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These are the user uploaded subtitles that are being translated: 1 00:00:09,366 --> 00:00:12,966 hey guys welcome to part 1 of the nuke tutorial series 2 00:00:12,966 --> 00:00:15,266 of how to go about creating this shot 3 00:00:15,666 --> 00:00:17,066 my process of going about it 4 00:00:17,066 --> 00:00:19,033 and how you can do it as well 5 00:00:19,300 --> 00:00:21,133 so there's gonna be a couple different things 6 00:00:21,133 --> 00:00:22,866 that we cover in this tutorial 7 00:00:23,000 --> 00:00:24,466 uh it won't just be the nuke stuff 8 00:00:24,466 --> 00:00:26,566 I'm gonna talk about a couple different topics uh 9 00:00:26,566 --> 00:00:27,999 in this first video 10 00:00:28,000 --> 00:00:29,400 so if I go here 11 00:00:29,466 --> 00:00:30,599 this is what we're gonna talk about 12 00:00:30,600 --> 00:00:32,300 so starting with the concept 13 00:00:32,766 --> 00:00:34,466 how we did some of the practical effects 14 00:00:34,466 --> 00:00:35,599 so my wife is 15 00:00:35,600 --> 00:00:36,100 uh you know 16 00:00:36,100 --> 00:00:37,366 a fashion design background 17 00:00:37,366 --> 00:00:39,166 and kind of a more traditional art background 18 00:00:39,166 --> 00:00:40,399 so she helped uh 19 00:00:40,400 --> 00:00:41,733 and this is more of a collaboration 20 00:00:41,733 --> 00:00:42,733 definitely on this side 21 00:00:42,733 --> 00:00:44,666 in terms of concepting and effects 22 00:00:44,866 --> 00:00:47,499 uh so definitely credit for that but uh 23 00:00:47,500 --> 00:00:49,333 so these are some of the things I'm gonna cover 24 00:00:49,333 --> 00:00:50,133 practical effects 25 00:00:50,133 --> 00:00:52,099 practical lighting and then 26 00:00:52,100 --> 00:00:53,733 we're going to do a general overview of the script 27 00:00:53,733 --> 00:00:55,666 so this is a pretty big script 28 00:00:56,600 --> 00:00:58,300 and there's a lot of techniques used here 29 00:00:58,300 --> 00:01:01,900 so I know that there's a range of viewers watching this 30 00:01:01,900 --> 00:01:03,933 probably some really senior people 31 00:01:03,933 --> 00:01:05,466 probably some beginner people 32 00:01:05,466 --> 00:01:07,666 so keeping that spectrum in mind 33 00:01:08,566 --> 00:01:10,966 I'm still gonna talk kind of on an intermediate level 34 00:01:10,966 --> 00:01:12,566 in the way I'm explaining things 35 00:01:13,100 --> 00:01:14,400 but I'm not gonna explain like 36 00:01:14,400 --> 00:01:15,933 really basic sliders and stuff 37 00:01:15,933 --> 00:01:19,299 cause that's really covered in my basic courses if you 38 00:01:19,300 --> 00:01:20,200 if you guys have seen them 39 00:01:20,200 --> 00:01:23,766 so that's kind of how explaining go about this video 40 00:01:23,766 --> 00:01:25,466 and yeah so 41 00:01:25,466 --> 00:01:27,799 part 2 will be different stuff 42 00:01:27,800 --> 00:01:29,200 so more in detail 43 00:01:29,200 --> 00:01:31,200 so this will be more of an overview video 44 00:01:31,200 --> 00:01:32,366 the specific one 45 00:01:32,800 --> 00:01:34,566 and part 2 will be really going into 46 00:01:34,566 --> 00:01:37,666 the specific details of every kind of layer 47 00:01:37,900 --> 00:01:38,966 every technique 48 00:01:39,766 --> 00:01:41,166 and really how to build it up 49 00:01:41,166 --> 00:01:43,399 so it won't just be kind of looking through the script 50 00:01:43,400 --> 00:01:44,066 and stepping through 51 00:01:44,066 --> 00:01:46,633 but really explaining each process 52 00:01:46,666 --> 00:01:49,066 so part 2 the next video 53 00:01:49,066 --> 00:01:50,799 will be kind of tracking keen tools 54 00:01:50,800 --> 00:01:52,500 smart factors in paint 55 00:01:52,500 --> 00:01:53,366 mixing tracks 56 00:01:53,900 --> 00:01:55,266 2D 3D face enhancement 57 00:01:55,266 --> 00:01:57,299 3D Light civilization integration 58 00:01:57,533 --> 00:01:59,333 uh part three of the final video 59 00:01:59,333 --> 00:02:01,066 is how we can use elements 60 00:02:01,333 --> 00:02:02,766 creating complex alphas 61 00:02:02,766 --> 00:02:03,733 uh 3D relighting 62 00:02:03,733 --> 00:02:05,099 and making elements interact 63 00:02:05,100 --> 00:02:06,800 so there's quite a lot here 64 00:02:06,800 --> 00:02:09,200 and this is really a simplified list uh 65 00:02:09,300 --> 00:02:11,100 there's probably a lot of little techniques uh 66 00:02:11,100 --> 00:02:12,600 in there that will be covered 67 00:02:12,733 --> 00:02:15,033 so yeah that's pretty much it 68 00:02:15,366 --> 00:02:17,666 so we'll start restarting with the concept 69 00:02:17,666 --> 00:02:19,066 so this shot 70 00:02:20,066 --> 00:02:23,266 we wanted to do something kind of artistic and fun 71 00:02:23,266 --> 00:02:25,066 just to try mixing some practical effects 72 00:02:25,066 --> 00:02:28,333 with some of the energy effects that I'll be providing 73 00:02:28,333 --> 00:02:30,166 so that was kind of the goal of this 74 00:02:30,166 --> 00:02:31,799 and to have some sort of meaning behind it 75 00:02:31,800 --> 00:02:34,366 so that's kind of the concept of the shot 76 00:02:34,500 --> 00:02:35,666 and sort of shedding like 77 00:02:35,666 --> 00:02:36,399 the past self 78 00:02:36,400 --> 00:02:38,466 and moving towards the ideal 79 00:02:38,733 --> 00:02:39,333 that's what's kind of 80 00:02:39,333 --> 00:02:41,199 like the philosophical meaning of the shot 81 00:02:41,200 --> 00:02:44,666 but just to show you guys some of the process 82 00:02:44,666 --> 00:02:46,866 the iteration process that goes on 83 00:02:46,866 --> 00:02:48,333 so this is kind of the final cop 84 00:02:48,333 --> 00:02:51,566 but these are some notes I gave myself along the way 85 00:02:51,566 --> 00:02:52,799 and this is just a show 86 00:02:52,800 --> 00:02:54,066 and this isn't even the earliest cop 87 00:02:54,066 --> 00:02:55,166 the earliest cop is 88 00:02:55,166 --> 00:02:56,133 you know really basic 89 00:02:56,133 --> 00:02:58,566 but usually you know 90 00:02:59,000 --> 00:02:59,866 final composites 91 00:02:59,866 --> 00:03:01,399 it take lots of iteration 92 00:03:01,400 --> 00:03:02,600 and I've talked about this before 93 00:03:02,600 --> 00:03:05,566 if you guys have taken my paid courses you know 94 00:03:05,600 --> 00:03:06,933 everything is about iteration 95 00:03:06,933 --> 00:03:09,066 I don't know one single composite 96 00:03:09,066 --> 00:03:09,899 who's really good 97 00:03:09,900 --> 00:03:11,000 who just nails everything up 98 00:03:11,000 --> 00:03:13,866 version 1 it takes multiple layers of iteration 99 00:03:13,866 --> 00:03:14,899 stepping back 100 00:03:14,900 --> 00:03:16,666 looking at it from different angles 101 00:03:16,933 --> 00:03:18,166 and try to perceive 102 00:03:18,166 --> 00:03:19,099 what could be done here 103 00:03:19,100 --> 00:03:20,600 to improve this image 104 00:03:21,100 --> 00:03:23,400 so these are the kind of stuff that I'm looking at 105 00:03:23,400 --> 00:03:24,400 along the way 106 00:03:24,700 --> 00:03:25,733 you know maybe it's too noisy 107 00:03:25,733 --> 00:03:26,633 in this area 108 00:03:27,000 --> 00:03:28,133 we have you know 109 00:03:28,133 --> 00:03:28,933 the pattern up here 110 00:03:28,933 --> 00:03:29,899 maybe it's a little bit too bright 111 00:03:29,900 --> 00:03:32,200 or maybe I'll run some things to the cracks 112 00:03:32,333 --> 00:03:34,466 so when I'm working through this design process 113 00:03:34,466 --> 00:03:36,666 and really this is a design process 114 00:03:36,700 --> 00:03:38,200 it's thinking about 115 00:03:38,200 --> 00:03:39,500 where you know 116 00:03:39,500 --> 00:03:40,966 this could be technically correct 117 00:03:40,966 --> 00:03:42,966 and could totally work 118 00:03:42,966 --> 00:03:46,099 but composing is not a purely technical thing 119 00:03:46,100 --> 00:03:46,766 it's it's a 120 00:03:46,766 --> 00:03:47,633 it's really 121 00:03:47,933 --> 00:03:49,766 you have to think about motion 122 00:03:49,766 --> 00:03:51,099 you have to think about light 123 00:03:51,766 --> 00:03:52,999 you have to think about design 124 00:03:53,000 --> 00:03:53,933 and composition 125 00:03:53,933 --> 00:03:54,733 so these are 126 00:03:54,733 --> 00:03:55,833 the things that 127 00:03:56,066 --> 00:03:57,699 not that many people are talking about 128 00:03:57,700 --> 00:03:59,533 so that's why I think this project is pretty fun 129 00:03:59,533 --> 00:04:01,999 because we get to really get into those type of things 130 00:04:02,266 --> 00:04:03,266 versus just like 131 00:04:03,266 --> 00:04:04,533 here's CG integration 132 00:04:04,533 --> 00:04:05,799 or here's color matching 133 00:04:05,800 --> 00:04:06,766 stuff like that 134 00:04:07,266 --> 00:04:08,399 so these are all 135 00:04:08,400 --> 00:04:10,466 little notes I gave myself along the way 136 00:04:10,466 --> 00:04:11,533 you know depth of field 137 00:04:11,533 --> 00:04:12,733 it's a little bit too sharp here 138 00:04:12,733 --> 00:04:13,899 if you look at the footage 139 00:04:13,900 --> 00:04:15,066 a little bit too sharp 140 00:04:15,933 --> 00:04:17,733 just some blending notes for myself 141 00:04:17,733 --> 00:04:19,333 maybe there's some warping going on 142 00:04:19,333 --> 00:04:21,366 from our smart factors or tracks 143 00:04:22,466 --> 00:04:24,399 maybe something looks a little bit too flat 144 00:04:25,166 --> 00:04:25,966 so these are all 145 00:04:25,966 --> 00:04:26,899 the level detail 146 00:04:26,900 --> 00:04:28,200 we can really dive into 147 00:04:28,200 --> 00:04:29,866 when you're building this image up 148 00:04:29,900 --> 00:04:30,800 so you see here 149 00:04:30,800 --> 00:04:31,900 this is another version 150 00:04:31,900 --> 00:04:32,600 but it's just 151 00:04:32,600 --> 00:04:33,766 really too noisy 152 00:04:33,766 --> 00:04:35,299 so if you kind of zoom out 153 00:04:35,366 --> 00:04:36,899 it's almost too much to look at 154 00:04:36,900 --> 00:04:37,333 you have like 155 00:04:37,333 --> 00:04:39,133 all these white dots and your 156 00:04:39,133 --> 00:04:41,066 your eye doesn't really focus on something 157 00:04:41,066 --> 00:04:42,999 so this is something I wanna convey in the series 158 00:04:43,000 --> 00:04:44,266 as well as like 159 00:04:44,866 --> 00:04:46,266 where's your eye looking 160 00:04:46,266 --> 00:04:47,699 how do you train that eye 161 00:04:47,933 --> 00:04:49,533 what are the details you want to look at 162 00:04:49,533 --> 00:04:51,266 and how do you balance that image 163 00:04:51,733 --> 00:04:52,599 so this is something 164 00:04:52,600 --> 00:04:53,566 is example really 165 00:04:53,566 --> 00:04:54,799 just you know 166 00:04:54,800 --> 00:04:56,333 the effect is sort of working here 167 00:04:56,333 --> 00:04:56,966 in this picture 168 00:04:56,966 --> 00:04:57,499 but you have 169 00:04:57,500 --> 00:04:58,566 like all these white dots 170 00:04:58,566 --> 00:05:00,966 and it's hard to focus on one specific thing 171 00:05:02,166 --> 00:05:03,733 also it's a little bit too saturated 172 00:05:03,733 --> 00:05:05,099 maybe so flat here 173 00:05:05,100 --> 00:05:07,066 you know the shoulder looks very very flat 174 00:05:07,900 --> 00:05:09,700 so these are the kind of things that I'm thinking about 175 00:05:09,700 --> 00:05:11,000 along the process 176 00:05:11,533 --> 00:05:13,699 so you see from this version of this version 177 00:05:13,700 --> 00:05:15,200 I kind of go here 178 00:05:15,200 --> 00:05:16,866 darken the chin a little bit 179 00:05:17,166 --> 00:05:18,399 maybe brighten up the eyes 180 00:05:18,400 --> 00:05:21,333 to sort of bring the focus to the eyes 181 00:05:21,333 --> 00:05:23,099 it's a little bit of an artificial brightening 182 00:05:23,100 --> 00:05:25,833 but it gives it a little bit of a softer look 183 00:05:25,966 --> 00:05:28,699 and sort of brings it a little bit less creepy 184 00:05:28,700 --> 00:05:29,800 and more kind of a soft 185 00:05:29,800 --> 00:05:30,833 softer look 186 00:05:31,766 --> 00:05:34,033 and then going on to another version here 187 00:05:34,333 --> 00:05:36,133 uh there's a lot of changes in between 188 00:05:36,133 --> 00:05:38,099 but again you had the same problem uh 189 00:05:38,100 --> 00:05:38,600 you have this like 190 00:05:38,600 --> 00:05:39,966 really kind of too much 191 00:05:39,966 --> 00:05:41,399 little bright highlights 192 00:05:41,566 --> 00:05:44,599 appearing in certain areas and yeah 193 00:05:44,600 --> 00:05:46,300 so these are all the little things I'm thinking about 194 00:05:46,300 --> 00:05:48,433 so if you go from this to the final cop 195 00:05:48,666 --> 00:05:50,199 you can see sort of 196 00:05:50,333 --> 00:05:51,766 it's the way I did 197 00:05:51,766 --> 00:05:54,466 the effect was kind of keeping the leading edge bright 198 00:05:54,466 --> 00:05:57,066 and then it's kind of darkening across time 199 00:05:57,366 --> 00:05:58,966 yeah but you still have these nice 200 00:05:58,966 --> 00:06:01,699 like rolling highlights underneath the cracks 201 00:06:01,700 --> 00:06:03,900 and that's something I really wanted to focus on 202 00:06:03,900 --> 00:06:05,000 with this effect as well 203 00:06:05,000 --> 00:06:09,333 was I don't want to just mask a crack and create a glow 204 00:06:09,333 --> 00:06:11,899 cause that's a really simple effect 205 00:06:11,900 --> 00:06:12,733 and really want 206 00:06:12,733 --> 00:06:13,966 what I wanted to demonstrate 207 00:06:13,966 --> 00:06:16,766 is how we can do a more complex effect 208 00:06:16,766 --> 00:06:19,099 if you have some some good elements to work with 209 00:06:19,266 --> 00:06:23,066 and so that's kind of the concept and iteration process 210 00:06:23,500 --> 00:06:26,433 in a very quick and simplified explanation of it 211 00:06:27,400 --> 00:06:28,533 and yeah so 212 00:06:28,533 --> 00:06:30,599 that is that 213 00:06:30,600 --> 00:06:31,966 so on the next part 214 00:06:31,966 --> 00:06:34,133 which is practical facts 215 00:06:34,133 --> 00:06:36,766 so what is this 216 00:06:36,766 --> 00:06:37,333 practically 217 00:06:37,333 --> 00:06:38,333 what is happening here 218 00:06:38,333 --> 00:06:38,966 practically 219 00:06:38,966 --> 00:06:40,299 um so basically 220 00:06:40,300 --> 00:06:42,700 this is sort of a clay 221 00:06:42,700 --> 00:06:44,300 it's a white clay so you can 222 00:06:44,300 --> 00:06:45,200 this is a basically 223 00:06:45,200 --> 00:06:46,100 video of it 224 00:06:46,533 --> 00:06:46,999 you can like 225 00:06:47,000 --> 00:06:48,300 buy this in store 226 00:06:48,566 --> 00:06:50,333 um and yeah 227 00:06:50,333 --> 00:06:51,166 my wife bought this 228 00:06:51,166 --> 00:06:52,099 it's like white clay 229 00:06:52,100 --> 00:06:53,700 and we also use some like 230 00:06:53,700 --> 00:06:55,700 it was called clown white paint 231 00:06:55,700 --> 00:06:56,100 you can get 232 00:06:56,100 --> 00:06:57,500 like a Halloween store 233 00:06:57,900 --> 00:06:59,100 it's a little bit different than like 234 00:06:59,100 --> 00:07:00,466 an acrylic or something like that 235 00:07:00,466 --> 00:07:01,166 it's more for like 236 00:07:01,166 --> 00:07:02,333 Halloween makeup 237 00:07:02,333 --> 00:07:02,766 so it's like 238 00:07:02,766 --> 00:07:04,966 this mixed with some of this 239 00:07:05,300 --> 00:07:06,533 and this gives us a nice 240 00:07:06,533 --> 00:07:08,366 practical base to start with 241 00:07:08,533 --> 00:07:12,599 so if we compare this to the practical footage 242 00:07:12,766 --> 00:07:13,933 this is actually the practical 243 00:07:13,933 --> 00:07:15,299 so we have a lot to start with here 244 00:07:15,300 --> 00:07:17,666 and then we can enhance what's already there 245 00:07:17,666 --> 00:07:18,299 so you can see the 246 00:07:18,300 --> 00:07:19,400 some cracks added 247 00:07:19,400 --> 00:07:21,800 we added some 3D cracks 2D cracks 248 00:07:22,100 --> 00:07:24,133 and then painted in a bunch of different textures here 249 00:07:24,133 --> 00:07:25,133 so it's it's 250 00:07:25,133 --> 00:07:26,366 it's a good idea to start with 251 00:07:26,366 --> 00:07:27,866 practical effects if you can 252 00:07:27,866 --> 00:07:29,666 especially if you're filming this to yourself 253 00:07:29,666 --> 00:07:32,466 or doing a project on your own um 254 00:07:32,866 --> 00:07:35,799 and mixing traditional film making techniques 255 00:07:35,966 --> 00:07:36,866 with composing 256 00:07:36,866 --> 00:07:40,133 so I think especially with YouTube and internet now 257 00:07:40,133 --> 00:07:43,033 it's like everything is super about 3D 258 00:07:43,300 --> 00:07:44,766 and you're not seeing a lot of practical 259 00:07:44,766 --> 00:07:45,399 effects being used 260 00:07:45,400 --> 00:07:46,833 so I wanted to sort of 261 00:07:47,200 --> 00:07:48,166 mix that in here 262 00:07:48,166 --> 00:07:48,866 and you know 263 00:07:48,866 --> 00:07:50,066 it's some future videos as well 264 00:07:50,066 --> 00:07:51,466 we have some ideas for that 265 00:07:51,733 --> 00:07:53,166 and that will be 266 00:07:53,166 --> 00:07:54,866 yeah kind of fun to talk about 267 00:07:55,333 --> 00:07:55,966 along the way 268 00:07:55,966 --> 00:07:57,399 even though this is composing channel 269 00:07:57,400 --> 00:08:01,366 composing is about mixing it with the real so yeah 270 00:08:01,366 --> 00:08:04,233 that's something that I thought people find interesting 271 00:08:04,800 --> 00:08:07,166 so talking about this more 272 00:08:08,466 --> 00:08:11,666 uh one thing with the lighting 273 00:08:12,100 --> 00:08:13,700 so practical lighting 274 00:08:13,700 --> 00:08:15,966 you want to light this in a way 275 00:08:15,966 --> 00:08:16,399 uh you know 276 00:08:16,400 --> 00:08:17,733 I'm not a portrait photographer 277 00:08:17,733 --> 00:08:19,066 I'm not a studio photographer 278 00:08:19,066 --> 00:08:21,033 but I do understand lighting pretty well 279 00:08:21,166 --> 00:08:23,899 and one type of lighting that you can do 280 00:08:23,900 --> 00:08:25,600 is called Rembrandt lighting 281 00:08:25,600 --> 00:08:26,566 so basically 282 00:08:26,566 --> 00:08:27,466 you can take 283 00:08:29,300 --> 00:08:32,366 it's a it's very cheap way to do lighting 284 00:08:32,366 --> 00:08:34,199 a cost effective way rather 285 00:08:34,466 --> 00:08:35,933 and you can sort of 286 00:08:35,933 --> 00:08:37,566 let me just set this up here 287 00:08:40,100 --> 00:08:41,833 so you can sort of 288 00:08:43,000 --> 00:08:45,666 basically the way this is light is it's just two lights 289 00:08:45,666 --> 00:08:46,133 so you have like 290 00:08:46,133 --> 00:08:48,333 a main key light coming from right 291 00:08:48,333 --> 00:08:51,099 we have another light coming from the left 292 00:08:51,766 --> 00:08:54,766 and we have a bounce card 293 00:08:54,866 --> 00:08:56,099 just use the white sheet 294 00:08:56,100 --> 00:08:59,900 basically to sort of fill in this area here 295 00:08:59,933 --> 00:09:00,599 and that gives it 296 00:09:00,600 --> 00:09:03,100 so we don't get too much contrast in this area 297 00:09:03,100 --> 00:09:04,600 which gives it a softer 298 00:09:04,600 --> 00:09:06,166 less aggressive look 299 00:09:06,566 --> 00:09:07,266 and that's gonna give us 300 00:09:07,266 --> 00:09:07,933 this type of 301 00:09:07,933 --> 00:09:10,466 this type of lighting that we have here 302 00:09:10,466 --> 00:09:12,499 and this is called Rembrandt lighting 303 00:09:12,700 --> 00:09:14,600 so it's spelt like this 304 00:09:14,600 --> 00:09:16,166 we have R E 305 00:09:17,133 --> 00:09:19,299 and Rembrandt 306 00:09:20,200 --> 00:09:22,333 RAM Brant lighting 307 00:09:22,333 --> 00:09:25,533 and my rotor paint is little bit laggy here 308 00:09:25,533 --> 00:09:29,499 so you guys can forgive the handwriting 309 00:09:30,066 --> 00:09:30,799 RAM brand lighting 310 00:09:30,800 --> 00:09:32,466 so this is what we're doing here 311 00:09:32,466 --> 00:09:35,433 and one of the key features of this type of 312 00:09:35,533 --> 00:09:36,833 portrait lighting 313 00:09:37,266 --> 00:09:41,099 is to try to create these inverted triangles 314 00:09:41,100 --> 00:09:41,966 on the opposite 315 00:09:41,966 --> 00:09:42,699 or the shadow 316 00:09:42,700 --> 00:09:43,533 side of the face 317 00:09:43,533 --> 00:09:45,099 so that's kind of what I went for here 318 00:09:45,100 --> 00:09:46,666 is we have this lighting 319 00:09:46,733 --> 00:09:48,499 lighting up most of the side of this cheek 320 00:09:48,500 --> 00:09:49,500 completely in light 321 00:09:49,500 --> 00:09:51,700 and then we have this inverted triangle 322 00:09:52,366 --> 00:09:53,533 and one thing to note 323 00:09:53,533 --> 00:09:54,733 when you're doing this type of lighting 324 00:09:54,733 --> 00:09:57,099 if you guys ever film something like this yourself 325 00:09:57,100 --> 00:09:59,066 is to try not making this too big 326 00:09:59,066 --> 00:10:02,966 otherwise it kind of doesn't give this sort of look 327 00:10:03,500 --> 00:10:05,466 and so we have the soft lighting here 328 00:10:05,500 --> 00:10:08,566 and one thing to look at 329 00:10:08,566 --> 00:10:10,099 if I just pull this open 330 00:10:10,166 --> 00:10:12,999 is if we have this 331 00:10:13,000 --> 00:10:15,633 so this is a different lighting test we did 332 00:10:16,000 --> 00:10:17,533 obviously this is not what we wanted 333 00:10:17,533 --> 00:10:19,466 so we didn't want this sort of creepy effect 334 00:10:19,466 --> 00:10:21,499 and you see that by back lighting stuff 335 00:10:21,700 --> 00:10:24,866 we get a totally different looking shot 336 00:10:25,000 --> 00:10:26,366 so you know there's no 337 00:10:26,366 --> 00:10:27,199 there's not much bounce 338 00:10:27,200 --> 00:10:27,933 like going on 339 00:10:27,933 --> 00:10:29,699 and we have this kind of contrast 340 00:10:29,900 --> 00:10:31,300 rim light and a little bit 341 00:10:31,400 --> 00:10:32,666 brighter on this side 342 00:10:32,866 --> 00:10:34,799 and so this is why lighting is really important 343 00:10:34,800 --> 00:10:36,333 and why I'm talking about it 344 00:10:36,333 --> 00:10:39,266 because lighting determines the mood of a shot 345 00:10:39,533 --> 00:10:42,966 and if you are composing something 346 00:10:42,966 --> 00:10:44,266 let's say you're filming yourself 347 00:10:44,266 --> 00:10:45,466 you're doing your own project 348 00:10:45,600 --> 00:10:46,766 um you know 349 00:10:46,766 --> 00:10:47,933 you need to be thinking about 350 00:10:47,933 --> 00:10:49,166 what the actual shot looks like 351 00:10:49,166 --> 00:10:51,499 if the shot itself starts out badly 352 00:10:51,500 --> 00:10:53,500 no matter what you do in the composite 353 00:10:53,600 --> 00:10:55,666 um you're not gonna get a good end result 354 00:10:56,133 --> 00:10:58,199 so that's pretty much of it 355 00:10:58,200 --> 00:11:01,833 for the kind of practical effects and the 356 00:11:02,900 --> 00:11:04,000 practical lighting 357 00:11:04,600 --> 00:11:05,666 so now I'm gonna talk about 358 00:11:05,666 --> 00:11:08,366 the general overview of this script 359 00:11:08,600 --> 00:11:10,666 so this is a pretty big script 360 00:11:10,666 --> 00:11:11,199 and this is 361 00:11:11,200 --> 00:11:12,100 like the project file 362 00:11:12,100 --> 00:11:12,566 like I said 363 00:11:12,566 --> 00:11:13,599 I'm not gonna break down 364 00:11:13,600 --> 00:11:15,600 every single technique in this video 365 00:11:15,600 --> 00:11:17,000 that will come in part two 366 00:11:17,266 --> 00:11:19,399 so the project files are 367 00:11:19,466 --> 00:11:21,566 now available when this video is posted 368 00:11:21,566 --> 00:11:22,399 and you can 369 00:11:22,900 --> 00:11:23,600 go and get those 370 00:11:23,600 --> 00:11:25,366 if you want to do this project 371 00:11:26,533 --> 00:11:27,866 what comes with the project file 372 00:11:27,866 --> 00:11:30,099 it comes with footage 373 00:11:30,366 --> 00:11:31,999 11 cg assets 374 00:11:32,333 --> 00:11:33,599 it can be used for demo reels 375 00:11:33,600 --> 00:11:35,100 and also like 376 00:11:35,100 --> 00:11:36,633 my paid classes 377 00:11:37,133 --> 00:11:39,266 also offer kind of email support 378 00:11:39,266 --> 00:11:40,566 get stuck on something 379 00:11:40,866 --> 00:11:42,799 as was one round of written 380 00:11:42,800 --> 00:11:43,733 critical feedback 381 00:11:43,733 --> 00:11:45,333 so if you send me your video 382 00:11:45,333 --> 00:11:46,566 I'll send you back 383 00:11:46,700 --> 00:11:47,666 you know a draw over 384 00:11:47,666 --> 00:11:48,666 of some notes 385 00:11:48,666 --> 00:11:50,299 or improvements you can make 386 00:11:50,700 --> 00:11:51,900 but there's only one round of that 387 00:11:51,900 --> 00:11:52,400 as you know 388 00:11:52,400 --> 00:11:53,500 if I get a lot of emails 389 00:11:53,500 --> 00:11:55,533 I can only handle so many as one person 390 00:11:55,533 --> 00:11:56,999 and obviously 391 00:11:57,000 --> 00:11:58,500 I have to have a limit there 392 00:11:59,100 --> 00:12:00,866 so these are the things that you'll get 393 00:12:01,100 --> 00:12:03,333 uh one thing that's not included is the script 394 00:12:03,333 --> 00:12:05,733 so I'm not including the script as 395 00:12:05,733 --> 00:12:08,199 because people would be using this for their demo rail 396 00:12:08,533 --> 00:12:10,199 uh you're kind of expected 397 00:12:10,200 --> 00:12:11,533 if you're gonna be taking this 398 00:12:11,533 --> 00:12:12,733 or downloading this project file 399 00:12:12,733 --> 00:12:15,233 to already know a little bit what you're doing 400 00:12:15,500 --> 00:12:16,733 um and if you want more 401 00:12:16,733 --> 00:12:17,466 like classes 402 00:12:17,466 --> 00:12:19,199 on building up to this level 403 00:12:19,200 --> 00:12:20,933 I already have a bunch of classes out 404 00:12:20,933 --> 00:12:22,799 that will get you to this level 405 00:12:23,600 --> 00:12:24,733 so I'm not gonna give a script 406 00:12:24,733 --> 00:12:26,599 because that would kind of devalue 407 00:12:27,000 --> 00:12:27,700 the demo real shot 408 00:12:27,700 --> 00:12:29,800 because people would just copy portions 409 00:12:29,800 --> 00:12:31,566 and then it's not their work 410 00:12:31,566 --> 00:12:33,033 so that would not be good 411 00:12:33,533 --> 00:12:35,466 so yeah here's the stuff here 412 00:12:35,466 --> 00:12:37,299 we have a couple effects simulations 413 00:12:37,300 --> 00:12:38,233 that you'll get 414 00:12:38,400 --> 00:12:41,566 uh these are from the Composing Academy Look Dev Pack 415 00:12:41,566 --> 00:12:42,866 which will be releasing soon 416 00:12:42,866 --> 00:12:44,399 so this is something I've spent uh 417 00:12:44,400 --> 00:12:45,566 many months on 418 00:12:45,666 --> 00:12:46,699 I've been working on 419 00:12:46,700 --> 00:12:47,666 in my past time 420 00:12:47,666 --> 00:12:49,066 actively and passively 421 00:12:49,500 --> 00:12:51,600 to create a whole bunch of 422 00:12:51,600 --> 00:12:52,500 looked at effects 423 00:12:52,500 --> 00:12:54,266 it will be around 200 424 00:12:55,000 --> 00:12:55,933 simulated effects 425 00:12:55,933 --> 00:12:57,766 that you guys can actually do 426 00:12:57,966 --> 00:12:58,866 look development with 427 00:12:58,866 --> 00:13:00,733 so I'll be talking more about that 428 00:13:00,733 --> 00:13:02,399 in some upcoming videos 429 00:13:02,500 --> 00:13:03,666 how we can use these 430 00:13:03,666 --> 00:13:06,999 and how this fundamentally changes the approach 431 00:13:07,000 --> 00:13:08,500 towards certain shots 432 00:13:08,933 --> 00:13:09,399 which is why 433 00:13:09,400 --> 00:13:10,266 I created it 434 00:13:10,500 --> 00:13:12,900 so we have a bunch of different ones here 435 00:13:12,900 --> 00:13:14,166 some liquid kind of stuff 436 00:13:14,166 --> 00:13:15,066 some kind of 437 00:13:15,366 --> 00:13:17,633 uh nebula kind of galaxy 438 00:13:17,700 --> 00:13:19,966 explosions um 439 00:13:20,533 --> 00:13:21,733 some sort of embery 440 00:13:21,733 --> 00:13:23,966 kind of fiery looking stuff 441 00:13:24,500 --> 00:13:24,933 we have like 442 00:13:24,933 --> 00:13:26,266 actual embers as well 443 00:13:26,366 --> 00:13:27,366 which you can simulate 444 00:13:27,366 --> 00:13:27,966 extra embers 445 00:13:27,966 --> 00:13:29,999 if you want 3D 446 00:13:30,733 --> 00:13:31,733 we have some 447 00:13:31,733 --> 00:13:33,099 line effects here 448 00:13:33,100 --> 00:13:34,900 which these are kind of 449 00:13:34,900 --> 00:13:36,666 what's being used in the cloth 450 00:13:36,666 --> 00:13:37,366 so probably 451 00:13:37,366 --> 00:13:38,066 in the demo video 452 00:13:38,066 --> 00:13:39,066 didn't even notice 453 00:13:39,066 --> 00:13:40,533 because it kind of goes by quick 454 00:13:40,533 --> 00:13:42,599 but there are some sort of 455 00:13:42,600 --> 00:13:43,600 like effects 456 00:13:43,766 --> 00:13:45,066 if I play this here 457 00:13:46,200 --> 00:13:47,300 there are some sort of effects 458 00:13:47,300 --> 00:13:48,566 wrapped on the cloth as well 459 00:13:48,566 --> 00:13:49,666 some sort of like 460 00:13:50,133 --> 00:13:50,599 I don't know 461 00:13:50,600 --> 00:13:52,133 energy kind of drips 462 00:13:52,133 --> 00:13:53,099 that are appearing 463 00:13:53,100 --> 00:13:55,433 and that's coming from that effect that I just showed 464 00:13:56,900 --> 00:13:58,400 and then we have some like 465 00:13:58,500 --> 00:14:01,500 ripple fires that I'm using in some of the edges 466 00:14:01,500 --> 00:14:05,266 so you'll see some of that around where the effect is 467 00:14:05,266 --> 00:14:07,766 coming off the shoulders and coming off certain areas 468 00:14:07,900 --> 00:14:08,733 so you see like 469 00:14:08,733 --> 00:14:12,033 little portions of stuff kind of peeling off 470 00:14:12,066 --> 00:14:13,266 at certain points 471 00:14:13,733 --> 00:14:15,766 and so there's a really high level detail in the shot 472 00:14:15,766 --> 00:14:16,699 you know if you zoom in 473 00:14:16,700 --> 00:14:19,133 you can see quite a lot of stuff going on 474 00:14:19,133 --> 00:14:21,833 we see bigger embers coming out of the chunks 475 00:14:22,766 --> 00:14:23,766 and stuff like that 476 00:14:23,766 --> 00:14:26,366 so we have all those little details that we can add 477 00:14:26,366 --> 00:14:28,866 and by having these simulations 478 00:14:28,866 --> 00:14:29,966 really gonna be useful 479 00:14:29,966 --> 00:14:31,699 so you can use these for other shots as well 480 00:14:31,700 --> 00:14:35,500 so if you're getting this pack or this shot 481 00:14:36,566 --> 00:14:38,299 you can use these for other projects as well 482 00:14:38,300 --> 00:14:40,900 so you'll get early access to some of the stuff 483 00:14:40,900 --> 00:14:43,066 that will be released in the next few weeks 484 00:14:43,966 --> 00:14:46,166 we also have some shot specific effects 485 00:14:46,166 --> 00:14:51,299 so this is a cloth simulation with UV pass 486 00:14:51,500 --> 00:14:54,133 that we can wrap some of our other simulations on 487 00:14:54,133 --> 00:14:56,933 so we can take some of these sort of 488 00:14:56,933 --> 00:14:59,299 like this effect here that I showed you 489 00:14:59,400 --> 00:15:00,300 see this one 490 00:15:01,300 --> 00:15:04,766 so this is the effect that you can wrap onto the here 491 00:15:04,766 --> 00:15:07,299 and then you can get some sort of embery kind of effect 492 00:15:07,300 --> 00:15:07,766 so you can see 493 00:15:07,766 --> 00:15:09,799 like here it is like this 494 00:15:10,533 --> 00:15:11,699 can we get something like that 495 00:15:11,700 --> 00:15:13,600 and so we can create bigger embers 496 00:15:13,600 --> 00:15:15,166 that have more life to them 497 00:15:15,166 --> 00:15:17,999 than simply just tiny little nuke particles 498 00:15:18,000 --> 00:15:18,933 or something like that 499 00:15:18,933 --> 00:15:23,333 so this gives us really awesome way to mix in 500 00:15:23,333 --> 00:15:24,733 so you can see just these little 501 00:15:24,733 --> 00:15:26,766 kind of glowing pieces or chunks 502 00:15:26,766 --> 00:15:28,899 that just give some size variation 503 00:15:29,666 --> 00:15:30,966 and a little bit more interest 504 00:15:30,966 --> 00:15:32,866 rather than just using you know 505 00:15:32,866 --> 00:15:33,999 basic embers 506 00:15:35,066 --> 00:15:37,333 we also have some shot specific effects 507 00:15:37,333 --> 00:15:38,699 so some smoke 508 00:15:38,866 --> 00:15:41,566 that's being emitted from the geometry of the face 509 00:15:41,566 --> 00:15:42,633 and simulated 510 00:15:43,500 --> 00:15:44,700 so I'm really not going to cover 511 00:15:44,700 --> 00:15:45,966 super in depth the simulation 512 00:15:45,966 --> 00:15:48,066 because I'm using multiple different softwares 513 00:15:48,600 --> 00:15:50,066 multiple different particle systems 514 00:15:50,066 --> 00:15:51,599 to create all of these 515 00:15:52,000 --> 00:15:53,566 so I might go into the more of those in the future 516 00:15:53,566 --> 00:15:56,066 but this is really a composite project 517 00:15:57,000 --> 00:15:59,166 so that is so this is kind of 518 00:15:59,166 --> 00:16:01,099 simulating what you would get in production 519 00:16:01,100 --> 00:16:02,866 so you would get all these things handed to you 520 00:16:02,866 --> 00:16:03,966 as composure 521 00:16:04,000 --> 00:16:06,833 and you would be able to build that shot out 522 00:16:07,500 --> 00:16:09,266 so these are some flow pads 523 00:16:10,200 --> 00:16:11,566 generated until brush 524 00:16:11,566 --> 00:16:15,366 I'm going to talk about that in the Part 2 or part 3 525 00:16:15,366 --> 00:16:16,299 I think it is 526 00:16:17,166 --> 00:16:19,366 more about how these are generated 527 00:16:19,400 --> 00:16:20,700 why I use this method 528 00:16:20,700 --> 00:16:22,166 and why it is actually useful 529 00:16:22,166 --> 00:16:23,799 I did get a couple questions saying hey 530 00:16:23,800 --> 00:16:25,533 why are you going in VR 531 00:16:25,533 --> 00:16:27,266 is it actually useful 532 00:16:27,266 --> 00:16:28,799 and it is actually useful 533 00:16:29,500 --> 00:16:30,566 not because it's VR 534 00:16:30,566 --> 00:16:31,566 but the way that 535 00:16:31,566 --> 00:16:34,199 tilt brush generates this type of geometry 536 00:16:34,800 --> 00:16:37,766 and stretches the UV space to 0 to 1 space 537 00:16:37,900 --> 00:16:39,033 and you have 538 00:16:39,866 --> 00:16:41,099 basically you can just you know 539 00:16:41,100 --> 00:16:42,500 draw these geometries 540 00:16:42,500 --> 00:16:44,000 and not have to manually 541 00:16:44,366 --> 00:16:44,899 extrude them 542 00:16:44,900 --> 00:16:46,000 so if you're doing lots of things 543 00:16:46,000 --> 00:16:47,633 with a lot of curvature 544 00:16:48,333 --> 00:16:50,233 there's no super simple way to 545 00:16:50,400 --> 00:16:51,966 bend textures along splines 546 00:16:51,966 --> 00:16:53,799 or gray warps in nuke 547 00:16:53,800 --> 00:16:55,566 and so this kind of solves that problem 548 00:16:55,566 --> 00:16:56,866 you can get these geometries 549 00:16:56,866 --> 00:16:58,533 and simply export them 550 00:16:58,533 --> 00:16:59,999 and use them that way 551 00:17:00,000 --> 00:17:01,166 so you'll get these 552 00:17:01,666 --> 00:17:02,266 given for you 553 00:17:02,266 --> 00:17:04,733 because I know most people probably don't have oculus 554 00:17:04,733 --> 00:17:05,699 but if you do have an oculus 555 00:17:05,700 --> 00:17:07,000 I will cover a little bit of that 556 00:17:07,000 --> 00:17:08,266 and how you can create these 557 00:17:08,666 --> 00:17:10,366 in that part three 558 00:17:11,933 --> 00:17:14,766 and then we'll get the 3D Geo tract 559 00:17:14,766 --> 00:17:16,333 so this is from Key Tools 560 00:17:16,333 --> 00:17:18,966 I'll talk about Key Tools uh 561 00:17:18,966 --> 00:17:19,899 in the next video 562 00:17:19,900 --> 00:17:21,400 and we'll talk about 563 00:17:21,400 --> 00:17:22,800 how you can create these geometries 564 00:17:22,800 --> 00:17:24,500 they also have a 14 day trial 565 00:17:24,500 --> 00:17:25,833 I think on their website 566 00:17:26,000 --> 00:17:27,966 so we'll talk a little bit more about that 567 00:17:27,966 --> 00:17:29,066 in the next video 568 00:17:29,100 --> 00:17:31,066 how you can use the face builder 569 00:17:31,066 --> 00:17:32,199 the face tracker 570 00:17:32,200 --> 00:17:34,266 to get this 3D model 571 00:17:34,266 --> 00:17:34,799 which is really 572 00:17:34,800 --> 00:17:36,466 really gonna help the tracking 573 00:17:36,866 --> 00:17:38,599 and I'm gonna break that down further 574 00:17:38,700 --> 00:17:40,400 and then we also have a subdivided head 575 00:17:40,400 --> 00:17:41,333 which is the same model 576 00:17:41,333 --> 00:17:42,866 just with high resolution 577 00:17:42,866 --> 00:17:44,599 that we can basically 578 00:17:45,000 --> 00:17:47,066 create more advanced displacement from 579 00:17:47,066 --> 00:17:49,799 so by adding geometry or resolution 580 00:17:49,866 --> 00:17:52,166 we can add details 581 00:17:52,366 --> 00:17:54,933 in a way that is a little bit more realistic 582 00:17:54,933 --> 00:17:59,033 than maybe just sticking 2D textures on a geometry 583 00:18:00,133 --> 00:18:02,899 so that's it for the project file 584 00:18:02,933 --> 00:18:05,999 the there should be a link in the description for that 585 00:18:06,000 --> 00:18:07,700 and that should be available now 586 00:18:08,200 --> 00:18:09,700 so one thing I wanna mention 587 00:18:09,700 --> 00:18:10,733 before I continue on 588 00:18:10,733 --> 00:18:13,533 to do the overview of the script is uh 589 00:18:13,533 --> 00:18:15,799 yeah please don't email bunch of questions 590 00:18:15,800 --> 00:18:18,600 and email support if you're working ahead 591 00:18:18,600 --> 00:18:21,033 so I'm releasing the project file now 592 00:18:21,100 --> 00:18:22,600 so you can download it 593 00:18:22,600 --> 00:18:23,733 and you can work ahead 594 00:18:23,733 --> 00:18:25,799 if you wanna start to approach it yourself 595 00:18:25,800 --> 00:18:27,400 and try to figure it out 596 00:18:27,733 --> 00:18:29,499 um but please 597 00:18:29,500 --> 00:18:30,366 for all the questions 598 00:18:30,366 --> 00:18:33,199 wait until part 2 and 3 are posted 599 00:18:33,200 --> 00:18:35,000 which I'll be posting one a week 600 00:18:35,000 --> 00:18:36,366 so in the next two weeks 601 00:18:36,366 --> 00:18:37,733 both videos will be out 602 00:18:37,733 --> 00:18:39,333 so it's feel free to work ahead 603 00:18:39,333 --> 00:18:40,266 and try to figure it out 604 00:18:40,266 --> 00:18:40,899 or just like 605 00:18:40,900 --> 00:18:41,800 recreate it 606 00:18:42,933 --> 00:18:43,599 but you know 607 00:18:43,600 --> 00:18:44,600 hold off on the questions 608 00:18:44,600 --> 00:18:47,500 because a lot of stuff will be covered in detail 609 00:18:47,500 --> 00:18:49,000 in the next two videos 610 00:18:51,800 --> 00:18:53,766 so if we step through now 611 00:18:53,766 --> 00:18:56,899 we can just take a look at this comp here 612 00:18:56,900 --> 00:18:58,200 so I'm gonna break it down 613 00:18:58,200 --> 00:18:58,733 so basically 614 00:18:58,733 --> 00:19:00,999 I started with the 2D 615 00:19:01,266 --> 00:19:03,999 sort of smart vector on the skin 616 00:19:04,000 --> 00:19:06,633 so just enhancing and using some textures 617 00:19:07,300 --> 00:19:09,600 and kind of cutting them up and saturating them 618 00:19:09,600 --> 00:19:11,900 I'll talk about some frequency separation again 619 00:19:11,900 --> 00:19:15,300 we use some different techniques to match the lighting 620 00:19:15,500 --> 00:19:18,766 and we go into a more advanced version of that as well 621 00:19:18,766 --> 00:19:21,466 when we start talking about the 3D head 622 00:19:21,466 --> 00:19:24,099 so we can actually stabilize some of the lighting 623 00:19:24,400 --> 00:19:25,666 by using the 3D model 624 00:19:25,666 --> 00:19:28,466 so that will be a pretty cool topic in 625 00:19:28,466 --> 00:19:30,433 I believe the second video 626 00:19:31,333 --> 00:19:32,766 so stepping through 627 00:19:33,333 --> 00:19:34,333 pretty much the same technique 628 00:19:34,333 --> 00:19:35,166 so for the body 629 00:19:35,166 --> 00:19:37,466 the majority of the body is just smart factors 630 00:19:37,766 --> 00:19:41,133 so if you were to cut this into different pieces 631 00:19:41,133 --> 00:19:44,766 the shot we have sort of a smart factor in the chest 632 00:19:44,766 --> 00:19:46,299 shoulder hand 633 00:19:46,300 --> 00:19:47,466 a little bit on the cloth 634 00:19:47,466 --> 00:19:49,266 and then we have some problem area which 635 00:19:49,266 --> 00:19:50,499 not a lot of detail to track here 636 00:19:50,500 --> 00:19:53,300 so I'll talk more about how we will combine tracks 637 00:19:53,300 --> 00:19:54,866 and use different things to solve 638 00:19:55,333 --> 00:19:57,066 sort of these hidden problems that appear 639 00:19:57,766 --> 00:20:00,766 but yeah that's basically the first half 640 00:20:00,766 --> 00:20:02,366 here is mostly smart factors 641 00:20:02,366 --> 00:20:07,566 painting in some 2D solutions for the 642 00:20:08,133 --> 00:20:09,233 for the stuff there 643 00:20:09,866 --> 00:20:11,566 and then we're doing some desaturating 644 00:20:12,966 --> 00:20:14,399 and let's just step through 645 00:20:15,766 --> 00:20:18,433 so the effects are merge in 646 00:20:19,933 --> 00:20:22,499 next we also have some interactive balance 647 00:20:22,500 --> 00:20:23,700 so we can use some blurs 648 00:20:23,766 --> 00:20:25,899 we can use some darkening before 649 00:20:25,900 --> 00:20:27,500 so one thing with this composite is 650 00:20:27,500 --> 00:20:29,933 I didn't want this to look like the whole effect was 651 00:20:29,933 --> 00:20:31,299 like plused over 652 00:20:31,400 --> 00:20:32,466 so a lot of times 653 00:20:32,466 --> 00:20:33,133 I was doing like 654 00:20:33,133 --> 00:20:35,199 a darkening with the effect 655 00:20:35,200 --> 00:20:38,566 prior to adding the effect over with A+ 656 00:20:38,566 --> 00:20:40,066 so that just gives the effects 657 00:20:40,066 --> 00:20:41,099 like this dark 658 00:20:41,500 --> 00:20:43,000 sort of spreading effect 659 00:20:43,100 --> 00:20:46,000 as the cracks kind of move forward 660 00:20:46,000 --> 00:20:47,333 and you'll see 661 00:20:47,333 --> 00:20:48,366 if you just plus it over 662 00:20:48,366 --> 00:20:49,066 it doesn't look 663 00:20:49,066 --> 00:20:50,499 if I were to take this off 664 00:20:50,866 --> 00:20:51,566 you see it feels really 665 00:20:51,566 --> 00:20:52,866 like just additive 666 00:20:52,866 --> 00:20:55,099 so I really wanted to add darkness 667 00:20:55,500 --> 00:20:57,000 as it's kind of spreading 668 00:20:57,900 --> 00:21:00,200 so pretty much all the effects are doing that 669 00:21:00,600 --> 00:21:01,666 so you can see here 670 00:21:01,666 --> 00:21:03,966 we're getting darker pieces as the effect spreads 671 00:21:03,966 --> 00:21:05,799 and we can use some time offsets 672 00:21:05,866 --> 00:21:08,399 and a couple different variations of techniques 673 00:21:08,400 --> 00:21:10,800 to get that darkness to spread faster 674 00:21:11,000 --> 00:21:13,666 so that the light effects will be easier to see 675 00:21:13,666 --> 00:21:14,766 and they'll flow over it 676 00:21:14,766 --> 00:21:17,099 so again that's more about balancing 677 00:21:17,500 --> 00:21:18,733 more of a creative decision 678 00:21:18,733 --> 00:21:20,999 rather than purely technical 679 00:21:22,000 --> 00:21:23,966 um and also uh 680 00:21:23,966 --> 00:21:25,299 when I talk about the effects 681 00:21:25,300 --> 00:21:26,466 a little bit more in detail 682 00:21:26,466 --> 00:21:27,099 I'll show you guys 683 00:21:27,100 --> 00:21:29,000 how to combine these in different ways 684 00:21:29,133 --> 00:21:31,999 uh how I warped some of the perspectives 685 00:21:32,000 --> 00:21:34,933 to sort of match the body a little bit closer 686 00:21:34,933 --> 00:21:35,566 rather than just 687 00:21:35,566 --> 00:21:37,899 we don't wanna just stick a 2D video uh 688 00:21:37,900 --> 00:21:39,166 on you know 689 00:21:39,166 --> 00:21:40,166 this picture 690 00:21:40,733 --> 00:21:42,433 what we want to do is kind of use 691 00:21:42,566 --> 00:21:43,966 I use some I transforms 692 00:21:43,966 --> 00:21:45,999 rotations to sort of 693 00:21:46,166 --> 00:21:47,399 bend certain pieces 694 00:21:47,400 --> 00:21:49,133 so that the flow of the effects 695 00:21:49,133 --> 00:21:53,133 will actually go in different directions and yeah 696 00:21:53,133 --> 00:21:54,799 I'll talk about that again more in detail 697 00:21:54,800 --> 00:21:56,366 once we get to the effects 698 00:21:58,733 --> 00:22:01,299 uh and then we do some heat distortion 699 00:22:01,300 --> 00:22:04,200 uh I'm gonna go over some more advanced heat distortion 700 00:22:04,200 --> 00:22:06,666 so uh we'll go over this 701 00:22:07,466 --> 00:22:08,566 this portion here 702 00:22:08,566 --> 00:22:12,099 which is creating sort of a normals map type of thing 703 00:22:12,200 --> 00:22:16,933 and sort of using some god rays and some Luma keys 704 00:22:16,933 --> 00:22:21,166 to kind of generate a more advanced heat distortion 705 00:22:21,166 --> 00:22:23,199 as it's coming out of the cracks 706 00:22:23,200 --> 00:22:25,700 um and yeah 707 00:22:25,700 --> 00:22:26,766 so that's kind of how that's 708 00:22:26,766 --> 00:22:27,599 that's created there 709 00:22:27,600 --> 00:22:29,900 so we create a more advanced heat distortion 710 00:22:30,333 --> 00:22:32,366 uh which gives it this nice ripple effect 711 00:22:32,366 --> 00:22:33,599 as the heat is coming up 712 00:22:33,600 --> 00:22:37,266 and if you're watching the clip and you zoom in on it 713 00:22:37,266 --> 00:22:38,599 you'll see you'll actually see the 714 00:22:38,600 --> 00:22:39,866 that level detail does 715 00:22:39,866 --> 00:22:41,033 does help a lot 716 00:22:43,866 --> 00:22:44,899 uh the shoulder 717 00:22:44,900 --> 00:22:45,866 same same idea 718 00:22:45,866 --> 00:22:46,999 same type of thing here 719 00:22:47,000 --> 00:22:48,300 and then we have the embers 720 00:22:48,300 --> 00:22:51,600 so a lot of the embers is a lot of retime uh 721 00:22:51,600 --> 00:22:52,700 retimed effects 722 00:22:52,700 --> 00:22:55,466 so either I retime them or I time offset them 723 00:22:55,700 --> 00:22:58,466 uh to basically we have like 724 00:22:58,466 --> 00:22:59,533 small embers coming off 725 00:22:59,533 --> 00:22:59,899 and then we have 726 00:22:59,900 --> 00:23:00,700 like big chunks 727 00:23:00,700 --> 00:23:02,366 so it's really just using that same 728 00:23:02,366 --> 00:23:03,999 that same element that I'm giving you guys 729 00:23:04,000 --> 00:23:04,900 over and over 730 00:23:04,900 --> 00:23:05,933 but I'll just kind of like 731 00:23:05,933 --> 00:23:07,499 mask a different portion 732 00:23:07,800 --> 00:23:10,133 and if I just gain up here 733 00:23:10,133 --> 00:23:10,766 yeah we'll just 734 00:23:10,766 --> 00:23:12,133 you can just cut a piece from here 735 00:23:12,133 --> 00:23:13,133 and use that in one area 736 00:23:13,133 --> 00:23:14,599 or cut a piece in the middle 737 00:23:14,766 --> 00:23:15,666 use it in different area 738 00:23:15,666 --> 00:23:16,666 and it will give you the look 739 00:23:16,666 --> 00:23:17,966 that there's a bunch of different ones 740 00:23:17,966 --> 00:23:18,466 but actually 741 00:23:18,466 --> 00:23:20,299 we're just using the same one over and over 742 00:23:20,700 --> 00:23:22,033 with offset 743 00:23:23,000 --> 00:23:23,700 and you'll see here 744 00:23:23,700 --> 00:23:26,066 by the way I'm using daisy chains in my comp 745 00:23:26,066 --> 00:23:27,799 I haven't made a video about this yet but 746 00:23:27,966 --> 00:23:29,333 um I was thinking about it 747 00:23:29,333 --> 00:23:31,133 because this is something I kind of do 748 00:23:31,133 --> 00:23:33,599 is I'll merge each element over the background 749 00:23:33,600 --> 00:23:34,400 one at a time 750 00:23:34,400 --> 00:23:35,500 just to see how it looks 751 00:23:35,500 --> 00:23:37,566 and then if they kind of go together 752 00:23:37,566 --> 00:23:37,999 for example 753 00:23:38,000 --> 00:23:39,000 these are all ambers 754 00:23:39,000 --> 00:23:40,166 I'll kind of just 755 00:23:41,000 --> 00:23:42,866 you know put all these on one layer 756 00:23:42,866 --> 00:23:44,466 and then merge it over as one 757 00:23:44,466 --> 00:23:45,733 and why this is useful 758 00:23:45,733 --> 00:23:48,099 is because we could pre comp this out as a layer 759 00:23:48,366 --> 00:23:50,433 it's just a nice way to organize your script 760 00:23:51,066 --> 00:23:52,033 by doing that 761 00:23:54,566 --> 00:23:57,866 and yeah so other stuff here different 762 00:23:57,866 --> 00:23:58,966 will use some God rays 763 00:23:58,966 --> 00:24:01,633 we use some different things to sort of 764 00:24:02,300 --> 00:24:04,533 we don't want to completely flat edges 765 00:24:04,533 --> 00:24:06,666 so I wanted to sort of break up the edge 766 00:24:06,666 --> 00:24:08,566 especially since we're against black here 767 00:24:09,133 --> 00:24:10,099 to you know 768 00:24:10,100 --> 00:24:11,966 not make it feel 2D completely 769 00:24:11,966 --> 00:24:13,666 so we want to have some of these little 770 00:24:13,900 --> 00:24:15,633 effects kind of flickering off 771 00:24:15,733 --> 00:24:17,966 so I'll talk about some different stuff with that 772 00:24:18,333 --> 00:24:20,366 and then there's just a bunch more Ember stuff here 773 00:24:22,133 --> 00:24:24,966 we have some burning edges effects as well for the skin 774 00:24:25,266 --> 00:24:26,733 so we can get some different type of 775 00:24:26,733 --> 00:24:28,066 rolling effects there 776 00:24:31,066 --> 00:24:33,699 and this is the cloth thing so again 777 00:24:33,700 --> 00:24:37,200 we use some of those elements to wrap it onto the cloth 778 00:24:37,866 --> 00:24:39,999 and we can use that on both sides of the cloth 779 00:24:40,966 --> 00:24:43,566 this is the more complex part of the script 780 00:24:43,566 --> 00:24:44,799 so the center area 781 00:24:44,800 --> 00:24:48,400 we start to go into some of the 3D cracks 782 00:24:48,400 --> 00:24:49,533 and 3D displacement 783 00:24:49,533 --> 00:24:53,166 so we can take his face and displace in different ways 784 00:24:53,566 --> 00:24:56,533 to create got more 3D looking stuff 785 00:24:56,533 --> 00:25:00,799 and also add ambient inclusion and details like that 786 00:25:01,966 --> 00:25:04,299 so we have these chunks that we're adding out all over 787 00:25:06,100 --> 00:25:08,400 and you see I use 3D more uh 788 00:25:08,400 --> 00:25:09,966 more on the face and 2D more down here 789 00:25:09,966 --> 00:25:11,599 and that's really cause the facing angle 790 00:25:11,600 --> 00:25:13,300 so like this has more rotation 791 00:25:13,300 --> 00:25:16,033 so because of that tiny bit of parallax 792 00:25:16,300 --> 00:25:18,100 we're gonna feel that this is more 3D 793 00:25:18,100 --> 00:25:20,733 rather than opting for 2D 794 00:25:20,733 --> 00:25:22,599 just sticking a texture on here 795 00:25:22,600 --> 00:25:23,533 and I didn't use a lot of 796 00:25:23,533 --> 00:25:25,699 I didn't really use 3D cracks down here 797 00:25:25,700 --> 00:25:27,200 because there's not much parallax 798 00:25:27,200 --> 00:25:28,366 so you're not gonna 799 00:25:28,366 --> 00:25:31,333 it's kind of a waste of time if there's no parallax 800 00:25:31,333 --> 00:25:33,966 to feel that something is actually truly 3D 801 00:25:35,166 --> 00:25:40,666 so yeah we'll talk about all of that and yeah 802 00:25:40,666 --> 00:25:42,699 and I'll also talk about that effect here 803 00:25:42,700 --> 00:25:44,533 so um again 804 00:25:44,533 --> 00:25:46,099 working in UE space this is 805 00:25:46,100 --> 00:25:48,100 this is why I wanna make that prior video 806 00:25:48,100 --> 00:25:49,400 because we do this a lot 807 00:25:49,400 --> 00:25:51,100 in this particular project 808 00:25:51,100 --> 00:25:52,666 we're gonna flatten this face 809 00:25:53,000 --> 00:25:55,300 and this is really one of the awesome benefits 810 00:25:55,300 --> 00:25:57,533 of having keen tools and face tracker 811 00:25:57,533 --> 00:25:59,633 because we can work in UB space 812 00:25:59,733 --> 00:26:02,299 we can stabilize the lighting 813 00:26:02,300 --> 00:26:03,733 so one of the facts we'll talk about 814 00:26:03,733 --> 00:26:05,899 is how we can stabilize the lighting 815 00:26:05,900 --> 00:26:11,400 and use that to basically integrate textures 816 00:26:12,800 --> 00:26:15,600 into the picture by using the lighting that exists 817 00:26:15,600 --> 00:26:16,200 rather than just 818 00:26:16,200 --> 00:26:18,200 like kind of sticking something on 819 00:26:18,200 --> 00:26:21,033 and manually doing color corrections 820 00:26:23,766 --> 00:26:26,133 and yeah and I also talk about 821 00:26:26,133 --> 00:26:28,533 how to generate these crack mats 822 00:26:28,533 --> 00:26:30,666 so this is how we're running the effects through 823 00:26:30,666 --> 00:26:32,566 so we're gonna use this to mask 824 00:26:32,566 --> 00:26:36,499 some of those UV pads that I showed you and yeah 825 00:26:36,500 --> 00:26:39,566 we use some frequency separation here Luma keys 826 00:26:39,900 --> 00:26:41,333 some manual rotapaints 827 00:26:41,333 --> 00:26:42,933 and working in UV space 828 00:26:42,933 --> 00:26:43,899 again so that's 829 00:26:43,900 --> 00:26:45,866 that's why that UV space is really 830 00:26:45,866 --> 00:26:48,266 really helpful for creating 831 00:26:48,266 --> 00:26:49,433 for creating that 832 00:26:50,700 --> 00:26:51,766 you know if you're working 833 00:26:51,766 --> 00:26:53,099 with just purely smart vectors 834 00:26:53,100 --> 00:26:54,566 we could do some stuff here 835 00:26:54,600 --> 00:26:55,933 but where you gonna have problems 836 00:26:55,933 --> 00:26:57,199 is where these things overlap 837 00:26:57,200 --> 00:27:00,500 so I'll talk more about that in the next video 838 00:27:03,166 --> 00:27:03,933 and then yeah 839 00:27:03,933 --> 00:27:06,766 basically just the same concept going all the way down 840 00:27:06,766 --> 00:27:07,599 so you can see 841 00:27:07,600 --> 00:27:09,233 like if we just look at this layer 842 00:27:09,533 --> 00:27:11,366 what that layer looks like 843 00:27:11,800 --> 00:27:13,000 so we can see that you know 844 00:27:13,000 --> 00:27:16,366 that those textures are really running through and 845 00:27:18,166 --> 00:27:20,833 that gives us a pretty cool starting point 846 00:27:23,200 --> 00:27:25,233 so let me just keep stepping down 847 00:27:25,266 --> 00:27:27,733 and also the face smoke so this is 848 00:27:27,733 --> 00:27:31,366 we can use some of the pre existing stuff here to 849 00:27:31,866 --> 00:27:35,099 actually light up some of the effects that we have 850 00:27:35,100 --> 00:27:36,900 so again I'll talk about that 851 00:27:36,966 --> 00:27:39,633 but we get this really nice look of like 852 00:27:40,166 --> 00:27:41,633 kind of sparkling 853 00:27:42,000 --> 00:27:42,866 subtle effect 854 00:27:42,866 --> 00:27:44,266 and we don't want to play it up too much 855 00:27:44,266 --> 00:27:46,333 otherwise you get a little bit too noisy 856 00:27:46,333 --> 00:27:47,833 like I was showing you with some of the 857 00:27:47,933 --> 00:27:49,433 earlier iterations 858 00:27:49,766 --> 00:27:51,799 but it is really nice to have that subtle detail 859 00:27:51,800 --> 00:27:52,833 and movement 860 00:27:53,133 --> 00:27:55,166 just to bring that to life 861 00:27:57,933 --> 00:27:58,466 and then there's like 862 00:27:58,466 --> 00:28:00,766 a really tiny piece of detail where I kind of took like 863 00:28:00,766 --> 00:28:03,099 one of the embers and reflected it in the eye 864 00:28:03,100 --> 00:28:03,666 just to get 865 00:28:03,666 --> 00:28:04,899 like you know 866 00:28:05,166 --> 00:28:06,799 a tiny bit of movement into the eyes as well 867 00:28:06,800 --> 00:28:09,266 but we also have some of the 868 00:28:09,266 --> 00:28:11,299 some of the effects running through the eyes as well 869 00:28:11,300 --> 00:28:13,866 so we need some polar coordinate or polar distort 870 00:28:13,866 --> 00:28:17,533 to sort of warp these into spheres 871 00:28:17,533 --> 00:28:19,866 and we can sort of get this effect to run through 872 00:28:19,900 --> 00:28:20,966 the eyes as well 873 00:28:21,266 --> 00:28:24,466 and yeah that's pretty much how that's being done 874 00:28:27,700 --> 00:28:31,766 and more embers and then um yeah so 875 00:28:31,766 --> 00:28:34,399 so some color corrections and grain and stuff like that 876 00:28:34,400 --> 00:28:36,800 so there's a lot of uh 877 00:28:36,933 --> 00:28:38,066 things going on there 878 00:28:38,066 --> 00:28:39,933 but really how you combine all of them is 879 00:28:39,933 --> 00:28:41,633 is really the key 880 00:28:42,166 --> 00:28:45,299 and how do you manage a script like that 881 00:28:45,300 --> 00:28:46,466 how do you organize it 882 00:28:48,000 --> 00:28:49,700 yeah so that's that's why 883 00:28:50,200 --> 00:28:52,066 these shots start to get a little bit more complicated 884 00:28:52,066 --> 00:28:55,533 no specific technique is overly complicated 885 00:28:55,533 --> 00:28:56,666 it's really just 886 00:28:56,666 --> 00:28:59,599 how do you take all this bag of tools that you have 887 00:29:00,000 --> 00:29:03,700 and manage it and combine it and use problem solving 888 00:29:03,700 --> 00:29:07,366 to know what tool to use and where to use it 889 00:29:07,966 --> 00:29:10,499 and that's really one of the core concepts of 890 00:29:11,066 --> 00:29:12,299 being a good composers 891 00:29:12,300 --> 00:29:13,166 knowing all that 892 00:29:13,166 --> 00:29:15,166 so I think that's pretty much covered it 893 00:29:15,166 --> 00:29:16,299 for the first video 894 00:29:17,300 --> 00:29:19,666 uh yeah that's pretty much covered for the first video 895 00:29:19,666 --> 00:29:21,066 and if you like the video 896 00:29:21,066 --> 00:29:21,799 hit like it really 897 00:29:21,800 --> 00:29:22,766 really helps the algorithm 898 00:29:22,766 --> 00:29:24,266 so make sure to do that 899 00:29:24,266 --> 00:29:25,833 subscribe if you're not already 900 00:29:26,333 --> 00:29:27,799 project files are in the description below 901 00:29:27,800 --> 00:29:29,666 and you guys can work ahead if you want 902 00:29:29,666 --> 00:29:33,499 or wait a week and the first detail video will be out 62990

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