All language subtitles for 17. Creating Wisps_1_und

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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:07,000 Now is the time to create these wisps here, so I will press ctrl-tab to exit the pose mode, 2 00:00:07,000 --> 00:00:14,000 go to the layout view and we can go back for a little while and inspect those from a reference. 3 00:00:14,000 --> 00:00:21,000 So you can see it's a really very easy model here with just some light effects. 4 00:00:21,000 --> 00:00:27,000 So I will not be using the mesh modeling techniques that you already saw, 5 00:00:27,000 --> 00:00:31,000 but we'll do a little bit of a sculpting for this, very simple one. 6 00:00:31,000 --> 00:00:37,000 So this is not a chapter to really introduce you to sculpting, 7 00:00:37,000 --> 00:00:44,000 but maybe if you haven't touched it yet, it will give you a glimpse of what the sculpting actually is 8 00:00:44,000 --> 00:00:51,000 and how you can use it sometimes to easily create something small to enhance your designs. 9 00:00:51,000 --> 00:00:56,000 So first of all, I will press shift-a and add an object that we will sculpt from. 10 00:00:56,000 --> 00:01:01,000 And for that I will use a round cube that can be found within the extra objects add-on, 11 00:01:01,000 --> 00:01:03,000 so make sure you have that one active. 12 00:01:03,000 --> 00:01:05,000 And now let's create a round cube. 13 00:01:05,000 --> 00:01:11,000 And now depending on your Blender version, this might already create a quad sphere for you 14 00:01:11,000 --> 00:01:15,000 if you use earlier 2.8 versions of Blender. 15 00:01:15,000 --> 00:01:22,000 Since I think 2.82 or 2.83, this creates really a round cube, beveled round cube like this. 16 00:01:22,000 --> 00:01:29,000 But there are some presets here that you can use to create a quad sphere, so let's choose that one. 17 00:01:29,000 --> 00:01:33,000 And now I really want dense mesh for the sculpting, 18 00:01:33,000 --> 00:01:38,000 because the only thing that the sculpting does is that it uses some kind of brushes 19 00:01:38,000 --> 00:01:41,000 that manipulate your mesh in a certain way. 20 00:01:41,000 --> 00:01:45,000 And to really be able to organically manipulate the mesh, 21 00:01:45,000 --> 00:01:50,000 you will need a much higher density of vertices and faces. 22 00:01:50,000 --> 00:01:53,000 So let's set this to 20. 23 00:01:53,000 --> 00:01:55,000 Let's confirm. 24 00:01:55,000 --> 00:02:01,000 And we'll make this a little bit smaller, so something like this, like you saw in the reference. 25 00:02:01,000 --> 00:02:06,000 And I will right-click and choose smooth shading for this object here. 26 00:02:06,000 --> 00:02:10,000 And now let's go to the sculpting workspace here. 27 00:02:10,000 --> 00:02:14,000 And we can press slash on the numpad to isolate this in the local view. 28 00:02:14,000 --> 00:02:16,000 Let me zoom out a little bit. 29 00:02:16,000 --> 00:02:18,000 And you can see the viewport for sculpting looks a little bit different. 30 00:02:18,000 --> 00:02:22,000 There are no grid lines, so you can focus on your model. 31 00:02:22,000 --> 00:02:25,000 But this is the same viewport you know. 32 00:02:25,000 --> 00:02:28,000 It's just set up in a little bit different way. 33 00:02:28,000 --> 00:02:32,000 And right here on the left, you can see all those sculpting brushes that you can use. 34 00:02:32,000 --> 00:02:39,000 And I tend to expand this a little bit, so I have those brushes in rows. 35 00:02:39,000 --> 00:02:41,000 This is a little bit easier for me to navigate. 36 00:02:41,000 --> 00:02:46,000 And you can try to play around with some of these brushes here. 37 00:02:46,000 --> 00:02:51,000 I really like the scrape brush, for example, where you can flatten some of the surfaces 38 00:02:51,000 --> 00:02:55,000 and basically scrape some material away. 39 00:02:55,000 --> 00:02:57,000 Let me go back. 40 00:02:57,000 --> 00:03:01,000 And if we enable wireframe view, you can still see this is a mesh. 41 00:03:01,000 --> 00:03:05,000 And with these brushes, you are just modifying it directly. 42 00:03:05,000 --> 00:03:10,000 So sculpting is really destructive operation when it comes to mesh. 43 00:03:10,000 --> 00:03:13,000 It's not like using a modifier or something. 44 00:03:13,000 --> 00:03:16,000 And it's good to have like a really dense mesh. 45 00:03:16,000 --> 00:03:18,000 You can make a density higher. 46 00:03:18,000 --> 00:03:22,000 There are some options here to remesh or use dynamic topology. 47 00:03:22,000 --> 00:03:27,000 But again, the sculpting is really not the scope here. 48 00:03:27,000 --> 00:03:33,000 So I want to just show you how you can use one simple brush on already dense mesh 49 00:03:33,000 --> 00:03:38,000 to extrude some of these tentacles or whatever they are called on those wisps. 50 00:03:38,000 --> 00:03:41,000 And there's a great brush for that, the snake hook right here. 51 00:03:41,000 --> 00:03:43,000 So let me enable that. 52 00:03:43,000 --> 00:03:46,000 And I will disable the wireframe overlay right here. 53 00:03:46,000 --> 00:03:50,000 And I will also disable the symmetry option here so the sculpting is not mirrored. 54 00:03:50,000 --> 00:03:52,000 And now we can try the snake hook right here. 55 00:03:52,000 --> 00:03:55,000 You can see how the cursor snaps on the surface. 56 00:03:55,000 --> 00:04:01,000 And we can try to drag out some of these tentacles like this. 57 00:04:01,000 --> 00:04:05,000 So this is how the sculpting works basically. 58 00:04:05,000 --> 00:04:12,000 And right now, you saw right here when I went back in history with Ctrl-Z, 59 00:04:12,000 --> 00:04:15,000 the mirroring got turned on. 60 00:04:15,000 --> 00:04:18,000 Sometimes going back with Ctrl-Z can be a little bit annoying. 61 00:04:18,000 --> 00:04:23,000 So remember to turn this off once again. 62 00:04:23,000 --> 00:04:28,000 And same as before, you can use the F to make the brush larger. 63 00:04:28,000 --> 00:04:33,000 So let's try to extrude some of these tentacles. 64 00:04:33,000 --> 00:04:35,000 Something like this. 65 00:04:35,000 --> 00:04:38,000 And maybe one other here. 66 00:04:38,000 --> 00:04:41,000 I will make this larger or zoom out. 67 00:04:44,000 --> 00:04:48,000 So this is all I will do right here. 68 00:04:48,000 --> 00:04:54,000 Just trying to come up with some organic shapes. 69 00:04:54,000 --> 00:05:00,000 I went too far a little bit here, so I will go back and try to fix this. 70 00:05:03,000 --> 00:05:27,000 Okay, I think this can work. 71 00:05:27,000 --> 00:05:31,000 So this is the sculpt for the wisp. 72 00:05:31,000 --> 00:05:37,000 And if we enable wireframe overlay, you can see how some of these faces got stretched a little bit. 73 00:05:37,000 --> 00:05:41,000 So right now, I want to make this a little bit more even. 74 00:05:41,000 --> 00:05:43,000 And there is a remesh tool right here. 75 00:05:43,000 --> 00:05:51,000 So let's just set the voxel size to something really small like 0.05. 76 00:05:51,000 --> 00:05:54,000 And let's click Remesh. 77 00:05:54,000 --> 00:06:00,000 And you can see immediately how this model got remeshed. 78 00:06:00,000 --> 00:06:03,000 And it has much more consistent face size. 79 00:06:03,000 --> 00:06:10,000 At the same time, if we now turn off the wireframe overlay, you can see how some of the parts got distorted. 80 00:06:10,000 --> 00:06:16,000 And the object is not shaded smooth anymore, so I will hold CTRL, tap, switch to the object mode, 81 00:06:16,000 --> 00:06:21,000 shade is smooth, and go back to the sculpt mode. 82 00:06:21,000 --> 00:06:24,000 And now we can use the smooth brush. 83 00:06:24,000 --> 00:06:26,000 It's this one right here. 84 00:06:26,000 --> 00:06:32,000 And you can use it to smooth some of these parts a little bit. 85 00:06:32,000 --> 00:06:43,000 And we can reduce the strength on the brush so it's not destroying our sculpt. 86 00:06:43,000 --> 00:06:45,000 And it depends on your sculpt. 87 00:06:45,000 --> 00:06:57,000 You can use this here and there mostly to eliminate some really strong mesh issues like we had up here. 88 00:06:57,000 --> 00:06:59,000 And I think this will be fine. 89 00:06:59,000 --> 00:07:02,000 And now we can go back to the layout view. 90 00:07:02,000 --> 00:07:04,000 So our sculpt is finished. 91 00:07:04,000 --> 00:07:10,000 And now I will press G, then Y to move this in the front and to the top. 92 00:07:10,000 --> 00:07:17,000 And we could use this like this, but I feel like the mesh is unnecessarily dense right now. 93 00:07:17,000 --> 00:07:22,000 So we can go to the modifiers tab and add a modifier called decimate. 94 00:07:22,000 --> 00:07:26,000 I'll do if we enable the wireframe overlay once again. 95 00:07:26,000 --> 00:07:32,000 If you move this towards the zero, you will see how your mesh gets simplified. 96 00:07:32,000 --> 00:07:37,000 It creates triangles, but I don't worry about that right now. 97 00:07:37,000 --> 00:07:45,000 And we can reduce this all the way to something like 0.08. 98 00:07:45,000 --> 00:07:53,000 And you can see how these faces are a little bit larger and some of these things are more evenly spaced out. 99 00:07:53,000 --> 00:07:56,000 So let me disable the wireframe overlay. 100 00:07:56,000 --> 00:07:59,000 And now we can apply the decimate modifier. 101 00:07:59,000 --> 00:08:06,000 Go into the edit mode, select all with A, press U and smart UV project. 102 00:08:06,000 --> 00:08:10,000 Now I've done this because I want to paint those eyes on those wisps. 103 00:08:10,000 --> 00:08:19,000 So if we check the texture paint, we have still the image there and you can see they have these dots for eyes. 104 00:08:19,000 --> 00:08:26,000 And if we go to the UV editing tab, you will see the generated UV. 105 00:08:26,000 --> 00:08:29,000 These are quite a mess. 106 00:08:29,000 --> 00:08:32,000 I wouldn't use this for anything serious. 107 00:08:32,000 --> 00:08:38,000 But here, when we just need to place two little dots on something, it's good enough for me. 108 00:08:38,000 --> 00:08:40,000 So I will leave it like this. 109 00:08:40,000 --> 00:08:50,000 So we can go back to the texture paint and let's create a new material for the wisp. 110 00:08:50,000 --> 00:08:56,000 And back to the drawing option and create a texture for that, for a base color. 111 00:08:56,000 --> 00:09:04,000 This one should be enough as a 1K texture, but let's do 2K texture just to be safe. 112 00:09:07,000 --> 00:09:09,000 Let's confirm. 113 00:09:09,000 --> 00:09:15,000 Now I will load up the texture here as well and let's save this. 114 00:09:15,000 --> 00:09:17,000 And let's save it on disk. 115 00:09:17,000 --> 00:09:21,000 So I will save this quickly. 116 00:09:21,000 --> 00:09:28,000 Okay, so it's saved and you can see it here in the shader editor that we have the texture connected. 117 00:09:28,000 --> 00:09:31,000 And now let's change the color to white. 118 00:09:31,000 --> 00:09:36,000 And you should still have the paint bucket active. 119 00:09:36,000 --> 00:09:40,000 If not, switch to that and change color to white and just click somewhere. 120 00:09:40,000 --> 00:09:42,000 So we paint the wisp white. 121 00:09:42,000 --> 00:09:45,000 Now rotate so you can see it from the front. 122 00:09:45,000 --> 00:09:49,000 Maybe we can use the front view by pressing 1 on the numpad. 123 00:09:49,000 --> 00:09:51,000 And now I will switch to the brush. 124 00:09:51,000 --> 00:09:54,000 Pick a black color. 125 00:09:54,000 --> 00:09:59,000 Reduce the size of the brush with F to something like this. 126 00:09:59,000 --> 00:10:06,000 And paint two black dots here to represent the eyes. 127 00:10:06,000 --> 00:10:09,000 Okay, maybe they are too large. 128 00:10:09,000 --> 00:10:11,000 Let me go back. 129 00:10:11,000 --> 00:10:20,000 Reduce it and make them a little bit more apart. 130 00:10:20,000 --> 00:10:24,000 Okay, I feel like this is better. 131 00:10:24,000 --> 00:10:30,000 Good enough for me, so I will hover here over the image editor, press Alt S to save this. 132 00:10:30,000 --> 00:10:33,000 And go back to the layout view. 133 00:10:33,000 --> 00:10:37,000 And now I just want them to layout around the scene. 134 00:10:37,000 --> 00:10:41,000 Let's just bring up a new window down in the bottom here. 135 00:10:41,000 --> 00:10:44,000 And let's switch this to image editor. 136 00:10:44,000 --> 00:10:50,000 Let's load up that render reference so we can see the position of these wisps. 137 00:10:50,000 --> 00:10:59,000 So one of them is kind of going towards our character, towards that extended arm. 138 00:10:59,000 --> 00:11:05,000 So we can press R, Z, 180 degrees. 139 00:11:05,000 --> 00:11:10,000 And place it there and make it smaller, I feel like. 140 00:11:10,000 --> 00:11:13,000 So something like this, like it's going towards him. 141 00:11:13,000 --> 00:11:18,000 Maybe not so much, so a little bit of that eye is visible there. 142 00:11:18,000 --> 00:11:24,000 And now I will go to the top view by pressing 7 and Alt D, the wisp. 143 00:11:24,000 --> 00:11:27,000 And place it here in the front, rotate. 144 00:11:27,000 --> 00:11:31,000 So this one will be rotated more towards the camera. 145 00:11:31,000 --> 00:11:38,000 We don't have the camera set up yet, but I just want to set up the scene a little bit. 146 00:11:38,000 --> 00:11:43,000 So something like this. 147 00:11:43,000 --> 00:11:56,000 And one here behind the character going towards him, so... 148 00:11:56,000 --> 00:12:00,000 Something like that. 149 00:12:00,000 --> 00:12:03,000 Okay, that will be fine. 150 00:12:03,000 --> 00:12:08,000 And we'll need, of course, to place the camera later and rotate the character. 151 00:12:08,000 --> 00:12:13,000 So to save the position of this wisp in relation to the character, 152 00:12:13,000 --> 00:12:18,000 we can parent them to the armature as well, but not with automatic weights, 153 00:12:18,000 --> 00:12:25,000 just as a child object so they move when we actually move or rotate the armature itself. 154 00:12:25,000 --> 00:12:29,000 So let's select them all one by one by holding Shift, 155 00:12:29,000 --> 00:12:35,000 then the armature as the last object, press Ctrl P and just set parent to object. 156 00:12:35,000 --> 00:12:40,000 So right now if we decide we need to rotate this, we have the whole set up 157 00:12:40,000 --> 00:12:44,000 and the wisp position towards the character are the same. 158 00:12:44,000 --> 00:12:48,000 So again, don't forget to save, don't forget to save your texture. 159 00:12:48,000 --> 00:12:53,000 And we can move on, finish some materials and start working on lighting. 14741

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