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These are the user uploaded subtitles that are being translated: 1 00:00:00,001 --> 00:00:05,016 If you want to turn off the subtitles click [setting]-[tooltips]-['on' for PC, 'close' for mobile] 2 00:00:06,891 --> 00:00:08,141 Hello everyone 3 00:00:08,165 --> 00:00:10,422 I'm Ye-sung Kim 4 00:00:10,446 --> 00:00:12,836 and I'm currently working as a 3D artist at Tendril 5 00:00:12,860 --> 00:00:16,227 a motion design studio located in Toronto, Canada 6 00:00:16,703 --> 00:00:19,352 I started learning on my own in 2017 7 00:00:19,376 --> 00:00:21,376 I started working 8 00:00:21,401 --> 00:00:23,540 at Tendril as a 3D artist in 2018 9 00:00:23,564 --> 00:00:26,688 and I've participated in various projects until now 10 00:00:27,829 --> 00:00:31,594 For my main projects I worked on various Microsoft projects 11 00:00:31,618 --> 00:00:32,770 ESPN 12 00:00:32,794 --> 00:00:34,426 and re-branding film of Maxon 13 00:00:34,450 --> 00:00:37,149 which created CINEMA 4D 14 00:00:37,868 --> 00:00:40,577 Usually I'm in charge of the initial design, 15 00:00:40,602 --> 00:00:42,094 look development, 16 00:00:42,118 --> 00:00:43,567 shading, lighting 17 00:00:43,591 --> 00:00:45,833 and rendering in a project 18 00:00:46,095 --> 00:00:48,181 From the beginning to the end of a project 19 00:00:48,376 --> 00:00:52,149 I participated as a generalist 20 00:00:52,407 --> 00:00:53,743 This lecture will cover 21 00:00:53,767 --> 00:00:56,633 shading, 22 00:00:56,658 --> 00:00:58,239 lighting and rendering 23 00:00:58,263 --> 00:01:00,091 which can raise the quality of the work to the next level 24 00:01:00,115 --> 00:01:01,794 using Redshift 25 00:01:01,818 --> 00:01:04,075 which is also used as 26 00:01:04,099 --> 00:01:05,442 the main renderer in Tendril 27 00:01:06,115 --> 00:01:08,263 I recommend these lectures to those 28 00:01:08,287 --> 00:01:11,311 who want to learn Redshift from the beginner level to the advanced level 29 00:01:11,335 --> 00:01:15,217 and those who are thinking about how to improve 30 00:01:15,241 --> 00:01:17,800 the quality of work after applying a motion 31 00:01:18,637 --> 00:01:20,582 First in this lecture 32 00:01:20,606 --> 00:01:23,027 I will explain about lecture and introduce myself 33 00:01:23,051 --> 00:01:25,003 I'll also explain about tools that are used 34 00:01:25,027 --> 00:01:26,879 And take a look at the process of my personal work 35 00:01:26,903 --> 00:01:28,536 and Tendril 36 00:01:28,560 --> 00:01:31,598 and also the process within the company 37 00:01:32,356 --> 00:01:33,886 Using Redshift 38 00:01:33,911 --> 00:01:38,067 you'll be able to learn about it from the basics to advanced parts 39 00:01:38,091 --> 00:01:42,200 For the advanced part rather than just simply copying it 40 00:01:42,224 --> 00:01:44,708 you'll be able to look at how I apply it to my work 41 00:01:44,733 --> 00:01:46,115 and by watching all lectures 42 00:01:46,140 --> 00:01:49,739 I hope you will be able to make 43 00:01:49,888 --> 00:01:52,513 a design similar to the ones in the lectures 44 00:01:52,537 --> 00:01:54,278 and find a style of your own 45 00:01:55,973 --> 00:01:57,856 In the first lecture 46 00:01:57,881 --> 00:02:00,200 I will talk about the overall process of the lecture, introduce myself, 47 00:02:00,286 --> 00:02:03,309 tools and websites that I use for 3D work 48 00:02:03,333 --> 00:02:04,934 I will also explain about my personal work 49 00:02:04,958 --> 00:02:08,075 and how work is processed within the company 50 00:02:08,708 --> 00:02:11,794 The lecture is divided into 4 main parts 51 00:02:12,005 --> 00:02:14,388 In the first basic part 52 00:02:14,412 --> 00:02:16,208 I will talk about the theory and basic tools 53 00:02:16,232 --> 00:02:17,822 and since the lecture itself 54 00:02:17,846 --> 00:02:19,794 is focused on 55 00:02:19,819 --> 00:02:21,700 shading and rendering 56 00:02:21,724 --> 00:02:24,279 there are some things you should know in advance 57 00:02:24,304 --> 00:02:27,133 So I'll also go over those parts first 58 00:02:27,365 --> 00:02:29,100 For the other 3 parts 59 00:02:29,124 --> 00:02:31,787 I'll officially go over 60 00:02:31,811 --> 00:02:33,393 Redshift, shading, 61 00:02:33,417 --> 00:02:34,669 lighting and rendering 62 00:02:34,936 --> 00:02:37,496 They contain all helpful tips 63 00:02:37,521 --> 00:02:39,216 including exercises 64 00:02:39,240 --> 00:02:42,028 that are very practical and useful 65 00:02:42,684 --> 00:02:44,833 If you look at the table of contents 66 00:02:44,857 --> 00:02:47,684 there are a total of 30 lectures 67 00:02:48,223 --> 00:02:50,900 The first section from lecture 2 to 5 68 00:02:50,924 --> 00:02:52,192 covers the basic parts 69 00:02:52,802 --> 00:02:55,958 I'll go over how I make a visual library 70 00:02:56,317 --> 00:02:58,118 and how to use it for 71 00:02:58,142 --> 00:02:59,723 shading and lighting 72 00:02:59,880 --> 00:03:01,911 We'll go over the CINEMA 4D used in the lecture, 73 00:03:01,936 --> 00:03:04,533 Redshift's basics 74 00:03:05,903 --> 00:03:09,645 I'm sure a lot of you already know the basics 75 00:03:09,669 --> 00:03:12,419 but I hope you can learn something new 76 00:03:12,443 --> 00:03:15,450 after taking a look at my workflow 77 00:03:16,262 --> 00:03:19,786 And at the end we'll go over important technology 78 00:03:19,810 --> 00:03:22,133 OCIO ACES color spaces 79 00:03:22,158 --> 00:03:24,667 which is set as default 80 00:03:24,692 --> 00:03:28,489 in the latest Redshift version 81 00:03:28,589 --> 00:03:30,323 The last part 82 00:03:30,348 --> 00:03:32,174 might be theoretical 83 00:03:32,198 --> 00:03:35,706 but it's an important part as it covers the practical things that designers need to know about 84 00:03:35,730 --> 00:03:38,854 and also about shortkeys that are commonly used 85 00:03:38,878 --> 00:03:42,233 You will follow the theory class and make a layout 86 00:03:42,258 --> 00:03:44,355 and very simple artwork 87 00:03:44,379 --> 00:03:46,033 We'll also study various theories 88 00:03:46,058 --> 00:03:47,769 looking at 89 00:03:47,793 --> 00:03:49,550 various samples together 90 00:03:50,768 --> 00:03:53,284 From lecture 6 to 10 91 00:03:53,309 --> 00:03:56,550 it will be a lecture that will go with the first exercise 92 00:03:56,575 --> 00:03:59,652 I named the first exercise Sandbox 93 00:04:00,613 --> 00:04:03,675 I wanted the basic set-up of the scene to be simplified 94 00:04:03,699 --> 00:04:05,065 and minimal but wanted to give 95 00:04:05,090 --> 00:04:08,401 more time to get familiar with Redshift 96 00:04:08,426 --> 00:04:10,191 That's why I named it Sandbox 97 00:04:10,706 --> 00:04:12,433 After the lecture 98 00:04:12,457 --> 00:04:15,681 you can use this basic set-up using Sandbox 99 00:04:15,706 --> 00:04:17,198 as a starting point 100 00:04:17,222 --> 00:04:19,308 I think this can be a helpful exercise 101 00:04:19,519 --> 00:04:22,467 even when you make your own artwork 102 00:04:22,894 --> 00:04:25,917 In the lecture we're going to look at the shaders and nodes 103 00:04:25,941 --> 00:04:28,284 that are essential to Redshift 104 00:04:28,684 --> 00:04:30,591 We'll also look at the lighting 105 00:04:30,615 --> 00:04:33,450 and layout process written in the exercise 106 00:04:33,895 --> 00:04:35,758 Rather than focusing on only 107 00:04:35,782 --> 00:04:37,473 shading or lighting 108 00:04:37,497 --> 00:04:40,169 we'll study both of them as a whole 109 00:04:40,747 --> 00:04:43,403 From lecture 11 to 19 110 00:04:43,427 --> 00:04:45,911 we'll look at the second exercise the puzzle scene 111 00:04:46,012 --> 00:04:47,919 and go in-depth 112 00:04:48,296 --> 00:04:51,499 with Redshift shading and texturing 113 00:04:51,712 --> 00:04:53,523 Even when you get used to using Shader 114 00:04:53,547 --> 00:04:56,236 sometimes you might feel unsure about whether 115 00:04:56,260 --> 00:04:59,148 you're doing 3D art or solving a puzzle 116 00:04:59,172 --> 00:05:02,720 We'll solve complicated puzzles one by one 117 00:05:02,745 --> 00:05:05,135 and we'll focus on learning Shader 118 00:05:05,159 --> 00:05:07,429 to create the texture you want 119 00:05:07,848 --> 00:05:10,142 From lecture 20 to 29 120 00:05:10,167 --> 00:05:12,742 we'll look at the third example light and shadow 121 00:05:12,767 --> 00:05:16,533 In this part we'll apply the shading that we learned in the previous example 122 00:05:16,557 --> 00:05:17,905 This will be a lighting and 123 00:05:18,221 --> 00:05:20,003 rendering session 124 00:05:20,027 --> 00:05:22,262 to upgrade our scene to the next level 125 00:05:22,286 --> 00:05:24,016 utilizing the shading we learned previously 126 00:05:24,783 --> 00:05:27,461 We're going to make hair and bubble materials 127 00:05:27,485 --> 00:05:30,976 that we didn't use in other exercise 128 00:05:31,303 --> 00:05:34,867 There's also a part about using 3D scans 129 00:05:35,380 --> 00:05:37,276 We'll go over about 3 different lightings 130 00:05:37,300 --> 00:05:40,117 that are used in 5 exercises 131 00:05:40,141 --> 00:05:42,141 and we'll learn which lighting to use 132 00:05:42,165 --> 00:05:43,746 and how to use it 133 00:05:43,888 --> 00:05:45,770 Especially for this lighting part 134 00:05:45,794 --> 00:05:48,860 you sometimes feel like you're doing it instinctively 135 00:05:49,144 --> 00:05:50,418 so even when I was studying on my own 136 00:05:50,443 --> 00:05:53,086 I couldn't find any tutorials or lectures either 137 00:05:53,110 --> 00:05:55,671 I'll share the methods I learned 138 00:05:55,695 --> 00:05:58,874 and tell you how I gained confidence using lighting 139 00:05:59,200 --> 00:06:00,982 For the last lecture 30 140 00:06:01,007 --> 00:06:03,739 I think it'll be a lecture that will reveal 141 00:06:03,763 --> 00:06:05,611 all the 3D study methods and tips 142 00:06:05,636 --> 00:06:08,597 I earned from my own study 143 00:06:10,988 --> 00:06:13,544 Before we officially start the lecture 144 00:06:13,568 --> 00:06:15,498 I think it'd be nice to tell you how I started 3D 145 00:06:15,523 --> 00:06:17,564 with Cinema 4D 146 00:06:17,589 --> 00:06:20,867 and what made me start studying 147 00:06:21,179 --> 00:06:23,033 I think it'll be helpful for those who 148 00:06:23,057 --> 00:06:25,888 want to get a job overseas 149 00:06:25,912 --> 00:06:27,195 or collaborate with overseas studios 150 00:06:27,834 --> 00:06:30,086 There are a lot of people 151 00:06:30,116 --> 00:06:32,408 who start by teaching themselves in Korea 152 00:06:32,642 --> 00:06:35,625 and there are a lot of people who work on their own 153 00:06:35,649 --> 00:06:37,209 That's how I started 154 00:06:37,233 --> 00:06:39,695 and built my career 155 00:06:40,768 --> 00:06:43,367 Before working as a 3D artist 156 00:06:43,391 --> 00:06:45,391 I used to work as a chef 157 00:06:45,415 --> 00:06:49,056 I majored in cooking in Canada 158 00:06:49,080 --> 00:06:52,266 and worked as a chef for several years after graduation 159 00:06:53,104 --> 00:06:55,299 I had a dream of going abroad 160 00:06:55,323 --> 00:06:57,044 after graduating from high school 161 00:06:57,068 --> 00:06:59,794 in Korea 162 00:06:59,825 --> 00:07:02,437 I happened to get a chance to visit Canada 163 00:07:02,461 --> 00:07:04,020 so I went without giving it much thought 164 00:07:04,045 --> 00:07:07,429 But then I decided that I wanted to live here for a long time 165 00:07:07,962 --> 00:07:10,455 so I thought about going into the cooking or IT industry 166 00:07:10,479 --> 00:07:13,878 which were the two most popular industries for easier immigration 167 00:07:13,902 --> 00:07:16,705 I enjoyed eating and was confident in doing so 168 00:07:16,729 --> 00:07:18,331 but I really disliked math 169 00:07:19,006 --> 00:07:22,245 so I went to a cooking college 170 00:07:22,386 --> 00:07:25,746 But I also wanted to become a movie director when I was young 171 00:07:25,770 --> 00:07:28,128 and I was also really interested in art 172 00:07:28,153 --> 00:07:30,731 So I became a chef 173 00:07:30,755 --> 00:07:32,301 without giving up that artistic dream 174 00:07:32,820 --> 00:07:36,392 I worked hard even after I became a chef 175 00:07:36,761 --> 00:07:39,695 but there was something else I wanted to do 176 00:07:39,719 --> 00:07:43,007 and I kept thinking that working as a chef wasn't my dream 177 00:07:43,032 --> 00:07:44,497 Since I wanted to go into an industry related to 178 00:07:44,490 --> 00:07:46,090 movie editing 179 00:07:46,114 --> 00:07:48,672 or visual arts 180 00:07:48,696 --> 00:07:50,753 I slowly looked into it 181 00:07:51,342 --> 00:07:53,004 But when it comes to editing movies 182 00:07:53,028 --> 00:07:55,355 it requires a lot of people to film with cameras 183 00:07:55,379 --> 00:07:57,049 so I can only work on it with the original footage 184 00:07:57,074 --> 00:07:59,233 and there are a lot of parts that I'd have to rely on other people 185 00:07:59,257 --> 00:08:02,486 So it's definitely difficult to work alone 186 00:08:02,898 --> 00:08:05,753 But then I got to learn about After Effects 187 00:08:05,777 --> 00:08:08,807 and I naturally came across motion design for the first time 188 00:08:09,332 --> 00:08:11,590 And I realized if you want to get out of 2D 189 00:08:11,614 --> 00:08:13,970 and make everything natural 190 00:08:13,994 --> 00:08:16,598 you need to start using 3D 191 00:08:16,622 --> 00:08:20,646 After that I wanted to learn 3D 192 00:08:20,670 --> 00:08:23,004 I started saving up my money 193 00:08:23,028 --> 00:08:25,237 and decided to save up enough money from cooking 194 00:08:25,262 --> 00:08:28,111 so that I could live without working for a year 195 00:08:28,793 --> 00:08:31,790 As soon as I saved up enough I gave my 4 weeks notice 196 00:08:31,814 --> 00:08:34,048 and quit my job as a chef 197 00:08:34,072 --> 00:08:36,484 And got ready to study 198 00:08:38,359 --> 00:08:40,724 Even before that 199 00:08:40,748 --> 00:08:42,628 when I came home after work I studied a little 200 00:08:42,652 --> 00:08:44,517 But it was definitely not easy to study for a long time 201 00:08:44,541 --> 00:08:47,301 after cooking all day 202 00:08:47,325 --> 00:08:50,032 So I wanted to quit and focus on studying 203 00:08:50,057 --> 00:08:53,097 and get a job in the industry quickly 204 00:08:53,551 --> 00:08:55,554 It was a decision with a big risk 205 00:08:55,578 --> 00:08:57,475 But I think the fact that there was a risk 206 00:08:57,499 --> 00:08:59,901 actually motivated me more 207 00:09:01,273 --> 00:09:02,956 Let's take a look at the portfolio 208 00:09:02,980 --> 00:09:06,081 that I prepared to enter the industry 209 00:09:06,898 --> 00:09:08,879 In my case 210 00:09:09,824 --> 00:09:12,260 I prepared my portfolio like this 211 00:09:12,402 --> 00:09:14,528 Somehow I started to learn 3D 212 00:09:14,553 --> 00:09:16,543 Starting with Cinema 4D Octane 213 00:09:16,567 --> 00:09:19,490 I really focused on making my portfolio 214 00:09:19,515 --> 00:09:21,294 and studying within that year 215 00:09:21,784 --> 00:09:25,267 I did daily renders that foreign artists do a lot 216 00:09:25,499 --> 00:09:28,410 while I was preparing my portfolio seperately 217 00:09:28,609 --> 00:09:30,209 I think for 9 months 218 00:09:30,233 --> 00:09:32,594 I only focused on C4D and Octane 219 00:09:32,885 --> 00:09:34,909 After finishing my portfolio 220 00:09:34,933 --> 00:09:37,068 I sent my portfolio to Tendril 221 00:09:37,092 --> 00:09:39,419 the most famous studio in Canada 222 00:09:39,443 --> 00:09:41,869 for motion design 223 00:09:41,983 --> 00:09:44,085 Even when there weren't any hiring posts 224 00:09:44,109 --> 00:09:46,045 I just sent my porfolio to everyone 225 00:09:46,069 --> 00:09:48,801 from directors to producers 226 00:09:48,886 --> 00:09:52,021 And I didn't just email it to them 227 00:09:52,046 --> 00:09:55,065 I sent it through social media such as Instagram 228 00:09:55,089 --> 00:09:56,841 I sent them messages 229 00:09:56,865 --> 00:09:58,474 and I did everything I could 230 00:09:58,829 --> 00:10:03,534 And there was an intern spot open at that time 231 00:10:03,559 --> 00:10:05,413 and they asked for a job interview 232 00:10:05,437 --> 00:10:07,110 and that's how I officially started working 233 00:10:07,135 --> 00:10:09,263 For my portfolio 234 00:10:09,287 --> 00:10:12,636 I posted a reel on my website after making it 235 00:10:13,254 --> 00:10:15,115 with my daily renders 236 00:10:15,139 --> 00:10:17,581 my favorite work 237 00:10:17,605 --> 00:10:19,816 and work created with animations 238 00:10:20,094 --> 00:10:22,771 I sent those pages to directors 239 00:10:23,819 --> 00:10:26,802 After coming to Tendril and talking about it 240 00:10:27,321 --> 00:10:29,885 I think they liked how 241 00:10:29,909 --> 00:10:31,763 there were a lot of work in the portfolio 242 00:10:31,787 --> 00:10:33,670 and how it showed my personal preferences 243 00:10:33,694 --> 00:10:36,042 I saw a lot of students' portfolios 244 00:10:36,824 --> 00:10:40,723 and similar portfolios in Korea 245 00:10:40,747 --> 00:10:44,167 and I think they have similar ones here as well 246 00:10:44,191 --> 00:10:48,031 But I prepared my portfolio without going to school 247 00:10:48,056 --> 00:10:52,612 and I prepared it with my favorite designs 248 00:10:52,636 --> 00:10:55,098 so I think they liked it more 249 00:10:59,892 --> 00:11:01,867 From what I have experienced 250 00:11:02,101 --> 00:11:05,467 studios overseas especially studio directors 251 00:11:05,491 --> 00:11:08,158 look at the applicant's style, productivity 252 00:11:08,464 --> 00:11:11,533 and eye-catching reels 253 00:11:11,689 --> 00:11:13,322 rather than what they studied at which school 254 00:11:13,346 --> 00:11:16,632 or experiences, 255 00:11:16,656 --> 00:11:19,537 age or educational background 256 00:11:20,126 --> 00:11:22,197 No one has ever asked me 257 00:11:22,221 --> 00:11:24,956 about where I came from 258 00:11:24,981 --> 00:11:27,101 my age or what school I attended 259 00:11:27,126 --> 00:11:30,297 Of course you need to be able to communicate in English 260 00:11:30,321 --> 00:11:33,705 And even if you're not fluent in English 261 00:11:33,730 --> 00:11:37,207 this is something that everyone understands 262 00:11:37,232 --> 00:11:39,473 For those who want to go overseas 263 00:11:39,497 --> 00:11:42,463 don't be discouraged because of language 264 00:11:42,487 --> 00:11:45,042 It'd be good if you have confidence and go for it 265 00:11:45,067 --> 00:11:46,875 I think my English is like at the level of 266 00:11:47,406 --> 00:11:50,915 elementary and middle school students 267 00:11:50,940 --> 00:11:52,244 And I'm also not that good 268 00:11:52,268 --> 00:11:54,765 This is also based on my experience 269 00:11:54,789 --> 00:11:58,820 but instead of lacking the skill 270 00:11:58,845 --> 00:12:01,612 I think most Koreans lack the confidence 271 00:12:01,636 --> 00:12:03,558 to speak English 272 00:12:03,582 --> 00:12:06,299 This is my Instagram 273 00:12:06,903 --> 00:12:09,921 If you want to get a job overseas 274 00:12:09,945 --> 00:12:12,556 I suggest you to start being active 275 00:12:12,580 --> 00:12:16,443 on social media such as 276 00:12:16,467 --> 00:12:17,549 Instagram, Behance and Twitter 277 00:12:17,947 --> 00:12:21,640 Personally I don't post anything other than work-related things 278 00:12:21,664 --> 00:12:25,056 My social media account itself can become a big portfolio 279 00:12:25,081 --> 00:12:29,140 We live in a world where we can communicate directly with directors 280 00:12:29,325 --> 00:12:34,105 All the foreign artists, directors and producers that I met 281 00:12:35,767 --> 00:12:37,940 were on social media 282 00:12:37,964 --> 00:12:40,987 So I think this is a great way 283 00:12:41,683 --> 00:12:43,991 to get a good opportunity 284 00:12:44,015 --> 00:12:46,796 You can also get a job through this 285 00:12:46,820 --> 00:12:49,375 And when you communicate through social media 286 00:12:49,399 --> 00:12:51,257 you get to speak some English 287 00:12:51,282 --> 00:12:53,849 so that could increase your confidence 288 00:12:56,285 --> 00:12:59,943 I'll talk more about how I studied on my own 289 00:12:59,968 --> 00:13:02,848 how I'm continuing to study 290 00:13:02,872 --> 00:13:04,872 and other various tips 291 00:13:04,896 --> 00:13:07,372 in the lecture later 292 00:13:07,862 --> 00:13:09,396 I hope my lectures could help 293 00:13:09,420 --> 00:13:11,970 you make more and better artwork 294 00:13:11,995 --> 00:13:15,447 and achieve your goals that you have 295 00:13:16,086 --> 00:13:18,423 I'll stop talking about myself now 296 00:13:18,447 --> 00:13:20,816 And I'll introduce tools and resources 297 00:13:20,840 --> 00:13:22,975 that I used for the lecture 298 00:13:23,579 --> 00:13:26,370 In the lecture I used Cinema 4D 299 00:13:26,394 --> 00:13:28,600 R23 version 300 00:13:28,698 --> 00:13:31,689 Of course you can use the previous 301 00:13:31,714 --> 00:13:33,018 or later versions 302 00:13:33,043 --> 00:13:35,262 but since some parts in the examples 303 00:13:35,286 --> 00:13:36,917 use the volume 304 00:13:36,941 --> 00:13:40,376 it'd be better to use the version above R20 305 00:13:40,400 --> 00:13:43,295 The second tool is Redshift 306 00:13:43,629 --> 00:13:47,123 Recently there has been a huge change to Redshift 307 00:13:47,407 --> 00:13:50,475 It has been taken over by Maxon 308 00:13:50,499 --> 00:13:53,501 a company that produces C4D so their website changed 309 00:13:53,586 --> 00:13:56,946 and there are some significant differences between versions 310 00:13:56,970 --> 00:13:59,289 Although I used 311 00:13:59,313 --> 00:14:01,924 Redshift 3.0.53 for examples 312 00:14:01,948 --> 00:14:04,283 as long as it's above 3.0.46 313 00:14:04,307 --> 00:14:06,661 it'll operate the same way 314 00:14:06,938 --> 00:14:10,213 so anything above 3.0.46 will be fine 315 00:14:10,237 --> 00:14:11,661 And in the actual lecture 316 00:14:11,685 --> 00:14:14,261 I'm using 3.0.57 317 00:14:15,426 --> 00:14:20,000 And I think the turning point is that 318 00:14:20,024 --> 00:14:22,926 there is a huge difference 319 00:14:23,089 --> 00:14:25,816 between 320 00:14:25,840 --> 00:14:28,789 Redshift 3.0.45 and 3.0.46 321 00:14:29,755 --> 00:14:32,327 For those who are using the earlier versions 322 00:14:32,351 --> 00:14:34,756 I'll cover the differences in detail in 323 00:14:34,780 --> 00:14:38,335 Lecture 5 - Color Space so I highly recommend you to watch it closely 324 00:14:38,960 --> 00:14:41,404 I also used After Effects 325 00:14:41,428 --> 00:14:43,300 for the post-correction 326 00:14:43,324 --> 00:14:45,168 The version won't matter 327 00:14:45,192 --> 00:14:47,600 but one thing that you need to install is 328 00:14:47,625 --> 00:14:49,912 free OCIO plugin 329 00:14:49,936 --> 00:14:51,936 You can just download and install it 330 00:14:51,961 --> 00:14:53,811 I'll also talk about this part in Lecture 5 331 00:14:53,835 --> 00:14:56,687 and show you how to install it 332 00:14:56,993 --> 00:14:58,520 And for resources 333 00:14:58,544 --> 00:15:01,801 I prepared them in a pdf file under the download folder 334 00:15:02,645 --> 00:15:04,799 Some resources used in the lectures 335 00:15:04,824 --> 00:15:07,561 such as Texture and 3D source 336 00:15:07,585 --> 00:15:09,585 are illegal to copy and distribute 337 00:15:09,610 --> 00:15:13,193 So you should download them yourselves 338 00:15:14,102 --> 00:15:17,306 I think it's going to be good practice for you 339 00:15:17,483 --> 00:15:19,252 When I work 340 00:15:19,276 --> 00:15:21,725 I sometimes look for a suitable texture 341 00:15:21,750 --> 00:15:23,541 for hours 342 00:15:23,769 --> 00:15:25,565 It sounds like it's not a big deal 343 00:15:25,590 --> 00:15:27,384 but I think it's an important skill to have 344 00:15:27,408 --> 00:15:30,274 These are textures and sources 345 00:15:30,299 --> 00:15:31,801 that I used in the lectures 346 00:15:31,979 --> 00:15:34,713 You can download Polyhaven, 347 00:15:34,744 --> 00:15:36,858 Textures.com, Viz People 348 00:15:36,882 --> 00:15:39,145 and Maxime Roz HDRI for free 349 00:15:39,252 --> 00:15:41,893 but you have to pay for Poliigon, Quixel 350 00:15:41,917 --> 00:15:43,406 and ShutterStock to download 351 00:15:43,430 --> 00:15:45,892 I added the names of textures 352 00:15:45,917 --> 00:15:47,803 to the example files that I used 353 00:15:47,827 --> 00:15:50,594 so you can look it up easily 354 00:15:50,618 --> 00:15:54,287 and download the exact files that I used 355 00:15:55,189 --> 00:15:58,861 There are some resource websites that you should look at 356 00:16:00,036 --> 00:16:02,033 but firstly 357 00:16:02,058 --> 00:16:03,666 rather than using a certain texture 358 00:16:03,690 --> 00:16:06,194 the time you spend trying to find the texture you want 359 00:16:06,219 --> 00:16:08,438 and how you adjust it 360 00:16:08,462 --> 00:16:10,420 within Redshift are more important 361 00:16:10,444 --> 00:16:12,885 so you don't have to use it the same way 362 00:16:12,909 --> 00:16:14,852 as me 363 00:16:15,207 --> 00:16:16,968 Of course you don't have to use a texture 364 00:16:16,992 --> 00:16:20,000 There are many Shaders within Redshift as well 365 00:16:20,277 --> 00:16:23,118 I found some textures from 366 00:16:23,143 --> 00:16:24,483 the paid websites that I often use 367 00:16:24,507 --> 00:16:26,507 but this is not a must either 368 00:16:26,531 --> 00:16:28,808 Among all resource websites 369 00:16:28,832 --> 00:16:32,338 I think there are about 4 of them you should look at 370 00:16:32,370 --> 00:16:34,411 Let's look at them together 371 00:16:34,632 --> 00:16:37,238 There is Polyhaven as a free resource 372 00:16:37,920 --> 00:16:40,306 They are from Polyhaven and Maxime Roz HDRI 373 00:16:40,330 --> 00:16:41,642 In Polyhaven 374 00:16:42,750 --> 00:16:46,933 all assets are not for sale 375 00:16:46,958 --> 00:16:49,283 They are all provided for free 376 00:16:49,674 --> 00:16:52,402 but people help them 377 00:16:52,679 --> 00:16:54,588 through donation 378 00:16:54,613 --> 00:16:57,488 So you can just go to Assets without logging in 379 00:16:57,512 --> 00:16:59,749 and download them 380 00:17:01,654 --> 00:17:03,490 You can distribute these assets 381 00:17:03,514 --> 00:17:05,127 and use them for business from Polyhaven 382 00:17:05,152 --> 00:17:08,245 Thankfully everything is provided for free 383 00:17:08,269 --> 00:17:10,915 The quality is actually better than I expected 384 00:17:11,242 --> 00:17:14,211 They have a lot of textures you can think of here 385 00:17:14,236 --> 00:17:16,512 A variety of textures are here like this 386 00:17:16,536 --> 00:17:18,607 They also have HDRI and Models as well 387 00:17:18,631 --> 00:17:23,316 I think models are uploaded as Blender files 388 00:17:23,340 --> 00:17:25,162 so you have to install Blender 389 00:17:25,186 --> 00:17:27,300 and export them as OBJs 390 00:17:27,324 --> 00:17:33,352 Anyways models are very high quality scan models as well 391 00:17:33,784 --> 00:17:36,278 so it's a very useful website 392 00:17:37,904 --> 00:17:41,654 The second one is Maxime Roz HDRI 393 00:17:41,895 --> 00:17:46,981 This person works in 3D 394 00:17:47,005 --> 00:17:49,857 he makes HDRIs himself 395 00:17:49,881 --> 00:17:51,356 and distributes them 396 00:17:52,023 --> 00:17:54,282 But you have to pay for these three 397 00:17:54,306 --> 00:17:56,860 But for the Interior HDRI Free Pack 398 00:17:57,066 --> 00:17:58,614 you can download it for free 399 00:17:58,638 --> 00:18:00,496 and you can use it for your business as well 400 00:18:01,782 --> 00:18:04,580 Especially these HDRIs 401 00:18:04,604 --> 00:18:07,741 look very real when you use it 402 00:18:07,765 --> 00:18:09,523 They're made very well 403 00:18:10,461 --> 00:18:12,876 You can easily adjust the contrast as well 404 00:18:12,900 --> 00:18:14,815 They are very good maps 405 00:18:14,839 --> 00:18:16,839 so I use them often 406 00:18:17,506 --> 00:18:21,981 If you want to use more detailed and various ones 407 00:18:22,005 --> 00:18:25,255 I recommend two websites from paid options 408 00:18:25,511 --> 00:18:27,381 They are Quixel and Poliigon 409 00:18:27,406 --> 00:18:29,519 For Quixel and Poliigon 410 00:18:29,543 --> 00:18:32,490 I've never seen a person who doesn't use them in the industry 411 00:18:32,515 --> 00:18:35,766 At Tendril many freelancers 412 00:18:35,791 --> 00:18:38,373 around the world collaborate 413 00:18:38,572 --> 00:18:41,930 I don't think there are any artists 414 00:18:41,954 --> 00:18:43,444 who hasn't used one of them 415 00:18:43,469 --> 00:18:45,986 Everybody knows about them 416 00:18:46,235 --> 00:18:50,092 Quixel provides 3D scans as well so it's very good 417 00:18:50,117 --> 00:18:53,380 I recommend you to purchase it by saving money from not eating fried chicken once a month 418 00:18:54,409 --> 00:18:56,356 For these two websites 419 00:18:56,381 --> 00:18:59,225 if you have less work for the month you can cancel the subscription 420 00:18:59,249 --> 00:19:02,521 and just use the textures that you downloaded for the rest of your life 421 00:19:03,095 --> 00:19:07,597 Poliigon has a lot of different categories 422 00:19:08,089 --> 00:19:10,475 and materials 423 00:19:11,342 --> 00:19:15,518 Quixel has a lot of 3D scans like these as well 424 00:19:15,542 --> 00:19:18,863 If you're using Unreal you can use these for free 425 00:19:18,887 --> 00:19:23,259 but if you're using C4D you have to pay for them 426 00:19:25,440 --> 00:19:29,421 And I know some of you 427 00:19:29,446 --> 00:19:30,611 might not use Cinema 4D 428 00:19:30,635 --> 00:19:32,159 you can use Redshift 429 00:19:32,183 --> 00:19:35,173 for most 3D tools 430 00:19:35,471 --> 00:19:36,768 such as Maya, Houdini 431 00:19:36,792 --> 00:19:39,341 and Blender 432 00:19:39,366 --> 00:19:41,365 Within Redshift Renderer 433 00:19:41,389 --> 00:19:43,830 there is almost no difference 434 00:19:44,191 --> 00:19:47,699 so you can surely use it in most of the tools 435 00:19:49,221 --> 00:19:51,231 After I started working in the field 436 00:19:51,255 --> 00:19:53,411 I used Maya for a bit 437 00:19:53,435 --> 00:19:56,614 and I officially started learning and using Houdini 438 00:19:56,877 --> 00:19:58,909 I couldn't see the difference 439 00:19:58,934 --> 00:20:00,584 between them within Redshift 440 00:20:00,608 --> 00:20:01,458 So I think 441 00:20:01,482 --> 00:20:04,050 it's a great strength of Redshift 442 00:20:05,343 --> 00:20:06,678 When I moved to a different tool 443 00:20:06,702 --> 00:20:07,878 I didn't have to learn 444 00:20:07,902 --> 00:20:09,462 shading nor rendering 445 00:20:09,486 --> 00:20:12,523 so I could work as a Lookdev artist right away 446 00:20:12,547 --> 00:20:14,306 From now on we'll talk about my personal work 447 00:20:14,330 --> 00:20:16,678 and the process of Tendril 448 00:20:16,703 --> 00:20:20,315 by looking at my personal work 449 00:20:26,792 --> 00:20:29,391 I often make characters, 450 00:20:29,682 --> 00:20:31,664 animations 451 00:20:34,817 --> 00:20:38,088 and these stylized work 452 00:20:38,112 --> 00:20:39,718 as personal work 453 00:20:48,887 --> 00:20:52,012 They're a bit different from 454 00:20:52,036 --> 00:20:55,521 what I do at work or from those commercial ones 455 00:20:55,545 --> 00:20:57,076 because I tend to focus 456 00:20:57,289 --> 00:21:00,449 on skills that I personally 457 00:21:00,473 --> 00:21:02,438 want to achieve from the work 458 00:21:03,904 --> 00:21:05,943 But the basic process 459 00:21:05,968 --> 00:21:08,302 and the important steps that I take for a project 460 00:21:08,326 --> 00:21:10,267 are pretty much the same 461 00:21:10,667 --> 00:21:12,989 By using a tool called Miro 462 00:21:13,614 --> 00:21:16,462 I made a mind node like this 463 00:21:17,528 --> 00:21:19,324 Usually when I work on my personal stuff 464 00:21:19,348 --> 00:21:22,137 I use Miro 465 00:21:22,343 --> 00:21:23,594 and I can make a mind map like this 466 00:21:23,618 --> 00:21:25,660 using Miro 467 00:21:26,178 --> 00:21:27,989 So I made a mind node here 468 00:21:28,014 --> 00:21:30,014 based on my process 469 00:21:30,405 --> 00:21:32,407 When I work on my personal stuff 470 00:21:32,500 --> 00:21:35,128 I use tools like PureRef and Miro 471 00:21:35,152 --> 00:21:36,839 for ideation 472 00:21:36,863 --> 00:21:38,366 and gather references 473 00:21:38,515 --> 00:21:40,745 Of course I sometimes use 474 00:21:40,769 --> 00:21:42,769 an iPad drawing app like Procreate 475 00:21:42,800 --> 00:21:44,147 or Photoshop 476 00:21:44,171 --> 00:21:46,292 to sketch 477 00:21:46,317 --> 00:21:47,997 and organize more 478 00:21:48,288 --> 00:21:51,030 After ideation and reference steps 479 00:21:51,054 --> 00:21:55,000 I tend to select the 3D work that will fit with them 480 00:21:56,325 --> 00:21:57,921 When I want to start the artwork right away 481 00:21:57,946 --> 00:22:00,122 or want to speed up with 482 00:22:00,147 --> 00:22:01,357 a more familiar step 483 00:22:01,381 --> 00:22:03,614 then I use Cinema 4D and Redshift 484 00:22:03,956 --> 00:22:05,629 If it's a complicated simulation 485 00:22:05,654 --> 00:22:08,724 or I want to try and study something new 486 00:22:08,748 --> 00:22:10,997 I use Houdini or Redshift for it 487 00:22:12,927 --> 00:22:15,442 I sometimes use other tools 488 00:22:15,591 --> 00:22:17,327 such as ZBrush and Substance 3D Painter 489 00:22:17,351 --> 00:22:19,528 for my sub-tools as well 490 00:22:20,208 --> 00:22:21,958 Of course for rendering at the end 491 00:22:21,982 --> 00:22:23,653 I always use Redshift 492 00:22:23,677 --> 00:22:25,896 It's not only because my company uses 493 00:22:25,920 --> 00:22:27,974 Redshift as the main renderer 494 00:22:27,998 --> 00:22:30,692 I studied 4 different renderers 495 00:22:30,841 --> 00:22:33,801 the basic renderer of Cinema 4D, Physical, 496 00:22:33,826 --> 00:22:36,935 Octane, a bit of Arnold 497 00:22:36,959 --> 00:22:38,786 and Redshift 498 00:22:38,982 --> 00:22:40,969 Among these I felt that 499 00:22:40,993 --> 00:22:42,803 Redshift provides the most various nodes 500 00:22:42,828 --> 00:22:44,935 and more control for users 501 00:22:45,692 --> 00:22:47,739 Also it was faster in speed 502 00:22:47,763 --> 00:22:49,763 compared to the CPU-based renderers 503 00:22:49,787 --> 00:22:51,787 Physical and Arnold 504 00:22:52,185 --> 00:22:55,249 I experienced a lack of stability 505 00:22:55,273 --> 00:22:58,305 and detailed control from Octane 506 00:22:58,330 --> 00:22:59,322 but Redshift had no issues 507 00:22:59,595 --> 00:23:02,301 Of course I'm not saying 508 00:23:02,325 --> 00:23:04,006 Redshift is a perfect renderer 509 00:23:05,043 --> 00:23:06,875 The preview mode seems slower 510 00:23:06,899 --> 00:23:08,217 than Octane 511 00:23:08,473 --> 00:23:10,789 and there is a difference in speed 512 00:23:10,813 --> 00:23:11,996 for displacement 513 00:23:12,301 --> 00:23:15,253 But for utility and stability 514 00:23:15,278 --> 00:23:16,520 I think Redshift is way better 515 00:23:16,747 --> 00:23:18,807 That's why I finish most of my work 516 00:23:18,831 --> 00:23:21,016 with Redshift 517 00:23:22,088 --> 00:23:25,348 I made the process of Tendril as well 518 00:23:26,392 --> 00:23:29,062 The detailed process for the project 519 00:23:29,687 --> 00:23:31,868 is closely related with Tendril 520 00:23:32,124 --> 00:23:34,623 You can think of it as pretty much the same 521 00:23:34,648 --> 00:23:36,463 Even when I work for my personal stuff 522 00:23:36,612 --> 00:23:39,399 I try to apply the company's process 523 00:23:39,424 --> 00:23:42,195 as much as possible 524 00:23:42,219 --> 00:23:43,523 because of the thought that I should do my best at work 525 00:23:43,547 --> 00:23:47,052 Naming files and selecting tools 526 00:23:47,077 --> 00:23:49,676 are very similar to how I do it at the company 527 00:23:49,708 --> 00:23:52,848 I made it similar to increase efficiency at work 528 00:23:53,437 --> 00:23:58,381 Let's take a look at the recent works done by Tendril 529 00:23:58,405 --> 00:24:00,156 When you look at the recent works 530 00:24:00,181 --> 00:24:03,807 that I was involved in not the old ones 531 00:24:04,233 --> 00:24:05,589 they're like this 532 00:24:08,715 --> 00:24:10,839 At work the directors work hard 533 00:24:10,864 --> 00:24:13,491 to make them feel 534 00:24:13,515 --> 00:24:14,979 like they're Tendril design 535 00:24:15,003 --> 00:24:17,174 as soon as people see them 536 00:24:17,198 --> 00:24:20,441 It's definitely reflected in the work 537 00:24:23,289 --> 00:24:25,625 And since they pursue that the most 538 00:24:25,650 --> 00:24:27,276 they started to add 539 00:24:27,300 --> 00:24:30,441 more complicated rendering skills 540 00:24:31,442 --> 00:24:34,539 and increased the use of Houdini as well 541 00:24:35,256 --> 00:24:37,067 When you look at this project 542 00:24:37,091 --> 00:24:39,204 it's for Microsoft 543 00:24:39,228 --> 00:24:42,308 The volume is used a lot in this 544 00:24:42,486 --> 00:24:45,377 They applied advanced rendering 545 00:24:48,267 --> 00:24:51,229 to make it feel more bouncy 546 00:24:51,818 --> 00:24:53,707 And since Redshift is very fast 547 00:24:53,731 --> 00:24:55,490 for using volumes 548 00:24:56,122 --> 00:24:59,120 this project used Redshift as well 549 00:25:02,301 --> 00:25:03,864 Like this my company 550 00:25:03,888 --> 00:25:05,848 focuses on design 551 00:25:05,873 --> 00:25:08,111 collaborates with various brands 552 00:25:08,135 --> 00:25:09,709 and makes good brand films 553 00:25:09,733 --> 00:25:12,088 toolkits necessary to advertise a brand 554 00:25:12,258 --> 00:25:14,801 and videos needed to promote 555 00:25:14,825 --> 00:25:16,904 new technologies 556 00:25:26,549 --> 00:25:28,956 Tendril's process 557 00:25:30,618 --> 00:25:33,047 is very similar to the process 558 00:25:33,071 --> 00:25:34,745 introduced by Tae-eun's lecture 559 00:25:37,496 --> 00:25:38,782 In order to get work 560 00:25:38,807 --> 00:25:40,867 we go through a pitch process 561 00:25:40,891 --> 00:25:43,310 and compete with various studios 562 00:25:43,942 --> 00:25:47,337 We present it in the direction that the client wants 563 00:25:47,677 --> 00:25:51,009 and make a style frame for it 564 00:25:51,186 --> 00:25:53,281 and if the client is satisfied with it 565 00:25:53,305 --> 00:25:54,901 we'll get the work 566 00:25:54,925 --> 00:25:58,097 We should find a reference we want in this pitch 567 00:25:58,303 --> 00:26:01,236 and we have to show our style frames 568 00:26:01,260 --> 00:26:03,466 that will fit with it 569 00:26:04,311 --> 00:26:06,051 so I keep gathering references 570 00:26:06,075 --> 00:26:07,664 even when I work for my personal stuff 571 00:26:07,688 --> 00:26:09,879 I also consistently look at 572 00:26:09,903 --> 00:26:11,002 other artists' works as well 573 00:26:11,026 --> 00:26:12,898 and I try to speed up my process 574 00:26:14,708 --> 00:26:17,770 I sometimes use those references that I gathered 575 00:26:17,795 --> 00:26:20,007 for the actual project as well 576 00:26:20,185 --> 00:26:22,997 The speed is really crucial these days 577 00:26:23,601 --> 00:26:26,708 Even if I do it really fast I still end up running out of time 578 00:26:26,732 --> 00:26:28,992 so I usually stay until late at work these days 579 00:26:29,183 --> 00:26:31,186 After that when the project is awarded 580 00:26:31,210 --> 00:26:33,097 and goes into the production phase 581 00:26:33,175 --> 00:26:35,632 After the design phase it's the production phase 582 00:26:35,656 --> 00:26:38,239 When you look at the team here 583 00:26:38,637 --> 00:26:39,943 there is 584 00:26:40,959 --> 00:26:44,148 an executive producer on the right 585 00:26:44,172 --> 00:26:45,781 and a producer under them 586 00:26:45,987 --> 00:26:48,779 These two people recruit artists that they want 587 00:26:48,803 --> 00:26:50,171 and plan their budget 588 00:26:51,811 --> 00:26:54,453 They're in charge of 589 00:26:54,477 --> 00:26:56,759 who they're going to hire 590 00:26:56,783 --> 00:26:58,256 and how much they're going to pay them 591 00:26:58,280 --> 00:26:59,967 They can be very powerful 592 00:26:59,991 --> 00:27:02,751 especially for freelancers 593 00:27:03,697 --> 00:27:06,822 And next to it is the structure of the artist team 594 00:27:06,962 --> 00:27:09,548 Creative Director is on top 595 00:27:09,572 --> 00:27:11,929 and then the Art Director 596 00:27:11,954 --> 00:27:15,072 and then 3D Artists like me 597 00:27:15,096 --> 00:27:17,322 or there are 2D Artists as well 598 00:27:17,416 --> 00:27:19,017 It's structured like that 599 00:27:19,119 --> 00:27:20,783 Different from Korea 600 00:27:20,807 --> 00:27:23,634 instead of everyone being generalists 601 00:27:23,658 --> 00:27:25,197 the artists would work 602 00:27:25,221 --> 00:27:27,556 as a designer or an animator 603 00:27:27,581 --> 00:27:28,955 and divide the work 604 00:27:28,979 --> 00:27:31,376 There are designers and animators like this 605 00:27:31,860 --> 00:27:34,119 but Lookdev artists, writers and compositors 606 00:27:34,204 --> 00:27:37,931 are added in the second half 607 00:27:40,126 --> 00:27:44,869 And the film and game industries are very specialized 608 00:27:44,893 --> 00:27:48,431 so the employees never take another job 609 00:27:48,455 --> 00:27:51,274 but I think most people go back and forth 610 00:27:51,298 --> 00:27:53,798 between two things here 611 00:27:54,720 --> 00:27:57,126 In my case, I participate as a designer 612 00:27:57,150 --> 00:27:58,986 in the pitch process 613 00:27:59,814 --> 00:28:01,587 to quickly create concepts 614 00:28:01,611 --> 00:28:05,064 and think about the overall direction together 615 00:28:05,923 --> 00:28:08,859 In the production I first go in as the designer, 616 00:28:08,883 --> 00:28:10,547 create a style frame, 617 00:28:10,572 --> 00:28:12,236 fix the style I want 618 00:28:12,260 --> 00:28:14,681 and deliver the files to the animators 619 00:28:14,978 --> 00:28:18,509 With the files that animators deliver to me 620 00:28:18,533 --> 00:28:21,939 I'll refine the lookdev that is lacking 621 00:28:21,963 --> 00:28:24,595 and fix it to fit the production 622 00:28:25,096 --> 00:28:27,775 After that I do the later steps such as 623 00:28:27,799 --> 00:28:29,361 lighting and rendering 624 00:28:29,385 --> 00:28:32,135 Then I'd send it to the compositor 625 00:28:32,160 --> 00:28:33,713 as an EXR file 626 00:28:33,955 --> 00:28:37,492 I heard that the tools used are similar to mine 627 00:28:37,517 --> 00:28:40,768 Most of the motion design projects 628 00:28:40,792 --> 00:28:43,025 combine 629 00:28:43,049 --> 00:28:44,494 Cinema 4D and Houdini 630 00:28:44,791 --> 00:28:47,822 The main renderer uses Redshift 631 00:28:48,072 --> 00:28:51,744 There are times when Cycle or Octane are used 632 00:28:51,768 --> 00:28:55,410 I think 95-98% 633 00:28:55,435 --> 00:28:57,275 is Redshift 634 00:28:57,299 --> 00:28:59,299 The reason why 635 00:29:00,283 --> 00:29:03,400 the way I do my own work and the process is similar 636 00:29:03,424 --> 00:29:06,057 is to increase the efficiency 637 00:29:06,081 --> 00:29:07,540 when I'm actually working 638 00:29:07,565 --> 00:29:08,756 I think it was because 639 00:29:08,780 --> 00:29:11,760 I wanted to increase efficiency and value 640 00:29:11,784 --> 00:29:13,307 When I was working as a chef 641 00:29:13,331 --> 00:29:15,806 I increased the efficiency in a similar way 642 00:29:16,479 --> 00:29:19,416 When I prepared ingredients at home I'd try similar things 643 00:29:19,440 --> 00:29:22,494 It's like keeping them in the same place 644 00:29:22,518 --> 00:29:25,680 so that I'll save time looking for them 645 00:29:25,705 --> 00:29:28,431 I think I did pretty much the same thing in 3D 646 00:29:28,456 --> 00:29:31,721 I tend not to get so confused with the new project 647 00:29:31,745 --> 00:29:34,467 I think I made a good habit of 648 00:29:34,492 --> 00:29:37,346 preparing as many parts as I know as possible 649 00:29:37,787 --> 00:29:40,858 I want to talk about what I hope you learn from 650 00:29:40,882 --> 00:29:41,803 this lecture 651 00:29:41,827 --> 00:29:44,170 Since I'll cover not only the work process 652 00:29:44,194 --> 00:29:46,881 but also the basics to advanced parts 653 00:29:46,905 --> 00:29:49,897 of Redshift as well as the outputs 654 00:29:50,217 --> 00:29:52,459 I hope you get more familiar to Redshift through this lecture 655 00:29:52,484 --> 00:29:54,717 and I hope this helps you 656 00:29:54,741 --> 00:29:56,553 make the artwork you want 657 00:29:56,748 --> 00:30:00,733 Shading, lighting 658 00:30:00,757 --> 00:30:01,745 and rendering 659 00:30:01,769 --> 00:30:03,248 which can be seen as the most difficult in 3D 660 00:30:03,273 --> 00:30:05,405 are the main contents of this lecture 661 00:30:05,506 --> 00:30:06,951 If you learn it well 662 00:30:06,975 --> 00:30:08,842 and increase your knowledge on this part 663 00:30:08,866 --> 00:30:10,975 I think the more you increase your knowledge on this part 664 00:30:10,999 --> 00:30:12,897 the faster your value increases as an artist 665 00:30:13,201 --> 00:30:15,217 No matter how cool it moves, 666 00:30:15,242 --> 00:30:16,553 no matter how good the modeling is 667 00:30:16,577 --> 00:30:18,780 at the end if it goes through a weird shading 668 00:30:18,804 --> 00:30:20,686 or Lookdev 669 00:30:20,710 --> 00:30:24,834 your work 670 00:30:24,859 --> 00:30:27,725 won't look as good 671 00:30:28,241 --> 00:30:31,684 There could be some node structures that might look confusing 672 00:30:31,709 --> 00:30:35,748 and things that you might not know by looking at their names 673 00:30:35,773 --> 00:30:38,444 You might not be able to remove 674 00:30:38,468 --> 00:30:40,006 the CG style in lighting 675 00:30:40,030 --> 00:30:42,637 or you might just not know what you lack 676 00:30:42,662 --> 00:30:45,819 There are a lot of complicated words in rendering 677 00:30:45,843 --> 00:30:49,545 and there are a lot of buttons so there are parts that are hard to understand 678 00:30:49,569 --> 00:30:50,936 That's it for the introduction 679 00:30:50,960 --> 00:30:52,960 In the basic section of the 2nd lecture 680 00:30:52,984 --> 00:30:54,694 I'll start with 681 00:30:54,718 --> 00:30:56,991 making your own visual library 682 00:30:57,795 --> 00:30:58,873 Thank you 47072

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