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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:07,399 In this video we're going to be talking about framing. I want to give you some examples 2 00:00:07,402 --> 00:00:13,519 of how would I approach framing of an object like this and hopefully this is going to give 3 00:00:13,522 --> 00:00:18,119 you some ideas for creating really awesome renders. Now what I want you to understand 4 00:00:18,122 --> 00:00:24,759 is instead of following me frame by frame, try to listen to what I'm saying. Try to listen 5 00:00:24,762 --> 00:00:30,319 to why am I placing a camera in this position or the other, on this angle or the other, 6 00:00:30,322 --> 00:00:36,319 because the reasoning behind what I do will give you the tools to actually get anything 7 00:00:36,322 --> 00:00:42,039 done, right, and render. Whereas when you're going to copy what I do, it's just, you know, 8 00:00:42,042 --> 00:00:45,599 it's not going to help you, okay, because you will not understand why it's happening. 9 00:00:45,602 --> 00:00:50,599 So the whole idea behind this video is to explain you the reason behind certain framings, 10 00:00:50,602 --> 00:00:56,399 okay? So now in this case, this is our render that we created, right, and it's an orthographic 11 00:00:56,402 --> 00:01:01,341 render kind of, right, it's compressed because we're using a long focal length, 135mm, that's 12 00:01:01,343 --> 00:01:03,564 Subtitled by online-courses.club We compress knowledge for you! 13 00:01:03,564 --> 00:01:07,039 a, you know, that's a telephoto lens which means it compresses the image, right, compresses 14 00:01:07,042 --> 00:01:10,999 the angle, so everything looks a bit more orthographic. Now, if I change that for example 15 00:01:11,002 --> 00:01:16,599 to 35, right, we're going to get a very different feel of the image, okay? Also, you'll need 16 00:01:16,602 --> 00:01:23,239 to have a larger background because the camera actually sees more, okay, it's a wider field 17 00:01:23,242 --> 00:01:27,559 of view, so I'm going to have to, you know, make it really large. Now, this is not the 18 00:01:27,562 --> 00:01:33,759 best position for this because there is too much headroom here and not enough ground. 19 00:01:33,762 --> 00:01:38,359 Now imagine that you are shooting a human being, okay, every time I'm shooting something 20 00:01:38,362 --> 00:01:43,879 I'm imagining either a face or a human being, okay? So let's say this is a head, imagine 21 00:01:43,882 --> 00:01:49,279 this device here is a head, this is going to be a face, this is going to be the top 22 00:01:49,282 --> 00:01:53,119 of the head, this is going to be the back of the head, right? So when you learn how 23 00:01:53,122 --> 00:01:57,959 to shoot something, think about whatever you're shooting as a face or a human, it's going 24 00:01:57,962 --> 00:02:03,639 to be easier, okay? Even a building, a mountain, it doesn't matter, everything has a face, 25 00:02:03,642 --> 00:02:10,039 right? So let's just move this, right, a little bit like that, okay? Now you see that this 26 00:02:10,042 --> 00:02:15,679 looks a bit better, but maybe we can change the angle a little bit to maybe show a bit 27 00:02:15,682 --> 00:02:22,799 more of the, you know, of the top, maybe something like this, okay? To fill the frame a bit better, 28 00:02:22,802 --> 00:02:29,679 right? Zoom it in, okay? And, you know, this would be a fairly decent, okay, fairly decent 29 00:02:29,682 --> 00:02:34,559 wide angle shot, right? Fairly decent. So you get a bit more room on the bottom to give 30 00:02:34,562 --> 00:02:39,279 it a standing ground, you want to give it a standing ground, more room on the left side 31 00:02:39,282 --> 00:02:45,879 to give it a bit more of a breathing room, right? And slightly tighter on the top and 32 00:02:45,882 --> 00:02:51,159 here on the right side, okay, in the back. So when you frame something, you always need 33 00:02:51,162 --> 00:02:55,719 to think where the attention is going to go, right? Attention is going to go probably mainly 34 00:02:55,722 --> 00:03:00,959 here, right? Because there's a lot of contrast, you see the contrast here, dark elements and 35 00:03:00,962 --> 00:03:06,079 bright elements, and also there's a lot of detail, okay? So there's a lot of, kind of 36 00:03:06,082 --> 00:03:11,719 like a local contrast, right? Whereas here, the detail is a bit more scattered, and the 37 00:03:11,722 --> 00:03:16,959 contrast is less pronounced. So, you know, we do have text here, which is going to pull 38 00:03:16,962 --> 00:03:22,439 attention and the colors, but this is going to be the main feature. So make sure that 39 00:03:22,442 --> 00:03:28,039 the main feature is nicely framed, okay? Another way of framing this would be to go from the 40 00:03:28,042 --> 00:03:33,059 front, right? To go and, you know, shoot something like that. This also be cool, because that 41 00:03:33,062 --> 00:03:39,419 shows all the details of this model, you know, from the front. Now, maybe because now 42 00:03:39,422 --> 00:03:44,459 it's a bit narrower, okay? So this is quite long, and this is a bit narrower, we don't 43 00:03:44,462 --> 00:03:49,179 really need this kind of a framing. So always remember that you can adjust your framing 44 00:03:49,182 --> 00:03:55,739 to your needs, okay? 2560, and we can make it a little bit larger. Now, it's going to 45 00:03:55,742 --> 00:04:02,180 be difficult to, you know, let me just enable my screencast keys. It's going to be a bit 46 00:04:02,300 --> 00:04:09,299 difficult to extend this background, you know, to the distance, because it's really, it's 47 00:04:09,302 --> 00:04:15,419 going to be really, really far, since the camera catches this space here on the top. 48 00:04:15,422 --> 00:04:20,619 So what I'm going to do instead, is I'm going to create an infinite background, okay? So 49 00:04:20,622 --> 00:04:25,539 we're going to rotate this plane like this, so this edge here is parallel to the edge 50 00:04:25,542 --> 00:04:31,220 of the camera. Grab this edge here in the back, right? And we're going to, you know, 51 00:04:31,260 --> 00:04:37,259 extrude it up, okay? So easy, and extrude it up, okay? Here, like that. Can you see 52 00:04:37,262 --> 00:04:43,379 that? And we're going to move it, so G, X, X, O, Y, Y, there we go, and kind of move 53 00:04:43,382 --> 00:04:49,219 it like this here. Grab this edge here, and let's just bevel this, okay? Now, you want 54 00:04:49,222 --> 00:04:54,419 this bevel to start behind the bottle, okay? And we also need to sharpen it. Now, press 55 00:04:54,422 --> 00:04:59,299 0 on the numpad, and you see that now we have this beautiful infinite background. So a background 56 00:04:59,302 --> 00:05:04,899 that seamlessly kind of falls out, you know, into nothingness, okay? Here, we're going 57 00:05:04,902 --> 00:05:10,779 to zoom it in a bit, and now, you know, we could go with this kind of a wide-angle feel 58 00:05:10,782 --> 00:05:17,099 here, right? That's nothing wrong with it, you know, something like this. So again, you 59 00:05:17,102 --> 00:05:21,339 see, this is the same principle, guys. Look, there's a bit more room on the bottom, because 60 00:05:21,342 --> 00:05:27,099 standing ground, a bit more room on the right-hand side, because breathing space here, right? 61 00:05:27,102 --> 00:05:30,819 And a bit tighter on the top, and this is also quite fine. I would actually move it 62 00:05:30,822 --> 00:05:36,139 a little bit closer to this edge here, or just maybe rotate it like this and zoom it 63 00:05:36,142 --> 00:05:41,739 in, you know? This would also be fine, okay? So you got still room here, on the top, on 64 00:05:41,742 --> 00:05:47,819 the left, a bit more than on the right, and on the bottom, right? And you could just experiment 65 00:05:47,822 --> 00:05:51,659 maybe with different lengths. I mean, you could, you know, you could go here, and you 66 00:05:51,662 --> 00:05:57,579 could try, for example, 85, which is a kind of a standard portrait focal length, right? 67 00:05:57,582 --> 00:06:03,819 So a bit more compressed, okay? A bit more compressed, but still fine. So, you know, 68 00:06:03,822 --> 00:06:10,779 this could also work, right? Something like this, okay? Right? Maybe a bit higher, right? 69 00:06:10,782 --> 00:06:14,939 You want to give it ground, guys. Don't do this, okay? This looks awful. It looks like 70 00:06:14,942 --> 00:06:20,139 it's choking. Imagine there's a neck here, right? And you're just going to cut it under 71 00:06:20,142 --> 00:06:24,539 the chin. It looks like someone is drowning, okay? You can, you have to try to learn how 72 00:06:24,542 --> 00:06:29,899 to feel the image, okay? How to feel the framing. So if you imagine that the bottom of the frame 73 00:06:29,902 --> 00:06:34,059 is a water level, and you're going to do that, they're almost drowning. Do you see what I 74 00:06:34,062 --> 00:06:40,619 mean? You just have to envision this, okay? And that's quite decent. But now, look what 75 00:06:40,622 --> 00:06:47,419 happened to our lighting. If we're going to unlock this from the view, and go here, let 76 00:06:47,422 --> 00:06:54,779 me just see what happened to our lighting. So let's go to render, and let's go to, where 77 00:06:54,782 --> 00:07:00,699 is this? Film transparent. Let me see where the light is coming from. Yeah, light is coming 78 00:07:00,702 --> 00:07:05,899 from over there, and camera is literally aligned with the light. This is not good, okay? Because 79 00:07:05,902 --> 00:07:10,219 you're going to get a flat lighting. The reason being is that if the light is coming more 80 00:07:10,222 --> 00:07:16,139 or less from the camera direction, okay? It's parallel to the lens direction, the lighting 81 00:07:16,142 --> 00:07:20,379 is going to be very flat, because you have no dimension. Imagine sunset or sunrise. The 82 00:07:20,382 --> 00:07:24,859 reason why they're beautiful shadows is because of the angle of the light, okay? That's what 83 00:07:24,862 --> 00:07:30,379 creates this beautiful texture, very vibrant colors and drama, okay? And then imagine an 84 00:07:30,382 --> 00:07:35,659 image shot with a compact camera, which has a flash above the lens. It's just going to 85 00:07:35,662 --> 00:07:39,739 be completely flat, okay? So what you want to do is you want to angle that light. So 86 00:07:39,742 --> 00:07:44,699 if camera is aligned here, you want light to be coming from this direction, not this 87 00:07:44,702 --> 00:07:48,859 direction. So what we're going to do is we're going to rotate it, okay? So we're going to 88 00:07:48,862 --> 00:07:55,739 go here to Shader Editor, and we're going to rotate this angle here, okay? So let's 89 00:07:55,742 --> 00:08:05,099 grab this here, okay? And rotate it to the right side. So now the light is coming from, 90 00:08:05,102 --> 00:08:11,259 you know, over there, and the camera is pointing that way. So zero the numpad, and you see 91 00:08:11,262 --> 00:08:17,819 how much better it looks. It's just more dramatic. And if you want to put more light 92 00:08:17,822 --> 00:08:23,499 on it, simply, you know, rotate the light a little bit to put a bit more light on it, 93 00:08:23,502 --> 00:08:28,379 a bit from the front. And this is really nice. You get this dimensional light with beautiful 94 00:08:28,382 --> 00:08:33,019 shadows. So this is really cool, yeah? So always remember to play with your lighting, 95 00:08:33,022 --> 00:08:38,379 okay? And if the lighting is too weak, you can always bump it up, right? And now in our 96 00:08:38,382 --> 00:08:44,860 case, the background also melts with the object. So we could technically change this, 97 00:08:45,980 --> 00:08:51,739 you know, this plane, the color a little bit, okay? So go here, and maybe we can make it a 98 00:08:51,742 --> 00:08:57,819 bit darker, right? You know what I mean? See? Now it pops. See, the object pops now, 99 00:08:57,822 --> 00:09:03,499 because the plane is darker. And of course, the whole background is too big, so we can scale it 100 00:09:03,502 --> 00:09:07,899 down. And look, when I do that, how much more light is being introduced to the object. You 101 00:09:07,902 --> 00:09:13,659 see in this? Look, it's getting brighter and brighter and brighter, because we are literally 102 00:09:13,662 --> 00:09:20,219 removing the light that's being blocked, okay? Because you need to remember that light bounces 103 00:09:20,222 --> 00:09:26,939 from everywhere, okay? And it will bounce from the walls, from the clouds, from the, you know, 104 00:09:26,942 --> 00:09:32,619 from everywhere, okay? So when you have things in the way of light, you're going to obstruct it. 105 00:09:32,622 --> 00:09:39,419 You see, this is much brighter, much more, much more lit, and it looks really cool, okay? So this 106 00:09:39,422 --> 00:09:46,779 would be also not a good shot. Another way of framing this, right, would be to, you know, put 107 00:09:46,782 --> 00:09:52,299 two of them in the frame, okay? You could do that too. So let's grab this one and, you know, lock it 108 00:09:52,302 --> 00:09:58,219 to view and put it in here, and then unlock it. And what I'm going to do is I'm going to select 109 00:09:58,222 --> 00:10:03,043 all these elements here, so select the camera, right? Select the background with the shift 110 00:10:03,043 --> 00:10:04,434 Subtitled by online-courses.club We compress knowledge for you! 111 00:10:05,740 --> 00:10:12,379 ctrl i to invert it, press m, and move all these things here to this collection, right? So we're 112 00:10:12,382 --> 00:10:16,059 going to move all the elements, decals, everything to this collection. So when I'm going to turn it 113 00:10:16,062 --> 00:10:20,459 on and off, you see everything is in collection, right? So what we're going to do now is we're 114 00:10:20,462 --> 00:10:26,540 going to add an empty here, right? Like this. And we're going to select the collection here, 115 00:10:27,100 --> 00:10:31,419 right click, and select objects. Let me just move this in here, you can see better. 116 00:10:31,422 --> 00:10:38,779 Deselect is empty with a shift, and select it with a shift again, right? So reselect it here, 117 00:10:38,782 --> 00:10:46,139 okay? So we got this selected, and we're going to press ctrl p and object keep transform. Now 118 00:10:46,142 --> 00:10:51,739 you're going to be able to move that, all of these objects, right? By simply moving this empty, 119 00:10:51,742 --> 00:10:56,140 same with the scaling, okay? So we're going to press g shift z and move it somewhere here, 120 00:10:56,860 --> 00:11:01,500 and we're going to rotate it, maybe actually, maybe let's move it in here, 121 00:11:02,380 --> 00:11:07,820 rotate it like this. Now we're going to create the instance. So let's go here, and 122 00:11:09,580 --> 00:11:15,980 collection instance, and g shift z, and now what you can do here, you can show the other side of 123 00:11:16,060 --> 00:11:21,979 it, right? Like this, see what I mean? You could do something like that, okay? Maybe like this, 124 00:11:21,982 --> 00:11:28,139 all right? We could grab the camera here, and lock the view, and we could now just try to frame it, 125 00:11:28,142 --> 00:11:39,339 okay? So you need to understand a few things here, right? First of all, remember that this object is 126 00:11:39,342 --> 00:11:46,299 a main object, right? So this one is just a filler of the frame. So you're framing this, 127 00:11:46,302 --> 00:11:52,299 not this, but it's important how you frame this, okay? So for example, what you can do, 128 00:11:52,302 --> 00:11:58,379 you can crop it, you see? Like I'm cropping here, a bit of this object, that is fine, 129 00:11:58,382 --> 00:12:03,260 but there are certain rules to it, okay? First of all, you don't want to crop on lines like here, 130 00:12:03,820 --> 00:12:12,699 you know, or here. You don't want to cut people, or objects on joints, like neck, elbows, knees, 131 00:12:12,702 --> 00:12:20,299 hips, okay? You want to cut them half the limb, or half the torso, okay? The same here with object, 132 00:12:20,302 --> 00:12:25,419 you want to cut through an object here, through this element, not on the line, okay? This is 133 00:12:25,422 --> 00:12:32,539 important. Then position it in a frame, in a way that's going to look pretty decent, right? Then 134 00:12:32,542 --> 00:12:37,179 let's just unlock it, okay? Second thing that we're going to need to pay attention to is a 135 00:12:37,182 --> 00:12:45,259 separation between objects in a frame. So for example, this could be moved a little bit here, 136 00:12:45,262 --> 00:12:51,819 like that, okay? Like this. And this is also not a bad framing, you know? You get some space on the 137 00:12:51,822 --> 00:12:58,379 top, space on the bottom, you could even move this frame slightly higher, right? Or you could 138 00:12:58,382 --> 00:13:05,019 angle it lower, so you could angle the camera like this, which will fill more of the frame 139 00:13:05,022 --> 00:13:09,579 on the top, because you will need to move it up, like this, right? This one can also be sliced, 140 00:13:09,582 --> 00:13:15,979 because you know how this front looks here, so you don't need to see it, okay? You see what I mean? 141 00:13:15,982 --> 00:13:22,459 You could do something like this, yeah? And this also works, right? So you could do something like 142 00:13:22,462 --> 00:13:28,939 that in the frame. This is also fine, okay? This could be a little bit closer to us, so let's grab 143 00:13:28,942 --> 00:13:38,939 that, right? And then G, Shift, Z, and move it closer here. G, Shift, Z, closer here. The other 144 00:13:38,942 --> 00:13:43,739 object will move, because it's actually, you know, it's an instance, so you'll have to fix that, 145 00:13:43,742 --> 00:13:50,939 right? And then G, Shift, Z, and move it closer, right? Somewhere here, maybe, like that. Maybe 146 00:13:50,942 --> 00:14:01,659 let's rotate it. And you see, maybe even closer here on our X-axis, so we can have some space 147 00:14:01,662 --> 00:14:07,819 here on this side. So you get this, you know, break here, you got this spacing here, you got crop here, 148 00:14:07,822 --> 00:14:12,859 and crop here, so it kind of corresponds, and you know, this will be a decent framing. Now you need 149 00:14:12,862 --> 00:14:18,219 to check the lighting. Always remember, you need to always check the lighting, okay? And unlock your 150 00:14:18,222 --> 00:14:22,219 camera, because when you move it, you're going to mess up your image. Now, if you look at the lighting 151 00:14:22,222 --> 00:14:27,499 again, you know, it aligns almost with the, you know, with the camera, right? So we need to move 152 00:14:27,502 --> 00:14:32,939 it a little bit. So what we can do is move it just a little bit to the side, okay? Maybe somewhere 153 00:14:32,942 --> 00:14:38,139 here, right? Then press 0 on a numpad, and you know, you're good to go. And this is also an interesting 154 00:14:38,142 --> 00:14:43,499 framing, right? And you're showing back and front of your object, you see? So now, this is way too 155 00:14:43,502 --> 00:14:48,060 big, we're going to scale it down, because we're losing some light here on this object in the back. 156 00:14:48,620 --> 00:14:55,339 We're going to remove this entire area here, and boom, you see how we gained some brightness here? 157 00:14:55,342 --> 00:15:02,220 This one opened up a little bit as well, and we can, you know, grab a knife here, and cut this off, 158 00:15:02,940 --> 00:15:09,500 and off here, press space. Now, if you don't want to redo these things for every single scene, 159 00:15:10,140 --> 00:15:15,420 what you can do is create duplicate scene in here. So if you go here and click on full copy, 160 00:15:16,060 --> 00:15:20,300 you're going to have two scenes in your image, okay? You're going to have scene one and scene two. 161 00:15:20,860 --> 00:15:26,379 So if I'm going to here click on this one and change the scene, that's my main scene, right? 162 00:15:26,382 --> 00:15:31,419 And if I'm going to switch to scene two, okay, that's my scene two. So if I change the lights 163 00:15:31,422 --> 00:15:36,859 in scene two, they will not change in scene one, and vice versa, okay? So you can have multiple 164 00:15:36,862 --> 00:15:42,459 scenes, just remember it's going to bloat the size of your file, so be careful, right? And this 165 00:15:42,462 --> 00:15:45,820 is, you know, this is a decent render. Now, this is a little bit dark, so I'll show you a little 166 00:15:46,620 --> 00:15:50,539 nifty trick, okay? What you want to do in this case, I mean, this is actually an instance, 167 00:15:50,542 --> 00:15:56,219 it's going to be a bit difficult, but what we could do is actually select this part here in 168 00:15:56,222 --> 00:16:02,699 the back, this one, right? This exhaust. So the reason why it's so dark is because material is 169 00:16:02,702 --> 00:16:08,619 dark, okay? So if I place the reflector here to reflect the light back, I'm going to make this 170 00:16:08,622 --> 00:16:14,059 one brighter as well, so I can't do it. So what I can do instead is brighten the mud, okay? So I'm 171 00:16:14,062 --> 00:16:19,979 going to click here to unlink the mud from other materials in the scene, and I'm going to literally 172 00:16:19,982 --> 00:16:24,939 brighten this mud up, and look what happens, how much more visible it becomes, you see what I mean? 173 00:16:24,942 --> 00:16:29,499 So instead of pumping more light, sometimes what you can do is brighten the material, 174 00:16:29,502 --> 00:16:35,419 and it's going to do the trick, okay? And now, this looks a bit darker, right, than this one, 175 00:16:35,422 --> 00:16:39,179 right? So you're going to first look here, then you're going to move here, and then you're going 176 00:16:39,182 --> 00:16:43,739 to be bouncing here and back here. So you're going to be looking at this triangle, which is a very 177 00:16:43,742 --> 00:16:50,219 powerful feature, sort of like an element in composition, you know, in this image, right? And 178 00:16:50,222 --> 00:16:54,780 you've got beautiful space here, a bit space for the logo, maybe something here at the top as well, 179 00:16:54,860 --> 00:17:01,979 and this is a really nice, you know, sort of a balanced render. So you can see that there are 180 00:17:01,982 --> 00:17:09,579 multiple framings that you can create of your models, and don't be, you know, afraid to experiment. 181 00:17:09,582 --> 00:17:13,979 Remember that everything needs to follow certain rules. Now for instance, you know, I like the crop 182 00:17:13,982 --> 00:17:18,459 here, but I'm not crazy about this crop here. I think I'm going to move this element a bit closer. 183 00:17:18,462 --> 00:17:24,220 So if I move this element a bit closer, right, it's going to be touching, it's going to be touching 184 00:17:24,940 --> 00:17:31,499 this line here, see what I mean? So look, if I grab that and go G and Shift-Z to move this in, 185 00:17:31,502 --> 00:17:35,579 I'm going to be touching here. So I have two choices, right? Either move this one to the right, 186 00:17:35,582 --> 00:17:41,579 or make this one smaller, right? I can make this one smaller, watch. G, Shift-Z, no one's going to 187 00:17:41,582 --> 00:17:46,939 notice, okay? Just a little bit smaller, right? A little bit. You can even put the whole thing in 188 00:17:46,942 --> 00:17:53,739 the frame, right, without cropping. Just make it a little bit smaller, right? You know, and you're 189 00:17:53,742 --> 00:18:03,739 good to go, and watch. Render that, and it's going to be fine. See? It's fine. So that's how I would 190 00:18:03,742 --> 00:18:10,939 approach this render here. And remember, spacing between elements, the air flows nicely here. You 191 00:18:10,942 --> 00:18:15,579 can kind of glide through between them. You don't want to have things overlapping, although it 192 00:18:15,582 --> 00:18:20,939 depends, because sometimes it makes you look good. And make sure that the lighting is properly set, 193 00:18:20,942 --> 00:18:26,059 so your object is lit from an angle to create some nice shadows, that the render is not too dark, 194 00:18:26,062 --> 00:18:31,019 right? And that the focus of the viewer goes to where you want it to go first. So you know, 195 00:18:31,022 --> 00:18:36,059 here, and then bounce here, and then bounce here, okay? Now the last thing we're going to talk about 196 00:18:36,062 --> 00:18:41,499 is lighting. Now, you can choose different kinds of lighting, okay? You can choose different kinds 197 00:18:41,502 --> 00:18:46,379 of HDRIs here, but I would recommend starting with something simple. The reason why we are 198 00:18:46,382 --> 00:18:50,619 using Abandoned Slipaway is because it's a diffused light. Diffused light produces light 199 00:18:50,622 --> 00:18:55,899 from literally everywhere. So yes, there is a main light source over there, but it's diffused, 200 00:18:55,902 --> 00:19:00,379 which means it just shines through the clouds, and the clouds shine back onto the object, 201 00:19:00,382 --> 00:19:03,820 kind of like a massive softbox. But you do have directional lights from over there. 202 00:19:04,380 --> 00:19:07,420 Now, if you're going to use something a bit more aggressive, like for example, 203 00:19:08,300 --> 00:19:13,900 let me just change it here and show you, okay? So we're going to go to my HDRI collection, and 204 00:19:14,220 --> 00:19:20,699 let me just unlock this here, open, go to HDRI, and I'm going to grab something with the sun, 205 00:19:20,702 --> 00:19:26,459 okay? This Piaggia HDRI. See, that one is directional sunlight, okay? So it's a little 206 00:19:26,462 --> 00:19:31,979 bit more aggressive, right? So if you do that, you're going to have really harsh highlights, 207 00:19:31,982 --> 00:19:37,420 and really harsh shadows. So if you do not know how to control lighting like this, 208 00:19:38,060 --> 00:19:43,580 you might be struggling. So, you know, you need to be careful, okay? Be careful with it, okay? 209 00:19:44,300 --> 00:19:49,099 So, you need to really learn how to control this kind of lighting. Like, for example, look, 210 00:19:49,102 --> 00:19:53,819 if I set lighting like this, my top is brighter than this front, and front is where I want them 211 00:19:53,822 --> 00:20:00,219 to go. So I need to adjust and do something like this. But if I do that, now my top is really 212 00:20:00,222 --> 00:20:05,259 reflective, and this one is kind of dim, right? So, I'm not saying it's a bad render, but this 213 00:20:05,262 --> 00:20:09,499 is a difficult light to control when you have multiple elements and multiple angles in your 214 00:20:09,502 --> 00:20:14,379 object, right? Also, you have very, very deep shadows, right? This is a massive contrast, 215 00:20:14,382 --> 00:20:18,939 okay? So you gotta be careful. Now, what I would recommend you do is go to GAMRO, 216 00:20:18,942 --> 00:20:26,459 and get yourself the Alex Sensual Studio HDRIs. They're fantastic. Two packs over there, 217 00:20:26,462 --> 00:20:34,299 Studio HDRI 2 and 1, and they're really, really good, okay? And you can get some seriously great 218 00:20:34,302 --> 00:20:38,539 lights over there. They're very controlled. They're all Studio HDRIs, and you can get some 219 00:20:38,542 --> 00:20:42,939 really interesting lighting going on. You need to play with them and see which one is fitting. 220 00:20:42,942 --> 00:20:46,539 For example, this one doesn't really fit because the light comes from the top. We want something 221 00:20:46,542 --> 00:20:53,259 from an angle, so maybe a gun gradient would be better here from this pack here. So, something 222 00:20:53,262 --> 00:20:57,579 like that, maybe. Then, of course, you need to rotate the lights and see, you know, which 223 00:20:57,582 --> 00:21:02,539 direction you would want it from. Like, for example, this looks really decent. And like I said, 224 00:21:02,542 --> 00:21:07,739 these are very high quality renders, I mean, HDRIs, okay? So, if I render this one now, 225 00:21:07,742 --> 00:21:13,739 this is gonna look pretty decent. So, what you want is you want a quality lighting to work with. 226 00:21:13,742 --> 00:21:19,419 You know, you just get yourself quality HDRIs because lighting is the most important. Now, 227 00:21:19,422 --> 00:21:23,659 in this case, we have a bit of a problem because you see that the foreground here is much brighter 228 00:21:23,662 --> 00:21:27,899 than this one, right? What you want to do is you want to render, again, just the models, 229 00:21:27,902 --> 00:21:34,219 the cutouts, and the whole scene. So, you can select the models in Photoshop, and you can 230 00:21:34,222 --> 00:21:41,499 brighter or darken down these areas using curves and other tools, okay? Now, this is not a 231 00:21:41,502 --> 00:21:45,739 Photoshop tutorial, so I'm not gonna be, you know, showing everything, but I'm just giving you the 232 00:21:45,742 --> 00:21:52,219 methods, okay? So, you select these in Photoshop, and you darken the outside areas to balance it, 233 00:21:52,222 --> 00:21:57,739 okay? You can even replace the whole floor, right? Because what you can do is you can render 234 00:21:57,742 --> 00:22:02,459 just the shadows without the floor. Because if you select the floor here, press the period and 235 00:22:02,462 --> 00:22:10,699 numpad here to jump here, and grab this plane, go to this data, and go to visibility, and turn on 236 00:22:10,702 --> 00:22:19,419 shadow catcher, you'll be able to render just the shadows, not the background. Because if I 237 00:22:19,422 --> 00:22:25,900 turn it off here, so go to film and transparent, you see now I can see the shadows, but I can't 238 00:22:25,980 --> 00:22:30,059 see the background. So, you can replace the background in Photoshop with whatever you want. 239 00:22:30,062 --> 00:22:35,499 So, there are many tricks that you can use for, you know, creating precision renders, right? But in 240 00:22:35,502 --> 00:22:41,499 this case, what I would do, I would render just the objects without the background, so I would do that, 241 00:22:41,502 --> 00:22:47,499 right? And then render them with the background, select this in Photoshop, and darken the foreground, 242 00:22:47,502 --> 00:22:54,219 so the foreground here looks a bit, you know, looks a bit better, okay? So, there you go, guys. Anyway, 243 00:22:54,222 --> 00:22:59,659 hope it helps you out. Just remember, like I said, you need to think when you're framing 244 00:22:59,662 --> 00:23:05,659 something. I would recommend studying portraiture and portrait photography, because that will teach 245 00:23:05,662 --> 00:23:12,059 you a lot about lighting and framing. Like I said, you can treat your models as faces or humans, 246 00:23:12,062 --> 00:23:16,299 and if you want to go really deep into the subject, we have a fantastic course on that called 247 00:23:16,302 --> 00:23:22,619 Rendering University, which will teach you a great deal about lighting, framing, composition, because 248 00:23:22,622 --> 00:23:27,179 the whole course is literally devoted to this subject, and I'm offering you, you know, my entire 249 00:23:27,182 --> 00:23:32,939 expertise on that, and over two decades of it, so if you really want to go deep and learn how to 250 00:23:32,942 --> 00:23:37,579 properly frame your stuff, grab this course, because it's phenomenal, right? It's going to teach you a lot. 251 00:23:37,582 --> 00:23:43,499 By the way, this should give you like a, you know, kind of like an understanding of what to look for, 252 00:23:43,502 --> 00:23:50,299 how to frame your stuff, and how to create decent renders for your portfolio. Thanks for watching, 253 00:23:50,302 --> 00:23:51,660 and I'll see you in the next video. 32118

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