done, you'll go and select this again. Just go here to color and fill because it still is selected. Now we take yellow or maybe
it's more like an orange. Then we go to here
once again to export, double-click the
read name, name. I'm going to pass an orange
and then I hit Enter. You can also give
them fancy names. You don't have to be
like direct color wise. So you can again name them
whatever you please in like, you can also even
name them white. I will end then put
one hour and then, or white, normal
hour or whatever. You can put the name directly into this trait
as well if you want to. So I select them the
window and type in white. Then hit Enter. If you have any typos, feel free to fix them
because later on they will be inside
the meter data. Like the, the naming
convention over here is taken into the metadata of the contact or into the meta-data of the
complete collection. So keep that in mind. I'm going to eyeball
or I'll pick this one. I really liked the screen. We can go to Export. And if it is more, if it is not really like green, green, maybe you're
going to find another nice name
instead of green. But for me it doesn't
really matter, at least for the moment. If I decide to rename them
later on, I can do so. Again, we go to the next one, the eyedropper and
take this one. This is more like a
turquoise color tint again. Maybe well, yes, sometimes
like something like that. Maybe if you have diamond name, so something in mind for
free to use them as well. So in that case, maybe you name them ruby, emerald and something
like that if that colors that would fit more like
this naming convention. So it makes them more, it sounds like more rare, right? So go to export. And well, what
would I name them? Maybe also turquoise. I don't know if I had
not quite true actually. Could I name it? Maybe I can maybe I can name it
the same way as I did with the background name
actually. Like this one. I just take the name. Why not? It's not the same color, but probably it kind
of fits over here. I don't know. And hit Enter. Now, before I hit Enter, I now need to go into the
actual folder and put it into the
corresponding folder or in the one where it should be. In my case, I wanted to
have them into super rare. So the blue ones and these ones here and two rare,
or maybe I do. Well, I want them being
more in super rare. So I take red here. Maybe I pick the purple one
and put this into the rest while so these two probably are going to become super rare. I don't know yet. You
can decide on your own. Pick the next one, which is
the marine blue one here. Once again, go to export, hit double-click the name. It's kinda marine blue. And just like the name
marine, I don't know why. You can also name it navy blue. If it fits more or just navy. I'm sorry. It's different. And next one is
going to be purple. So I can just
eyedropper oboe export. I go into the
corresponding folder right now before I
do anything else. Go into super rare. Can rename this
already to be purple. Leave a space and hit
Enter, or just say. Once done, we can go
to the last part. I'm going to pick this
one which is what is it? It's small. It's not pink. Maybe it's also some
kind of a rose color. Well, maybe, I don't know. I'm going to name this rose. Hit Enter to apply. Eyedropper. Just most of the time need to do this multiple times or is it
a selected multiple times? Sometimes it doesn't
really react. So this one is
definitely a pink. Make sure everything
is written correct. Hit Enter. And now the last one
I want to enter is d. Is this one over here. For the normal color
or for the normal one. I want this to be legendary
like 0.25 per cent. I hope that we can
later on use that. I want to put a
gradient on this. I pick the whichever gradient
we already got over here. Maybe one of these, this one does not
look really nice. Maybe this one just goes through the list and
see which one you like. We can also use something
different right now. Maybe also we can now take
a look into silver one, but I don't really like the Silvana golden
one might be better. I'm gonna go for maybe this. Well, no, that's not the
correct color scheme. Maybe this or that. And I'm going to go for the
gradient itself and see where the gradient maybe
should have to be. If you want to go and pick the, do the highlighting a bit more in the center or
maybe to the right. You can hold Control just to shift over left and
right and bring the base or the main shine a bit more over here if you want to go and pull them more. Some effects over there
on this, you can do so. If you don't know if that
is now a good one or not, just unable things and see what actually what
it would look like. For example, if you
would have a beak, would it look like nice or not? Maybe you want to play
around with the gradients a bit further and see
which gradient, what maybe fit over here. And if you don't really
know, you can also want to, you can go and pick even
other colors on top, like more brighter
colors in the center, and so on and so forth. Maybe I going to choose another gradient or
maybe I'm gonna go and pick some other colors
over here, for example. So I can maybe take one of
these colors in this color. Or maybe I just put
that right one. I take away the
darker one over here. You can you should be
able to just delete it, bring it to the right. Then I'll put maybe
another flag over here and pick a way more bright. Like a, like a really
shiny highlight. Almost white probably. And maybe we can go and give
it something like this. So it's really standing out, really looking golden niche. And maybe we can also put something darker
again over here. Not quite sure why. Usually I should be able to
pick that colors over here, but it doesn't let
me really do this. So we might need to go
into our color itself, like into the color palette
of the golden part. I'm not quite sure
if I have them in the workbench on the grid. I just take a look pretty quick where I got the color
palette for that, but I believe it's inside
the necklace area somewhere. So I'm going to select
this body shape once again and pick this one. And then I maybe can pick the
colors directly from here, from the necklace itself. For the for the certain
pieces of their logs. Pretty nice. I guess. So. Why do I do it this way? It's easier later on to also put this on all the
other ones which are, which are going to be golden. So we don't have to
take care of this. Shine a light on once again, and we can reuse this
gradient in the next, for the next
selection, Let's say. So in general, we could select one of
these pieces and say, okay, this should look
like this one here. But yeah, I believe I
like this as it is. And if we're going to put in some or other
content onto this one, it's going to be pretty
ham, Nice, I believe so. I just hide the other things. I don't really want to see just the golden buddy over there. And this is also how I name it. It's going to be
just cold or golden. So we go to Export, go into the corresponding
legendary folder and put in golden over here. Golden, golden, those works. Well, or you name it,
whatever you please, Mike. And then we are done
with the first body. Always the first ten buddy actually export it over here and now we can go for the other ones and
do the same thing.
58. #58 Export Eyes: Welcome back to the course. In this part, I
wanted to talk about the eyes product pretty
quick, but in general, it's not going to be an any
kind of different body types. So if you have cool, actually export it now all the buddies, and I don't need to do this with your folly over here because
you get the idea about it. You should now have
four brown ones, at least four greens for
orange or red for white. In the common sanction
for the legend erase, we got four golden and total. The rail section, we got
Marine and turquoise, all the fours and the rest. Or in unsupervised,
we should have pink, purple, and the rows ones. So all of these should now
be completely over there. In total, they should be 40. So we have four
times three is 12, plus the four from
the Golden's are 16. Now we got, in the rare, we've got eight on top of these, which are 24 than we
got the common ones, which are in total four
by five, so it's 20. So we should have a 40 in total, which is good because
now we can in general go and create
a bunch of things. And literally just
with that already, as we already spoke
about in the course, like we need to have ten different colors and
for different body shapes, we got 40 and total times a
day, ten backgrounds alone, we can already create 400 different things
without any traits, without any beaks,
without any ice. And so now we need to go into the ice action as well as in the beak section and
export them as well. So if you want to,
as I said before, you can also use
different other beaks, unlike other big
colors if you want to. But let's go for the eyes
because these are going to take quite some time
to export as well, because we now need
to enable and disable accordingly all
the different ones and rename them accordingly. So how do we do this? Basically, we can use
the same technique as we used with in the within the body renaming
or body colors in general, I deactivate all the body parts because we don't need them. Means we got yellow eyes. Well, or whatever I
named them over here, we just name them yellow
eyes and don't forget to add the pupils are
unable to pupil. So you have all the effects
running over there. And then we just
literally go through and say we want
to have red ones, the baby blue, the
green, and so on. Once again, you
can also give them super fancy names like, I don't know, something
like Emerald. So you don't have just
like green, blue, purple, whatever as
being the base colors. So the second one is the naming
convention in general is basically the same problem
as we had in the body types. So what we named them is we have the board as a base type. They can lend into the eyes folder and in
its folded structure. And I haven't really
sorted them in a way like for common and
super rare and rare and so on. So that's what I'd
gone to, go and keep on doing in the end. So like whenever
I have exported, all of these are gonna
do some decisions on which one do I really
like the most? Probably the yellow ones
are going to be part of legendary because
they are going to fit into the legendary area. Like if two of them, golden pieces or yellow
pieces are going to be like together, that would be extremely rare, legendary to be created
later on for our collection. So in that case,
we just go forward and we name them accordingly. So we'd say we start with dark, unlike with the color, and then we tell what type
of ion that is going to be. In this case, it's
going to be bored. So we go through all of
these eight for the moment. And then we go for the med wants to skeptic ones
and the open ones. And then at the very end, I might go and do like two different color types for being also maybe super round, like when we have a
purple and yellow, or maybe I'm going to pick
two or three different pairs. I don't know. So we have something, let's say on top of just yellow being the only legendary,
but maybe super rare. It's going to be something different than the usual eyes
are the usual I sat and I need to go and create
or set it up the way that all of these are going to fit for all
the different pairs, for the mad ones, for the skeptic wants, for the open ones and
for the bold ones. But I gonna go for
this one later on. I'm gonna show you reserve
result in the end. So I believe we're going
to make something like yellow and purple or
maybe red and purple. I don't know which color which colors are going to
be matching over here, maybe purple and blue. Well, no, they're not too. Maybe yellow and purple
should be a good, a good setup over here. And you can mix and match. You can make them left and
right and right and left. So one of the other, free to play around with these
colors and see which one I'm going to fit best
and keep on exporting. So unable the layer
you want to export, go and export them into any corresponding or
any basic folder. And it only can go and sort
them through being common, rare, or super rare and
legendary at the very end.
59. #59 Export Eyes2: Welcome back to the course
and this part I want to quickly talk about
the export of ice, as well as how I
did the Maltese. So since we have created the pupil is going to be
separated from each other. I just copied the yellow
one into a new channel. So basically a multi-channel. So each of them got a
multi-channel and I just took the left side to be
the yellow one and put it above everything
but below the pupil. Of course. What I then did is I just activated the ones
unlike, for example, the blank one or the purple one, and created the
Maltese from that. In total, I should now have four Maltese for
each of them I sets. So and also I should have a bunch of these are
going to be here. So I have four. Baby blue for, blue, for dark, for grainy, for green. Then four of the multi one
was a black and yellow eye. We can see this always see
on the side if you want to, then fall with the
other second multi one, which is the yellow as
well as the purple. So these are going to be the other ones then
I have just purple, just read, and just yellow ones. Make sure naming convention
is correct everywhere. So they are all written
literally the same. So they all have the same
names here like rent, mad, rent board, red, open read, skeptic, and so on, so forth. So later on, they are
just easier to find inside the collection
of the sizes. Now we can define which
ones are going to be rare, super rare, common,
as well as legendary. So we can define this, and we have to define
this because we need to put them into the corresponding
layers over here. And we can literally
do the same thing as we did with the other ones. So in general, I would just
say that the legendary ones, probably the legendary
ones are going to be the yellow ones so
they're fitting the golden design in general. Or I can use one of the Maltese. But also I can pick, pick them or make them
to be super rare. So one of them is going to be picked later on inside four per cent of
the eye is or not, or four comma, 75% of
the eyes in general. So I'm gonna start with that. I'm going to take
the yellow ones. I want them to be super are
legendary in this case. So the fitting, my actual
golden based design. So these are
legendary, super rare, aren't going to be the
voltage over here, so I just select them all and
bring them into super rare. Now I need rat or
around once in general. So which do I like to be rare? Well, I don't really know. I like the purple ones. Or maybe I going to
make them around. And maybe I'm going to
make another color, maybe this baby
blue ones I really like them to be as
well, maybe rare. And the rest of
these eyes like the blue, black, green, red, and the green ones, I want them to be just
common and normal eyes. So now I have sought them all out and a couple
of seconds literally, they export takes a
while, of course, because you need to enable and disable all the
layers and then just export it and name it whatever it is and then put it later on, of course, into the
corresponding folders of this legendary
types over there. But that's basically everything
we need to do over here. So just make it so that
you have enough food for later on for our
collection creators. So we have a bunch of legendary
is a bunch of regions. You can even map, match
them or make them like it doesn't have to be lying on the Maltese are going
to be inside legendary. Maybe this one Malte here is more rare than another one of
them, Maltese for example. So you can also
pick one of these, put them into legendary, maybe take another one
into the super and so on. So it's not going to be, you're not limited to
the colors and general. So you define a new design. Which of them, all of them
ears or eyes or whatever or body shapes are going to
be legendary or even not. I just put them in
there because I want to make sure that maybe there's one legendary we're going
to be created which has maybe two golden some things
on it or yellow something. So we have maybe a golden skin with a crown as well as his dad. And when the crown
is more rare than other ground or than
other hats as an example, depending on once again, how we decide that to be laid on, then well, that's going
to be picked probably. We're going to fill
in the content into these pretty decent,
I would say. We're going to talk about
the other rarity is to be calculated in a
bit when it comes to these special ones like, like the head where
the eyewear and so on. So we need to, of course
export them as well, right? But later on they
might be different, meaning maybe we don't have, as I said before already, maybe we only have
20 per cent of the owls can have Nicholas, maybe 20 or 30% only
can have a hat, and maybe 50 per cent
of all of these can only have maybe
eyewear or whatever. So we made our own
need to decide. We laid on me to calculate how
much of all of them hours, depending on the size
of the collection, will have one or the
other specific thing. We're going to talk
about this in a bit. But in the next parts, you just so we can just go forward and export the eyewear, the hardware, as well as the necklaces and
all the other parts you have created beforehand. So whenever you're
done with that, I'm going to go and salt mine
with you together so you know which one I pick y
probably I can explain it. Maybe it's just a
personal thing. Maybe it's a decision you're
gonna make on your own. Maybe one thing you like
more than the other, so you would make it
more rare and so on. Maybe you can also go with
some kind of a trend. Maybe some things
which you want to make different than others. And this is basically
everything. And so we can go soon into the prepare in the
generation progress, where we can put all of the
content into the website. I'm going to show you later
on to generate them and see if the website is going to do with the content
we have created. And maybe it tells us, hey, you don't have enough content
to be generated, of course. So we may need to go into and
creative and more content. So, but calculation wise, we should have more than
enough of the basics. And then we just need to later on get rid of some
here and some there. So like percentage-wise, we're
going to talk about this in a moment or in one
of the next videos. To get this completed. Do yourself a favor. Go and get rid, or actually not
get rid but export all the eyewear or the hardware and all the other
normal ones are, by the way, you need
to do the same thing for the beak as well. So we got the absolute
basics first. Maybe I'm gonna go and create some gray beak here as well. Or any other color I may like, or maybe a yellow tinted
one. I'm not quite sure. I'm I going to talk about this when, when I'm done with that. So go for the beak. The first place. Once we got the big out of
the way, go for necklace. I were in hardware and all the other ones you
have created on your side. So maybe you have
more than I did. Maybe you have some cloth and some other
things over there.
60. #60 Export Sorting the Rest: Welcome back to the
course and this part, I want to actually
just sort them in all the pieces I have just exported into the
corresponding layers. For the beak, I'm not
one per cent issue of the common sense
that is going to count as an 80% is
later on going to have, let's say, still 100 per cent on each of them
are going to have one. So since the other folders
are going to be empty, probably from this collection are going to be
picked everything. What I also created
this just a gray scale one as well
as the normal ones. So I just have a six
and total right now. So I just extended this one by picking another color,
theme or scheme. Next one is Bonnie has done, eyes are done the eyewear. So I export it literally all the eyewear I just
created like the VR, the sunglasses, the 3D glasses, diehards, the patch on the left, patch on the right than the shatter the single glass
and the stars glasses. And I just need to just sort them into
corresponding layer. So basically it's
a personal thing. Which one I want to have
in which one folder. So we got a total of ten. So again, not really divide it by four bar, we can say two. And the common tune,
the legendary, maybe one-on-one on to them, or 3321 would also probably
work well, not really. Maybe 4321 or
something like that. So we get a total of ten filled. Again, you're going
to decide which one you prefer to see in
which one collection. So we can say that L of the eye patches is more rare
than the R or the opposite. So again, total manner
and total up to you. So which one do I really, really, really like
is the 3D one? I want to put this
into legendary. I want to be this
one are very rare one because I really like it. I do also like the shattered the hearts and the single blast. I'm probably going to put
them into super rare. Or maybe you're going to
just do these 22 super rare, at least for the moment. So I have something to play around or actually
to see what's left. So maybe the VR and maybe this
one I'm going to be rare. So like the single glass and then we are going
to make them rare. And then we've got
these other ones like the normal sunglasses, this task glances and
then the eye patches. If you feel maybe one or the other one
should be into other, any other scenario, then
feel free to do so. I have now four single ones like patches and stuff in the, in the common one, the legendary one is going
to be the 3D glasses. I could also put the beyond. This one is going to
be the rare selection, the super rare or
the shutter glasses, as well as the health classes. I don't know why, but I
like them the way they are. So you have to
decide which one you want to put into which
of them folders. If we, once again, we later on or I going
to check this for you before you do any
mistake by the beak. If some of them may not
end up having a beak, we might need to go and put more beaks into
the corresponding falls, but I want to keep
them empty just to see if that has any
impact later on. Next one is going
to be the hardware. So in here we got the base camp, the beanie, and all
the other ones. So which one you have created? Absolutely. Up to you. I've created a total of 11. It seems I'm not quite
sure why there are 11 instead of ten,
but that's fine. I just now need to
solve them in the way. So which one do I really
want to see in the legendary is probably one
of the crowns and the halo. So I got to put the halo into a legendary and probably the
queen of the King crown, maybe the King crown super RAM. Maybe the queen crown is
going to be legendary. Not quite sure why, but this King crown definitely
goes into super rare. I also might put the red
ribbon into super rare. Not quite sure why, but
this is the way it is. I want to have these
may be in just common. Then we've got the base
camp, the beanie and the cylinder as well
as the headphones. Maybe these are going to
be a ramp. Not quite sure. Again, you need to
decide over there. Just take a look. Legendary to golden. Something's this one. These ones are just, you
know, just normal ones. Maybe we're going
to put the beanie or the base cap also
in one of them. Maybe the beanie or
maybe they said no, no, I believe I keep
them as they are. So we have three common ones
and this time two legendary is for Ras and I believe to super S
like Yeah, that's good. I guess. So. And if you have anything
not sorted out well, is of course, the
necklaces I have created for silver
and for golden one. So the golden ones are going
to be the Bitcoin one, the dollar and the theorem, and one without anything
in the center plane one. So this might be not as
rare as the other ones. So and we can also go and put them into the
corresponding ones. So the silver plane
and the golden plane, these two are going to be
the common ones, I guess. Maybe we can also leave
the common ones alone. I don't really know about this. We're going to see
this in a bit. The legendary ones we can
define if you want to go for a series on Bitcoin
to be the ones. We can also have split them. We can split them by
whatever they are about. Maybe you can also say, Okay, all the silver ones are going
to be in Ran super rare, legendary, our golden ones only. Once again, this is
something we are. You have to decide on your own. I would go for maybe these two going to be
inside legendary and the golden dollar and the
silver dollar probably go into RAM and maybe these
to go into super app. So the Assyrian Bitcoin, a silver one in a
super rare manner. And once again, the common
ones or just plain one. So there no, nothing on them. So we got the golden dollar and the silver dollar
in here and so on. So if you now have actually
sorted out everything, we sorted out all the
beaks are the backgrounds, are the bodies or the eyes, or the eyewear and
so on and so forth. Or maybe you have even
more on that one. Then we can go for, well, generating the content I going to show you
in the next video, which website is going
to be rather quick, and which one is
automatically generating the complete content for us, like all the metadata
as an example. So we can take a look
into the meta-data, what's really happening
inside this meter data, and how do we define the
content for the meta-data to be fulfilled
correctly later on.
61. #61 Wallet preparation: Welcome back to the course. In this part, we
want to talk about the actual generation process. Before you continue,
you might want to go for and use any of the
browsers you like. I'm using the Brave browser. You can also use any Chrome browser extension or
something like that. You probably can use
literally any other browser, even the Firefox browser
and even further, what do you want to make
sure is that you install MetaMask extension
of you just go to the search engine of
your leg and install the MetaMask extension and create a wallet if you
don't have one yet. Once you got this, you want
to make sure that you connect the wallet on a
launch, my NFT.io. Just make sure that you type
this 100% correct over here. And then you want to
connect your wallet, makes sure you do
everything you have to do to generate or to create
the actual MetaMask wallet. Let's take a look at this
pretty quick how this works. So first off, you want
to go for the website, MetaMask.io and then hit of
course, the download button. So once you go to
the download page, you're going to see install MetaMask for Chrome or whatever
extension you are using. You can also go for iOS and Android later on if
you need to N12. Well, once you got this, you want to have
this one installed. It will drive you through the complete process
to create a wallet. So you want to make
sure that you also add the magic man-made
network later on. So to your MetaMask wallet. So if you haven't done this yet, so if you want to go through that and we're
going to say, okay, I want to connect
now after you have like the key phrases and so on and so forth
it and gentlemen, So for you it's going
to be in English. You want to go for
these metric name, main net of the day in which you want to
add to your wallet. How you do this, you probably go and just a search
for it accordingly. Let me show you in a second. If you go and search for
it and like how to add literally the magic
main net over here. To add the polygon network, automatic main network,
you're going to see all of this
content over here. There are some RPCs you
can make use of it. Literally just copy and paste
all the content over here. So you just do whatever
is set on those images. So just for free, go through it. Just once again, go into the search engine
of your liking. Just go and search
for somatic main net. And then you see guide to setting up the polygon
Merrick network. And there are a bunch
of other ones you can also take a look into. So once you have created
this one and you go to that, you can add the new after you are logged in into your in your, in your wallet over here,
you can go to settings, then you go to add network, and then you go to
networks and add this one and just enter all
the contents over here. Everything is explained
100% over here. Let me pretty quickly login
to my account over here. There's not much
going on with that. And just to show you where
this is going to happen, you go to the little sign
on top right corner, then you go to settings over there and then you
go to networks. Sorry about the language,
but you'll get there. Then you go to add network as it already
explained over here. And if you do so, you're gonna
get a mask or like you get something to put into your browser so you
can see network name, the new RPC URL,
then the chain id, then the currency symbol, and then the Block Explorer. Once again, all of that
is written over here. You just copy and paste symbols, malloc Block Explorer
URLs, this one. And I believe I have chosen
the first one over here. So you can basically
use any of them, but use the first one. And you should be good to go. Like not, not the polygon RPC, but maybe this one over there. I believe I'm using the
same one at this point. Once you've got this, you're gonna go for
safe and then you have the possibility to use the
metric name main net because, well, when you create your first NFT collection
and you want to sell it, you want to make it as cheap
as possible and so on. The polygon network is one
of the cheapest in general. So we can make use of
that once you have earned some currency here
and you can later on also, if you create a second
and hefty collection, basically on the same way
just for us researched, do and create all the
graphics and stuff like that. You want to make 1%
issue, maybe not, not one per cent issue, but if you have created on, got some magic in general or some polygon over there
that you want to put maybe the next connection
or collection inside the Ethereum network
which is going to be doing through the gas visa. It's rather expensive and
so on probably sooner or later one of these
aren't going to be, well, not as expensive. So if you have
everything set up, you have your one ad
set up, you have a log, any of the 24012 of that
security and password or words, write them down anywhere
and keep them there and you don't put them
in your pocket or someone else for putting
on a safe place. Because if you lose them, you will lose all your
currency and you will lose your complete everything inside the So keep that safe on a safe place and print it
out, put it in the bank. I don't know where or barriers or somewhere where nobody
is able to find it. So this is basically it. Just add the MetaMask
wallet extension, create an, create a wallet
in the main network. And then the next part we
are going to go and generate our actual collection with this content connected
with the mat, middle wisdom MetaMask, wallet
connected on, by the way, you need some metric over here inside the actual MetaMask. So make sure you're going
to put some US dollar, probably about ten or
something into this. How to send the how to send the money into the wallet
while you just copy your wallet address and send
it from any exchange like finance or somewhere
else and put it into the medic maintenance. Maybe it's a bit too expensive
to do it the direct way. So you just have to go through
the process and see how, how cheap you can make it. Maybe you send something
else and to that, and then you convert
it like maybe use something like USD t and
then convert UCT to malloc, which might be an easier
way instead of using the more expensive way, feel free to check it
out, see how it works. Just do some research on that. You will be able to
find information to get the medic into
your actual wallet, into your medic main network. That's basically add
to make sure you have at least something in here, maybe about $10 or so should
be more than enough to mint or actually to generate the generation process should
be free on the website. But when we go to minting, we might need some
medic over here. I'm not quite sure how
much it's going to be, but it should be rather cheap. But this is at least something you might want to work with. So keep that in mind and put
them into this over here.
62. #62 Generation Preparation 1: Welcome back to the
course and this part, we want to generate
our collection by putting in the content we
have sorted out beforehand. So we go for and make sure
that we are logged in with our wallet and with the
current wallet address. So if you have
multiple ones, just, it's simple to create a new
wallet inside your account for free to do so if you want to keep them separated
from each other, however, of course then the new wallet you need malloc inside, so inside the metric
name where main net. So you can play around with
that if you want to go for the theorem or with Solana
or with any other of them. You can use them as well. So the supported on
launch my N of t dot IO, the supported cryptocurrency is a theorem polygon Solana
and also bind answer. So if you want to go and launch your NFT inside
the violence chain, blockchain, which might be, I don't know, maybe
it's sheep are not as, not as expensive as an Ethereum
or something like that. Feel free to check it out, see what the prices are. A few lag like Solana more than you might not be able to use
the MetaMask wallet. I'm not quite sure,
but I believe there's a phantom wallet or something you need to create for Solana, just go for it and do your
own research on this ones. Also, what you can see is
how much does it cost to launch the collection and men? So the launching and minting
is usually achieved. The most expensive ones is usually the actual
gas fees over here. And don't forget the platform itself will always get something when it comes to them minting do use upon wireless for
collection yet does, how much can the generator
create and general, it tells up to 10 thousand
randomly generated and f t. So this is what we
are aiming for. If we're unable to do this, we need to make new content or more content to fulfill that. Then will it be available
on marketplaces? And so what is happening
on the Salama? It's going to go into Kenya machine ID and the
associated marketplaces. For a theorem and polygon. It will be going
for open sea and also it will be visible
at least on variable. So keep that in mind. These will be literally
these connections will be generated automatically once
the first mint happens. And we don't go out for a
minute if we don't like to, but others will be able to. So then we got the example
for the input generator. So if you want to, you
can download this one. It's over here. But literally it's
what I said before. What I showed you
was this relatives like the common folder, the Ralph orders a super rare super underscore
RAM folder as well as the legendary father because that is going to be used later on for the actual generation. We're going to talk
about this in a moment. Then how do we received
a connection mint funds? So whenever we are starting
to mint on Solana, they are going to
take that two comma, five per cent feed directly when we go for a
theorem and polygon. Then once we sold out, if you want to go for sold out or whenever we like
to take profit, let's say I'll take some of the minting main things, stuff, then we're going to pick that two comma five per
cent fee from that whenever we call lacked alike when it is being
withdrawn over here. So to keep that in mind, it does not automatically
go to your wallet. You have to take it
into your wallet. So this is what we're
going to go for and, but we want to go over and create our new
collection over here. So we want to have, we have two possibilities. We can say new collection
or generate collection. We've for the moment want
to generate a collection and now we can give
it any name if you haven't created an owl's, but anything else, well, feel free to give it
any contract names. So the contract
name is basically the collection and you can
also name this whatever you please write down some
info ones like this is a contract like a crypto
cars or this and that. And this one here is
the collection name which is just I'm not popping up like above
the actual collection. So I named mine our connection. And you can name yours whatever you please in like Absolutely. And as you can tell
the contract name, I must have no spaces, so we just get rid
of the space in between and everything
is good to go. And then I give it some
symbols so it can be, for me, it might be our C or maybe I'll see one or
something like that, or maybe our one. I'm not quite sure. Basically it doesn't
really matter. Um, but as you can see, numbers are not supported. It seems well, because there's, this one here is not going to go blue whenever I put a number, as you can see, it's
like graying out itself. So I might wanna go for our, for our connection or maybe our Clone probably
is also a nice name. I'm not quite sure the symbol
really does not matter. So what we wanna do
is we want to launch connection or collection
may be later. So we can put some time
like so we can pre. Means something like we can preset the time and date
or something like that. And we can also add the waitlist y plus something like if
you go for a premium and then you can put in some wallet IDs which are allowed to mint
before others do. If you are going for
a bigger project, if you have some super and let's say there's some big
thing behind that, like a big, a big a roadmap
and so on and so forth. You can put people
on the waitlist. So there are special for you
and for your connection or coal or for your collection
and General launching later, we'll basically that's
what we want to go for. All I want to go over, I want to launch later. I don't want to really
launch directly, but it doesn't really
matter at all. I got to keep them as
they are so you can enable or disable them depending on how
you wanna do this. I just want to go forward
for the generation. Now it tells us here, drop your input folder below to
start the n of t generator. So we go into our
folder here and take the complete input images, are going to put this on a
second screen and just drag the complete folded
directly in here. And once you can instantly
see as a preview. So we can now see,
okay, one of them, the beak is kinda, or there's currently no beak
inside that you can see. This 80 per cent
of the rarity in general does not
contain any beak. Before I go and play around with this
relative percentage, I want to make sure that
I always see a beak. So the question is, why is that? Well, probably I made
a mistake because the beak has to be
below the body. Now with all the
beaks connected, I will need to make sure that the beak are below the body. So now we go through the actual settings over
here for the layer order, we got the background
which has to be layer one, which is going to be absolute
and the top then we got the body which is going to be
the second one after that. So we are going top to bottom, goes back to front. And since the beak has
been above the body, let me show you and do prevail. You're going to see no beak. So again, each of them
folders need to have at least one peak at a time. So if I now take the
beak and bring this below the body and
make a preview. Each of them will
now get one big. Now we can preview
and you're going to see pretty much
interesting ones, or this one would be a
super rare one actually, because of the, a
golden body, the hunt, the halo, the VR is not as rare, but maybe the silver
one, I'm not quite sure. So we can now generate multiple
pervious over here and see if everything is
going to the way it is. So currently, everybody
gets everything every time, which is not what we want. We want to have some
wedges. Don't have a hat. We want to have some
which don't have glasses or even don't have any necklace. So how do we do this? Well, each of them layers
has a rarity here as well. So one per cent means. And pigs from the common
legendary brands, super rare ones, which we are going to take
a look in a moment. It picks from them as we
calculate beforehand. So if we say, we want 100% have a background, 100% should have a
body, a big eyes. Then we can say, okay, we only want 30% of
the time I aware, or maybe 40% gonna
have an eyewear. Then we can say, these are all the traits we can now
define how much we want. We can say it's 30% going
to have a headwear. And maybe, I don't know, 20 per cent only going to have a necklace if we now preview, you're going to see maybe some times they don't have a hat, but maybe they have
glasses or not. So that later on means, mean when it comes
to the generation that these are going
to be only 40%, will get a glasses of the complete collection if it is even possible, which will. So no worries about it. You can also play around
with these numbers, make them more or
less and so on. So they are more or less
rare or even not rare. The basic ones, these
four are over here, they should always,
always be 100 per cent. So because these make sure that we have at least a connection of a collection of over 10 thousand in total and
these ones are extra. So we can maybe later on, lucky when one or the others are going to have a
crown was a golden one, this one would be
a reservoir one, and so on, depending on what we're later on going to pick. So as you can see, all of these are going to
be just previews out of the current percentage based
on the relative settings. But now we want to change that. Over here. In here we tell it total. This is the relative terms of a rarity within each of them layers to be picked as we just did with the
folder structure. So each of them layers
have their own rarity. I gonna go common
for 80 per cent. This in total needs to give back basically the actual
percentage of a 100 and total. So keep that in mind. So we're going to keep
the relative first, the red one, I want the red one. I'm not quite sure
what I just picked. I go and take a look
in to my list I just was creating or
using beforehand. Which I decided to. I believe it should be
something like 15% super rare, should be something
like four comma 57. I hope that is going to work on. And legendary is only
0 comma 25 per cent. So all of these together
should return a 100%. So let's take a look of that
really matches of 80 plus 15 plus now we can see four
comma 75 plus 0 comma 25. And so we got a 100 and total. So this is necessary. Now we preview again here. And it should maybe sometimes be a rarer one or
maybe not a real one. I'm not quite sure, but it seems that pinks from everything. Just to see how our
hours are going to look. Seriously, I really
like how easy that is, how easy that is to see
what's going on over here and how the previews
are going to look and so on. Once again, some will have and some will have not
part of the connection. And the next part we
are going to take a look into the other
numbers which are important over here to get
this generator complete.
63. #63 Generation Preparation 2: Welcome back to the
course and this part, we're going to take a look into all the other
settings over here, which we need to make sure what is the actual content
we want to create. Depending on the collection
size you are after. I want to create 10
thousand pieces, if that is even possible. In here we're going to
put in the base our name, which is going to be the name of the connection or
collection in my case, and then a hashtag behind it. So the numbers are going
to be behind the hashtag. So we do as they do, we say our connection hashtag. So every number will be
hashtag with a number in here. Now the minting cost, we're going to have this
magic polygon over here, which is going to
be the cost for the fans of our NFT collection, which is not including
the gas fees over there. Now we can go and go for and use take a look into
polygon to US dollars. So one currently, one polygon
is about 61 sentence. You can pick and literally
any amount you want, you can go for a super
small one like 0.25. And this is going to be
around 15 US dollars cents. Just so you get a feeling of awarded is about if
you go for a theorem, then of course go for a
serum USD t and see what is going to be the currency
you have to pay over there, or what the main
costs are going to be for that inside
the actual launch. So how does it work now
we're going to go for, so who I want to launch that? I want to pick maybe
at 0.24025 over here. And now it comes to royalties. Royalties are going to
be how much you get when I'm like in return, whenever you have a resell, usually the platforms
are going to use for resale two comma
5% in general, like OpenCV or variable. What you want to go for
is maybe a higher one, like 5% or 6%, up to ten per cent. I showed, you
shouldn't go higher than 10% because it's tedious except you have a
rather small connection or collection over here. So what I would pick is
probably something like six to six comma 5% around that because of
the size of the collection. So I'm going to put
in six comma five. You can put anything, you can put it in six comma 76, come on up to ten, you can even go higher,
but you shouldn't. So six comma five or maybe
6% and rural royalties, meaning the platform get 2.5 and you get like a
3.5 as an example, If that is the number of
wood which fits for you, then we can now start
the generation process. But before we do so, we also wanna go for the
description of that. So we want to tell what is our collection about which
we are able to change that, but it's better to do it right now when it comes to generation. So we want to describe what our, our connection is going to
be four, as you can see, the description
of individual and in N of t is used
by the brackets. Name. Variable is going to
be like this one over here. And the rest of that is going to be like the name is
going to be dynamic and the rest is going to be part of any description
we are giving it. So I wrote something simple this hour is one of
the kind in this, in this 10 thousand
generators are generated, our connection and
f t collection. So we're going to put an NFT
collection here as well. And so we're good to go. You can even go further, put even more into it. And now it comes to the
actual generation process. If something is going wrong
or whatever it might happen that the generation of the 10 thousand might stop
somewhere in between. If that's the case. Well, first off, you
might wanna go and make a screenshot of all
the content you have created over
here just like that. So we know later on what you have literally put it into that. Like you don't need to put the content a second
time into all. You just copy the
content once again into the file over here. So something like the
actual description probably just put this into a text file so you don't need
to go further or you don't need to go and rewrite the
bot content over there, also the name and
so on and so forth. And then you hit the
Generate button. If everything works 100% on you. We're going to see us in the
next video where we have generated the 10
thousand pieces. So press on this button. Right now you don't have
to pay anything for that.
64. #64 Generation Result 1: Welcome back to the course. In this part, I want to talk about a different browsers and probably some issues
you can come across as well as what the output of the collection gonna be looked like. So what I did, I just did some changes to my collection
in the first place, which means I just changed the relative factors
a bit because in the first one I just got
generated in general, I didn't have any
legendary pieces because probably the 0 comma 25 per cent of them have not
been huge enough. Or maybe it's not a
comma about a point. Maybe it's rounded down,
maybe it's rounded up. We are not 1% is sure where or how the actual browser is going to calculate that. So now I generated a second
version in which I was the one per cent of
a rarity in case of the legendary content, IS still got about
80 golden hours in the 10 thousand
collection, which is fine. I mean, we can always go
and take a look what the rarity on that as I wanted to
have a bit less than that, I wanted to have
like 25 overall. That's why I just
reduce this number. However, AT is not
too shabby at all. Or maybe it's about 90 plus
minus a bit with some error, error, depending on
what they also got. If you are totally unhappy with the result of your collection in which got generated for free to change it or just
generate the new one, just drop in the same things, fill in all the content. Once again, wait until
the output has been downloaded. For the browser. Issues I came across is if you are using
the Brave browser, I just stumbled
upon a memory leak, meaning the memory windfall. And meanwhile, the output
folder was not downloaded but stored somewhere in memory
which couldn't be held. I have a huge amount
of memory over here, like 22 gigabytes and RAM, as well as a bunch
of a physical space, or just virtual space
on the hard drive. But it was not enough to give me my result because brave is storing this all completely and downloading the complete content
into the catch it seems. So I couldn't increase
the catch high enough or being high enough
to be useful for me. And so I couldn't
download the complete, I believe it was about three
to four mega gigabytes of our connection content. So then I was trying to
use the Firefox browser, which literally
does the opposite. It does not put
anything into catch, but it also doesn't download. It, puts it into the visual or virtual
space as well as in the actual hard drive or
the memory like the RAM, which just didn't make me any, or it wasn't even able to complete the
generation process. So what I did is I got to
Google Chrome browser then installed the
MetaMask in here just to see if everything
is going to work here. Reconnected are connected to it and it downloads the output. Meanwhile it's
gotten generate it. So nothing is going to stay in the catch,
at least for me. So feel free to play
around with browsers. If you have issues
with one browser, take another one and do this until you find
the browser which is able to store or actually
generate and store the content. Well, storing would be nice if it would be like
streamline storage. So you don't have to have this into memory or somewhere else. Just keep that in mind. Once you've got the
zip file downloaded, let's take a look what's
going to happen over here. I just put my screen over there. I got an output V0, V1, and output V2. I'm going to go into
the output V0, V1. So you don't really
need to check what's inside output V2 and
what are we gonna get? And here is an images folder as well as the meta data folder. Let's pretty quickly
go to images first and see what happened. You're going to see this
on your side as well. So than thousand
hours got generated. And what i, just, as I said before, myths are all the
legendary ones. So I have some of these, some hours of that and
so on and so forth. So if I now want to know what are the traits are stored
into the metadata, we can take a look
into, for example, take number 212 over here, and I go one bag and
go into meta-data in which you will find 10
thousand JSon data files. You don't really have
to do anything was done just to make sure to
completely check. I'm going to type in 212 and
open this by double-click. If you're a programmer or if you have any programming installed, VS Code or Visual Studio
code or something similar, or maybe Python,
you should be able to see an open these JSON files. If you don't have
them, you just can use a simple editor to open them, like just a simple text editor, you just go right-click. And then you can say
somewhere open with. And then you can choose any, any plain text file show view. So what do we have here now is I just changed something so we
can read it a bit easier. So the meta-data is starting with this open curly brackets. Then we're gonna get all
this content over here. I'm going to put them all
under each other so you understand what's going
to happen over there. So in general, it is going to happen that
all the trades which are contained inside the
image are going to be listed inside this,
inside this metadata. This is the last
bracket over here. So at first, what
we're going to see is what does the name
is automatically generated with the hashtag
and then the number, as we just did, also took the same name
of a year and then the description this all as one over ten thousands
generated and empty collection. And our connection than
the fee recipient is every time somebody is going
to repurchase that, usually you or whoever
should be the recipient of this of this, of this fees. Fees means this is the
royalty over them. 600 as well. Per cent are going to
be in numbers is 600. I don't know where this
number really comes from, their system behind that. Then we've got what
the image name is. In our case, it's 212 PNG file. So we have a connection
to that because later on the data gets uploaded to IPFS. And I believe everything over there is going to be
automatically done. Then we're going to take a
look into the trait types. So each of them folders we have created beforehand
or the trades type. So except the relative
rank which is going to be generated
by the system, by the website itself. So everybody can look for
a specific relative rank. For example, I want
to see what is the most rare and
this collection. They have the possibility
on open sea, for example, to search for this
one number and see which one is the most rare
of the complete collection. So and then we got the values. So in this case, the
background is going to be the feathers
background as we have seen beforehand,
the torque coils. Skull is going to
be our actual body. And if you really
want to go forward, you can see and compare if
all of that would match. So we can once again
go here to one-to-one. I just take a look
into the image. I'm going to bring this a bit to the side so we compare it. So we got the
feathers background, we got a turquoise, a skull, body type, regard the broad gray beak. We got the sunglasses,
the iOS son. And I had where it's
going to be propeller. And this one is not, is not too bad actually. It has already a relatively
ring from ten thousand, eight hundred and thirty five
and forty four means rank one would be the most rare in this complete
collection generated. So once again, this is done
automatically by the system. So if you have just tested
this one, take a look. Maybe you find one of your
super golden, super rare ones, see what they have and what the most rare is
going to look like. I'm not quite sure which one it should be probably at some, some, um, of them images with the moon and
the background around. But if you can tell, I go through them over here
and one after another. But none of these images do
contain any legendary is no moon background or no
night background over here is going to be or was generated for me in
the first place. So that's why this collection
here is absolutely useless. Once again, maybe it's a
typo thing that maybe like 0.25 is replaced and instead of 0 comma 25 are gonna
do a check for that. Maybe I can come
across something, let's say way better with
more rapidity in its general. But with a comma number, this does not match up
completely over there. Um, so I'm going to
prove that for you. I'm going to test
this in the next one and we'll tell you
in the next one. And once you have seen
all of them and say, Hey, do you like what you see? Do you see do you like
what you got from the then we go into the
next step up beforehand, make sure everything
looks correct, is correct, is in a good shape. We have enough has been like about 20% should have a necklace
and so on and so forth. The every 20th
hour or something, even less every
one of a kind here and should have
feathers background and so on and so forth. So what we do is, or what I do is I'm going
to recheck this one again. And in the next step, we are going to take a look and see how the actual
result is going to be. And if the legendary
content with the 0.25 input and the
browser is going to be, let's say, more valid, instead of using
a common number.
65. #65 Uploading The Content: Welcome back to the course
in this particular product, quickly go and create our new collection
before you do so, you probably want to
generate or create a banner for your collection. So this banners do have some, let's say a preview
or pre, preset sizes. You probably want to go for 1500 times 500 in
general in pixels. So I make them rather small. Maybe you want to go and make a little GIF animation
or anything like that, feel free to do this. So if we're going to go and make a new
collection right now, because I have just close
the other stream on the other page over there because I
couldn't figure it out. The common numbers over there. So I believe common numbers
are just not used in here, or it doesn't seem to work 1%
or at least as they should. Maybe I just was
unlucky. I don't know. However, with one per cent and the most legendary
pieces over there, you get at least
a good amount in the ten thousands
collection over there. So play around with these
numbers on your own, regenerate multiple
hundreds of times and see however on how long you want until you
have a collection you are in love with, let's say, or which
one you like. And you can once again repeat
the process unlimited. Nobody teases you. It doesn't cost you anything, at least for the moment where I just generate or
create this course. So what now do we have to do? We need to go and we have a n of t acid collection and we want to upload and launch our
collection right now. So we go and select
new collection. As you can tell, we
now have to fill in all the content once
again because well, we or I just didn't
continue like that. So on this screen, we're going to have to once again put in the contract name, the actual collection name, and the symbol we just
have created beforehand. So I just did. So in general, we're
going to put in this connection or collection
name, my, our connection. Then I'm going to have my, our connection, a name
with a space in between. Then my symbol which is
going to be our Khan. Then I can tell, okay, I can launch later so I can do something
like a pre-launch. So it allows you to
enable minting at a later date and requires extra transaction to own
enabled the minting. So just keep that in mind. Also, you can add the people
or addresses to a whitelist. Meaning whenever you want
to whitelist somebody like your first 100
followers or something on your first 100 people. Well then you're gonna
get this over here. Why don't I don't really know. Oh yeah, that's correct. We need to put the
hashtag because the PNG files do got the
numbers automatically. Now I'm going to go and
take my description once again and put this in here. And now I can also define
again the minting cost. And my case is 0.25 manic, like, Oh, 0.25 malloc. And I want my royalties
set it to be 6%. They are also inside
the metadata, but just in case we're
gonna put them over here. So now this would, would be some kind of
a preview over here, but we haven't uploaded
our content yet, so we need to press on Next. And now we need to take the complete output folder
with all its sub folders. Like in my case, it's
output V2 over here. There are these images
and meta-data into. You want to take the
complete unzipped folder. Do not put the zip file and put the output V2 and my case over here and
drag it over there. So now what's happening? And it should now get
uploaded into this complete, in this complete
collection over here. For me, it's going to be about, let's see, about the size. It's going to be about
multiple, multiple gigabytes. So let's see. It's going to take
quite some time. It should be over
three. So 3.15. So we're going to see that as a preview right now running, I believe privileges
means the first couple of sum are going
to be looked at. We can also see in
the bottom over here, this is the rarity rank, our actual generated ones getting read from the Meta data. So this one is almost
not rare at all, which is number ten, then we get another number. So some of these are going
to be more rare than others. And we can look through maybe
another couple of ones. Maybe this one here, 334 in relative rank. And you can go and
literally looks row one or the other over here. So most of them are not going to be super rare or something, but maybe one of them
is going to give you an idea of a rarity in
general because they're, the most rare things
are going to be picked like this one has the actual The actual halo over there, which I believe was
a super rare one. So we can now, if we want to look through all of them hours once again and see which one is the rarest
based on the metadata. So we got one here which
has the golden shine, yes. Or like a golden body, but it's not as rare because it doesn't have
anything overall. So this is just a
normal golden hour, but it is not as rare as
probably some others, like the one we have seen above. Like probably this
one is rather rare because already kinda
rare because of the, all the trades that gut, or maybe this one because all of the traded gut and
trades have God-like. I believe it's a super rare
or at least the background, as well as the beanie and the eye patch over them
may or may not be rare. I'm not quite sure about
the beaker this case, but I believe one or the
other beaker is going to be more rare than another peak, which obviously is going
to happen over here. So again, if you are happy with the result of you have
seen all the previous, if you want to, you
can take a look. Okay. Who or what is my rarest? If you don't like what you see, you can go back and
say, okay, screw that. I don't really want to get into this collection
because, well, probably the one or the other is not good enough or maybe the relative rank
overall is not good enough. So go check all
through all of them. And once you are done, you're going to go
for and hit Continue. So if you have gone through
everything over here, checkout is everything
inside the collection. So if you haven't done this in the computer first before uploading and so
on and so forth. You will have now the chance
to once again check through, see if you'll find maybe the one which is the
rarest and your collection. I literally found some
of them, but not all. So you need to take
your time and see Israel or look through and check all the relative
ranks over here. What do you can
also, by the way, do right now is you can
select one of them hours, whichever it is, of course. Then you can see what
are the attributes. So what the background is, these attributes are coming from the metadata we have
just generated, but what this website has
been generated beforehand, like the beaker, so small week. Then we got the gray open one. Iss over here. We got a D
patch are for the ride. I like when we're
going are looking to the opposite leg outside of
the eye of the owl actually. So on hardware is
the beanie and it has its relative
rank seen over here. So just keep that in mind. The attributes are
going to be in here. The description is the one we just put it into there as well. So which is number one in
the collection. Pretty good. So this also looks correct
and seems to be correct. So from the metadata generation, all of the processes
gone through. So what else? What's next? Well, we're going to hit on continue over here and now it's starting to upload if not happened in the
background already, all the images and
all the metadata. So these ones here are just previews from
your image over there. So this uploading
process is going to take awhile because you have decided to go the
next step literally. So you're gonna be absolutely
making sure that you now or upload all the
10 thousand images and all the 10
thousand meter data. Once that is complete, fully over here, you're going to wait until this is complete. We hope nothing is going to
crash and stuff like that. Otherwise, we need to
repeat this process. And once again, the one browser might be better than the other. Just so test that out, see what's going on. See if Google maybe
is faster than a brave or maybe Firefox or whichever browser
you are using. And just wait until
the upload is done. Upload might take quite
some hours actually, because for me it's about three gigabytes of
content or three comma, I believe two
gigabytes of content. So for you it might
be more or less depending on the size of
the images, of course, as well as the amount or the size of the
collection you have created. So if you are going for a
smaller collection of cost, this is going to be
quicker and uploading. Wait until it's
100% and see what the actual screen is going
to give you an icon. I'll see you in the
next video where we're going the next steps.
66. #66 Contract and Mint Page: Welcome back to the
course and this part we want to go
for the next part, which is after uploading, which might take up to
two or three even hours. We're gonna go and get the launch collection
accept transactions. So what it means is it opens the MetaMask wallet for
you and it shows you what you have to pay in order
to get this up and running. So in my case, it's going to be 0 comma 05 medic over here, which is kind of well, it's some sense maybe
like 20 to $0.30. So I'm going to go and say, yes, I want to do this, I want to pay with this metric. I got some medic in my wallet. Once that is going to happen, that this transaction
gets completed, which you have to pay
at least for the medic. It's rather rather cheap, I would say you're
gonna get the success, check out your mending page. And so what we can now
do is we can go to the landing page
itself and see how our mending paint just looks and you can see we got no,
nothing over here. So we're going to
have to create a, let's say a preview for
people to understand what this project does about as
well as this banner over here. So this is basically
everything what we got so far since we are or
are not like sad, I wanted to plan this wind, but I wanted to make it at
least the public meant I just haven't been haven't been possible at say to do
any settings over here. So everybody now, from now
on can mend the product. So what does it mean? We have now 0 comma
0 per cent sold. We're going to have 0 of 10 thousand are going
to be sold of cars. And we got the minting price, which I just said, you said yours however you want. By the way, we can
mend some on our own, but we can also
added this page so we can give it our own
description and so on. And how do we do
this? We go here to this little pen tool and the top-left corner,
just select it. We can now add our
Twitter handle. If we got one, we can
add our discord channel. If we got one, we got to here, we're going to see
what is going to be the amount that we got so far. And we can now put in also our own description over there. Once we have done all of that, and we just hit the save button. So I gonna do this right now. And we're just super simple. You can use Photoshop, you can use anything to
create your gif animation. That's totally up to you. Even those online ones
can be used like you're going to take some of
the images and say, okay, I throw in like
five to ten and show them for 2.5th or maybe a
quarter of a second or so. And then they just
quickly blink through and people can predict what's going
to be inside the package. So this is your marketing, your first marketing
part over here. I'm not going to cover
marketing in general, but I got to go for and create
a Twitter handle at least. And if I'm really in the mood, I'm gonna go and put in a
discord channel over here, which may or may not be visited. Nobody really knows, right? So that's it. That's everything
we need to create, mint and pay off our complete
connection and now it's time for us to make
marketing for that. So our last two
steps are going to be three steps and total
for this course as well, is I'm going to write a
small description over here. And literally I
going to take what I already got and just
rename it a bit. This our next action
or collection is 10 thousand generated
FTE collection of the, our connection. Maybe you find some
hidden gems in here. Good luck. So this is basically it. And you can save that already. And you can, as
you can see here, put a banner image, just pop over here and
see the actual sizes is 1500 pixels by 500 pixels can be a JPEG GIF or even a PNG, but with a maximum
size of 500 kilobytes. And same for the cover
images which should not be usually is 500 by 500 probably is going to shrink
down and can be also a maximum of 500 kilobytes
was a direct PNG or JPEG. For now, I'm going
to go and save that. So at least I have the
description down below over here, this is C, this is your
main minting page. You can link this to any social and so on and so
forth for free to do that. Once you got this
done up and running, you're gonna get some of
these links over here. I'm going to put all
the content in here.
67. #67 After the first mint: Welcome back to the course. In this part, I want to quickly mention what you might need to take in consideration ones the
first cells have happened. So for me, I'm just I just sold the first things I was over here, which is fine. No issues with that. And the first thing I want to let you know is the
banner over here. Make sure you are not trying
to undo the gif animation. Just use a still, just use a PNG is still, that's more than enough. Second one is if you
have your own web page, we use this little one here. And take all the content link
for the mint button so you can create like a diff
container for the mint button, for the mint counter. And you can use the
script over here. Just go to the fields and copy and paste and put
them into your webpage. If you have a landing
page for your project, then you are absolutely now able to do so was that second one. Once you have done your voice and you got your first
purchase the product, you purchase one of your own. You'll wanna go to
two websites and upload your banner
doing your settings. The first one is go to
your open sea account. If you'd have none, you just go here,
go to collections. And if it tells you
something like, Hey, my collection is
going to be this and that probably is going to
end up empty over here. So you don't have
this gif animation, you don't have this
gif animation. What do you want to do in
your collection itself? You go to the three
dots as an example, you put your Twitter contents of that and you go
here to add it. Once you are an adult, you're going to upload your logo as well as the banner
you have created. As you can see, you OpenCV uses different sizes and dimensions. So probably the next time, or maybe you go into it and re, size your current ones. So otherwise, you don't have this cutoff away
from the top and the bottom and use this
dimensions right now. So 1400 by 400 to
create your banner, then the connection
name is going to be automatically filled so you
don't have to do anything. The link is automatically
generated and created. What do you want
to put in here is, of course, once again, the collection description as well as where your
initial mint is. So everybody who is
on open sea might want to go and also meant
one in the first place. Over here you're gonna go and connect your Twitter account. If you have your web-page,
your Discord channel, and all the other ones, just
put all the links in here. What you also need to put
in is your percentage fee. So for me, I just decided to use a six per cent on open sea. So it's totally up
to you what you do, It does not read
it automatically. You have to put it
for the collection. So for each item in
this collection, this number will be sad. Also makes sure that you put on your wallet ID, whichever it is, your wallet address, where
you want to get this fee to. The fee is paid once
a month, I believe. Here it's whatever
the blockchain is as we just minting and
polygon blockchain, we don't have to do
any changes over here, but you can also go for it and add more or multiple token. You could just go here
and just say, Okay, I want to go for a polygon die or for the US DT or do
a USB-C in this case, which is a stablecoin or something like a
stable coin, I guess. And so on. Finally, pick the display theme, as you can tell that
as a part of that contained and uncovered one, the contained as a
one-on-one ratio or good for one-on-one
ratios like the ones we have
created if you have decided to not do
it, no problem. You can just say, whatever
is going to extend. The answer's probably
the covered one is going to be the one
you'd like to have. Or if you have transparent
backgrounds as an example, like because you
have masked out, I don't know, dragons
or something or any other creature or
the owls have been, have no background at all. Then you might want
to go for pattern. Then you want to, if
you have a teammates, go and add your collaborator and then you submit the changes. If you are using explicit
content, for example, like nudity or maybe I'm
not quite sure what all is going to be inside that we can go for it over here
and read about it. So setting a collection
explicit and sensitive content. So basically to *********** like an F W content will protect the users with Safe Search
while browsing open seats. So they don't see this content if they don't want
to see this content. So, but still, you are
able to do that as well. So keep that button
in mind depending on what you are going to create in your next NFT collections. So all is possible. So nobody wants you
back to not do, not gradual about the
launch my N of t If there are okay with that, so that you are able to launch your new content or whatever *********** content if you have one or n is the FV, W content and so on. Once you are done with
all the settings over here with your fees and so on. You just need to keep
track of the sales and maybe somebody is
already listing yours as people do
with mine over here, they are starting
to listing one or the other item for this
and that a theorem. So if they really try or if they really can
sell them items, like resell them,
that you're gonna get your royalties
of a six per cent. So next one is terrible. And where you want to
go for a variable.com is another NFT
marketplace, basically. A bit different than open sea, but what we need to do
is we need to also go and connect our
wallet over here. Connect your polygon wallet
in this particular case, go to your collections, and then you go to this, our collection or our connection
collection over here. I also, you can go here
to add a collection. And then here you're going
to put your logo in here. You're going to put
your description, which I haven't done yet. So I should do this by just
copying and pasting maybe the content I just wrote
inside over here in this one. So I just go here to see more. Copy the complete
content like that. Copy to reparable. So when I can spread
word about it, so people are able to
read this content. I'm going to update this on railroad might take a second or two because it also uploads
the content to IPFS. And as you can tell now the
people which are browsing the variable now
can also click on this link and maybe
mint initially, and then later on
they're also allowed to sell the content
they have purchased. So these ones are the ones
which are already mentored. So there are owners of these. It doesn't matter who it is. I'm just go for it and
make sure they have the possibility to
amend all of them. And you need now to spread word about the actual content you
have created beforehand. How you do this is
totally up to you. You are the one who is
responsible for that. And I will not go
over and do this. You have to sell it on your own. You'll need to go a spread word about your collection as C, where you can go, see
where you can spread word, makes sure that your
content is high-quality and everything is good to go and people may or may not like
the content I do see, so keep that in mind. Feel free to let
me know what, how, how your experience is going
to happen over the band. Yeah, go into marketing, see how others do this, how do they sell the content? I'm not quite sure
how I did sell my first thanks ones,
but it doesn't matter. As long as you do. You know what you do, you're probably gonna be
better than that. So keep track on the content, keep on spreading word
wherever you are spreading won't usually maybe you
are already known artists, then you use your network and let people know
that this connection, this collection you have
created on your own is already available and let other people know as well and probably
desperate for you, word for you as well. And so you may or may not sell out your collection in about, I don't know, short
amount of time. Maybe it takes a month, maybe it takes to maybe
it takes forever. Nobody knows, right? So feel free to get into it. Prepare everything. So you are creating good
content and you are basically selling everything you have created beforehand
in this course.
68. #68 Thank you: This is my thank you
message for you. I'm thankful that you took the course and that you learned with me
together literally. And you created with me together maybe some
super useful and super nice and super beautiful
and of t's on your own. So basically just
following the course, I wanted to thank you
to let you know that. Well, if you want to
come back to the course, you can always do of course, as well as you are. Absolutely. You can always repeat
the same step. If you have sold down your
first NFT collection, why not go and
create a second one? So I want to encourage you to absolutely
finished the product, finish your complete
content over here, makes sure that you
meant as early or actually give people
the possibility to mend as early as possible. If you want to build up
high ligand social media and somewhere else,
feel free to do so. Do your research
before you start. Um, but in the end,
I believe everybody, when the graphics or when
the content is really good, are able to create
NFT collections, which are able to
sell themselves. And maybe you're gonna be
able to make even more. Maybe you can afford the time to create a second
end of the collection, maybe your shirt and the first, maybe the first is never
going to sell at all. And nobody knows why. But you, you are the only one
who's responsible for that, as I said in the last video. So feel free to create even more NFT
collections on your own. Go for 2D, go for 3D, go for. Check the market, see what's
currently in and maybe find a trend and write
the trend until the end. And so you can also get something of the big
piece of cake. Literally. I wanted to thank you once again that you took this course. I hope you enjoyed this one. And if you do so, feel free to leave me a little
review somewhere and let other people know that this is a good or bad or maybe
a medium course and maybe you're going to let me know what you may be missing. Maybe you're going to
have something to tell me then feel free to do so as well. Until then, I wish you
my best luck in being, in becoming a good
hefty collection created over here and
creation seller literally, even if we haven't really
talked about selling, but that is nothing
I can teach you. This is somebody else who
has to teach you that one. So for me, this road or this
trip now ends over here. Thanks a lot for joining
and I hope you enjoyed it. I hope you have learned a
lot about the n of t space, how it's generated and created, and how you can upgrade from
the current point over here, make more beautiful,
more assets, more collection in size. And maybe you get
an understanding how how all of
that gets created. And I believe you got that. Otherwise you wouldn't be at this particular point over here. Thanks a lot for tuning in. I hope you enjoyed
the course and I hope to see you in one
of my other courses. Have a good one, and talk
to you later. Bye bye.