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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:05,400 Now we are going to finish by adding a background and finishing some of the other materials. 2 00:00:05,400 --> 00:00:09,500 So let's get right to it and I will press Shift-A and add a plane as usual. 3 00:00:09,500 --> 00:00:13,800 Now let's tab in and scale this 10 times so it's quite large. 4 00:00:13,800 --> 00:00:17,200 Press S, 10 and confirm. 5 00:00:17,200 --> 00:00:21,600 And right now I want to extend this edge in the back. 6 00:00:21,600 --> 00:00:25,100 We are going to create something called infinite background. 7 00:00:25,100 --> 00:00:31,000 So I will press 2 for edge select, select the far edge and press E then Z 8 00:00:31,000 --> 00:00:35,900 so the blender knows we are going up and 15. 9 00:00:35,900 --> 00:00:40,600 Okay, let's confirm and now I will select this edge and I want to bevel it 10 00:00:40,600 --> 00:00:45,300 so when the light hits that background it doesn't create any hard edge. 11 00:00:45,300 --> 00:00:49,000 So that's the principle of the infinite background. 12 00:00:49,000 --> 00:00:51,700 Now let's look from the front by pressing 1 on the numpad 13 00:00:51,800 --> 00:00:57,000 because I want to see how high up I can go with the bevel. 14 00:00:57,000 --> 00:01:00,300 So I will press Ctrl-B and start beveling here 15 00:01:00,300 --> 00:01:03,800 and we can add some segments with the mouse wheel 16 00:01:03,800 --> 00:01:10,000 and I want to do this as high as the character itself. 17 00:01:10,000 --> 00:01:14,600 So something like this. We can confirm but don't click anywhere yet. 18 00:01:14,600 --> 00:01:17,800 I want to modify the segments to something like 15 here. 19 00:01:17,900 --> 00:01:22,100 So let's modify that and now if we rotate this, 20 00:01:22,100 --> 00:01:25,100 now we can tab out, right-click and shade smooth. 21 00:01:25,100 --> 00:01:29,400 Let's rename the plane to background right here 22 00:01:29,400 --> 00:01:32,600 and we can give it a material right away. 23 00:01:32,600 --> 00:01:35,900 Let me push this down a little bit. 24 00:01:35,900 --> 00:01:38,600 So let's switch to the material tab, create a new material. 25 00:01:38,600 --> 00:01:44,300 Let's call this BG for background and I've prepared a color palette for you. 26 00:01:44,300 --> 00:01:49,900 So either you can try to eyeball those colors to try to match what you can see 27 00:01:49,900 --> 00:01:53,400 or come up with your own colors or if you want the same result 28 00:01:53,400 --> 00:01:58,200 you can see on the render here, you can use the palette I provide. 29 00:01:58,200 --> 00:02:00,900 You can find a link to download it under the video 30 00:02:00,900 --> 00:02:04,200 and right now, same as before with the references, 31 00:02:04,200 --> 00:02:09,000 we can just click to open and load up our palette file. 32 00:02:09,000 --> 00:02:12,100 We can zoom it out a little bit 33 00:02:12,100 --> 00:02:18,000 and this is a nice trick where you can just sample the colors from some image you have loaded. 34 00:02:18,000 --> 00:02:21,300 So down here, you can see there are some colors for lights. 35 00:02:21,300 --> 00:02:25,500 So we'll leave those for now and just focus on the material colors. 36 00:02:25,500 --> 00:02:28,300 So for the background, we want that green color. 37 00:02:28,300 --> 00:02:32,900 So let's just click the eyedropper tool and pick the color from there 38 00:02:32,900 --> 00:02:35,800 and we can hold Z and switch to the material preview 39 00:02:35,800 --> 00:02:40,900 and I want to adjust the roughness of this material all the way to 1 40 00:02:40,900 --> 00:02:45,300 so it's not that glossy and now I want to create the material for the wisp. 41 00:02:45,300 --> 00:02:48,400 So let's select the wisp and we can switch to the shading workspace 42 00:02:48,400 --> 00:02:51,400 because I need a node editor for that. 43 00:02:51,400 --> 00:02:53,900 We lost our palette there, but don't worry. 44 00:02:53,900 --> 00:02:55,900 There is another image editor right here. 45 00:02:55,900 --> 00:03:02,600 So we can just click this little icon and select already loaded file palette JPEG here. 46 00:03:02,600 --> 00:03:07,100 So we have the same colors and for the wisp there are two colors here 47 00:03:07,100 --> 00:03:11,800 and first of all, we'll need to get rid of that principled shader 48 00:03:11,800 --> 00:03:16,300 because this will be a custom shader made primarily from emission, 49 00:03:16,300 --> 00:03:18,800 but we want to keep this texture here. 50 00:03:18,800 --> 00:03:23,500 So just click the shader here and press CTRL X to delete it. 51 00:03:23,500 --> 00:03:27,200 You will see there's no shading going on on the wisp there 52 00:03:27,200 --> 00:03:29,700 and this will be a little bit more advanced shader setup. 53 00:03:29,700 --> 00:03:31,600 So please bear with me here. 54 00:03:31,600 --> 00:03:35,800 So first of all, we have this texture which has the dots for eyes 55 00:03:35,800 --> 00:03:38,800 and I want to use that to mask the eyes. 56 00:03:38,800 --> 00:03:41,500 So let's press SHIFT A. 57 00:03:41,500 --> 00:03:44,600 Let's go to color and mix RGB node 58 00:03:44,600 --> 00:03:49,900 and we want the white color here at the top 59 00:03:49,900 --> 00:03:53,000 and this bluish color from the palette here. 60 00:03:53,000 --> 00:03:55,600 So let's pick it up 61 00:03:55,600 --> 00:04:00,200 and we can connect the color from our texture to the factor here. 62 00:04:00,200 --> 00:04:02,500 And if you want to preview the node, 63 00:04:02,500 --> 00:04:07,600 you can press CTRL SHIFT left-click if you have the node wrangler active. 64 00:04:07,600 --> 00:04:11,700 So this way we just painted some black eyes 65 00:04:11,700 --> 00:04:16,700 and we can easily use the texture to mask out some colors here 66 00:04:16,700 --> 00:04:19,400 and I want to further connect this to emission shader. 67 00:04:19,400 --> 00:04:25,700 So let's press SHIFT A, go to the shader menu and add emission shader. 68 00:04:25,700 --> 00:04:30,700 And I will connect the color there and let's set the strength to 2 69 00:04:30,700 --> 00:04:34,200 so it's not really too much of a strong emission, 70 00:04:34,200 --> 00:04:37,400 but it's not only one and let's preview this. 71 00:04:37,400 --> 00:04:41,800 So CTRL SHIFT click here and nothing much changed. 72 00:04:41,800 --> 00:04:44,100 This is just a little bit brighter right now. 73 00:04:44,100 --> 00:04:50,900 And now I want to create these like glowing edges around these little characters 74 00:04:50,900 --> 00:04:54,600 and there's node very useful for that and we can use the Fresnel node. 75 00:04:54,600 --> 00:04:59,900 So let's press SHIFT A, go to the input and there are a lot of interesting nodes here. 76 00:04:59,900 --> 00:05:05,100 Let's pick up the Fresnel and we can preview this with CTRL SHIFT click 77 00:05:05,100 --> 00:05:08,200 and you will see this gradient that happens here. 78 00:05:08,200 --> 00:05:10,100 And when you rotate around the object, 79 00:05:10,100 --> 00:05:16,200 you can see that it always highlights edges that are at a steep angle towards the camera. 80 00:05:16,200 --> 00:05:19,900 So that's very useful for an effect like this 81 00:05:19,900 --> 00:05:23,000 and we can make it even stronger by using color ramp here. 82 00:05:23,000 --> 00:05:29,600 So press SHIFT A, add a converter, color ramp 83 00:05:29,600 --> 00:05:32,300 and we can now drag the black color here. 84 00:05:32,300 --> 00:05:39,500 So it's a little bit stronger effect and a little bit white too. 85 00:05:39,500 --> 00:05:45,300 So we have a really strong edge light going around these little characters 86 00:05:45,300 --> 00:05:49,200 and you can see it really depends on the angle of the camera. 87 00:05:49,200 --> 00:05:53,200 So that's what we want here and let's add a new emission shader here. 88 00:05:53,200 --> 00:05:58,500 So SHIFT A, shader emission, but be careful not to drop it on the line here. 89 00:05:58,600 --> 00:06:05,900 So like this and let's set the color to this green, lime green color. 90 00:06:05,900 --> 00:06:10,700 And now we'll just need to mix those two shaders with a mix shader. 91 00:06:10,700 --> 00:06:19,100 So press SHIFT A, shader and we'll add the mix shader and connect those here 92 00:06:19,100 --> 00:06:24,000 and we'll use the output from the color ramp as a factor to mix those. 93 00:06:24,000 --> 00:06:28,600 And let's press CTRL SHIFT click here and we'll need to invert this. 94 00:06:28,600 --> 00:06:33,400 So plug it like that and you can see we have that glowing edge, 95 00:06:33,400 --> 00:06:35,600 but we'll need a little bit more glow there. 96 00:06:35,600 --> 00:06:40,400 So add like 50 emission strength. 97 00:06:40,400 --> 00:06:45,600 And right now we can try to further adjust the strength of this. 98 00:06:45,600 --> 00:06:49,600 So I would probably leave the white somewhere here 99 00:06:49,600 --> 00:06:58,500 and maybe make this a little bit sharper like that. 100 00:06:58,500 --> 00:06:59,900 Okay, looking good so far. 101 00:06:59,900 --> 00:07:04,300 So this is our custom material for the Wisp 102 00:07:04,300 --> 00:07:08,000 with just some mix shader node and mix color node 103 00:07:08,000 --> 00:07:09,800 and we are using bunch of masks. 104 00:07:09,800 --> 00:07:14,600 One mask is painted and one mask is procedural based on the Fresnel input. 105 00:07:14,600 --> 00:07:20,400 So these are just simple tricks that you can use in your custom shaders as well. 106 00:07:20,400 --> 00:07:23,100 We can now switch back to the layout view. 107 00:07:23,100 --> 00:07:26,100 So we better see the viewport here 108 00:07:26,100 --> 00:07:29,900 and we can apply rest of the materials to some of the objects 109 00:07:29,900 --> 00:07:33,800 like the leather parts on the character and the branches and stuff like that. 110 00:07:33,800 --> 00:07:35,800 So let's do the leather parts first. 111 00:07:35,800 --> 00:07:39,200 I will select this one here and the new material. 112 00:07:39,200 --> 00:07:40,600 Let's call this leather 113 00:07:40,600 --> 00:07:45,900 and let's pick up the first leather color from the palette here 114 00:07:45,900 --> 00:07:50,800 and I want to bring up a roughness a little bit to something like 0.7. 115 00:07:50,800 --> 00:07:55,300 So it's not so glossy and then I want to apply this to the boots as well. 116 00:07:55,300 --> 00:07:58,500 So let's select the body go into the edit mode 117 00:07:58,500 --> 00:08:02,900 and right here let me isolate this with the slash key. 118 00:08:02,900 --> 00:08:06,400 We can go to the face select drag selection around those faces 119 00:08:06,400 --> 00:08:15,600 and use control plus to expand the selection all the way up until that seam you can see right there 120 00:08:15,600 --> 00:08:21,500 and here we can add a new texture slot 121 00:08:21,500 --> 00:08:27,400 and we can choose the leather from the list and click assign. 122 00:08:27,400 --> 00:08:30,100 But since this is not longer in the mirror mode, 123 00:08:30,100 --> 00:08:33,400 we need to do this for the other leg as well. 124 00:08:33,500 --> 00:08:39,600 So once again, just use control plus to expand the selection and assign there as well. 125 00:08:39,600 --> 00:08:43,500 We can tab out and exit the local view 126 00:08:43,500 --> 00:08:46,500 and now I want a little bit darker leather parts. 127 00:08:46,500 --> 00:08:48,400 So let's select one of these objects 128 00:08:48,400 --> 00:08:53,100 and we can choose the leather here since it's already named and just duplicate this. 129 00:08:53,100 --> 00:09:02,300 So this will be called leather 001 or we can rename this to leather 2 130 00:09:02,300 --> 00:09:06,700 and now click the color use the eyedropper tool and pick the darker color 131 00:09:06,700 --> 00:09:13,700 and here I want to go to back to 0.5 with the roughness since this is a little bit darker color. 132 00:09:13,700 --> 00:09:18,100 So some of these reflections might actually be useful there. 133 00:09:18,100 --> 00:09:22,200 Now I will apply the same material to the belt 134 00:09:22,200 --> 00:09:26,800 and let's select the talisman here and apply the same. 135 00:09:26,800 --> 00:09:29,400 Of course right now we'll need to go into the edit mode 136 00:09:29,400 --> 00:09:32,800 and assign some new materials to the talisman. 137 00:09:32,800 --> 00:09:35,100 But before we do let's do the branches. 138 00:09:35,100 --> 00:09:38,000 So we are done with most of the objects. 139 00:09:38,000 --> 00:09:42,100 So let's select the body once again go into the edit mode. 140 00:09:42,100 --> 00:09:45,600 Let's press A twice to the select all 141 00:09:45,600 --> 00:09:51,400 and by hovering over those branches will just press L to select the linked parts 142 00:09:51,500 --> 00:10:01,300 and right now with all those selected let's do the same on the other side like this. 143 00:10:01,300 --> 00:10:04,700 Let's create a new material slot with the new material. 144 00:10:04,700 --> 00:10:08,200 Let's call this branches. 145 00:10:08,200 --> 00:10:15,600 Let's pick up a color from the palette and click assign. 146 00:10:15,600 --> 00:10:19,700 And again here I want to bring the roughness a little bit. 147 00:10:19,700 --> 00:10:24,300 So 0.7 for this material let's tab out. 148 00:10:24,300 --> 00:10:27,100 So that's for the branches. 149 00:10:27,100 --> 00:10:30,600 Right now let's go back to the talisman so we can select it 150 00:10:30,600 --> 00:10:34,500 and press period on the numpad to focus. 151 00:10:34,500 --> 00:10:38,100 Let's go into the edit mode and we can enter local view 152 00:10:38,100 --> 00:10:41,800 and right now let's click away hover over the talisman 153 00:10:41,800 --> 00:10:45,600 and press L to select the linked parts. 154 00:10:45,600 --> 00:10:47,600 And now we'll create the bronze material. 155 00:10:47,600 --> 00:10:54,600 So create a new material slot here new material and let's call this bronze 156 00:10:54,600 --> 00:10:57,400 and we'll pick up the color from the palette as well. 157 00:10:57,400 --> 00:11:01,900 So click the color and pick up the bronze color right now. 158 00:11:01,900 --> 00:11:06,100 Let's click assign and we'll need to adjust this a little bit. 159 00:11:06,100 --> 00:11:11,800 So we want to go full metallic on this one and leave the roughness 0.5. 160 00:11:11,800 --> 00:11:16,000 So we have some nice matte reflections. 161 00:11:16,000 --> 00:11:20,400 And now for the crystal we can go to the vertex select toggle the X-ray 162 00:11:20,400 --> 00:11:24,200 select all of these vertices down here and just press control plus. 163 00:11:24,200 --> 00:11:27,300 So we select these up there as well. 164 00:11:27,300 --> 00:11:32,500 Now toggle the X-ray back and let's create a new material slot. 165 00:11:32,500 --> 00:11:41,400 Let's call this crystal and we'll pick up the red color from the palette 166 00:11:41,400 --> 00:11:44,100 and click assign. 167 00:11:44,100 --> 00:11:47,100 So right now we have all the materials assigned we can tab out 168 00:11:47,100 --> 00:11:49,300 and exit the local view by pressing slash 169 00:11:49,300 --> 00:11:52,900 but we are not done with the talisman crystal material. 170 00:11:52,900 --> 00:11:58,100 I want to add some subsurface scattering there and some transmission. 171 00:11:58,100 --> 00:12:00,700 So it looks like light goes through a little bit 172 00:12:00,700 --> 00:12:03,100 then it gets absorbed and stuff like that. 173 00:12:03,100 --> 00:12:07,000 So first of all, we can pick the subsurface color. 174 00:12:07,000 --> 00:12:10,000 You can see it right here. 175 00:12:10,000 --> 00:12:18,600 Use the eyedropper tool and pick up a little bit like a more orange red color. 176 00:12:18,600 --> 00:12:25,200 So what that will do this will basically allow the light to be absorbed 177 00:12:25,200 --> 00:12:29,600 and reflect with a little bit different light than the surface 178 00:12:29,600 --> 00:12:36,600 and we'll need to set the subsurface to something like 0.45. 179 00:12:36,600 --> 00:12:40,200 This is just a value I found that's working for me 180 00:12:40,200 --> 00:12:44,400 and you can already see the effect a little bit in the Eevee here. 181 00:12:44,400 --> 00:12:49,000 Like it got a little bit matte here. 182 00:12:49,000 --> 00:12:56,300 It's not that sharp and you can see how there's a like a little bit different color coming from inside. 183 00:12:56,300 --> 00:13:01,200 So that's what we want and now reduce the roughness to 0.2. 184 00:13:01,200 --> 00:13:04,500 So it's shiny and glossy now, let's go all the way down here. 185 00:13:04,500 --> 00:13:07,900 Let's bring up the transmission to something. 186 00:13:07,900 --> 00:13:10,800 Let's go 0.5. 187 00:13:10,800 --> 00:13:15,900 So that's the property that decides how much light goes through 188 00:13:15,900 --> 00:13:18,400 and transmission roughness to 0.5 as well. 189 00:13:18,400 --> 00:13:23,100 So we have a little bit distortion on the light coming through. 190 00:13:23,200 --> 00:13:26,800 So that's what I like so far. 191 00:13:26,800 --> 00:13:30,800 Let me zoom out and look if we forgot something. 192 00:13:30,800 --> 00:13:38,000 Yes, so we can leave the head dummy there in case there are some views that the light goes through. 193 00:13:38,000 --> 00:13:42,500 So there are no empty spaces behind the mask and we can paint it dark. 194 00:13:42,500 --> 00:13:48,000 So let me just select everything and just select the head here. 195 00:13:48,000 --> 00:13:52,600 Let's create a new material and let's just call it dark. 196 00:13:52,600 --> 00:13:57,800 Pick up the black color, bring the roughness all the way up and leave it like that. 197 00:13:57,800 --> 00:14:00,900 Okay, that's for the head dummy. 198 00:14:00,900 --> 00:14:04,600 So I guess we are finished with the materials. 199 00:14:04,600 --> 00:14:08,000 There just might be some settings that you need to do for the Eevee. 200 00:14:08,000 --> 00:14:11,100 So some of these materials work properly. 201 00:14:11,100 --> 00:14:15,100 So if you now scroll down to the settings of this material, 202 00:14:15,100 --> 00:14:18,700 since we have an Eevee render engine enabled here, 203 00:14:18,700 --> 00:14:21,500 you can see there are some Eevee related options 204 00:14:21,500 --> 00:14:24,400 and we can go on and enable screen space refraction. 205 00:14:24,400 --> 00:14:28,900 And that's the property that will basically tell the material that it's refractive, 206 00:14:28,900 --> 00:14:35,000 that the light can bend inside the object and it can be calculated. 207 00:14:35,000 --> 00:14:38,200 But then you need to go to render settings as well. 208 00:14:38,200 --> 00:14:42,600 First of all, enable screen space reflections and you can see how this changed a little bit. 209 00:14:42,600 --> 00:14:47,400 There are some more reflections in the Eevee there and you can enable refraction. 210 00:14:47,400 --> 00:14:51,900 Now, if we come closer, we can see how this really behaves, 211 00:14:51,900 --> 00:14:57,800 how we set it up, that 0.5 transmission and transmission roughness really kicked in. 212 00:14:57,800 --> 00:15:00,400 So it's not fully translucent. 213 00:15:00,400 --> 00:15:05,000 Okay, let me zoom out and deselect all. 214 00:15:05,000 --> 00:15:07,600 Don't forget to save your file. 215 00:15:07,600 --> 00:15:09,800 Right now, this is your model. 216 00:15:09,800 --> 00:15:12,400 It's rigged, it has all the materials set up 217 00:15:12,400 --> 00:15:15,700 and the last thing to do is some lighting, some beautiful render. 218 00:15:15,700 --> 00:15:18,500 So yeah, let's not waste any more time and let's get to it. 219 00:15:18,500 --> 00:15:20,100 Let's finish this up. 20025

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