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If you want to turn off the subtitles click [setting]-[tooltips]-['on' for PC, 'close' for mobile]
Hello everyone
I'm Ye-sung Kim
and I'm currently working as a 3D artist at Tendril
a motion design studio located in Toronto, Canada
I started learning on my own in 2017
I started working
at Tendril as a 3D artist in 2018
and I've participated in various projects until now
For my main projects I worked on various Microsoft projects
ESPN
and re-branding film of Maxon
which created CINEMA 4D
Usually I'm in charge of the initial design,
look development,
shading, lighting
and rendering in a project
From the beginning to the end of a project
I participated as a generalist
This lecture will cover
shading,
lighting and rendering
which can raise the quality of the work to the next level
using Redshift
which is also used as
the main renderer in Tendril
I recommend these lectures to those
who want to learn Redshift from the beginner level to the advanced level
and those who are thinking about how to improve
the quality of work after applying a motion
First in this lecture
I will explain about lecture and introduce myself
I'll also explain about tools that are used
And take a look at the process of my personal work
and Tendril
and also the process within the company
Using Redshift
you'll be able to learn about it from the basics to advanced parts
For the advanced part rather than just simply copying it
you'll be able to look at how I apply it to my work
and by watching all lectures
I hope you will be able to make
a design similar to the ones in the lectures
and find a style of your own
In the first lecture
I will talk about the overall process of the lecture, introduce myself,
tools and websites that I use for 3D work
I will also explain about my personal work
and how work is processed within the company
The lecture is divided into 4 main parts
In the first basic part
I will talk about the theory and basic tools
and since the lecture itself
is focused on
shading and rendering
there are some things you should know in advance
So I'll also go over those parts first
For the other 3 parts
I'll officially go over
Redshift, shading,
lighting and rendering
They contain all helpful tips
including exercises
that are very practical and useful
If you look at the table of contents
there are a total of 30 lectures
The first section from lecture 2 to 5
covers the basic parts
I'll go over how I make a visual library
and how to use it for
shading and lighting
We'll go over the CINEMA 4D used in the lecture,
Redshift's basics
I'm sure a lot of you already know the basics
but I hope you can learn something new
after taking a look at my workflow
And at the end we'll go over important technology
OCIO ACES color spaces
which is set as default
in the latest Redshift version
The last part
might be theoretical
but it's an important part as it covers the practical things that designers need to know about
and also about shortkeys that are commonly used
You will follow the theory class and make a layout
and very simple artwork
We'll also study various theories
looking at
various samples together
From lecture 6 to 10
it will be a lecture that will go with the first exercise
I named the first exercise Sandbox
I wanted the basic set-up of the scene to be simplified
and minimal but wanted to give
more time to get familiar with Redshift
That's why I named it Sandbox
After the lecture
you can use this basic set-up using Sandbox
as a starting point
I think this can be a helpful exercise
even when you make your own artwork
In the lecture we're going to look at the shaders and nodes
that are essential to Redshift
We'll also look at the lighting
and layout process written in the exercise
Rather than focusing on only
shading or lighting
we'll study both of them as a whole
From lecture 11 to 19
we'll look at the second exercise the puzzle scene
and go in-depth
with Redshift shading and texturing
Even when you get used to using Shader
sometimes you might feel unsure about whether
you're doing 3D art or solving a puzzle
We'll solve complicated puzzles one by one
and we'll focus on learning Shader
to create the texture you want
From lecture 20 to 29
we'll look at the third example light and shadow
In this part we'll apply the shading that we learned in the previous example
This will be a lighting and
rendering session
to upgrade our scene to the next level
utilizing the shading we learned previously
We're going to make hair and bubble materials
that we didn't use in other exercise
There's also a part about using 3D scans
We'll go over about 3 different lightings
that are used in 5 exercises
and we'll learn which lighting to use
and how to use it
Especially for this lighting part
you sometimes feel like you're doing it instinctively
so even when I was studying on my own
I couldn't find any tutorials or lectures either
I'll share the methods I learned
and tell you how I gained confidence using lighting
For the last lecture 30
I think it'll be a lecture that will reveal
all the 3D study methods and tips
I earned from my own study
Before we officially start the lecture
I think it'd be nice to tell you how I started 3D
with Cinema 4D
and what made me start studying
I think it'll be helpful for those who
want to get a job overseas
or collaborate with overseas studios
There are a lot of people
who start by teaching themselves in Korea
and there are a lot of people who work on their own
That's how I started
and built my career
Before working as a 3D artist
I used to work as a chef
I majored in cooking in Canada
and worked as a chef for several years after graduation
I had a dream of going abroad
after graduating from high school
in Korea
I happened to get a chance to visit Canada
so I went without giving it much thought
But then I decided that I wanted to live here for a long time
so I thought about going into the cooking or IT industry
which were the two most popular industries for easier immigration
I enjoyed eating and was confident in doing so
but I really disliked math
so I went to a cooking college
But I also wanted to become a movie director when I was young
and I was also really interested in art
So I became a chef
without giving up that artistic dream
I worked hard even after I became a chef
but there was something else I wanted to do
and I kept thinking that working as a chef wasn't my dream
Since I wanted to go into an industry related to
movie editing
or visual arts
I slowly looked into it
But when it comes to editing movies
it requires a lot of people to film with cameras
so I can only work on it with the original footage
and there are a lot of parts that I'd have to rely on other people
So it's definitely difficult to work alone
But then I got to learn about After Effects
and I naturally came across motion design for the first time
And I realized if you want to get out of 2D
and make everything natural
you need to start using 3D
After that I wanted to learn 3D
I started saving up my money
and decided to save up enough money from cooking
so that I could live without working for a year
As soon as I saved up enough I gave my 4 weeks notice
and quit my job as a chef
And got ready to study
Even before that
when I came home after work I studied a little
But it was definitely not easy to study for a long time
after cooking all day
So I wanted to quit and focus on studying
and get a job in the industry quickly
It was a decision with a big risk
But I think the fact that there was a risk
actually motivated me more
Let's take a look at the portfolio
that I prepared to enter the industry
In my case
I prepared my portfolio like this
Somehow I started to learn 3D
Starting with Cinema 4D Octane
I really focused on making my portfolio
and studying within that year
I did daily renders that foreign artists do a lot
while I was preparing my portfolio seperately
I think for 9 months
I only focused on C4D and Octane
After finishing my portfolio
I sent my portfolio to Tendril
the most famous studio in Canada
for motion design
Even when there weren't any hiring posts
I just sent my porfolio to everyone
from directors to producers
And I didn't just email it to them
I sent it through social media such as Instagram
I sent them messages
and I did everything I could
And there was an intern spot open at that time
and they asked for a job interview
and that's how I officially started working
For my portfolio
I posted a reel on my website after making it
with my daily renders
my favorite work
and work created with animations
I sent those pages to directors
After coming to Tendril and talking about it
I think they liked how
there were a lot of work in the portfolio
and how it showed my personal preferences
I saw a lot of students' portfolios
and similar portfolios in Korea
and I think they have similar ones here as well
But I prepared my portfolio without going to school
and I prepared it with my favorite designs
so I think they liked it more
From what I have experienced
studios overseas especially studio directors
look at the applicant's style, productivity
and eye-catching reels
rather than what they studied at which school
or experiences,
age or educational background
No one has ever asked me
about where I came from
my age or what school I attended
Of course you need to be able to communicate in English
And even if you're not fluent in English
this is something that everyone understands
For those who want to go overseas
don't be discouraged because of language
It'd be good if you have confidence and go for it
I think my English is like at the level of
elementary and middle school students
And I'm also not that good
This is also based on my experience
but instead of lacking the skill
I think most Koreans lack the confidence
to speak English
This is my Instagram
If you want to get a job overseas
I suggest you to start being active
on social media such as
Instagram, Behance and Twitter
Personally I don't post anything other than work-related things
My social media account itself can become a big portfolio
We live in a world where we can communicate directly with directors
All the foreign artists, directors and producers that I met
were on social media
So I think this is a great way
to get a good opportunity
You can also get a job through this
And when you communicate through social media
you get to speak some English
so that could increase your confidence
I'll talk more about how I studied on my own
how I'm continuing to study
and other various tips
in the lecture later
I hope my lectures could help
you make more and better artwork
and achieve your goals that you have
I'll stop talking about myself now
And I'll introduce tools and resources
that I used for the lecture
In the lecture I used Cinema 4D
R23 version
Of course you can use the previous
or later versions
but since some parts in the examples
use the volume
it'd be better to use the version above R20
The second tool is Redshift
Recently there has been a huge change to Redshift
It has been taken over by Maxon
a company that produces C4D so their website changed
and there are some significant differences between versions
Although I used
Redshift 3.0.53 for examples
as long as it's above 3.0.46
it'll operate the same way
so anything above 3.0.46 will be fine
And in the actual lecture
I'm using 3.0.57
And I think the turning point is that
there is a huge difference
between
Redshift 3.0.45 and 3.0.46
For those who are using the earlier versions
I'll cover the differences in detail in
Lecture 5 - Color Space so I highly recommend you to watch it closely
I also used After Effects
for the post-correction
The version won't matter
but one thing that you need to install is
free OCIO plugin
You can just download and install it
I'll also talk about this part in Lecture 5
and show you how to install it
And for resources
I prepared them in a pdf file under the download folder
Some resources used in the lectures
such as Texture and 3D source
are illegal to copy and distribute
So you should download them yourselves
I think it's going to be good practice for you
When I work
I sometimes look for a suitable texture
for hours
It sounds like it's not a big deal
but I think it's an important skill to have
These are textures and sources
that I used in the lectures
You can download Polyhaven,
Textures.com, Viz People
and Maxime Roz HDRI for free
but you have to pay for Poliigon, Quixel
and ShutterStock to download
I added the names of textures
to the example files that I used
so you can look it up easily
and download the exact files that I used
There are some resource websites that you should look at
but firstly
rather than using a certain texture
the time you spend trying to find the texture you want
and how you adjust it
within Redshift are more important
so you don't have to use it the same way
as me
Of course you don't have to use a texture
There are many Shaders within Redshift as well
I found some textures from
the paid websites that I often use
but this is not a must either
Among all resource websites
I think there are about 4 of them you should look at
Let's look at them together
There is Polyhaven as a free resource
They are from Polyhaven and Maxime Roz HDRI
In Polyhaven
all assets are not for sale
They are all provided for free
but people help them
through donation
So you can just go to Assets without logging in
and download them
You can distribute these assets
and use them for business from Polyhaven
Thankfully everything is provided for free
The quality is actually better than I expected
They have a lot of textures you can think of here
A variety of textures are here like this
They also have HDRI and Models as well
I think models are uploaded as Blender files
so you have to install Blender
and export them as OBJs
Anyways models are very high quality scan models as well
so it's a very useful website
The second one is Maxime Roz HDRI
This person works in 3D
he makes HDRIs himself
and distributes them
But you have to pay for these three
But for the Interior HDRI Free Pack
you can download it for free
and you can use it for your business as well
Especially these HDRIs
look very real when you use it
They're made very well
You can easily adjust the contrast as well
They are very good maps
so I use them often
If you want to use more detailed and various ones
I recommend two websites from paid options
They are Quixel and Poliigon
For Quixel and Poliigon
I've never seen a person who doesn't use them in the industry
At Tendril many freelancers
around the world collaborate
I don't think there are any artists
who hasn't used one of them
Everybody knows about them
Quixel provides 3D scans as well so it's very good
I recommend you to purchase it by saving money from not eating fried chicken once a month
For these two websites
if you have less work for the month you can cancel the subscription
and just use the textures that you downloaded for the rest of your life
Poliigon has a lot of different categories
and materials
Quixel has a lot of 3D scans like these as well
If you're using Unreal you can use these for free
but if you're using C4D you have to pay for them
And I know some of you
might not use Cinema 4D
you can use Redshift
for most 3D tools
such as Maya, Houdini
and Blender
Within Redshift Renderer
there is almost no difference
so you can surely use it in most of the tools
After I started working in the field
I used Maya for a bit
and I officially started learning and using Houdini
I couldn't see the difference
between them within Redshift
So I think
it's a great strength of Redshift
When I moved to a different tool
I didn't have to learn
shading nor rendering
so I could work as a Lookdev artist right away
From now on we'll talk about my personal work
and the process of Tendril
by looking at my personal work
I often make characters,
animations
and these stylized work
as personal work
They're a bit different from
what I do at work or from those commercial ones
because I tend to focus
on skills that I personally
want to achieve from the work
But the basic process
and the important steps that I take for a project
are pretty much the same
By using a tool called Miro
I made a mind node like this
Usually when I work on my personal stuff
I use Miro
and I can make a mind map like this
using Miro
So I made a mind node here
based on my process
When I work on my personal stuff
I use tools like PureRef and Miro
for ideation
and gather references
Of course I sometimes use
an iPad drawing app like Procreate
or Photoshop
to sketch
and organize more
After ideation and reference steps
I tend to select the 3D work that will fit with them
When I want to start the artwork right away
or want to speed up with
a more familiar step
then I use Cinema 4D and Redshift
If it's a complicated simulation
or I want to try and study something new
I use Houdini or Redshift for it
I sometimes use other tools
such as ZBrush and Substance 3D Painter
for my sub-tools as well
Of course for rendering at the end
I always use Redshift
It's not only because my company uses
Redshift as the main renderer
I studied 4 different renderers
the basic renderer of Cinema 4D, Physical,
Octane, a bit of Arnold
and Redshift
Among these I felt that
Redshift provides the most various nodes
and more control for users
Also it was faster in speed
compared to the CPU-based renderers
Physical and Arnold
I experienced a lack of stability
and detailed control from Octane
but Redshift had no issues
Of course I'm not saying
Redshift is a perfect renderer
The preview mode seems slower
than Octane
and there is a difference in speed
for displacement
But for utility and stability
I think Redshift is way better
That's why I finish most of my work
with Redshift
I made the process of Tendril as well
The detailed process for the project
is closely related with Tendril
You can think of it as pretty much the same
Even when I work for my personal stuff
I try to apply the company's process
as much as possible
because of the thought that I should do my best at work
Naming files and selecting tools
are very similar to how I do it at the company
I made it similar to increase efficiency at work
Let's take a look at the recent works done by Tendril
When you look at the recent works
that I was involved in not the old ones
they're like this
At work the directors work hard
to make them feel
like they're Tendril design
as soon as people see them
It's definitely reflected in the work
And since they pursue that the most
they started to add
more complicated rendering skills
and increased the use of Houdini as well
When you look at this project
it's for Microsoft
The volume is used a lot in this
They applied advanced rendering
to make it feel more bouncy
And since Redshift is very fast
for using volumes
this project used Redshift as well
Like this my company
focuses on design
collaborates with various brands
and makes good brand films
toolkits necessary to advertise a brand
and videos needed to promote
new technologies
Tendril's process
is very similar to the process
introduced by Tae-eun's lecture
In order to get work
we go through a pitch process
and compete with various studios
We present it in the direction that the client wants
and make a style frame for it
and if the client is satisfied with it
we'll get the work
We should find a reference we want in this pitch
and we have to show our style frames
that will fit with it
so I keep gathering references
even when I work for my personal stuff
I also consistently look at
other artists' works as well
and I try to speed up my process
I sometimes use those references that I gathered
for the actual project as well
The speed is really crucial these days
Even if I do it really fast I still end up running out of time
so I usually stay until late at work these days
After that when the project is awarded
and goes into the production phase
After the design phase it's the production phase
When you look at the team here
there is
an executive producer on the right
and a producer under them
These two people recruit artists that they want
and plan their budget
They're in charge of
who they're going to hire
and how much they're going to pay them
They can be very powerful
especially for freelancers
And next to it is the structure of the artist team
Creative Director is on top
and then the Art Director
and then 3D Artists like me
or there are 2D Artists as well
It's structured like that
Different from Korea
instead of everyone being generalists
the artists would work
as a designer or an animator
and divide the work
There are designers and animators like this
but Lookdev artists, writers and compositors
are added in the second half
And the film and game industries are very specialized
so the employees never take another job
but I think most people go back and forth
between two things here
In my case, I participate as a designer
in the pitch process
to quickly create concepts
and think about the overall direction together
In the production I first go in as the designer,
create a style frame,
fix the style I want
and deliver the files to the animators
With the files that animators deliver to me
I'll refine the lookdev that is lacking
and fix it to fit the production
After that I do the later steps such as
lighting and rendering
Then I'd send it to the compositor
as an EXR file
I heard that the tools used are similar to mine
Most of the motion design projects
combine
Cinema 4D and Houdini
The main renderer uses Redshift
There are times when Cycle or Octane are used
I think 95-98%
is Redshift
The reason why
the way I do my own work and the process is similar
is to increase the efficiency
when I'm actually working
I think it was because
I wanted to increase efficiency and value
When I was working as a chef
I increased the efficiency in a similar way
When I prepared ingredients at home I'd try similar things
It's like keeping them in the same place
so that I'll save time looking for them
I think I did pretty much the same thing in 3D
I tend not to get so confused with the new project
I think I made a good habit of
preparing as many parts as I know as possible
I want to talk about what I hope you learn from
this lecture
Since I'll cover not only the work process
but also the basics to advanced parts
of Redshift as well as the outputs
I hope you get more familiar to Redshift through this lecture
and I hope this helps you
make the artwork you want
Shading, lighting
and rendering
which can be seen as the most difficult in 3D
are the main contents of this lecture
If you learn it well
and increase your knowledge on this part
I think the more you increase your knowledge on this part
the faster your value increases as an artist
No matter how cool it moves,
no matter how good the modeling is
at the end if it goes through a weird shading
or Lookdev
your work
won't look as good
There could be some node structures that might look confusing
and things that you might not know by looking at their names
You might not be able to remove
the CG style in lighting
or you might just not know what you lack
There are a lot of complicated words in rendering
and there are a lot of buttons so there are parts that are hard to understand
That's it for the introduction
In the basic section of the 2nd lecture
I'll start with
making your own visual library
Thank you
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