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Now we are going to finish by adding a background and finishing some of the other materials.
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So let's get right to it and I will press Shift-A and add a plane as usual.
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Now let's tab in and scale this 10 times so it's quite large.
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Press S, 10 and confirm.
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And right now I want to extend this edge in the back.
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We are going to create something called infinite background.
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So I will press 2 for edge select, select the far edge and press E then Z
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so the blender knows we are going up and 15.
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Okay, let's confirm and now I will select this edge and I want to bevel it
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so when the light hits that background it doesn't create any hard edge.
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So that's the principle of the infinite background.
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Now let's look from the front by pressing 1 on the numpad
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because I want to see how high up I can go with the bevel.
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So I will press Ctrl-B and start beveling here
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and we can add some segments with the mouse wheel
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and I want to do this as high as the character itself.
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So something like this. We can confirm but don't click anywhere yet.
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I want to modify the segments to something like 15 here.
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So let's modify that and now if we rotate this,
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now we can tab out, right-click and shade smooth.
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Let's rename the plane to background right here
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and we can give it a material right away.
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Let me push this down a little bit.
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So let's switch to the material tab, create a new material.
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Let's call this BG for background and I've prepared a color palette for you.
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So either you can try to eyeball those colors to try to match what you can see
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or come up with your own colors or if you want the same result
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you can see on the render here, you can use the palette I provide.
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You can find a link to download it under the video
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and right now, same as before with the references,
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we can just click to open and load up our palette file.
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We can zoom it out a little bit
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and this is a nice trick where you can just sample the colors from some image you have loaded.
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So down here, you can see there are some colors for lights.
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So we'll leave those for now and just focus on the material colors.
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So for the background, we want that green color.
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So let's just click the eyedropper tool and pick the color from there
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and we can hold Z and switch to the material preview
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and I want to adjust the roughness of this material all the way to 1
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so it's not that glossy and now I want to create the material for the wisp.
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So let's select the wisp and we can switch to the shading workspace
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because I need a node editor for that.
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We lost our palette there, but don't worry.
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There is another image editor right here.
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So we can just click this little icon and select already loaded file palette JPEG here.
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So we have the same colors and for the wisp there are two colors here
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and first of all, we'll need to get rid of that principled shader
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because this will be a custom shader made primarily from emission,
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but we want to keep this texture here.
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So just click the shader here and press CTRL X to delete it.
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You will see there's no shading going on on the wisp there
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and this will be a little bit more advanced shader setup.
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So please bear with me here.
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So first of all, we have this texture which has the dots for eyes
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and I want to use that to mask the eyes.
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So let's press SHIFT A.
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Let's go to color and mix RGB node
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and we want the white color here at the top
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and this bluish color from the palette here.
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So let's pick it up
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and we can connect the color from our texture to the factor here.
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And if you want to preview the node,
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you can press CTRL SHIFT left-click if you have the node wrangler active.
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So this way we just painted some black eyes
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and we can easily use the texture to mask out some colors here
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and I want to further connect this to emission shader.
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So let's press SHIFT A, go to the shader menu and add emission shader.
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And I will connect the color there and let's set the strength to 2
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so it's not really too much of a strong emission,
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but it's not only one and let's preview this.
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So CTRL SHIFT click here and nothing much changed.
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This is just a little bit brighter right now.
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And now I want to create these like glowing edges around these little characters
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and there's node very useful for that and we can use the Fresnel node.
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So let's press SHIFT A, go to the input and there are a lot of interesting nodes here.
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Let's pick up the Fresnel and we can preview this with CTRL SHIFT click
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and you will see this gradient that happens here.
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And when you rotate around the object,
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you can see that it always highlights edges that are at a steep angle towards the camera.
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So that's very useful for an effect like this
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and we can make it even stronger by using color ramp here.
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So press SHIFT A, add a converter, color ramp
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and we can now drag the black color here.
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So it's a little bit stronger effect and a little bit white too.
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So we have a really strong edge light going around these little characters
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and you can see it really depends on the angle of the camera.
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So that's what we want here and let's add a new emission shader here.
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So SHIFT A, shader emission, but be careful not to drop it on the line here.
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So like this and let's set the color to this green, lime green color.
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And now we'll just need to mix those two shaders with a mix shader.
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So press SHIFT A, shader and we'll add the mix shader and connect those here
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and we'll use the output from the color ramp as a factor to mix those.
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And let's press CTRL SHIFT click here and we'll need to invert this.
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So plug it like that and you can see we have that glowing edge,
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but we'll need a little bit more glow there.
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So add like 50 emission strength.
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And right now we can try to further adjust the strength of this.
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So I would probably leave the white somewhere here
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and maybe make this a little bit sharper like that.
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Okay, looking good so far.
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So this is our custom material for the Wisp
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with just some mix shader node and mix color node
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and we are using bunch of masks.
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One mask is painted and one mask is procedural based on the Fresnel input.
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So these are just simple tricks that you can use in your custom shaders as well.
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We can now switch back to the layout view.
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So we better see the viewport here
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and we can apply rest of the materials to some of the objects
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like the leather parts on the character and the branches and stuff like that.
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So let's do the leather parts first.
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I will select this one here and the new material.
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Let's call this leather
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and let's pick up the first leather color from the palette here
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and I want to bring up a roughness a little bit to something like 0.7.
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So it's not so glossy and then I want to apply this to the boots as well.
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So let's select the body go into the edit mode
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and right here let me isolate this with the slash key.
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We can go to the face select drag selection around those faces
119
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and use control plus to expand the selection all the way up until that seam you can see right there
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and here we can add a new texture slot
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and we can choose the leather from the list and click assign.
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But since this is not longer in the mirror mode,
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we need to do this for the other leg as well.
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So once again, just use control plus to expand the selection and assign there as well.
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We can tab out and exit the local view
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and now I want a little bit darker leather parts.
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So let's select one of these objects
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and we can choose the leather here since it's already named and just duplicate this.
129
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So this will be called leather 001 or we can rename this to leather 2
130
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and now click the color use the eyedropper tool and pick the darker color
131
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and here I want to go to back to 0.5 with the roughness since this is a little bit darker color.
132
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So some of these reflections might actually be useful there.
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Now I will apply the same material to the belt
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and let's select the talisman here and apply the same.
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Of course right now we'll need to go into the edit mode
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and assign some new materials to the talisman.
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But before we do let's do the branches.
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So we are done with most of the objects.
139
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So let's select the body once again go into the edit mode.
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Let's press A twice to the select all
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and by hovering over those branches will just press L to select the linked parts
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and right now with all those selected let's do the same on the other side like this.
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Let's create a new material slot with the new material.
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Let's call this branches.
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Let's pick up a color from the palette and click assign.
146
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And again here I want to bring the roughness a little bit.
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So 0.7 for this material let's tab out.
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So that's for the branches.
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Right now let's go back to the talisman so we can select it
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and press period on the numpad to focus.
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Let's go into the edit mode and we can enter local view
152
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and right now let's click away hover over the talisman
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and press L to select the linked parts.
154
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And now we'll create the bronze material.
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So create a new material slot here new material and let's call this bronze
156
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and we'll pick up the color from the palette as well.
157
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So click the color and pick up the bronze color right now.
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Let's click assign and we'll need to adjust this a little bit.
159
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So we want to go full metallic on this one and leave the roughness 0.5.
160
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So we have some nice matte reflections.
161
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And now for the crystal we can go to the vertex select toggle the X-ray
162
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select all of these vertices down here and just press control plus.
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So we select these up there as well.
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Now toggle the X-ray back and let's create a new material slot.
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Let's call this crystal and we'll pick up the red color from the palette
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and click assign.
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So right now we have all the materials assigned we can tab out
168
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and exit the local view by pressing slash
169
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but we are not done with the talisman crystal material.
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I want to add some subsurface scattering there and some transmission.
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So it looks like light goes through a little bit
172
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then it gets absorbed and stuff like that.
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So first of all, we can pick the subsurface color.
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You can see it right here.
175
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Use the eyedropper tool and pick up a little bit like a more orange red color.
176
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So what that will do this will basically allow the light to be absorbed
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and reflect with a little bit different light than the surface
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and we'll need to set the subsurface to something like 0.45.
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This is just a value I found that's working for me
180
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and you can already see the effect a little bit in the Eevee here.
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Like it got a little bit matte here.
182
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It's not that sharp and you can see how there's a like a little bit different color coming from inside.
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So that's what we want and now reduce the roughness to 0.2.
184
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So it's shiny and glossy now, let's go all the way down here.
185
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Let's bring up the transmission to something.
186
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Let's go 0.5.
187
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So that's the property that decides how much light goes through
188
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and transmission roughness to 0.5 as well.
189
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So we have a little bit distortion on the light coming through.
190
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So that's what I like so far.
191
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Let me zoom out and look if we forgot something.
192
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Yes, so we can leave the head dummy there in case there are some views that the light goes through.
193
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So there are no empty spaces behind the mask and we can paint it dark.
194
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So let me just select everything and just select the head here.
195
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Let's create a new material and let's just call it dark.
196
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Pick up the black color, bring the roughness all the way up and leave it like that.
197
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Okay, that's for the head dummy.
198
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So I guess we are finished with the materials.
199
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There just might be some settings that you need to do for the Eevee.
200
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So some of these materials work properly.
201
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So if you now scroll down to the settings of this material,
202
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since we have an Eevee render engine enabled here,
203
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you can see there are some Eevee related options
204
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and we can go on and enable screen space refraction.
205
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And that's the property that will basically tell the material that it's refractive,
206
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that the light can bend inside the object and it can be calculated.
207
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But then you need to go to render settings as well.
208
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First of all, enable screen space reflections and you can see how this changed a little bit.
209
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There are some more reflections in the Eevee there and you can enable refraction.
210
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Now, if we come closer, we can see how this really behaves,
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how we set it up, that 0.5 transmission and transmission roughness really kicked in.
212
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So it's not fully translucent.
213
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Okay, let me zoom out and deselect all.
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Don't forget to save your file.
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Right now, this is your model.
216
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It's rigged, it has all the materials set up
217
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and the last thing to do is some lighting, some beautiful render.
218
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So yeah, let's not waste any more time and let's get to it.
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Let's finish this up.
20025
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