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Hello everyone
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I'm Ye-sung Kim
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and I'm currently working as a 3D artist at Tendril
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a motion design studio located in Toronto, Canada
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I started learning on my own in 2017
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I started working
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at Tendril as a 3D artist in 2018
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and I've participated in various projects until now
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For my main projects I worked on
various Microsoft projects
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ESPN
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and re-branding film of Maxon
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which created CINEMA 4D
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Usually I'm in charge of the initial design,
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look development,
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shading, lighting
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and rendering in a project
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From the beginning to the end of a project
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I participated as a generalist
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This lecture will cover
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shading,
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lighting and rendering
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which can raise the quality of the work to the next level
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using Redshift
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which is also used as
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the main renderer in Tendril
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I recommend these lectures to those
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who want to learn Redshift from
the beginner level to the advanced level
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and those who are thinking about how to improve
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the quality of work after applying a motion
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First in this lecture
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I will explain about lecture and introduce myself
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I'll also explain about tools that are used
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And take a look at the process of my personal work
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and Tendril
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and also the process within the company
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Using Redshift
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you'll be able to learn about it
from the basics to advanced parts
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For the advanced part rather than just simply copying it
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you'll be able to look at how I apply it to my work
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and by watching all lectures
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I hope you will be able to make
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a design similar to the ones in the lectures
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and find a style of your own
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In the first lecture
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I will talk about the overall process
of the lecture, introduce myself,
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tools and websites that I use for 3D work
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I will also explain about my personal work
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and how work is processed within the company
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The lecture is divided into 4 main parts
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In the first basic part
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I will talk about the theory and basic tools
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and since the lecture itself
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is focused on
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shading and rendering
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there are some things you should know in advance
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So I'll also go over those parts first
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For the other 3 parts
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I'll officially go over
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Redshift, shading,
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lighting and rendering
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They contain all helpful tips
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including exercises
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that are very practical and useful
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If you look at the table of contents
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there are a total of 30 lectures
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The first section from lecture 2 to 5
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covers the basic parts
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I'll go over how I make a visual library
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and how to use it for
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shading and lighting
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We'll go over the CINEMA 4D used in the lecture,
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Redshift's basics
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I'm sure a lot of you already know the basics
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but I hope you can learn something new
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after taking a look at my workflow
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And at the end we'll go over important technology
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OCIO ACES color spaces
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which is set as default
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in the latest Redshift version
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The last part
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might be theoretical
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but it's an important part as it covers
the practical things that designers need to know about
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and also about shortkeys that are commonly used
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You will follow the theory class and make a layout
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and very simple artwork
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We'll also study various theories
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looking at
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various samples together
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From lecture 6 to 10
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it will be a lecture that will go with the first exercise
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I named the first exercise Sandbox
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I wanted the basic set-up of the scene to be simplified
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and minimal but wanted to give
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more time to get familiar with Redshift
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That's why I named it Sandbox
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After the lecture
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you can use this basic set-up using Sandbox
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as a starting point
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I think this can be a helpful exercise
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even when you make your own artwork
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In the lecture we're going to look
at the shaders and nodes
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that are essential to Redshift
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We'll also look at the lighting
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and layout process written in the exercise
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Rather than focusing on only
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shading or lighting
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we'll study both of them as a whole
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From lecture 11 to 19
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we'll look at the second exercise the puzzle scene
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and go in-depth
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with Redshift shading and texturing
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Even when you get used to using Shader
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sometimes you might feel unsure about whether
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you're doing 3D art or solving a puzzle
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We'll solve complicated puzzles one by one
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and we'll focus on learning Shader
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to create the texture you want
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From lecture 20 to 29
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we'll look at the third example light and shadow
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In this part we'll apply the shading
that we learned in the previous example
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This will be a lighting and
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rendering session
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to upgrade our scene to the next level
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utilizing the shading we learned previously
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We're going to make hair and bubble materials
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that we didn't use in other exercise
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There's also a part about using 3D scans
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We'll go over about 3 different lightings
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that are used in 5 exercises
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and we'll learn which lighting to use
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and how to use it
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Especially for this lighting part
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you sometimes feel like you're doing it instinctively
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so even when I was studying on my own
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I couldn't find any tutorials or lectures either
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I'll share the methods I learned
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and tell you how I gained confidence using lighting
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For the last lecture 30
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I think it'll be a lecture that will reveal
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all the 3D study methods and tips
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I earned from my own study
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Before we officially start the lecture
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I think it'd be nice to tell you how I started 3D
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with Cinema 4D
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and what made me start studying
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I think it'll be helpful for those who
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want to get a job overseas
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or collaborate with overseas studios
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There are a lot of people
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who start by teaching themselves in Korea
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and there are a lot of people who work on their own
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That's how I started
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and built my career
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Before working as a 3D artist
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I used to work as a chef
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I majored in cooking in Canada
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and worked as a chef for several years after graduation
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I had a dream of going abroad
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after graduating from high school
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in Korea
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I happened to get a chance to visit Canada
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so I went without giving it much thought
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But then I decided that I wanted
to live here for a long time
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so I thought about going into the cooking or IT industry
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which were the two most popular industries
for easier immigration
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I enjoyed eating and was confident in doing so
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but I really disliked math
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so I went to a cooking college
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But I also wanted to become
a movie director when I was young
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and I was also really interested in art
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So I became a chef
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without giving up that artistic dream
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I worked hard even after I became a chef
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but there was something else I wanted to do
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and I kept thinking that working
as a chef wasn't my dream
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Since I wanted to go into an industry related to
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movie editing
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or visual arts
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I slowly looked into it
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But when it comes to editing movies
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it requires a lot of people to film with cameras
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so I can only work on it with the original footage
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and there are a lot of parts that
I'd have to rely on other people
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So it's definitely difficult to work alone
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But then I got to learn about After Effects
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and I naturally came across
motion design for the first time
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And I realized if you want to get out of 2D
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and make everything natural
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you need to start using 3D
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After that I wanted to learn 3D
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I started saving up my money
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and decided to save up enough money from cooking
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so that I could live without working for a year
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As soon as I saved up enough I gave my 4 weeks notice
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and quit my job as a chef
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And got ready to study
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Even before that
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when I came home after work I studied a little
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But it was definitely not easy to study for a long time
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after cooking all day
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So I wanted to quit and focus on studying
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and get a job in the industry quickly
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It was a decision with a big risk
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But I think the fact that there was a risk
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actually motivated me more
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Let's take a look at the portfolio
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that I prepared to enter the industry
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In my case
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I prepared my portfolio like this
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Somehow I started to learn 3D
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Starting with Cinema 4D Octane
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I really focused on making my portfolio
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and studying within that year
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I did daily renders that foreign artists do a lot
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while I was preparing my portfolio seperately
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I think for 9 months
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I only focused on C4D and Octane
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After finishing my portfolio
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I sent my portfolio to Tendril
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the most famous studio in Canada
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for motion design
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Even when there weren't any hiring posts
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I just sent my porfolio to everyone
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from directors to producers
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And I didn't just email it to them
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I sent it through social media such as Instagram
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I sent them messages
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and I did everything I could
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And there was an intern spot open at that time
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and they asked for a job interview
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and that's how I officially started working
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For my portfolio
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I posted a reel on my website after making it
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with my daily renders
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my favorite work
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and work created with animations
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I sent those pages to directors
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After coming to Tendril and talking about it
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I think they liked how
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there were a lot of work in the portfolio
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and how it showed my personal preferences
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I saw a lot of students' portfolios
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and similar portfolios in Korea
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and I think they have similar ones here as well
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But I prepared my portfolio without going to school
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and I prepared it with my favorite designs
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so I think they liked it more
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From what I have experienced
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studios overseas especially studio directors
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look at the applicant's style, productivity
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and eye-catching reels
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rather than what they studied at which school
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or experiences,
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age or educational background
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No one has ever asked me
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about where I came from
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my age or what school I attended
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Of course you need to be able to communicate in English
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And even if you're not fluent in English
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this is something that everyone understands
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For those who want to go overseas
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don't be discouraged because of language
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It'd be good if you have confidence and go for it
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I think my English is like at the level of
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elementary and middle school students
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And I'm also not that good
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This is also based on my experience
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but instead of lacking the skill
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I think most Koreans lack the confidence
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to speak English
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This is my Instagram
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If you want to get a job overseas
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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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