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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:01,870 - [Zach] In this video, let's have a quick look 2 00:00:01,870 --> 00:00:04,580 at the general asset creation workflow 3 00:00:04,580 --> 00:00:06,673 and what to take care of. 4 00:00:06,673 --> 00:00:09,380 First of all, when we have our asset library connected here, 5 00:00:09,380 --> 00:00:12,900 we find the cube bottom and cube center. 6 00:00:12,900 --> 00:00:15,560 If I drag these two into the scene here, 7 00:00:15,560 --> 00:00:17,720 they both look kind of identical. 8 00:00:17,720 --> 00:00:19,200 There's only one difference. 9 00:00:19,200 --> 00:00:22,260 On the cube center, we have the origin at the center 10 00:00:22,260 --> 00:00:25,000 and here we have the origin at the bottom. 11 00:00:25,000 --> 00:00:26,700 And these are basically the two setups 12 00:00:26,700 --> 00:00:28,700 which we will use most often 13 00:00:28,700 --> 00:00:31,090 because depending on where the origin is, 14 00:00:31,090 --> 00:00:34,790 we can scale and rotate the object differently. 15 00:00:34,790 --> 00:00:36,380 For example, if I scale it here 16 00:00:36,380 --> 00:00:39,180 you can see it will go down to the origin. 17 00:00:39,180 --> 00:00:40,840 Same with the rotation. 18 00:00:40,840 --> 00:00:42,140 And most of the objects, 19 00:00:42,140 --> 00:00:44,670 which will stand on the ground later on, 20 00:00:44,670 --> 00:00:47,160 will use the origin at the bottom. 21 00:00:47,160 --> 00:00:50,890 Because if I now press alt G, to recenter the position, 22 00:00:50,890 --> 00:00:52,600 it will stand on the ground. 23 00:00:52,600 --> 00:00:55,170 The red line here automatically. 24 00:00:55,170 --> 00:00:57,050 If I select the cube center, 25 00:00:57,050 --> 00:01:00,400 press alt G, it will be somewhere here in the middle. 26 00:01:00,400 --> 00:01:02,840 Which is not really what we want in most cases. 27 00:01:02,840 --> 00:01:04,790 And this also is important later one 28 00:01:04,790 --> 00:01:06,230 for animating the objects, 29 00:01:06,230 --> 00:01:09,030 because we will create this pop-up animation, 30 00:01:09,030 --> 00:01:12,780 where the objects basically pop up from non-existing 31 00:01:12,780 --> 00:01:15,600 to be scaled up to its original size. 32 00:01:15,600 --> 00:01:17,370 And if we have the origin here at the bottom, 33 00:01:17,370 --> 00:01:20,950 it looks like if these objects are growing out of the ground 34 00:01:20,950 --> 00:01:22,770 and if the origin is at the center, 35 00:01:22,770 --> 00:01:25,180 it looks as if they are just popping up 36 00:01:25,180 --> 00:01:28,723 from somewhere in the air, for example. 37 00:01:28,723 --> 00:01:31,150 So let's imagine we want to create a simple tree. 38 00:01:31,150 --> 00:01:32,540 Let's remove this one here. 39 00:01:32,540 --> 00:01:34,690 First thing we do when adding something, 40 00:01:34,690 --> 00:01:37,210 let's press F2 and call it tree. 41 00:01:37,210 --> 00:01:39,230 So we, re-name our objects. 42 00:01:39,230 --> 00:01:41,350 And most of the time we also put the objects 43 00:01:41,350 --> 00:01:44,210 into collections, so let's create a new collection 44 00:01:44,210 --> 00:01:46,740 and call it props for example. 45 00:01:46,740 --> 00:01:48,200 Then put the tree inside. 46 00:01:48,200 --> 00:01:51,100 Then the next step is usually changing the color. 47 00:01:51,100 --> 00:01:53,610 Here we have our cubic world shader, 48 00:01:53,610 --> 00:01:55,390 which we have discussed before. 49 00:01:55,390 --> 00:01:58,030 And here let's simply give it a brownish color. 50 00:01:58,030 --> 00:01:58,927 Something like this. 51 00:01:58,927 --> 00:02:02,320 And then it's about scaling and changing the cube. 52 00:02:02,320 --> 00:02:06,300 Because in general, we will only work with cube-like shapes, 53 00:02:06,300 --> 00:02:07,980 which we like stretch around, 54 00:02:07,980 --> 00:02:10,430 move around and change the proportions. 55 00:02:10,430 --> 00:02:13,270 But we will basically never add a cut in between 56 00:02:13,270 --> 00:02:14,400 or anything like that. 57 00:02:14,400 --> 00:02:16,530 So for example, let's scale it down a bit, 58 00:02:16,530 --> 00:02:18,420 then scale it up, to have the trunk. 59 00:02:18,420 --> 00:02:20,270 Then let's duplicate this. 60 00:02:20,270 --> 00:02:21,103 Press S, 61 00:02:21,103 --> 00:02:23,550 scale it down, make it maybe smaller 62 00:02:23,550 --> 00:02:25,200 and put it somewhere here on the side. 63 00:02:25,200 --> 00:02:29,030 And if we change this to the local transform orientation, 64 00:02:29,030 --> 00:02:32,530 I can simply press S for scaling, Z along the Z axis 65 00:02:32,530 --> 00:02:34,830 and then it will use the local axis. 66 00:02:34,830 --> 00:02:36,520 So let's keep it very simple here. 67 00:02:36,520 --> 00:02:39,130 Let's for example place another branch over here, 68 00:02:39,130 --> 00:02:42,190 from the top fuel let's press R to rotate this a bit around, 69 00:02:42,190 --> 00:02:44,130 so it looks not too straight. 70 00:02:44,130 --> 00:02:46,670 And then let's maybe shift + D duplicate this. 71 00:02:46,670 --> 00:02:47,503 Press S. 72 00:02:47,503 --> 00:02:49,370 Scale it down along the Z axis 73 00:02:49,370 --> 00:02:51,580 and then press S and shift Z, 74 00:02:51,580 --> 00:02:54,923 to scale it along X and Y and exclude the Z axis. 75 00:02:56,150 --> 00:02:57,027 Something like this. 76 00:02:57,027 --> 00:03:00,670 And then let's add the cube center here, alt G. 77 00:03:00,670 --> 00:03:02,143 Move it to the top here. 78 00:03:03,350 --> 00:03:05,840 Change the color into something greenish. 79 00:03:05,840 --> 00:03:09,035 Maybe let's lower the strength of the bottom gradient, 80 00:03:09,035 --> 00:03:13,550 press F2 and call it tree Leafs, something like this. 81 00:03:13,550 --> 00:03:16,370 Then shift + D, place it somewhere here 82 00:03:16,370 --> 00:03:19,860 and shift + D, place it somewhere on the other, 83 00:03:19,860 --> 00:03:21,140 brunch here. 84 00:03:21,140 --> 00:03:24,300 Maybe let's move this up a bit or change the rotation. 85 00:03:24,300 --> 00:03:25,980 Maybe let's scale this down a bit 86 00:03:25,980 --> 00:03:30,453 and maybe let's move these two, down a little bit. 87 00:03:32,258 --> 00:03:34,320 So, now we have this basic tree. 88 00:03:34,320 --> 00:03:36,200 However we are not done yet. 89 00:03:36,200 --> 00:03:38,200 Because if I had just want to pick this tree 90 00:03:38,200 --> 00:03:40,470 and move it around, I have to select everything, 91 00:03:40,470 --> 00:03:43,610 move it around and especially if I now would duplicate this, 92 00:03:43,610 --> 00:03:45,480 we would have a lot of objects. 93 00:03:45,480 --> 00:03:48,540 So what I usually do, is joining these objects. 94 00:03:48,540 --> 00:03:50,780 So I select all of the objects. 95 00:03:50,780 --> 00:03:53,870 And as last one, usually one object in the center 96 00:03:53,870 --> 00:03:55,750 or which is here on the ground. 97 00:03:55,750 --> 00:03:57,240 And then I press control J 98 00:03:57,240 --> 00:04:00,150 to join these all together to one object. 99 00:04:00,150 --> 00:04:01,950 And let's undo this one more time. 100 00:04:01,950 --> 00:04:05,340 There's one thing which happens when we are joining objects. 101 00:04:05,340 --> 00:04:08,860 And this is that we are losing the bottom gradient, 102 00:04:08,860 --> 00:04:10,730 on each individual cube. 103 00:04:10,730 --> 00:04:13,570 Because the bottom gradient will be generated 104 00:04:13,570 --> 00:04:15,380 on the entire object. 105 00:04:15,380 --> 00:04:16,800 So here now you can see, 106 00:04:16,800 --> 00:04:18,430 we have this button gradient, 107 00:04:18,430 --> 00:04:20,920 maybe let's increase the intensity. 108 00:04:20,920 --> 00:04:24,070 And now if I join all these together, it will disappear 109 00:04:24,070 --> 00:04:26,570 and now, from down here it will be stretched 110 00:04:26,570 --> 00:04:28,550 across the entire object. 111 00:04:28,550 --> 00:04:31,252 This is something to keep in mind. 112 00:04:31,252 --> 00:04:33,040 And the other thing, that you have to keep in mind 113 00:04:33,040 --> 00:04:34,500 which is very important, 114 00:04:34,500 --> 00:04:38,420 is that we are altering the scale because most of the time, 115 00:04:38,420 --> 00:04:41,220 we are changing something here, in the object more. 116 00:04:41,220 --> 00:04:43,990 That means we are like scaling something, 117 00:04:43,990 --> 00:04:46,360 along a certain axis and so on and so forth. 118 00:04:46,360 --> 00:04:49,060 And then you can see the scale value is changing. 119 00:04:49,060 --> 00:04:50,110 Imagine it like this. 120 00:04:50,110 --> 00:04:52,180 When you add a new object to your scene, 121 00:04:52,180 --> 00:04:55,100 this blender remembers as their default scale, 122 00:04:55,100 --> 00:04:57,010 which is one, one, one. 123 00:04:57,010 --> 00:04:59,200 However, if I know it changed anything here, 124 00:04:59,200 --> 00:05:02,370 like stretching this along the Z-axis we are altering 125 00:05:02,370 --> 00:05:03,790 the scale value here. 126 00:05:03,790 --> 00:05:06,670 And although this seems to be not really a problem, 127 00:05:06,670 --> 00:05:09,400 this can cause a lot of problems later on. 128 00:05:09,400 --> 00:05:11,760 One example, which is not really important 129 00:05:11,760 --> 00:05:13,180 for this cubic world scene 130 00:05:13,180 --> 00:05:16,250 because we will never really use a modifier. 131 00:05:16,250 --> 00:05:19,170 However, if I would add this bevel modifier here, 132 00:05:19,170 --> 00:05:21,860 you can see, that although the amount 133 00:05:21,860 --> 00:05:24,180 and the thickness of this bevel, 134 00:05:24,180 --> 00:05:27,210 is set to maybe 0.1 meter, 135 00:05:27,210 --> 00:05:29,110 here on the side, it is correct. 136 00:05:29,110 --> 00:05:30,700 However, along the Z-axis, 137 00:05:30,700 --> 00:05:33,440 it is scaled by the factor of four. 138 00:05:33,440 --> 00:05:35,820 And whenever we change the scale of an object, 139 00:05:35,820 --> 00:05:38,320 in object mode, we have to apply this. 140 00:05:38,320 --> 00:05:40,040 That means we tell blender okay. 141 00:05:40,040 --> 00:05:42,150 This stretched version of the object, 142 00:05:42,150 --> 00:05:45,100 is now the new default scale of the object. 143 00:05:45,100 --> 00:05:46,050 And it's very easy. 144 00:05:46,050 --> 00:05:46,950 Select the object, 145 00:05:46,950 --> 00:05:50,380 press control A and click on apply scale. 146 00:05:50,380 --> 00:05:53,400 Then you can see, it will be reset to one, one, one 147 00:05:53,400 --> 00:05:55,420 and the bevel in this case, 148 00:05:55,420 --> 00:05:57,410 will also be displayed correctly. 149 00:05:57,410 --> 00:06:00,670 And this does not only have an effect on modifiers, 150 00:06:00,670 --> 00:06:03,720 but also on tools in edit mode or later on 151 00:06:03,720 --> 00:06:06,350 when we are using our specific animation workflow. 152 00:06:06,350 --> 00:06:07,570 This can cause troubles. 153 00:06:07,570 --> 00:06:10,480 So really get used to, hitting control + A 154 00:06:10,480 --> 00:06:11,830 and applying the scale. 155 00:06:11,830 --> 00:06:14,530 So this, now we also need to do for the tree. 156 00:06:14,530 --> 00:06:17,070 You can see the scale is not one, one, one. 157 00:06:17,070 --> 00:06:20,570 So let's hit control A and apply the scale. 158 00:06:20,570 --> 00:06:22,240 And now was the origin down here. 159 00:06:22,240 --> 00:06:24,270 The tree will always stay on the ground. 160 00:06:24,270 --> 00:06:25,780 For example, if I hit shift + D, 161 00:06:25,780 --> 00:06:28,250 right-click, press G to move it around 162 00:06:28,250 --> 00:06:30,810 and then shift Z to exclude the Z-axis. 163 00:06:30,810 --> 00:06:32,830 I can move it here on the ground. 164 00:06:32,830 --> 00:06:36,410 And now, since we merged all these objects into one object, 165 00:06:36,410 --> 00:06:38,940 we can still access these in edit mode. 166 00:06:38,940 --> 00:06:40,190 That means in edit mode, 167 00:06:40,190 --> 00:06:42,890 if I press L over one of these elements, 168 00:06:42,890 --> 00:06:45,670 they are still separate mesh elements 169 00:06:45,670 --> 00:06:47,320 but they are all merged in one object. 170 00:06:47,320 --> 00:06:49,560 That means basically one container. 171 00:06:49,560 --> 00:06:52,100 That means as long as we are keeping the shapes here, 172 00:06:52,100 --> 00:06:53,960 we can also press shift A 173 00:06:53,960 --> 00:06:57,160 and add another cube directly inside edit mode 174 00:06:57,160 --> 00:06:59,320 to add a new cubic shape here 175 00:06:59,320 --> 00:07:02,010 or we just grab something which we have already. 176 00:07:02,010 --> 00:07:04,144 with L and then shift + D, 177 00:07:04,144 --> 00:07:06,810 duplicate it and place it somewhere here. 178 00:07:06,810 --> 00:07:09,020 One little note here, when you add something new 179 00:07:09,020 --> 00:07:10,640 like a fresh cube. 180 00:07:10,640 --> 00:07:12,370 Maybe place it somewhere down here. 181 00:07:12,370 --> 00:07:15,350 This will miss the specific UV map, 182 00:07:15,350 --> 00:07:17,830 which we need for our cubic world shader. 183 00:07:17,830 --> 00:07:20,710 If you haven't watched the bonus video, where we created 184 00:07:20,710 --> 00:07:22,950 the cubic world shader, what you always need to do 185 00:07:22,950 --> 00:07:25,580 when you add new elements, select everything, 186 00:07:25,580 --> 00:07:29,370 press U and click on reset in the UV mapping menu. 187 00:07:29,370 --> 00:07:30,980 Then the UV map will be reset. 188 00:07:30,980 --> 00:07:35,020 And then we have the nice gradient here on the new elements. 189 00:07:35,020 --> 00:07:37,980 In edit modes, we can of course shape our cubes, 190 00:07:37,980 --> 00:07:40,630 if we like for example, taper this a bit. 191 00:07:40,630 --> 00:07:41,540 Something like this, 192 00:07:41,540 --> 00:07:43,290 but more than that, we won't do. 193 00:07:43,290 --> 00:07:46,290 So we don't add in new loop cuts for example, 194 00:07:46,290 --> 00:07:47,923 because then, if I would 195 00:07:47,923 --> 00:07:51,800 reset that UV map, we would have the gradient. 196 00:07:51,800 --> 00:07:55,620 If I make it stronger, here across the trunk. 197 00:07:55,620 --> 00:07:58,030 Which looks not so nice in my opinion. 198 00:07:58,030 --> 00:08:01,370 So we will really just work with this cubic shapes 199 00:08:01,370 --> 00:08:03,773 and scare them around. 200 00:08:03,773 --> 00:08:05,370 And the last thing we can do here, 201 00:08:05,370 --> 00:08:08,270 let's randomize the colors a bit. 202 00:08:08,270 --> 00:08:10,530 So let's set random two one, 203 00:08:10,530 --> 00:08:12,290 copy of the base color, paste it here. 204 00:08:12,290 --> 00:08:14,850 And maybe altering it a bit. 205 00:08:14,850 --> 00:08:17,130 Same for the Leafs, 206 00:08:17,130 --> 00:08:19,040 random set one 207 00:08:19,040 --> 00:08:21,250 and change the green tone a bit. 208 00:08:21,250 --> 00:08:24,950 And then each time you are duplicating a tree, 209 00:08:24,950 --> 00:08:26,353 it looks a bit different. 210 00:08:27,600 --> 00:08:29,600 Yeah, and what you may be also noticed, 211 00:08:29,600 --> 00:08:31,590 when you're joining different objects 212 00:08:31,590 --> 00:08:33,400 with different materials, 213 00:08:33,400 --> 00:08:36,350 they then will be just listed over here. 214 00:08:36,350 --> 00:08:39,340 So this one object now has two materials, 215 00:08:39,340 --> 00:08:40,880 but we can add even more. 216 00:08:40,880 --> 00:08:43,070 If I go to edit mode, for example 217 00:08:43,070 --> 00:08:46,280 click on the plus and let's create a new material. 218 00:08:46,280 --> 00:08:49,250 Let's tape base color zero, zero, two, 219 00:08:49,250 --> 00:08:50,410 and duplicate this. 220 00:08:50,410 --> 00:08:51,890 So we have a new material. 221 00:08:51,890 --> 00:08:55,810 Maybe let's make it, a different darker brown tone, 222 00:08:55,810 --> 00:08:56,750 something like this. 223 00:08:56,750 --> 00:08:59,400 Then I simply can select one element here. 224 00:08:59,400 --> 00:09:02,860 And with the materials selected up here, hit assign. 225 00:09:02,860 --> 00:09:05,410 Then you can see, and now has this dark Brown color. 226 00:09:05,410 --> 00:09:07,130 And I could even go in here. 227 00:09:07,130 --> 00:09:10,190 And for example, select this, select this new color here 228 00:09:10,190 --> 00:09:13,470 and hit assign to assign this to this element 229 00:09:13,470 --> 00:09:16,380 which was assigned to a different material before. 230 00:09:16,380 --> 00:09:18,080 Yeah and these are the most important things 231 00:09:18,080 --> 00:09:20,340 you need to know, in order to create assets 232 00:09:20,340 --> 00:09:22,370 and to fix some issues. 18076

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