Transcripts
1. Introduction To The Course: Hi, my name is Frank to Emma from the art of 3D experience. In this course, we're
going to transform a basic 3D and bomb created in Cinema 4D into an amazing virtual environment
using twin motion. With the rise of blockchain technology and virtual
reality platforms like these central and some namespace and special virtual environments are becoming very
popular these days. The best way to learn is
to work on a project. So I'm providing you with the basic 3D model just in
case you get lost on the way. So in just under two hours, we're going to make a 3D
virtual gallery come to life. Using twin motion as powerful array of
objects, materials, and lights would create a final presentation
that will help us sell if virtual gallery online. It's going to be fast, easy, and very fun. So let's jump in.
2. 01 Getting your basic model ready in C4D: Okay, so before I go
into twin motion, I just want to talk
about cinema 4D, which is where I used
to model this project. This is what it looks like. So you can import various
types of files to twin motion. But for this project, I'm going to use
the FBX version. I'm using FBX because
you can export FBX from many types of 3D software. You can import FBX
straight into motion. Some of you might use
other programs like 3ds Max or Blender, but all the software should
be able to export FBX files. So let's have a look
at what I've got here. I've got my objects down here. I've got my materials down here. And all my materials used. The basic Cinema 4D
standard materials. Don't use any corona or v way or any types of
special materials, just convert them all down
to standard materials. And really all I've got in each material is just
the column happ. Why we don't need
any more than that. For materials on Cinema 4D, we need is the
diffuse or the color. If you have any textures
like these artworks, is just the texture. I don't need the
reflectance at all. So I'm going to
take this all out. Now, reflectance
and reflectance. So the way we're going to export this model is we're
going to export it as one big fires 11 chunk, basically, meaning that each
materials will be connected. So the white will be
just one material. The water will be
the one material, the glass would put
the war materials. And so when we export those into motion and we want to
change the materials, or we need to do is just change the one material
and then everything else will update in to emotion. Rather than updating
materials obtained by object, you can now update
materials by chunks. So if I select all my objects, you can see that the pivot
point is at 0 in my scene and each objects pivot
point is centered to its main pivot point. So for what I was saying
earlier about materials, if I change this concrete
material on the floor, it will update the concrete
material on this object to. And so that's how we're
going to export our model to twin motion by
collapsing it by materials. Right? So what I'm gonna do
here now is I'm going to export this model as FBX. So I'm just going to go
to File Export and FBX. And I want to leave the
settings as default. And I'm going to say, okay, someone to export my
model as gallery. I want to call it a
gallery version four. And that's it. You have your model
export it as FBX. And this model, this 3D model will be
available to you as download. So you can have a o, so you can play around with it if you want to before
you export it. And the only last thing I'm
going to do is I'm going to show you a bench that I've
got modeled in space. So I've got a bunch here. Move it up and you can see the pivot point is
at 00 on this bench. And the reason why I'm hiding it and I'm having it
as a separate object. Because I would like to
show you how you can copy and paste object in cinema 4D in motion if you have them imported
as separate object. So rather than having it as part of the
bigger model export, I'm going to have this
as a separate object. So just to show you how you can copy and paste
and move around, move objects around
in twin motion too.
3. 02 Import your FBX model into Twinmotion: Okay, once you are ready to import your FBX
intuits emotion, you can go to the
Epic Games launcher. You can get this by going into the epic Games website and
downloading twin motion. And then just follow
the steps and it will be added to your launcher and
you will get to this page. So I'm gonna go to twin
motion and launch it. So once I open to emotion, I, I'm presented with
this landscape. So what I wanna do now obviously
is to open my FBX files. I want to go to file import, or I can just click
on Import down here. When I say open, I'm
gonna go to my gallery. So one option in
your import option, you're going to have
various import options. You can collapse
object by a hierarchy, meaning that everything will be separate, or you
can collapse them. Biomaterials, that's the
option we're going to use. So I want to select
Collapse by material. This can keep this to auto
and it's fine. That's fine. So import, the whole
thing will come in. It will show you what, how would you want to
import the materials? I'm going to say use imported materials
because that's going to be using the materials
are used in cinema 4D. So I want to say, Okay, applied to all is fine. And here is my model. And let me just show you what I mean by collapsing biomaterials. So if you have objects that have the same
materials as others, you can just update them once and it will
update the other ones. So let's say I'm going to select this class material here. I'm gonna go to my materials. We're going to click
on this sampler here. I want to sample
a glass material. And then let's say that
I'm going to change the color to blue. And as you can see, when
I change it to blue, it changes the inside
glass through Bluetooth. So this is what I meant by
collapsing by material. Let's take it back to queen. So here's my model into motion. And also what I was
saying to you earlier about importing
objects separately. Basically, if you select this, you select this object here, the pivot point
is in the center. But if I select
this bridge here, the pivot point is also
in the set-top box, so everything I select, the pivot point will always
be in the same position. So if I select those lights, if I wanted to move
this light accurately, I wouldn't be able to because the pivot point is
always in that area. So if I wanted to move it, it's gonna be tough too. Move objects separately. So this is why I've
imported everything that isn't going to
move as one chunk, so I don't want to move any of these one are these objects. So I kept them as one chunk. But if I wanted to import
my objects separately, I would have to import them. Like I'm going to import
my bench later separately. So that's what I
meant by collapsing your objects and
your materials y. So these won't move.
So it's all fine. I can just have every object
have the same pivot point. So here's my bench, and I want to import this bending separately
into twin motion. I can manipulate it. So, um, let me just go to
File and I'm going to export, I'm going to say BX. I'm going to leave these
options as default, and I'm going to say bench. So that's my bench as FBX file. Now what I'm going to
do is I'm going to import my bench separately. And I'll show you what I mean by importing objects separately. So if I go to my Import
option and say Import, I'm going to click on Open, go to my bench, open my bench, collapse. I'm going to keep the
hierarchy this time because I want it to be
separate objects, right? So the thing else as is import, I'm going to say use imported
material, that's fine. And here is my bench, right? So it's in the same position
as I had it in Cinema 4D. But now I can. Move it separately. So there you go. Delete this one. Benched
and let's just hide it. And I'm going to keep this
one as is when you go. And now I can move
this bench separately. So if I wanted to move it
over there and you can see the pivot point is
follows the object. So it's not like all
the other objects that all have the
pivot point here. This one has its
own pivot point. So I can move it around. And I'm just going to place
it somewhere around here. Just going to place it here when I want bench
here, rotate it. And actually it's moving
and it's moving inside, smoke in here, or keep it in
here. My objects in here. And I'm going to write just
a right rotation for it. This way. That's kind of nice. I'm just going to
copy and paste it. I want to paste it
as an instance. So it keeps all the information the same as the parent objects. So I want to move that one. This way. I'm going
to rotate it. Go. And there's my bench to benches blank in
the center point of this stage.
That's quite good. Right? And also while I can
do is I can import objects separately from
twin motion libraries. So if I click on
this little arrow on the left and go to Object, you have all kinds of objects. If I go to the sit home
and I say, let's see, kitchen, I can import chairs and lists
important tool in here, just as an example. When I double-click
on it, just pay it. You have to download this one. So if I download this tool, it would come in to my library. Let me try something out. I don't have to download. Okay, let's try this
chair, for example, is you can drag it into my
scene and as you can see, just comes in to scale, right? And everything is
nice and clean. I can move it around. I can place it in
various places. Girls. So that's how
you import objects from the twin motion library itself
is fairly straightforward. When I delete that one. And let's just import something else just for the sake of it, let's try an impulse to
the city, to a bench. Bench. Last coordinates actually.
I've got this bench in there. I can rotate it around,
move it around. So you can see you've got
loads of different options, got hundreds of materials, hundreds of objects that are prebuilt that you can
use in your scenes. So I'm gonna delete
that one to n. So yeah, that's how you import a separate object in motion. Also one last thing, what you can do once you've
imported your objects into twin motion
and you'd like to use them on other projects. You can save them to
your user libraries. So if I select this
bench and I want to keep it in my laboratory
for later projects, I can just select it,
right-click on it, and then choose Add
to use a library. So that's going to add these objects into
my user library. If I go to my user library, which is down here, you can see my bench
is in here now. So if I open a new file and
I can drag and drop it, it will be available for
me in another project.
4. 03 Basic navigation in Twinmotion: Okay, so before we get too far, let me just talk to you
about navigation and also what some of these
editing panels are. So we know where to find
things into motion. You can have different things, different keyboard shortcuts
to the same things. But what I would recommend is if you have an
English keyboard, you can use the WASD
to move forward, backward, left and right. And you can also
use the Q&A queue, takes you up, takes you down. You can use the white button, click on your mouse to
look around the scene. The left hand just to
select your object. So the left mouse
button to select. And you can move up and down. So that's a Q&A to
move up and down. W to move forward as
to move backwards, h move left, move right. And that's basically how you
move around your models. So you can round up and down. You can also zoom
in and out using your mouse wheel
if you have one. So zooming in and out,
it's quite useful. That's like navigating
in Cinema 4D. But apart from that, is pretty much a
gaming type navigation with your keyboard
and your mouse. But then when it
comes to Panels, and you don't have
that many panelists. One down here which has got all these various options,
the various categories. So we've got input for this one. You have got paths,
you've got vegetation, been is your rendering
and all the new lighting. So if you want to adjust locations and the weather
and the camera settings, that's all done down here. And then you have the media, which is where you set up your various rendering images
and whatever we wanted, 360 or video or whatever,
panoramas as well. And you have your exports, which is where you
export your files. And I think one of the
most interesting panel in twin motion is the one up
here with a little arrow. If I click on this
little arrow here, you have stuff like materials, vegetation, object, characters, and download stuff can even
have your own use elaborate, like we've seen earlier. Go through materials. You can navigate back up by clicking on the
little arrow here. So back up one step and just
add an object down here. There's the chair. Let's just do a
box, a box on here, and change the material of
it by going to materials. And I can see concrete
may be used that onto it. There you go. See it's got my concrete material on my box. This is where we find all the stuff you want
to use on your objects, or to import them, or to modify them. So this is by far the best or the most important
panel of motion. And then on this side, you've got the hierarchy, which is basically
like Cinema 4D. So it looks like Cinema 4D. So that's if you're
familiar with Cinema 4D, you know how this works. This is where everything is. So it is a list of
all of your object. You can collapse groups, you can rearrange stuff. You can hide, turn things
on and off. You can. You can create a new container, sub container, which is
like a group in Cinema 4D. Call it an unknown landscape. Then you can drag stuff inside your containers
to arrange them. Just go back. And also, sometimes you might import
something that's quite small. So to focus it on your screen, you just press F, F for focus, and it will focus
on the objects. If I select these
lights and press F, the camera zooms into the lives and center
them on my screen. So that's how you can do. So for example, if I was too far out and I just important and object and I'm not sure and I'm not sure
where that object is. I can just press F to focus
my model and it will just focus my model onto my screen. Down here you have
your statistics panel showing you how much
memory you're seeing is using and the amount of polygons and objects and
all that kind of stuff. So let's close this panel. And the last thing is
this eyeball down here, which will give you daytime. The speed, which is the speed of your move around my screen. So right now I've
got it as four. I can make it faster, like a car, basically
five, moving faster. Or I can go to an airplane,
Celeste really fast. And I can just go with you. Walking, speed as three,
that's quite slow. So I like to keep it
around four or five when I'm working on models. Here's a screenshot. You can take a screenshot
of your models. So wherever you are, chest, click on screen shot a will take a
screenshot of your model. You can have a pedestrian
mode, which is, you walk in like a
human around a space, which is quite useful, right? So you can walk around
and it automatically puts a blocker around a physical
objects like my walls. I can't walk through the walls and pedestrian mode, right? So this is how you have like a human type experience rather than a drone
type experience. Fuse. And now you've got, I can now
isometric views front side. Isometric. You can have perspective, back and top, which is quite useful if you want to place objects and
do stuff like that. Keep it to perspective for now. I'm going to go back
to my drawing mode. Just quite useful if you
just work in progress mode. Drawn mode is quite good. It gives you a nice
overview of your model. And apart from that,
that's about it. I mean, I saw you need to
know in terms of navigation.
5. 04 Optimising viewport quality: So just before we carry on, I just wanted to show
you different ways of optimizing the view in quality. So if you go to Edit and Preferences and then
on the quality, when you open to any motion, it will default to medium by n. So if you have a computer that's distinct to
three years old, they won't look as good. So let me just show you
how to customize how good your model looks
based on your machine. So let me just zoom in, zoom in and see if I
go to Edit Preferences and I go to quality,
I go too low. You can see the shadows, shadows on even there. If I go to, go back
and I go to medium, shadows are there, but they're not as crisp as it should be. I, if I go to Preferences again, quality or go to a high, high is better, highest better. And you'll kind of gives
you a kind of like a best preview for what your
final render will look like. But then if I go to ultra, for example, Ultra is like
the best, best quality. This is very close to what you will get in your rent is y. So if your machine
is not very new, you can kind of
keep it to medium, which will give you
something acceptable. Why? But I wanted to keep mine at hi because I think my machine
can handle it so high. That's pretty good because when you modify our
materials and stuff, you want to see what it will pretty much look
like at the end. So if your computer is half this and it should
be able to handle medium to high
quality just in case. So that's just a
little side note on how to test the
quality of your preview. So you don't get
confused between preview and final renders.
6. 05 Basic transformation tools: Right? So in our projects, in the project file, I'm just going to
try and make it look as presented
board as possible and as clean as possible
for final presentation. So my model right now is
kind of okay anyways, looking, looking at
why it's not bad. It got basic lighting is called a basic materials that I've
added in and cinema 4D. So from the star, it doesn't look bad at all. You can see that some of the materials and lighting
on it are perfect. They just call it at the moment. So remember that we, at the beginning we've imported these benches as
separate objects so we can move them
around, rotate them. You can select,
say, for example, select the bench and you
can either rotate or scale. I can rotate my model. All right, I can
scale it on the x, y, or z axis. Alright? I can also scale it uniformly by clicking in the center point here and then
scaling up and down. You can move, move
along a plane. So you can move up and down
or around a single plane. You can also move up and down
on individual pivot point. And also notice that with
the rotate or move we can do both to see
if I go to move, I can rotate to buy. If I go to rotate, I can also move. So I'm just going to see if
they are paste properly by going to my top view. My benches. Okay. That's fine. Yeah. The other one. Yeah. That's fine. I put it up. Move it up here. So that's fine. So I'm gonna go back
to perspective view. So that's how you place
your objects in your scene. We using the basic
transformation tools, which is pretty, pretty
straightforward. Like I showed you previously to. You can also copy thing. See if we say if
you go to move and then press Shift as
you move an object, it will copy it as an
instance or a copy. And that is basically
it for transformations.
7. 06 Add objects to your scene: So once we have our basic
transformation understood, let's look at how you can place new objects in your scene. And as I've, as I've
showed you before, we got a huge library
to play with. And it's not just
materials and stuff. We got lights, we've got
vegetation or trees. And volumes can use characters. So for example, I
could do a human, an animated person, male. Let's drag him in. And there you go. You see how it's moving
around, just acting y. Then it's looping. It does the same
thing over and over, but there's a really good assets to have to make your scene
look a bit more realistic. I'm going to leave
him in a scene. So that's, that,
that's how you place objects in your scenes. Let's add a tree. I'm going to add a tree to this little patch of
grass down there. Let's go to trees. I'm going to go for
something that will fit within the hole down here. So maybe something like that. We'll do c to put that there. And as you can see, you
just snaps into place. I can move it up. And they go, Here's my tree. I kinda want it to be a
bit bigger than that. So I'm just going to
scale it up uniformly. Asked about why and
then move it up. Move it up into the ground. Like so. That's pretty cool. I like that. That's nice. Okay. Yeah. So, you know, you can play around and
add what you want to seen. I think that's
pretty good for now.
8. 07 Basic viewport lighting setup: Okay. So as you can see, a lot of the materials
aren't finished yet. They haven't been
optimized properly. And so I'm going to start
editing these materials. But before I do that, I'm just going to
show you something with lighting that
will allow you to see your materials better and give you a good idea of what they will look like. What your materials will
look like in the end. Because if you're seeing is too dark or too light
is going to be hard to preview it and give you a good idea of
what it will look like. So this is kind of a very
basic lighting setup. If you go up here
to the eyeball, to the lighting, you can
change the time of the day. Why so I can go up to sunset, sun rise to sunset. Why? Sometimes you might find that you don't like the
angle of your lights. You don't like the way
the sun is angled. So what you can do
is go to here too, the location down here, and you can change
the time of the day. Same thing. We can also change the month. So that will change the
angle of your lights. Maybe change no offset. So the sun is in a
different position. Maybe that's kind of good because it stands
behind the camera. As interesting,
and I can see most of the space quite well. So the inside of the
circle is well lit. So that's, that's kinda good for material selection and no
modification and stuff. And also you can also pay what? You can also change
the background. We can change it
to different city. You can do mountains,
countryside. In fact, let me just
change it to none. I have nothing in the
background, right? That's quite cool,
is quite simple. Like that. And I'm just
go back to the location. Let me just rotate, change the time of the
month, baby to October. November is quite good because
it's not sure why it is. It's got some counter to it. Actually want it to be applied
to a second gentleman. Material is properly so that November, October
is quite good. Let's keep it to October. And yeah, I think
that's quite cool. That's quite nice. I can see most of our materials. I can see the scale. Let me just scale that
down because it looks like I've scaled it up
to much earlier. There you go. Now, also, in this tab
and the Settings tab, we can change the weather. You can have you can
have a rainy day. You can see it updates
your materials on the fly. So you can see puddles
of water on the floor. You can have a really rainy, really cloudy day, and
then back to a Saturday. So you have different
different weather, different seasons. You can go to snow, you go. Now if I go back to settings
and enlightening again, you have all different types of different ways of adjusting
the brightness of your scene. So I have exposure. It would take me, take up, you can take up or down. Only if it is 0. You go white balance, which is basically the temperature of your scene and go to
warm to very cool. I'm gonna keep your y 6
thousand sun intensity. Turn it down or up. Keep it around here. More intensity as well. You've got the ambient which is, you know, how dark your shadows. If I move it up, you see
my shadows again, biter y. So if I keep it down, you see my shadows. My shadow areas are darker,
so ambient is quiet. It's quite good
to keep the peace and quiet high because it allows you to see
details of the scene. You can always adjust
it back later, but I like to keep
it quite house. I can see within the shadows what my
materials will look like. So as you can see,
all these lights in settlements have been
updated on the fly. So there's no
rendering, no waiting. Everything is done as
you make those changes. So that's pretty amazing.
9. 08 Adjusting materials pt1: Okay, so now that we have our lighting where
I can pop this, we can see all our materials. We can now focus on adding some basic materials
to our model. So let's jump in and look up the materials that we've
imported from Cinema 4D. So as you can see,
I've just added some colors just to kind
of identify each material. So there will be class, of course, some water in there. The edging of the building to the black outlines you can
see around the building. I'm thinking more of a metallic or like a dark brushed aluminum. Same thing for the
lights in here. They'll be kind of like a
slightly reflective materials with some neon in the middle. And I can also add some materials on
to the railings hair. And that's it for this video. So let's start, let's jump in and let's see what we can
do with the material. So I'm going to open my
materials palette on my left. And as you can see, we've got materials palette, so I can click on Materials, and I've got a whole list
of things that I can add. So let's start with let's start with the
metallic edging here. So I'm just going to use
my Material sample picker. So I want to pick
on the picker and then sample is material, which is this one here called
Men material, metal edging. And I'm going to go to my metal's section
in my materials and find something quite
dark because this is a, I can use the carbon, I guess, but in this
got some texture to it. I want to keep it quiet plane. And so I'm thinking
maybe something like something like
blushed material, brushed aluminum would
do so let's try it. Let's add aluminum
to that materials. And as you can see, it changes
the whole thing because I've imported it as a
merged material object. So what I can do because I
want it to be quite dark. I can go to color down here and I can darken the
color of that material. So it will still keep the material property of
it will still keep them. Mental illness of a
batch wanted to be dark because it's meant
to be quite dark. So I want to go to
stick it to that color. That's fine. And then Okay. And I can also adjust the
reflection of that material. So I'm going to keep you
about 50% is about why. It's about why it's 2% on there. That looks good.
Let me just zoom in to see what it looks like. Close up. That's not bad. I think the the texture tiling
could be a bit smaller, ellipse a bit bigger than S. So want to go back
to my sampler. And I'm going to scale the
size of the repetition on it, yet, on keep it quiet times. That's kind of okay. So that's my metallic edging. Should be the same on that too. Yes. And next let's look
at the lights. So these lights down here, I want to add, I want
to sample that texture. And I'm gonna go
to aluminum again, and we're going to apply
that onto this object here. And then same
thing, go to Color, decrease the lightness of it. So it's a bit darker, maybe not too dark
for this one on keep it about that level. And I'm going to add a little bit of
reflection on this one. Right? That's fine. Or else can
I do here? I can add. These lines also have a kind of a dog brushed aluminum
texture to them. So I'm going to do the same
thing for these ones too. So let's sample that material. Pushed her iminium
lie and then go to Color, decrease the lightness. That's about okay. That looks pretty good, right? So that's fine. Then we have this
texture on the floor. So this is the only texture that I've imported from Cinema 4D. As a texture is not looking bad, but we're going to
look to adjust that in the next video
for now though, I just want to make sure that the detailing of it looks okay. It kinda looks okay,
but thinking is to be slightly smaller. So I'm going to sample
that texture too. And then in this case, I'm just going to reduce
the scale slightly. That's about, that's about why. Looks quite good. Okay. I can now add, let's look at the edging on the artwork because that's also needs to be a
plus ten ammonium. So let's just add
that onto that. And same thing. Decrease the lightness. Something like
that. That's fine. And same for these lights. The spotlights over here. Worst aluminium. Right. And I think I might keep
those as aluminium. Yes, because I
don't want them to be I don't want them
to be a feature. So they're quite good as a lighter material,
so that's fine. And let's look at
the glass outside. So on here. Twin motion also had some black material that you can apply on to
landscape and vegetation. So let's try and
find some of those. Trying to find some class. So I'm gonna go down to ground and I'm going
to select nature. And in here you've got a
few selections of course, and flowing in Just external
landscaping materials. So I'm going to maybe just
try and apply this one here. That looks pretty good. Let's try that one. I think that's a bit
too rough for me. I'm going to stick to this one and I'm going to
reduce the scale of it. And that looks about right. So 0.3 rant about
0.3, so that's fine. So basically my plan is to add some more 3D planting
on top of the class, but just to give it a
little bit more realism or doesn't want
to keep it clean. So I've added some glass to that surface just to add
a bit more realism to it. And the next
material we can look at will be done the lighting, we've done the floor. They've done the class. And this class also needs
to be that, which is fine. Okay. I'm going to need
to fix this area later because it
looks like this has got a different UV mapping. So let's look at
updating that later. Let's decrease that back to 0.3. And I think that's about it for the basic materials
in the scene. I mean, I could I could keep going and keep playing
around with materials. I could add stuff
like glass or wood, can play around with
different wooden floors just to just to show
you what it looks like. Two different flowing. You can add metals, Briggs, all sorts of materials. One more thing I forgot to do was to add material
onto the water, which is quite important
for our model. So let's sample this material. And let's go to our
materials palette up here. And I'm gonna go down to water. And I think I'm
just going to add the basic pull water.
That's pretty good. There you go. Boom.
Looking really nice. It's got some nice texture. I've also got a surface
below the water. And I'm thinking of
applying some sort of natural ground muddy type
crown onto the base of it. So let's hide this
water material. And as you can see, I've
got a surface down here. I'm going to sample
its material. And let's maybe add some, go back to ground,
maybe add nature. Let's add some pebbles
or something a bit more interesting
to look up down there. Let's go for maybe those
pebbles, striders. Let's scale up the texture. Yeah, that's pretty good. That's quite good. Let me see. If I unhide my water. Yeah, I like that. That's really nice. I really like that.
Right? That's pretty good. I like that. That's looking very sweet. So next, we will have a look at adding a couple of more details and also looking at the
lighting on our scene.
10. 09 Adjusting materials pt2: So continuing on from our
last video about materials, I mentioned that I was going
to carry on and updating this flow material to a
polished concrete look. So let's get back
into this material and let's have a look
at what we've got. So all we have here on this
floor is a texture map, which is like a flat image. What you can also do to
make your vendors more realistic is each material normally has more
than one channel. So at the moment we only have the texture channel
for this material. We can also add the
reflection channel, and we can also add a bump. So what the reflection
channel does is it refers up the reflection of your material so it
doesn't look too polished. So usually immaterial has some sort of roughness
to it in reality. So each material has one of
those channels added to them. So I'm going to show
you what this material that I want to apply onto
this floor looks like. So I'm gonna go to
the color channel. I want to go to
mall and texture. And I'm going to go to Open, and I'm going to find a texture that I've downloaded earlier. Want to click on this
one which is the albedo. So here's my texture
on the floor. Going to scale it up and down
just to see a little bit. That's, that's kinda okay. And I'm going to go to
its reflection channel. I'm going to click on More. And in here, I'm
also going to add a image which is the
roughness image. And automatically
there you can see it. It's not perfectly polished
because of the image, which is what you would
get in real life. So it's a bit too polished. But you can see the
effect of having a map, a reflection map
onto your textures. So we can do is
just a reflection. So it's not as
polished as it was. So that's kinda like get a
little bit of flexion of flow, which is what it will
be in real life. We can see that the
roughness of it can also increase the roughness by increasing the mental illness as well as in China after
medical illness and turn it on. It doesn't need to be a metal, so I keep that of
the reflection. It's fine. So now let's add a bump channel. And what bumped does is
it adds a little bit of three-dimensional
to your materials. So if I go to bump
and go two more, I'm going to put two
normal map and I'm going to open these
purple look in map, which is what you normally get, a new one, you
download a material. So I want to open up. You can't really
see a difference because it's meant to
be a polished flow. So you're not gonna see
anything much in terms of whiteness on this material. I'm going to try and pump sets. And so you can see maybe
if I've warmed up to 500 is still can't see much, but you can kind of
get their little bumps on the floor as a bump it up. Let's try. You want to go to 30% MAC,
little bit of a difference. Now go back to a 100. There you go. So you will see a difference
in the final render. It because I have the they
display settings on media. You can't quite get the detail, but you will see that
in the final render. So that's quite good for flow. Quite happy with that. The
other thing I forgot to do last time was to change the
material on these benches. So these benches
will need to be, I'm thinking something like
bronze, bronze type material. Just to keep it a bit more, add a bit more color to it. Patched slightly warm brown, just looking quite good.
That's pretty good. I like that. Maybe decrease the
flexion slightly too. Reflective. There you go. That's looking pretty well. We just move that
up a bit So it's on the floor. There you go. That's quite good, right? So we've adjusted the materials, we've added a bit more
detail to our materials. And let's finally have a look at these whales sample
the material. And again, I want it to
be some kind of metal. So let's go for it. Go for a slightly warm comb.
We'll do it to travel. I think that's quite good. I mentioned they're quite small. It's a small object,
so you're not really gone. I appreciate that. So that kinda works. Yeah, that's fine. That's pretty good. Okay. So we've now got our materials, our basic materials
on our motto. And I'm pretty happy with it. I think it's so looking good. So let's have a look at looking at more of the
landscaping in the next video.
11. 10 Working with lights: So in our previous video, we had a look at
adding some materials, some final touches
to our materials. And what we're going
to have a look at now is adding a couple of more finishing touches
to our lighting sepsis. And in particular,
the neon surface on these slides and the
reflectors on these slides, and also maybe those latitude. So let's start with the
sticky wax and let's add a material on
their surfaces. They look more like lights. So let's go down to this panel, to my materials, and we're
going to go down to neon's. And what you do is you can
just drag a near material onto the darker part of these lights and
boom, there you go. My lights now look like light. So when I go closer
to them, the glow, when I'm further away, they just look like they
are emitting light. So as you can see, it automatically
updated those up here. And also, let's test this, what these ones look like. There you go as well. So these are all the same materials. So they will got
the they've all got the emissive material is applied onto them,
which is good. And now I would like to add some lighting to my
scene as in action, Just not just services. So I think what I wanna
do for that scene is to in order to see the
light because it's daylight, you're not going to see
the lighting detail. So what I'm going to have
to do is I'm going to go to my lighting settings and I'm going to take the sun
intensity down to almost 0 y. So you only see, you barely see the light. Let's take it up to one. Maybe 0.5 is really,
really dark outside. Alright. Let's do one. Go. So to add some lighting, just go back to your
panel on the side. And instead of materials, you go to lights. And I'm going to add a
couple of spotlights. I mean, you've got
you've got choices. These are IES lights, which give you an accurate sort of pattern over lighting
from actual manufacturers. So if you want it to be
very accurate, you could. I'm just going to
add very basic. Let's try a couple of these
to see which ones look best. So let's go for as cough or I7. And I'm basically
going to try and match the position of each
light onto the scene. I'm just going to add it
in, drop it in, focus. And I'm gonna go and
move my lights around. It kind of matches the position of my lights. As you can see, is kind
of this very bright. So I want to decrease
its intensity. Take it down to something
like ten, maybe. Let's try ten. Tens,
pretty good. Fifteen. Fifteen is quite good. So what I'm gonna do now I want
to copy and paste it. So I'm going to press Shift, Shift and move my right hand. Scroll back to undo. Press Shift instance,
that's fine. So create another
one next to it. Something like so. That's fine. Shift instance. And the hard part
is basically just positioning those lights
accurately in your model. But this is not too bad. So let's do the same thing
for the other side on the shift instance, yes. Down there. Press F focus, right? You go press Shift. Instance. Yes. Shift again, and it's put on the last one in. So I've now got my
lights for my artworks. She's looking pretty
good. I like that. So now let's add some spotlights for these
bigger lights up here. So let's go to lighten add. I think I'm going to add just a basic spotlight for this one. Cylinder drag and drop it. Just about there.
That's quite good, is close enough to my light. I'm going to move it
around just a little bit. I said it doesn't have
to be a 100% accurate, but you can just for the
sake of doing it properly. That's one light. Let's add another one. Shift instance. That's correct. Move it into place. All right. These ones are a bit
trickier because they are on an angle going up. So it's not just a case of
more than it on one axis, but I'm going to pop up as well. So that's pretty good. I mean, it doesn't
have to be a 100%, but I think that's
that will do it. So I understood the
rest of those lights. Shift instance? Yes. That slight shift? Shift again? Yes. Keep going. We're almost at
shift instance down. I'm going to adjust
the position of these slides later on anyway, but just for now, I'm just
going to put them in position. So I've got them in place. The last one into position. By the way, to see your lights, you see the icons.
For your lines. All you need to do is press G on the keyboard so
she will unhide every single little preview of where your symbols
and your lighting is. Key to hide those symbols. So that's quite useful
if you want to know where your light's
actually is in your scene. So that will do for now. Let's just leave it as
that with no water a bit. So now I've got one. I think. I can add a couple more
lights in the center just to add more
lighting in that area. Could do. Let's see what we can
do for that area. We do another spotlight, generic spotlight, just to
light the center of the stage. Can do one here. And we can also maybe
do one behind it. Where the tree is. There you go. That's quite cool. That's quite nice.
Just in there. Yeah, that's nice. Okay. So our lighting being done or maybe
elicit a couple more, Let's add a couple
more in. The water. Might be nice to have
some light chain. Spotlights and the water. Swift distances. Let's decrease
intense dominance. Fine. Let's just
go for that shift. Instance. Instance. One more over there at the back. And that is looking pretty
nice. That's quite good. I'm liking this. Well, I'm also gonna go ahead and do is add shadows to these lights. Because at the moment,
as you can see, when the light hits objects, it doesn't cost any shadow, which is not very realistic. So I'm going to hit G on my
keyboard to unhide my icons. And I'm going to
select those lights, which are all my
spotlights down here. And I'm going to go to shadows and I want
to turn them on. And there you go.
As you can see, we now have shadows
where they need to be.
12. 11 Getting better reflections: So we've had to look at adjusting our lighting
in the scene, which looks really
good at the moment. So what I'm going to
do now is I want to go back to my sun
intensity and I'm going to bump it back
up so we can see our scene clearly again. So let's go back to
sound intensity. Raise it up to ten. Just fine. Oh, maybe let's
go back up to 15. Yeah, let's change quite a bit. Okay, so now let's
look at what we can do to increase the quality
of our reflections. As you can see, our materials are apart from the water
and maybe the flow. Everything else kind of has
a kind of a flat look to it. When I saw all our materials, even though we've
increased the reflections, they all looking pretty flat. And that's because motion is a game engine
and game engine. This reputation of not being very good at reflection because obviously
reflections are costly. On your machine. It takes a while to
calculate reflections. And so what the way
around this is, twin motion has something
called flushing probes. So if you go down to your
library under Tools, you'll find something
called reflection prompts. So when you click on
that, you either have a spherical one or a box one. We're going to use the
box one because that's the most basic one. We're
going to drop it in. And as soon as I drop it in, you can see the flexion
getting more sharper. So if I scale this
up to kind of cover the whole scene, Let's click on that. And it's good to size as n
increases the size of it. And as you can see, as I, as I increase the size of the reflections are getting
a lot more clear, right? So I want to make sure it goes across the whole of my scene. I don't need it
to go too far out because I kinda like the effect. I get down here. So I'm just going to
keep it to one about this size as far, okay, so now I'm getting much better reflection
inside this cube. Let's have a look at
water. As you can see. This reflecting everything
in the water to flow is reflecting everything
else even better than we had before down here too. So it's a lot more
accurate as reflection. So that's how you
get reflection to be a more accurate
in your scenes. You're kinda stop your scenes
looking very game-like. So that's how you
fix that issue.
13. 12 Tools overview The Context Tab: Okay, so now that
we've discussed everything to do with
this panel right here, this one on the left, at least most of it. And we've discussed what
these tools were down here. We can now focus on what we
have down in this panel here. So we've kind of touched
on the import panel, which is very straightforward. That's your FBX import. Now the next tool
is the context. And the context panel lets
you add various things like ours, vegetation,
and Abbott. So let's start
with the part two. So the path tool lets you add. It basically lets you
generate various types of content, like people, cars, bicycles, and you can add also custom
paths if you want to. So let's, for example, let's start with
a character path. I'm going to select the
character down here. And to make it work, you need to select
your pen tool. And in the corner, if I click on the Pen tool is now activated, I can draw a path on the floor to determine where I
want my people to walk. Let's just go like this and
I want to click Escape. And now I can see
my people are being generated and they are
walking along my path. So what you can do with
this is also changed the various attributes
on those people. So you can have all
different types of people. So at the moment
I've got African and Asian and Caucasian. I'm going to leave it at that. But you can actually
take out African, can take our Asian or I can leave African and take
out Caucasian and Asian. So however you feel your
model needs to be populated, you can change the various
attributes of your people. Also, next way we have clothing. And what clothing is, what type of people
or what type of attire your people are wearing. You have street, which is going
to be very casual attire. You will have office. There will be traced
as if they were going into an office. You have travel which is kind of like shovel-ready people. Then you have beach as people
were on a beach somewhere. And you also have
traditional Middle East in which if this project was some
way in Qatar or Abu Dhabi, Dubai, I would use this to
make it a bit more contextual. Then next to your clothing, you have the width, and that
is the width of your part. So if I increase the
width of my bar, you can see that now more than one person can be
walking alongside the other. As you can see here. That
allows you to have more people, which is a bit more
natural in my opinion. I want to decrease
that a little bit. That's why I'm gonna I'm
gonna make it four meters. That's kind of okay
for this scene. And next to width
is the density. Basically for meaning they can have more people
on your path at once. And next to density
we have reversed, meaning you can have your people walk on the reverse side. It's pretty straight
forward and next to reverse we have walk on or off. So you can basically
let your pupil stand mutually and looking
around your scene, which is kinda fitting for we have here we have
an art gallery, so maybe we have
more people standing around and walk into much. And that is the path tool. I'm going to delete
my path down here. Then next two parts, we have vegetation paint, and this is also very
straightforward. So what you need
to do is select. This is basically
this panel down here. It says drop a model here to start painting it on a surface. And what that means is
you can drag and drop a kind of a variety of brands that you want
to use on your model. So let's say that I
wanted to go back and say that I wanted some
grass and flowers. Let's say that I wanted
these type of world-class. I want to use that one. Drag and drop it in here. And I can also add more to it. So let's say I want some weeds. I'm going to add some
weight in my palette. And I'm also going to add these violets here just
for explanation purpose. So once you've got
your palette of these three types of brands you want to
add in your scene. You just go to your
paintbrush down there. And you can see how big my pen Bush's is a bit
too big for this scene. So I want to decrease
it down here, down to about two meters. And I'm going to start
painting on my floor. And as you can see, it's populated my
scene with grass, with the wheat and
with the violet. So that's how that works now campaigns anyway,
I want to basically. Alright, so I'll just
go back and let's try another set of vegetation. Want to go to vegetation? This time I'm gonna
go to Bush's. I want to add some
tropical poms. And I'm going to add
some banana bonds. So I'm going to use
these two things. And I'm going to populate
my circular path, circular quasi path
on the outside. Actually let me just add them, just also add some. So maybe let's go for
something like that, which is kind of a more
of a 3D superclass. Drag and drop in here. And second, Let's try this one. My long lost wife. So let's go for
long glass. So I'm gonna do now is
I'm going to go to my brush and I'm going to
start painting on my path. And as you can see, my
path is getting populated with those selection
that I have down here. So I'm just going to
carry on and complete this path and populate
it with some vegetation. You go. Obviously you can
also go down and kind of make it work for your
scene or maybe add a bit more variations on Nepal. But just to show
you how that works, I'm just going to keep
it quite simple for now. So here is our path populated
with tropical poms, banana plants, and long glass. That's how you use vegetation. You can also add, make it
more dense if you wanted to. But for now, I think
that would do the job. That's cool. So this is
the vegetation paint. You can also scatter
which position y. So if I had some trees that I wanted to
scatter around my scene, I can just drag and
drop them here. And then I just but go back to vegetation scatter. So it's gotta add. There you go. So I've just created my trees around the whole scene, right? That's how that works. That's more for NFV
doing things like forest or very dense
vegetation areas. I won't use that for
the scene today, but it's actually quite useful. Want to add some vegetation on a bigger plane or a
bigger area of a scene. I want to delete that one. Keep the vegetation
kinda like that. I might tweak it
later on just to make it look a bit
more interesting. Well, that's those two for now. And last but not least, is the urban tab. And urban basically lets you
pick an area in the world, wherever you want you can
search for, let's say London. And then it will
search London for you. A club, a map of London. Not working right now,
but normally does. And basically what it does
is you can grab a piece of your landscape and it will populate your scene with white mice model of the
actual area you've picked. So that is the
context app for you. And let's move on to the
next tab in the next video.
14. 13 Tools overview The Settings Tab: Okay, so the Settings tab, next to, after the context tab, you have the Settings tab, which kind of allows
you to modify a few things that are actually quite important for your scene. So the first one is to render. If I click on Wendover, you
have pathways which is not supported on our version. Then you have GI, you
can turn it on and off. And basically GI is to do with how light bounces
around your scene. You generally want it on because it makes your
scene look a lot better. On n, you can also adjust the details of your
shadow down here. So how soft they
are in harsh sharp. I'm going to leave
it at 400 because I think it works for
this scene or you are welcome to change the
setting to work for you. So that is a wonderful option. Then next to it you have the lighting tool and
lighting to allows you to modify obviously delighting settings
on your scene. And the first one you have
is kind of on and off. You can turn the sky dome on, which basically turns on a costume sky dome
that you would import as an EXE file or as another map
basically for your skies, if you have a custom
map that you want it, you want your sin to
reflect the light on. You can use that. In the sky dome setting. I'm going to keep
it off for now. We might revisit it later. But you can see how
it changes my scene, add to Cloud to it, and makes it a little bit. It looks a bit different
from what we had it before. So I'm gonna go back
to where we had it before, next to skydive. And we have the exposure to
an exposure obviously exposes sin as you increase the exposure or decreases, you reduce it. So I'll just keep it to one. That's normal. Maybe not. Let's go back to 0.515 squared. And then we have white balance, which is what controls the
temperature of your scene. You can go to cool, all the way up to really warm. So I want to keep it
right about here. So it's a bit cooler
than what we had before. Then next to white balance, we have the sun intensity. And the sun intensity
makes your son brighter. Obviously. I'm going to
keep it to about 20. But now then you have
the moon intensity, which doesn't change much because we have our sunlight on. So to see how that effects
might see and now we'll have to go to my
time of the day. So if I go to time
of the day up here, if I change it down
to say the morning. The evening, actually,
sorry. So late night. And then you'll see that if
I change my moon intensity, it will change the brightness of my scene depending
on how intensities. And then we have your
general ambient lighting, which we kind of
touched on earlier to brighten up your shadow
areas of your scene, but want to keep it to a
normal level of one for now. So that's the renderer. And we've covered Wendover. We've just done lighting. Next is the location, and we kinda touched on
location a little bit earlier. This is where you can
adjust the time of the day to rotate your son. I'm sunset or sunrise
and vice versa. You can also change the month of the year to be more accurate. And then you can change
the North offset compass if you're not happy with
the angle of your son. That's pretty straight forward. We can also add a background. We've touched on that
a little bit earlier. You can add Ireland. You can add a European city, you can add water
font, mountains. But for this scene, I'm
going to keep it to none and might go
back to mountain. Let's give it a
mountain because it looks quite cool for this scene. Martin is good and you
can also rotate it. So if I rotate it down here, you can see here why it doesn't make a
difference for our scene now. So I'm going to keep it to 0. And going back to
our Settings tab, we're going to look
at whether next, sort of whether we've also
seen a little bit earlier, but then it allows you to
change the weather ever seen so rainy day to
really rainy day, and then back to sunny. So this is very straightforward is to whether you can
also adjust the season. And all these settings
basically work with whatever you have that's been generated in your
scene for the season. If I go to winter, you can see that my plans
are being affected by n, my tree up here has
lost its leaves, which is obviously
is winter time, so you won't have any leaves on. So that's how that works. So let's leaves the back
and then back to normal. So you're going to
just add on here, which is pretty cool. You can also just the
growth of your plant. That's cool. And you can also
add some effect, the wind speed, which you
can't really see it here. But if I zoom out and
focus on my plants, you can see as I
adjust the wind speed, my plants adjust, move
a bit faster down here. I can also adjust the
direction of the wind. We see better on
a tree actually. You go see the wind is
moving really fast. If I decrease, that, slows down, the
direction of the wind. Could change that here. I can ask them smug,
which is pretty cool. And smog is basically
like an atmospheric fog, which are, makes you seem look a bit more
realistic in my opinion. So I'm going to ask
for a smartphone. Like so. You can have some particles
if you wanted to. You can also add the ocean. And that's basically for if
you do an air ocean scene. If I go to enable, is going to enable my
ocean. There you go. And basically my gallery is
being swamped in the sea, which is pretty
cool, but that's not the effect we are looking for. So that's that you can adjust the height of the ocean as well. We underwater now,
which is pretty cool. I want to go back down
to a normal level, something that you can
adjust the type of water. You have. Atlantic water, ocean basically, you have a large river, clear tropical sea, and all
different types of water, muddy water, tropical river. But we don't need water for now, so I'm just going
to turn that off. So that's that. And
going back to whether we then have the last option on
our tab, which is camera. And the camera basically, once you've chosen a
view for your sin, for your vendor, you can basically adjust your
camera settings. You can adjust the
field of view, which is basically how
distorted the CNAs. It basically works
like a normal camera. You have the depth of field, you can add that on and I'll
show you how that works. It's got closer to
the plants down here. And as I adjust my
depth of field, I'm gonna go to mall and a
distance basically affect how blurry your
depth of field is. Pretty cool. That's depth of field than we have parallelism,
which is basically, we should use that for architectural scenes
because it keeps your vertical lines straight. If I turn it on, you will see that this line is not straight. So that's pretty cool. Then you have your vignetting, which is the darker corners, which is like a very camera. It's an effect that every
camera has been eating, which they kinda darkens
the corners of your visual. Then you have lens flare. Depending on where you
are in your scene, you can adjust your lens flare. Of course, clippings,
we want to clip your scene because something on a font that you don't want
to see, you can clip it. And you've also
got visual effect, which is things like gradient
contrast, saturation. The normal stuff.
Basically. You can add some filters, copper. You can have black
and white filters and all sorts of
different filters. I go back to my nun, and that is the
camera scene for you, the camera tool for you. That is the Settings tab, which is very straightforward. So we're going to look at the
next tab on the next video.
15. 14 Tools overview The Media Tab: Okay, So since the
last video app, spend some time placing some landscape and
various other objects. And basically all these objects have come from the library. So I've got some box in here. I've got a bit more bland, so I've added some
flowers on the ground. I've added the landscape object. And I've brought back our
old friend, Adrian here. So this is starting to
look quite polished. I've changed the tree
in there as well. So now that you've placed your objects in the
way you want them, now you can start, we can start talking about
exporting our scene. To look a bit more finished as various options that you can
help export your scenes. So now that we've got our
objects placed properly, we can start thinking
about composition. We can start thinking
about animation. You can start thinking
about our screen shots and maybe VRs and
stuff like that. So just one more thing
before we start. Make sure you don't
confuse this tab here, which is the Media tab with
the tab we looked at earlier, which is that one
hair on the eye. This can allow you to export
stuff like a screenshot. So this is a basic screenshots. If I click on that, it will take a screenshot
and Siri on my desktop. So if I go to my
desktop down here, so here my screenshots
that I just taken. And also in that tab, you can change the time of
the day we looked at earlier. You can do a basic walk through pedestrian
mode or in drawn more, you can export to VR. Just very basically,
you have your views. So this is just a, let's just say this is a work
in progress type of Expo. Want to show your client what you're working
on very quickly without having to go to
all kinds of settings. This tab is ideal, but I want to talk to you
about how to export things for final result and which
is what these diaries, this tab, the media tab, almost kinda does the same thing as your Quick Export tab. So this will give you something much better than
the screen screenshot. You can create an image which takes a shot of
your current view. And if you adjust your current view and then
hit this create image. If you move your camera again, you can update your
image by clicking on this refresh button and you see you can refresh your image. If I'm going to think about
how I want my scene to look, I want to go down. Maybe let's go down here. Here. Maybe. I want to say a little bit of the
outside as it curves in. And then I'm going
to update that. That kind of takes a quick
snapshot of your scene. But that's not the
final look white. So you can go down. You can go to more, and you can change the lighting, you can change the time. It tends to weather. So basically everything that
you could do in real-time, you can do with that just
before you export it. So let's change the lighting. Exchange exposure. Maybe let's go
something a bit warmer. Let's change the exposure
is change the ambient. And as I'm doing this, all these changes only
affect my, my views. If I go back to
my view to image, all these changes only affect your screenshot down and
you preview up here, this is a button called
Quick Media mode. So if I quit the Media mode, it will go back to my
original settings. Why so everything I did just now only affected my
screenshot here. If I go back container
image, there you go. It goes back to
what I had before. So if I go back to more, I can change all kinds
of stuff related to this image and it won't
affect my global setting. Some just go back there. So let me change something else. Let's go for location. Maybe let's go for
time. Will the day go for acne evening shots? Write and quit media mode. Seconds is go back to
that quick median mode. Now I'm back to my
global setting. I go back to image. My image is still here and
that's the night shots. Let's change something else. Let's go for maybe
camera settings. Let's change the actually
let me go back to go back to the shot daylight
time of the day. Let's go for something a bit
so you can see a bit better. Okay, go back. I'm going to go to moles. So the camera settings, you've got an O
focal length, right? You've got depth
of field, it's on, you've got parallelism, which basically straighten my line. So all these things
are done per camera. So that's like a very,
very big benefits. You don't have to be
going back and forth. Visual effects. We've looked at that before. You can change the format, the output size, full HD. You can change it to 16 k for k, k. Or we can set a custom size for you
want to keep it to two k. What else do we have here? Format where there's all these
have touched upon earlier. So I'm just going to adjust
a couple of settings here just to make my view
look a little bit better. So this is all about
thinking about composition. Alright, so I want to
move a bit closer. That's kinda nice
and just capture these two curves up here. I'm going to maybe make my
scene a little bit cooler, a little bit too warm. So I'm looking for
my white balance, which is lighting white balance. I'm going to make it
look cooler like that. That's quite nice. So that's kinda cool. What else can I look at? Gi? Lighting and exposure? Take my supportive back to five. I'm going to go back
to my camera lens and maybe adjust to vignette just a little bit
darker in the corners. Lens flare, I don't think I'm in the right position to see anything happening on
there, which is fine. I think that looks pretty good. I like this shot. So everything I've
just done on my, on this image has been saved
locally onto this shot. So when I go back through
my equipment media mode, it will take me back
to what I had before. So I can just keep going. And maybe take another
shot, maybe down here. Let's have a bit more
foliage in there. And then do the same thing
I'm gonna do is create image. There you go. And yet so let me
just go back to median mode to another one. Maybe from the inside. From down here. Nice one. Maybe you just have this
one as a night shot. That will be quite cool.
So I'm gonna go back to location, time of the day. Let's go to an evening. Something like that. For these
shots. That's quite cool. So quit median mode, right? So now I've got my three shots. I've got this one, this one, and this one. Perfect. So overall, that looks,
that looks great. So now these, these three views are all available and can still
adjust them as necessary. I changed my view here. Let's make it a bit more. Let's move it down a bit, trying to get some depth
of field in S. And maybe that's why I considered work kind of blurred
a little bit at the front and maybe move
down a little bit more. Up. Ms. Move back. Then I'm going to
refresh my view. There you go. That's cool. We can do
whatever you want down here. So we can talk about
how we can export these shots a bit later on. But these are, this is how you save your shot for your scene.
16. 15 Tools overview Camera settings: So let's carry on with our camera settings and let's
go back to the Media tab. I'm going to select this
shot that I did earlier, and I'm gonna go to more. And we've looked at
a few options here, but we haven't really gone
deep into the camera settings. So I'm gonna go to camera. We've looked at focal length, basically zooming in
and out, obviously in. Right? That's like a normal camera. And take it back to 21 depth of field we touched on
a little bit earlier. I want to turn it
on and off so you can see the difference up here. So the reason why I chose this view is because it's
perfect for depth of field. So we have objects that are
really close to the camera. So if we turn on and
off, that's off. So the rock is in focus and
I want to turn, turn it on. You can see kinda blurry
is a bit more realistic as things closer to
you are blurred, meaning you focusing
on a distance. So that's quite cool. Parallelism, we've
touched on that earlier, want to keep it on to all my vertical lines
are straight vignetting. We have also touched upon earlier lens flare
to earn a clipping. I'm not trying to
keep anything on my sin and visual effects. I mean, this is not I
wouldn't use it too much, but if you want to give your
vendors stylized looks, you can go to
filters and you can add you can add in an hour. I don't know what you would
use most of these four, but I would something like something like hatching
maybe just make it, give it a retro sketch
look that's pretty interesting in line or so maybe if you wanted
to trace it somehow, I don't know why you would
use half tone for them. It's cool sort of visual look. But I usually go for more
photorealistic type of output. So I don't, I don't really use them in sci-fi is interesting. Wireless very metaphors like
Look, just pretty cool. But I'm gonna go back to none. Keep it that way. And that was filters. Clay render. That's also a weird one. I mean, I wouldn't really use it much, but
it's interesting. I want to turn it on just
to see what it looks like. Today is basically turns
your whole scene into a clay soil or effect. We're just using one color
for the whole model. I guess it could be useful
if you want it to do some architectural studies
and you can change the color. As well as this go
for something more. Something white, stand
up, nice and wide. So that's pretty cool. That's nice. I mean, again,
it's not something I would use much, but
it's interesting. So I'm gonna turn it back off and go back to my normal sin. I think that's it for now. I think we've looked at most of the camera settings
and let's keep going.
17. 16 Create a Panorama: And the next thing is on the Media tab is next
two images, panorama. So I'm not gonna talk
too much about panorama, but it's pretty straightforward. You can also select panorama. You can create one. And basically what it
does is it creates a 3D image of your scene from the point
of view of your camera. So that's good. Two more I could do the same
thing as with an image. I can change the location, whether the light chain
change the lights and just to show you quickly
a lower sun intensity, I'm going to go maybe
lower the ambient, change, the white balance. Go back and I can refresh it. And that's it. Nice, only affected my
panoramas if I quit media mode, I go back to my normal setting. So that's my panorama. And also again, I can
change the camera, tend to visual
effects and depth of field and so on and so on. So it's very similar
to the image tab. That's how you create
a panorama, basically, A36 vendor of your scene.
18. 17 Create Videos: Okay, So next to
Panorama we have video. And the video allows you to
obviously create a video. So the way you use video is
I want to create one view, a creates a snapshot of the first frame of
your video, right? And so you can move
your camera to the next shot that you
want your video to reach. So I want to go back here, looking back at my sin. And I'm going to
click on the Plus to create another shot. From the hair. I want
my camera to go, let's say on the side here. And I'm going to
create another shot. So now I've got
three key frames, and my camera is basically
going to move from one key frame to the
next and to the next. So if you see the bar, the pink bar inside
is just color. So if it's callback can see how a camera moves from one
key shot, the next. So it starts from here and
it goes to the next one, and then to the final one. So that's a very, very cool, very easy
quick way of doing this. Usually you have
to spend ages two and losing other softwares, but that's, that's really good. And you can go to Settings. Same thing. You can adjust the lighting
just to location the weather, the camera settings,
and all that jazz. So let's go for
something different. Go and change the lighting. Something like
that. That's fine. And that's it. So stuff on their
second shots. Shots. So that's basically how you do. I create a video shot in between motion is
very straightforward. You can also play up here. You can play your video. You can pause, you can go
back to the first frame, go to the last frame. Can collapse, expand, it, can add video parts. So that's how you test this plus sign is basically
what this one is. I want to go back. So that's it. I'm just delete this one, just added one by
mistake that I see 123. Play. Second keyframe. Smooth transition to
the last key frame. Let's just do
another quick video just for composition sake, I'm going to create a new video. And I want to move this camera towards the tree there in
the middle I want to make, I want to basically see
the, the leaves moving. I want to do is still shots. And I want to see the trees, the leaves moving from
this tree on the floor. So something like
that. It's quite good. I want to hit a tree
and I want to see how the leaves kind of affected the wind effects the leaves from the
tree on a floor. So that's pretty good. I didn't save my view. Cinnamon
just go back to my shot. So something like that. I'm going to do a refresh. And I'm going to basically
affect the wind speed. The trees, the leaves
move a bit better, essay and a direction
maybe see going. Yes, that's fine. I'm not much of a difference. I'm going to add
another keyframe. So let's play that. Then you go. And then another one just to make it a little bit
longer as the still shots. So here's my still shots,
which is quite good. And that's it. That's how you create
videos in motion.
19. 18 Working With Phasing and Scene States: So the next tab next to video
is facing titled phasing. Title basically works with
something called sin state. So I'm basically what that, how that works is you normally have this
TAB growth statistics. Once you click on Statistics, you have the option
to create since date and what states do is to capture it version of what you
have on your screen and save it as a sin y. So since work with
phase and title, so let's start with
since dates first. So we add a sin state. You go to since date, and then you open up this tab. This tab is basically empty. And where you're
going to do is add the various scenes that you
want to save into this tab. So what I want to do now, I want to create a
buildup of my scene. So various states of my model, from nothing to this
final state of memorial. So the way you do that is you
have nothing to start with. I would like to hide
everything in my scene. So I want to go to
this group gallery or forward is what I
imported as an FBX. I'm going to hide it. Why? So
everything is hidden apart from the Vox and the prompting
and stuff like that. So I'm going to hide
those as well when a high debentures I'm going to hide I'm basically going
to hide everything. Go down. When I hide that. And I'm highlighting everything in my scene I want to hide except the crown and
maybe the trees. So all my spotlight
say hidden flexion. All of that is hidden. Want to keep the trees on. I'm going to hide the box. Hi The vegetation. Keep that on. That's my main ground. Keep the trees. Daisy's my kid to and what is this that are
Anita want to delete that? So here's my first this is
how one my breakdown of my scene to start with
that oh, done properly. I want to go back to since
date and I'm going to do plus. That adds in using state to my scene state. This
is the first one. Then I want to add
my vegetation. Maybe I want to add that works. And maybe the digital works as a second scene stains to add another since that's my works. And I want to add
the vegetation. Yes. And maybe say this
vegetation and maybe the bench is at the bench and the other one. That's fine. And also lets unhide my gallery, but I won't show all of this. I'm going to go inside
my gallery model. I'm going to hide
the white wall. I'm going to hide the foot
where I want to hide all of it except the basic stuff. So I want to keep I want
to keep this stays on. I'm going to keep
water on a hide, the spotlights, keep
the walkway on a hide. That so what was my seconds? So I'm going to add the walkway, the benches, and the vegetation. I don't want the art, so I'm gonna hide the art. And I say, let's create my 13. And now, when I scroll through my scene stages seem at
first one is nothing. Then you have the box, then
you have the rest of it. So I'm going to keep
going until I get to my final state and hide
the art metro region. That's quite good.
That's my next state. Then I'm going to unhide
the other artworks. I want to unhide the water
pond, the concrete flow. That's my next date. And the walkway are
the rest of the art. The lighting sticks
in the middle. White walls. The foot. Well, actually let's
let's do that first. Then let's add the white wall
last and final since they, so that to that, to that, to that low light. And then finally, the big wars. So I've got seven since States. So with this now I want
to go to My Media tab. And I'm going to go down
to my facing titles. And I'm going to add a, I'm going to uncheck
all of these. I want to go to my first, since I want to go
create phasing. So this first phase, which is this one here, I'm going to go to my
second phase ticket. And then I want to go to
the end of my first phase. And then I'm going to say
Create, create phase. So that's my next phase. I'm gonna go to the end and say, Can we go back to my state
number two, create phase. And then just carry
on doing that. Step three, create phase. Then all the way to the end. For create phase. Go all the way to the end. Number five and number
six, create space. So now I've got my six phases from one to seven. And that's basically how
you create your facing. I also want this animation to
work with my camera angles. Why? So basically, if you
want it this year, I wanted my cameras in here, my video cameras to
work with my sin state. So as the scene builds up, my cameras can
correlate to those. I can go to my video. Let's just pick this one, for example, which y, which is the one that had the
three different keyframes. And I want to basically say
that as this video plays, I want all my sin
state to unravel. And then all the way to the end. So how would I do that? I'll just go to my video. And for each for each cameras, for each keyframes
are basically, I'm going to add a since this, if I go to mall
and go to cameras, since they at the end in here, you can add a scene state. So for the first one, I would like to add
my first and states. Then go back. Two cameras. Go back to my video on this
keyframe. This section. I would like to have a
difference in state. I want to go to the second
one is time, right? Maybe the third one to kinda a bit more of a buildup
on this one, that's fine. Then go back to video. And then on this one, I would like to have a
the last since date. Just as an example, and we're going to go
through all of these ones. So I want to go to the last one. Yes. And that's fine. So as my video starts, there's nothing on
the second keyframe. You see this more. And then on the last
one, there you go. This is a very basic
way of doing it. If you wanted to do
something more accurate, I will spend a lot more time and basically make sure that all my all my sin state and all my sections and all my lighting and
everything correlates. But this is how you
link your videos to your sins date, to your facing. This is a very useful thing
to do if you wanted to. List one, explain
to your client how your scene has been
built up, right? You can also add various
lighting settings and with these since
date if you wanted to. But this is a very basic, very crude explanation of it. And obviously you can have a little fun working with these. And yes, let's go
to the next video.
20. 19 Create a Presentation: So next we have the
presentation option, which basically
allows you to create a very basic presentation of
your sin, of your project. Once you go to presentation, you can create a presentation. And then once you've got
this blank tab that you can add various types of media
onto your presentation. I basically have it
as one final thing, the composition of
one final projects. So you can add media
by clicking up here. And it basically gives
you all the options you've saved earlier. You ImageJ is Japan
Obama's annual videos. I'm going to start
with this one. I'm basically going to add
this image as my first slide, then my second slide. Then this image three
asthma, third slide. Then I'm not going to add any panoramas to
the presentation, but I'm going to add my video. So I'm going to add
video one next, video two as my final shot. So with that, here's my video. You can scroll all the way back. And when you play back, a will go through each of you media as a video with a
nice transition in-between. It's just going
through my media. So we have the same stage
and placing on this one. And then our last shot is the tree with
the leaves blowing. This is how you create
a presentation.
21. 20 Create a Panorama Set: And then the last tab in the media tab is
the panorama set, which we won't really cover
here because we don't have a set of panoramas. We wanted to go one, but let's, let's create another one just for explanation sake. So
we're going to do one. And I'm gonna go back. And I'm going to
go move my camera. And I'm going to create
another one here. So the panoramas set basically allows you to
combine all these panoramas. See if I go to
Create Panorama set. I can similar to the
presentation oxygen. I can add medius. So it would only present
my panoramas as options. I can add my 3D panoramas
to my panorama set. And that creates a nice set
for me on my panoramas. 123. And that's basically, you can just explore
is set of panoramas. This way.
22. 21 Export your project: Okay, So we've finished
with the immediate tab, and now we have the final tab, which is the export tab. And this is going
to be very simple. The Export tab
basically allows you to export all the things you've saved in immediate
tab selectively. So you can either export
all of it or you can just export the ones you
like to export. So at first we have
the image export. So it says it's currently empty, meaning you have nothing, no image to export. So I'm going to go to click
on empty to go in my images, I'm going to select the ones
I would like to export. I would like to export
my three images. I can either select them separately or I can
just go to Select All. Then that's fine. I'm going to go back. It says multimedia, multiple
images selected as panorama. I would like to export
the first panorama. So I want to just select
it and that's it. Videos, I would like to
export the two videos. I want to select both videos. Presentation. We're going to want to just select that as
well, just to show you. And that's it. Once you have everything
you want to export, you can then go to start export. And obviously you
can go with two more for more options
for each of your export. I'm just going to
show you the basic, the basic way of exporting. So this is all standard export. These are two K images, PNGs. You can change it to
jpegs if you want to. Refinement, you can. Does the quality of your image, you can go too high. You can just go back to
export for your videos. You can also change
the format mp4. Refinements. Want to say, hi, crunchy, go back. For my images. Let's go to as far as a PNG. That's fine. So there's all sorts of different options
you can click on on the mall for each
sections of your export. And basically all you
have to do is click on Export and choose a
path for your export. I want to say desktop. I'm going to add a new folder. I'm going to call it twin
motion TM, Select Folder. And I'm going to export
my presentation. It might take awhile
depending on what you have, I'm export it in your Media tab. But that is basically
all you have to do to export your files. So once I've exported
all my files, they will show up in my folder
that I've saved them into. So here's my TM folder
I created earlier. So it's got my
presentation in there. It's got my images, 123, It's got my panorama, and my two videos. So these are all
my exported files. Video. And this is exported with higher quality
than we had in twin motion. So that's pretty good. We have our images, we have a panorama. Second video. Very nice. Excuse the leaves
moving now on a floor. That's really cool. And we also have the presenter. And the presenter is basically an executable file that you
can open in any computer, which doesn't need to have
twin motion installed on it. And it'll basically
allow the presenter or whoever is using the file to navigate your presentation as if they weren't with motion, which is very powerful. So let's go for the twin motion presents Alice double-click
on it to open it. And it's going to open up
a separate application. All your selected presented
asset that we used earlier. So it's just loading
up. Here it is. Here's my twin
motion application. So you see I've got my image
123 and also got my videos. Now what twin motion
also did was, if you remember that we saved all our scene state on the
side and twist motion. It incorporated
all the same state within each of my images. So in here you can see that if I click on image
one, there's nothing there. But then if I scroll
to all my sin state, it goes back to my normal scene. So each image has the same state embedded in
it, which is pretty cool. And here's my third image.
I could do the same thing. And my video, which is
what I had earlier, I can play it without any
since they are my last, since they can also play
with anything else. So that's really
interesting, is really cool. And l can also
change the time of the day in here for every
single one of my shots. Here, I can go to town
with the day and I could just change it on the fly without having twin motion installed
on your computer. So that's really powerful, powerful feature of motion to allow anyone
to be doing this, to be able to do
this on your scene. So that's the end. Also.
If I go to my image, I can also navigate
to the motion as if I was into motion
with my WASD keys. I can move around my scene
and that is fantastic. That's amazing that
anyone can be doing this once you've exported your model as a
separate application, using the presenter
option in the export tab. For any of these options, I can navigate around my scene. That's pretty powerful. So let's say that's
the presenter. That's how you
export your scene. And that is my project. Complete.
23. 22 The Path To Becoming a virtual Architectural Designer: So we come to the
end of our course here that we've built
up in twin motion. But I get a lot of question I'm starting to
get a lot of questions from people asking me how they can do this in a more
professional way. Basically how to become a virtual kind of like an
architectural designer. Where you can use these
cues to pretty much export, which must then
export and present to your clients
and to your peers. People online. With the rise of the
blockchain and Web three and N of t is this
is becoming uneven mole, sought-after skill
because you can now export your scenes and your stuff as 3D models that other
people can now buy and own. Eyes back. Collectives. So how do you then, how do you learn the whole
sort of skill as a package? What are the steps to
learn these things? So this is not a
straightforward thing. Obviously, it takes time
to learn these things. And I put together a little PDF for you
to have a look at, which shows you the various
types of software and what it would do for you to
reach this level of detail, to reach this stage of being able to share your project
with other people online. So here's the architectural, virtual architectural design, a learning path, basically listing or the major
software you can use. So I personally use Cinema 4D. But before that, I used
to use today's max. So I'd recommend either now these either 3ds
Max or Cinema 4D. I currently use Cinema 4D. Doubled into Blender. Blender isn't very much used
in professional settings. So if you want to
work for a company either in London or New
York or any other big city. They tend to use softwares
like Cinema 4D and 3ds Max. I personally prefer cinema 4D because for these type of work, I allowed you to do some
pretty powerful things that 3ds Max wouldn't
necessarily allow you to do. But if you want to stick to architectural
visualization and just export your project
to be viewed. I'm onscreen and stuff. I think 3ds Max is also
a very good option, but Cinema 4D is to me a little bit more powerful
for this type of work. Then you have software for
editing and compositing. So these are things
like Photoshop, illustrator, After
Effects and Premier Pro. So these are software you use
to enhance your workflow or to mesh with any of these to create better
output if you want, if you will, then
the next set of software has to do with
experiencing your 3D model. So how do you
create experiences? So this is what
we've just learned. Using twin motion, you
can create experiences for your clients
or your customers. You can also use Unreal Engine, which is a lot more
path or does it, there's a lot more tools. And the learning curve is a lot steeper
with Unreal Engine. Then you have things like Unity, which is very similar
to Unreal Engine. And these allow you to create games and interactions
and all that kinda stuff. So a lot more powerful. Then you have things
like panel to VR, which I've used a lot
during the past year because these allow
you to export panoramas as you've
seen in twin motion, you can explore panoramas and you can stitch
those panoramas together to create sort of
like a interactive 362, which is not as, which is not in real time. Basically allow you to create, to stitch together a series of images to create the
impression of a, a inexperience, a
virtual live experience. This is like the, not
the cheaper version, but the next best version. To create experiences
in line after 2D motion or unreal or unity. And final, finally,
we have share. And basically what I mean
by share is now you can now share your models online to
be bought by other people, and to be collected by
other people on Web three. Platforms like some
namespace, mono, gallery, sandbox, crypto,
voxel, and spatial. And basically these allow you to export your spaces for
other people to be able to share with more than one person in
this space. In here. If you experience a space
which is just one person, one camera, looking
around the space. But in using these
platforms online, These allow you to create experiences that can
accommodate a hundreds, sometimes thousands
of people at once, and that are also interactive. So this is the next phase of virtual experiences which I encourage you to go and learn. And these have to do with
NFT and blockchain and etc. So that's the whole list of par. And these are the
various softwares you may or may not
need to learn, but they are pretty much essential to your
learning to become a, an architectural designer
who keeps their work online. So with that, you can
download this PDF if you want to create a link
in the course for that. And yes, Thanks for watching.
24. 23 Stay Connected: So last but not least, I would like to tell you about how you can stay
connected with me online. I have created a YouTube channel called The Art of 3D experience. And this is where I share information related to
what I do in terms of an architectural 3D design
and new and various ways to create projects with tips and tricks that you
might find interesting. So we can head over to YouTube. And the title is The
Art of 3D experience. And for all your Questions
and related issues, you can message
me on YouTube to. Apart from that, you
can connect with me personally on Twitter. I have a Twitter account. I can also connect
with me on my website, Frank, to where my.com, That's why I share all my stuff related to know all things, all things creative that
I like to double into. You can find that on
my website and yes, thanks for watching and
I'll see you later.