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These are the user uploaded subtitles that are being translated: 1 00:00:03,360 --> 00:00:10,560 Hey hey, Gleb here! let's talk about simplification  a super important part of this stylization process.   2 00:00:10,560 --> 00:00:17,840 simplification often means throwing out the  unimportant traits and properties of an object or   3 00:00:17,840 --> 00:00:25,360 scene and leaving only the essential bits that are  most expressive in regards to your artistic vision   4 00:00:25,360 --> 00:00:33,360 of this thing or scene or object. our plan for this  video would be to take this already simplified car   5 00:00:33,360 --> 00:00:40,480 model by Manu Järvinen (feel free to download it from  project files) and we will keep reducing it to its   6 00:00:40,480 --> 00:00:47,200 basic states even more. we will take it through  a few stages of simplification by throwing away   7 00:00:47,200 --> 00:00:54,240 the unimportant elements like perspective or  lighting, who cares about them anyway and we will   8 00:00:54,240 --> 00:00:59,440 talk about the theoretical side of simplification  as well because that's one of the main two   9 00:00:59,440 --> 00:01:04,640 operations of stylization alongside exaggeration  obviously. so let's start the ball rolling.   10 00:01:05,680 --> 00:01:12,800 we humans are really great at recognizing  objects based on just a few key properties,   11 00:01:13,360 --> 00:01:21,760 just a couple of polygons in this model of a car,  just a few objects representing various details,   12 00:01:21,760 --> 00:01:29,280 just a few materials for that matter, three  materials to be exact and solid blocks   13 00:01:29,280 --> 00:01:36,160 of color, no textures whatsoever, no fine details  and just a few hints of what makes this object   14 00:01:36,160 --> 00:01:44,320 a car and yet we can read it perfectly fine and  being more simple or even primitive, this car   15 00:01:44,320 --> 00:01:51,120 didn't become less expressive, on the contrary, one  can say, this became much more representative of   16 00:01:51,120 --> 00:01:57,680 an idea of a car (and a very cute one! :) and just  like with the other operations with style, we can   17 00:01:57,680 --> 00:02:07,680 push it very far to this stylized side or to the  abstract side and still keep it readable. how far   18 00:02:07,680 --> 00:02:14,080 you want to take it, it's totally up to you, it's a  constituent part of your artistic vision, of your   19 00:02:14,080 --> 00:02:19,760 style, we can make it really really generalized  but if you push it a little bit too hard   20 00:02:19,760 --> 00:02:26,880 you will end up in an abstract thought land from  the Inside Out Pixar movie, do you remember that? :)   21 00:02:26,880 --> 00:02:33,360 four stages, the first one is... what was it...  non-objective fragmentation, then reconstruction   22 00:02:33,360 --> 00:02:39,200 and then hey, Bing Bong, we're two-dimensional!  we're non-figurative!! that was hilarious :D  23 00:02:39,200 --> 00:02:45,680 you'd better be careful... brave, but careful. so it's  a fine line but anyway even in in the case of such   24 00:02:46,240 --> 00:02:52,640 crazy artistic representation of the object we can  still say that... well, it's my abstract vision and   25 00:02:52,640 --> 00:02:58,240 we'll be perfectly fine with it. we can even  throw away the shading information, that's   26 00:02:58,240 --> 00:03:04,160 some next level of simplification and we will  be left with only these solid blocks of color   27 00:03:04,800 --> 00:03:13,040 and yet it will *still* be a car. yeah or we can  drive the car *away from the frame* and it will   28 00:03:13,040 --> 00:03:19,200 *still* be a car. it will it will be an absence  of a car... okay i'm kidding :) but you got the point.   29 00:03:19,760 --> 00:03:25,280 let's have a look now at the simplification  styles starting at the Manu-style simplification,   30 00:03:25,280 --> 00:03:32,560 the one that you can see on the left, going to the  isometric low poly style and to the pixel art.   31 00:03:32,560 --> 00:03:39,360 these are very distinct flavors of this the same  operation which is simplifying stuff so it's kind   32 00:03:39,360 --> 00:03:45,120 of interesting. all right the first thing that i  would do is i switch the render engine to Eevee.   33 00:03:45,760 --> 00:03:53,280 that will by itself reduce the shading complexity  of the scene, we will make it less photorealistic   34 00:03:53,280 --> 00:04:00,160 and that is by definition more stylized.  second of all i will add the decimate modifier.   35 00:04:00,160 --> 00:04:06,320 this modifier in some software is called  Simplify so yeah. we can adjust the ratio   36 00:04:07,120 --> 00:04:13,360 and it will reduce the overall number of polygons  and it will crunch the model, make it a little bit   37 00:04:13,360 --> 00:04:19,440 more abstract, a little bit more non-figurative  you may say. all right and what else can we do? for   38 00:04:19,440 --> 00:04:26,000 example we can change the lens from perspective to  orthographic to collapse the overall complexity of   39 00:04:26,000 --> 00:04:32,880 three-dimensional perspective to a two-dimensional  representation of a three-dimensional perspective.   40 00:04:32,880 --> 00:04:38,720 remember we're Bing Bong in the Abstract  Thought land, kind of. we're losing the degrees   41 00:04:38,720 --> 00:04:45,520 of freedom, so to speak, we're collapsing into more  abstract shapes. all right so it already looks like   42 00:04:45,520 --> 00:04:52,720 it's a low poly asset from a 2d game or at least  we're on the way to this stage of simplification,   43 00:04:52,720 --> 00:04:59,200 but we can do more. we can do way way  more. let's jump over to the shader editor   44 00:05:00,000 --> 00:05:07,040 make... make some room for additional  nodes, go Shift A search and search for   45 00:05:07,040 --> 00:05:13,520 Shader-to-Rgb node. we will talk about this node  extensively later on in the course, because it's   46 00:05:13,520 --> 00:05:21,440 super helpful to create a cartoonish looking  shaders, which are *shadeless*... forgive me a pun.  47 00:05:22,560 --> 00:05:30,080 but for now let's add the color ramp and place  it just after the Shader-to-Rgb node, then i will   48 00:05:30,080 --> 00:05:37,840 copy paste the base color from this shader to the  stops of the color ramp by going Ctrl C and Ctrl V   49 00:05:39,760 --> 00:05:45,520 and then i will control the colors  directly by adjusting the color stops. 50 00:05:47,680 --> 00:05:55,280 i will do the same for the background mesh which  is a plane, but this time i will give it a sandy   51 00:05:55,280 --> 00:06:02,560 color instead of a teal, so practically we have  just got rid of the lighting information, how the   52 00:06:02,560 --> 00:06:09,760 light interacts with the underlying materials of  the object and now we're playing with solid colors.   53 00:06:09,760 --> 00:06:16,560 that's yet another step towards generalization, but  what else can we do? can we take it even further   54 00:06:16,560 --> 00:06:22,880 than that? we need to go deeper, we need to go pixel  art! that that will be a final destination of our   55 00:06:22,880 --> 00:06:29,040 tutorial i guess, because further than that it's a  realm of Kazimir Malevich and other impressionist   56 00:06:29,040 --> 00:06:35,440 painters. it's pretty cool, but we won't go this  road for now. alright so still we can tell that   57 00:06:35,440 --> 00:06:41,920 even in this low poly isometric image we still  have some things that make it... complex, like for   58 00:06:41,920 --> 00:06:50,480 example gradients. that means some hint of shading.  and then we have... god forbid... a soft light. soft   59 00:06:50,480 --> 00:06:56,960 lights are impeccable for modeling big shapes for  revealing uh the relationship between different   60 00:06:56,960 --> 00:07:04,240 objects, for drawing some extra ambient occlusion  so to speak, so let's get rid of it too. i'm going   61 00:07:04,240 --> 00:07:11,520 to go to the shaders once again and crunch the  stops of the color ramp to which the Shader-to-Rgb   62 00:07:11,520 --> 00:07:18,800 node is hooked. the goal here would be to collapse  the gradients that are still present in the image   63 00:07:18,800 --> 00:07:25,200 and by doing that we we are deconstructing  everything to just pure unadulterated colors   64 00:07:25,200 --> 00:07:31,760 which is almost a two-dimensional art approach. the  two-dimensional art sensibilities play a crucial   65 00:07:31,760 --> 00:07:39,520 role in this process actually. for that matter we  can even remove all shadows from the light sources   66 00:07:39,520 --> 00:07:46,720 and make the light sources way way smaller to  practically remove the gradations in shadows.   67 00:07:46,720 --> 00:07:54,240 and just allow me to rotate the light source a  little bit... i think it looks very nineties :) well   68 00:07:54,240 --> 00:08:01,040 i think instead of removing all the shadows we  can we can turn off the ambient occlusion instead.   69 00:08:01,040 --> 00:08:06,080 so i'm going to go into the render settings  uncheck ambient occlusion and other effects...   70 00:08:06,080 --> 00:08:11,840 all right we're halfway there, the next thing that  i will do is i will crunch down the resolution   71 00:08:12,480 --> 00:08:19,440 to something like 100 pixels wide, that will  give us our pixelated version of the image,   72 00:08:19,440 --> 00:08:24,560 now let's just hit f12 to render it out  and it's a little bit soft, what's going on?   73 00:08:25,200 --> 00:08:33,840 the softness though is caused by the anti-aliasing  filter, let's take it down from 1.5 to just 0.01,   74 00:08:33,840 --> 00:08:42,080 practically to zero, to totally remove the  aliasing and get our sweet pixels. that was easy!   75 00:08:42,080 --> 00:08:49,600 but it works only because we have set up such  shader that... that is already simplified to the   76 00:08:49,600 --> 00:08:56,160 extent that it only shows pure colors and other  such stuff, so we can take the resolution down even   77 00:08:56,160 --> 00:09:02,640 more. metaphorically taking down the resolution  means going back in time towards 70s and 60s,   78 00:09:02,640 --> 00:09:08,080 something like that... it's such a fun process,  simplification. and to make it slightly more   79 00:09:08,080 --> 00:09:14,960 beautiful i guess i will select those top  polygons and assign a different material to them,   80 00:09:15,680 --> 00:09:22,800 a copy of the initial blue material but with a  slightly adjusted hue to give it a little bit   81 00:09:22,800 --> 00:09:30,240 separation. so congratulations, we have successfully  ruined the model that Manu gave to us   82 00:09:30,880 --> 00:09:37,680 for experiments :) thank you so much Manu! we  have turned it into a fully fledged pixel art,   83 00:09:37,680 --> 00:09:45,680 we went down the ramp of simplification until we  arrived at our ultimate destination: the pixel art.   84 00:09:46,720 --> 00:09:52,400 obviously, simplification usually comes in bundle  with exaggeration and Manu will talk about that in   85 00:09:52,400 --> 00:09:57,320 the next video, but for now i will pass it over  to Manu for a quick exercise on simplification. 11992

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