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hey guys welcome to part 1 of the nuke tutorial series
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of how to go about creating this shot
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my process of going about it
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and how you can do it as well
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so there's gonna be a couple different things
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that we cover in this tutorial
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uh it won't just be the nuke stuff
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I'm gonna talk about a couple different topics uh
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in this first video
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so if I go here
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this is what we're gonna talk about
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so starting with the concept
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how we did some of the practical effects
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so my wife is
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uh you know
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a fashion design background
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and kind of a more traditional art background
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so she helped uh
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and this is more of a collaboration
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definitely on this side
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in terms of concepting and effects
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uh so definitely credit for that but uh
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so these are some of the things I'm gonna cover
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practical effects
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practical lighting and then
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we're going to do a general overview of the script
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so this is a pretty big script
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and there's a lot of techniques used here
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so I know that there's a range of viewers watching this
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probably some really senior people
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probably some beginner people
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so keeping that spectrum in mind
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I'm still gonna talk kind of on an intermediate level
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in the way I'm explaining things
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but I'm not gonna explain like
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really basic sliders and stuff
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cause that's really covered in my basic courses if you
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if you guys have seen them
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so that's kind of how explaining go about this video
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and yeah so
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part 2 will be different stuff
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so more in detail
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so this will be more of an overview video
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the specific one
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and part 2 will be really going into
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the specific details of every kind of layer
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every technique
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and really how to build it up
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so it won't just be kind of looking through the script
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and stepping through
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but really explaining each process
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so part 2 the next video
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will be kind of tracking keen tools
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smart factors in paint
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mixing tracks
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2D 3D face enhancement
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3D Light civilization integration
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uh part three of the final video
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is how we can use elements
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creating complex alphas
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uh 3D relighting
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and making elements interact
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so there's quite a lot here
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and this is really a simplified list uh
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there's probably a lot of little techniques uh
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in there that will be covered
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so yeah that's pretty much it
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so we'll start restarting with the concept
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so this shot
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we wanted to do something kind of artistic and fun
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just to try mixing some practical effects
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with some of the energy effects that I'll be providing
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so that was kind of the goal of this
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and to have some sort of meaning behind it
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so that's kind of the concept of the shot
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and sort of shedding like
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the past self
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and moving towards the ideal
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that's what's kind of
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like the philosophical meaning of the shot
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but just to show you guys some of the process
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the iteration process that goes on
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so this is kind of the final cop
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but these are some notes I gave myself along the way
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and this is just a show
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and this isn't even the earliest cop
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the earliest cop is
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you know really basic
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but usually you know
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final composites
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it take lots of iteration
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and I've talked about this before
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if you guys have taken my paid courses you know
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everything is about iteration
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I don't know one single composite
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who's really good
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who just nails everything up
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version 1 it takes multiple layers of iteration
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stepping back
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looking at it from different angles
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and try to perceive
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what could be done here
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to improve this image
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so these are the kind of stuff that I'm looking at
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along the way
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you know maybe it's too noisy
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in this area
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we have you know
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the pattern up here
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maybe it's a little bit too bright
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or maybe I'll run some things to the cracks
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so when I'm working through this design process
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and really this is a design process
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it's thinking about
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where you know
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this could be technically correct
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and could totally work
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but composing is not a purely technical thing
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it's it's a
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it's really
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you have to think about motion
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you have to think about light
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you have to think about design
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and composition
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so these are
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the things that
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not that many people are talking about
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so that's why I think this project is pretty fun
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because we get to really get into those type of things
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versus just like
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here's CG integration
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or here's color matching
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stuff like that
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so these are all
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little notes I gave myself along the way
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you know depth of field
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it's a little bit too sharp here
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if you look at the footage
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a little bit too sharp
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just some blending notes for myself
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maybe there's some warping going on
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from our smart factors or tracks
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maybe something looks a little bit too flat
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so these are all
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the level detail
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we can really dive into
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when you're building this image up
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so you see here
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this is another version
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but it's just
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really too noisy
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so if you kind of zoom out
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it's almost too much to look at
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you have like
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all these white dots and your
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your eye doesn't really focus on something
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so this is something I wanna convey in the series
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as well as like
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where's your eye looking
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how do you train that eye
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what are the details you want to look at
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and how do you balance that image
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so this is something
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is example really
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just you know
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the effect is sort of working here
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in this picture
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but you have
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like all these white dots
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and it's hard to focus on one specific thing
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also it's a little bit too saturated
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maybe so flat here
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you know the shoulder looks very very flat
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so these are the kind of things that I'm thinking about
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along the process
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so you see from this version of this version
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I kind of go here
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darken the chin a little bit
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maybe brighten up the eyes
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to sort of bring the focus to the eyes
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it's a little bit of an artificial brightening
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but it gives it a little bit of a softer look
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and sort of brings it a little bit less creepy
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and more kind of a soft
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softer look
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and then going on to another version here
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uh there's a lot of changes in between
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but again you had the same problem uh
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you have this like
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really kind of too much
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little bright highlights
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appearing in certain areas and yeah
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so these are all the little things I'm thinking about
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so if you go from this to the final cop
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you can see sort of
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it's the way I did
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the effect was kind of keeping the leading edge bright
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and then it's kind of darkening across time
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yeah but you still have these nice
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like rolling highlights underneath the cracks
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and that's something I really wanted to focus on
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with this effect as well
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was I don't want to just mask a crack and create a glow
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cause that's a really simple effect
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and really want
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what I wanted to demonstrate
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is how we can do a more complex effect
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if you have some some good elements to work with
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and so that's kind of the concept and iteration process
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in a very quick and simplified explanation of it
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and yeah so
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that is that
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so on the next part
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which is practical facts
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so what is this
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practically
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what is happening here
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practically
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um so basically
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this is sort of a clay
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it's a white clay so you can
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this is a basically
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video of it
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you can like
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buy this in store
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um and yeah
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my wife bought this
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it's like white clay
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and we also use some like
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it was called clown white paint
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you can get
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like a Halloween store
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it's a little bit different than like
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an acrylic or something like that
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it's more for like
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Halloween makeup
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so it's like
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this mixed with some of this
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and this gives us a nice
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practical base to start with
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so if we compare this to the practical footage
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this is actually the practical
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so we have a lot to start with here
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and then we can enhance what's already there
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so you can see the
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some cracks added
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we added some 3D cracks 2D cracks
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and then painted in a bunch of different textures here
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so it's it's
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it's a good idea to start with
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practical effects if you can
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especially if you're filming this to yourself
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or doing a project on your own um
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and mixing traditional film making techniques
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with composing
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so I think especially with YouTube and internet now
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it's like everything is super about 3D
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and you're not seeing a lot of practical
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effects being used
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so I wanted to sort of
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mix that in here
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and you know
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it's some future videos as well
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we have some ideas for that
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and that will be
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yeah kind of fun to talk about
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along the way
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even though this is composing channel
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composing is about mixing it with the real so yeah
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that's something that I thought people find interesting
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so talking about this more
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uh one thing with the lighting
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so practical lighting
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you want to light this in a way
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uh you know
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I'm not a portrait photographer
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I'm not a studio photographer
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but I do understand lighting pretty well
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and one type of lighting that you can do
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is called Rembrandt lighting
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so basically
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you can take
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it's a it's very cheap way to do lighting
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a cost effective way rather
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00:08:34,466 --> 00:08:35,933
and you can sort of
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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
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00:08:45,666 --> 00:08:46,133
so you have like
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00:08:46,133 --> 00:08:48,333
a main key light coming from right
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00:08:48,333 --> 00:08:51,099
we have another light coming from the left
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00:08:51,766 --> 00:08:54,766
and we have a bounce card
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00:08:54,866 --> 00:08:56,099
just use the white sheet
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00:08:56,100 --> 00:08:59,900
basically to sort of fill in this area here
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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
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00:09:03,100 --> 00:09:04,600
which gives it a softer
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00:09:04,600 --> 00:09:06,166
less aggressive look
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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
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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
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on the opposite
315
00:09:41,966 --> 00:09:42,699
or the shadow
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side of the face
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00:09:43,533 --> 00:09:45,099
so that's kind of what I went for here
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00:09:45,100 --> 00:09:46,666
is we have this lighting
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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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