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hello everyone and welcome to class No. 6 of Nuke 3:09
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and from this class onwards
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we're going to spend quite a lot of time in Maya
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and also in Speed Tree
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which is another 3D software
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specialises in uh plants
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and people ask me
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why do you spend time teaching 3D stuff in a new core
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in a compositing or in a 2D course
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and I have several answers for that
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the first one is that in this particular course
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we really need to do some 3D work to get
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the shot going and to make it work
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and who's going to do it for us
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now this is not just a joke
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it actually
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represents a situation that's
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I think characteristic for a lot of the effects
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artists nowadays
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some artists work in the big companies
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and in the big companies
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uh the system is more of a
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conveyor built type system where each person
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specializes in one specific task
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does the job
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and then hands it over to the next person
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so a modeler will model
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then he will hand the model
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to someone else who do the textures and so forth
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until he goes finally to the compositor
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usually at the end of the chain
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now there's nothing wrong with this system
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and the big advantage of it is that each person becomes
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or each artist becomes really
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specialist in their own task
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but the truth is that a lot of people
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either work on their own or work in smaller companies
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where there is no possibility of using this
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conveyor belt kind of workflow
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so people end up
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wearing different
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hats and doing a lot of different tasks
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and to be able to work in a company like this
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or even work completely independently on your own
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you really need to be able to um
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to go through the entire process of the
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VFX work and not just specialise in one specific task
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now beyond that of course
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it's always good to expand your capabilities
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and your knowledge
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it will generally make you a better visual
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effect artist
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uh another thing is that nowadays really
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you can't separate 2D from 3D
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I mean nuke has got
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uh much stronger 3D capabilities
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now you do so much in in 3D in nuke
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and besides
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you know when you work in a 3D software like Maya
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the end result is
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2D render or even when you watch the screen is just 2D
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so you know
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the division is a bit artificial
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the really it's the same thing
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now another very important thing is that lighting
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and comp are interdependent
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basically every lighter
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has to know comp and every compr has to know lighting
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because they both deal with light
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and light is color
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and as I always say
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the majority
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of what we do in comp
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is colour and this is the same as lighting
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so I really think that every comfort
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needs to know lighting
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and and probably be a pretty strong lighter
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finally you know
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it's just fun
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so with that
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let's get started
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so before we go into mine
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start working on the 3D
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obviously we need to
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export the camera from nuke
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we also wanna export um
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the temperature that we created so
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that we can
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have some kind of reference that will help us uh
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building the actual balcony in Maya
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and uh it's a good idea to also export
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our comp at the stage that it is
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so that we can use it as a background in Maya
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for reference
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mainly for lighting
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um so um for exporting the actual comp
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just wanna render out a version
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but you really wanna do J
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pigs and all the XRS
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because you don't want them to be heavy in my eye
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you want them to uh
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play quickly
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and also there's no point in exporting the full 3K
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we can export half raise as well
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so for that
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you just need to
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add another reformat node and just
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set it to scale point five
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so now we're 14
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40 by uh 8 10
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uh and that's fine
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because as long as we keep the same aspect ratio
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uh that will work in Maya
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and in your right node
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you probably want to write it into your elements folder
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and in there
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you want to choose srgb
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of course JPEG
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and you can lower
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the quality to like
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point seven five
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again we don't
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need high quality
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we just need some kind of reference
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and of course
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you'll need to render
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the whole thing again
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we wanna render from
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the same frame that were we decided
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we see the background
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which will be
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um frame 99
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now the next thing to export is the camera
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we can go back to our original 3D
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setup where we have it there
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and of course
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we need a ride Geo node
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now one thing to uh
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remember is that
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the ride Geo is not gonna
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consider the time
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off set that we put on uh
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on the camera
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so really we need to export
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the camera starting
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at frame uh
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thousand and
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one like uh
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like it was originally set up
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so the best way to
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deal with this is simply to do all
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the 3D work in Maya
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starting at frame thousand and one
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and then when we bring back
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the renders
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all we need to do is
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offset them back to frame one
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that's not a big deal
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of course we need to
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put the camera
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into a scene
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so let's just create
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a scene just for that
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and connect to the camera and right Geo
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and now you simply give you the path and click execute
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you wanna use FBX
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I recommend using FBX
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I like to export the camera separate from any other Geo
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just to be on the safe side
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and again I'm using FBX because it's tried and tested
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it's true that you can use a lambic 2 ABC
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uh but for cameras
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I usually stick to FBX just because I know it works
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alright so the camera is exported
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and now we want to export our little mock up 3D scene
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basically to give us some reference in Maya
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um so it's already connected to a saint
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so all we need to do is do another right Geo
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and again I'd be um
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I I'll prefer to use the FBX
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um give it a path execute
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and that's all
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now that we've got the camera
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the temp Geo and lores render of our comp
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at this stage
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we can go to Maya
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so now in my other first thing you want to do
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probably is create a project folder
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if you go to file project window
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uh you click new
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I usually give it the name of the shot I'm working on
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so it will be SH30
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then you browse to your shot folder
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and in 3D Maya
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the way we set it up in the first class
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uh right in there you put your project
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you click accept
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and that will create a bunch of folders
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for you to put stuff in
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you don't have to use that procedure
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but I actually like using the Maya
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default project setup
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just makes things more organized
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and easier to manage
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so after you do that
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you just wanna go to set project
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and make sure you are using
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um that project
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you created
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and from now on
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anything you create here will
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by default go to that project
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I also like to enable the outliner always on the side
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that's useful
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and um now we can bring in the Geo and the camera
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so we go to import
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and I put both the Geo and the camera in assets
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so first let's bring in the nuke scene
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and there it is
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let's now change our view to shaded
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and this is our temp Geo
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now let's bring in the camera um
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and
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here's the camera
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it's really small
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it's hard to see
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we wanna make it larger
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so let's make it larger
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but you see that as soon as I start browsing
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the timeline
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it goes back to its original scale
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and that's probably because
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it has a keyframe on the scale
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so let's go to the channel box
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and as you can see the scale X
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y are animated
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even though there's nothing happening there
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so what we can do is select all three of these
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right click and go to break connections
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now we can make the camera as big as we want
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and it's still not moving
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but that's because as you remember we
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exported starting in frame 1,001
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so let's set the frame range 1,001 to 1,300
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and now you see all the key frames of the camera
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key frame on every frame
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and again since we are really starting only at frame 99
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let's set this to 1,099 and this will be our work range
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for everything we do in Maya everything before
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99 we're not concerned with
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because we don't see the background yet
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now we want to set the correct resolution
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for rendering and for viewing
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so let's go to the render globals
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we can already change it to a Arnold render
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since that's what we're gonna use later on
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for now it doesn't really matter uh
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we wanna change a well
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let's change a renderable camera to our camera
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um let's change the resolution
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to our resolution which will be 2880 by 1620
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that's okay
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now we can turn on viewer resolution gate here
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and if we look through the camera now
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well that looks nice
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now that we have this setup we can set up a
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a background plane to view our shot behind
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so let's go back to the attribute editor
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and let's select our camera
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and in the camera properties let's go to environment
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we wanna create an image plane
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and for this image plane
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first of all we wanna look at it only through camera
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we don't wanna have it
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there around when we look through another view
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like perspective
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and let's bring in what we rendered
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which I saved in the elements
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here's our precomplores bring in the first frame
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and of course we wanna use image sequence
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now it's not showing anything
282
00:10:57,900 --> 00:11:01,766
because we need to offset it because we rendered it is
283
00:11:02,100 --> 00:11:05,500
99 to 300 but actually
284
00:11:05,700 --> 00:11:08,200
our frame range here is plus 1,000
285
00:11:08,200 --> 00:11:09,666
so we wanna offset it
286
00:11:09,666 --> 00:11:12,800
for some weird reason that I don't understand
287
00:11:13,000 --> 00:11:15,566
the offset in Maya works in reverse
288
00:11:15,566 --> 00:11:19,100
so instead of offsetting it 1 thousand frames forward
289
00:11:19,466 --> 00:11:21,833
you need to do minus 1,000
290
00:11:22,466 --> 00:11:24,000
I really don't know why
291
00:11:24,000 --> 00:11:25,200
but now it works
292
00:11:25,200 --> 00:11:26,366
and if we play
293
00:11:29,766 --> 00:11:30,700
that's nice
294
00:11:30,866 --> 00:11:34,633
let's make sure our resolution gate is on
295
00:11:34,700 --> 00:11:35,633
now it's on
296
00:11:35,933 --> 00:11:38,866
and we seat in the proper resolution and framing
297
00:11:40,200 --> 00:11:41,700
and we're basically
298
00:11:41,766 --> 00:11:43,566
um set up to start working
299
00:11:43,566 --> 00:11:46,800
obviously you see that our Geo goes in front of her
300
00:11:46,800 --> 00:11:49,133
where it really should go behind her
301
00:11:49,133 --> 00:11:51,366
but this is not something we can do in Maya
302
00:11:51,366 --> 00:11:53,366
that will be done in comp of course
303
00:11:53,600 --> 00:11:54,933
uh for now uh
304
00:11:54,933 --> 00:11:58,866
seeing the background help us also visualise the scale
305
00:11:58,866 --> 00:12:00,333
but mainly we're gonna
306
00:12:00,333 --> 00:12:02,666
use that to feel the general lighting
307
00:12:02,733 --> 00:12:05,000
so it's good to have it there
308
00:12:05,333 --> 00:12:08,066
alright we're all set to a start modelling
309
00:12:08,066 --> 00:12:13,300
let's switch back to a perspective you and
310
00:12:15,400 --> 00:12:16,900
one thing I like to do
311
00:12:16,900 --> 00:12:19,700
um as a general setup in your create
312
00:12:19,700 --> 00:12:20,266
because we're
313
00:12:20,266 --> 00:12:23,500
really going to create a bunch of polygon primitives
314
00:12:23,666 --> 00:12:26,666
I like to turn off interactive creation
315
00:12:26,766 --> 00:12:28,766
I don't like dragging around
316
00:12:28,766 --> 00:12:31,466
in the viewport to create a cube or a plane
317
00:12:31,466 --> 00:12:33,566
I like it to just be dropped
318
00:12:34,066 --> 00:12:36,400
by default at the origin
319
00:12:36,533 --> 00:12:37,966
always makes things easier
320
00:12:37,966 --> 00:12:39,666
but this is really up to you
321
00:12:39,700 --> 00:12:41,966
and of course we want to create a floor first
322
00:12:41,966 --> 00:12:43,700
thing so let's create a plane
323
00:12:44,400 --> 00:12:46,433
and we can simply scale it
324
00:12:46,466 --> 00:12:49,866
to match the size of the plane we have there
325
00:12:49,866 --> 00:12:55,000
we can also turn off the resolution gate for now so
326
00:12:56,366 --> 00:12:58,500
this is pretty much it already
327
00:12:58,533 --> 00:13:00,166
doesn't have to match exactly
328
00:13:00,166 --> 00:13:02,833
as long as we cover the same area
329
00:13:02,933 --> 00:13:04,700
we know that we have a floor
330
00:13:04,866 --> 00:13:05,833
in the view
331
00:13:06,200 --> 00:13:07,933
we're not gonna have a hole in the floor
332
00:13:07,933 --> 00:13:12,100
now in terms of position in y in height it should be 0
333
00:13:12,266 --> 00:13:13,700
so that is good
334
00:13:13,700 --> 00:13:17,933
and now we can already turn off our nuke plane
335
00:13:17,933 --> 00:13:19,066
we don't need that
336
00:13:19,333 --> 00:13:21,100
so this is gonna be our floor
337
00:13:21,100 --> 00:13:23,266
we might as well name it floor
338
00:13:24,300 --> 00:13:27,966
um now let's replace those um edges
339
00:13:28,333 --> 00:13:31,466
and we really wanna do something that's a little lower
340
00:13:31,466 --> 00:13:34,666
because most of the railing will be these metal railing
341
00:13:34,666 --> 00:13:36,233
we just wanna base there
342
00:13:36,300 --> 00:13:38,066
uh let's create a cube
343
00:13:41,733 --> 00:13:46,266
and let's set the width to thousand
344
00:13:46,266 --> 00:13:48,033
so we want it really long
345
00:13:48,333 --> 00:13:54,633
um and let's set height and depth to about fifteen
346
00:13:57,766 --> 00:13:59,333
so you see it's a bit smaller
347
00:13:59,333 --> 00:14:01,600
let's just make sure that we're putting it
348
00:14:02,066 --> 00:14:05,233
on the ground and it's okay to intersect a little bit
349
00:14:06,066 --> 00:14:10,400
and um let's just push it to the edge of the plane
350
00:14:12,300 --> 00:14:13,833
more or less again
351
00:14:14,500 --> 00:14:16,800
accuracy doesn't have to be precise here
352
00:14:16,800 --> 00:14:18,500
because we only care about what we
353
00:14:18,500 --> 00:14:19,766
see through the camera
354
00:14:19,766 --> 00:14:22,400
we're not gonna use this model for anything other
355
00:14:22,400 --> 00:14:23,866
so we're not gonna look at it from
356
00:14:23,866 --> 00:14:26,366
any different angle than what we have in the camera
357
00:14:26,666 --> 00:14:28,700
and we can hide this piece already
358
00:14:29,766 --> 00:14:31,400
and let's move this
359
00:14:31,533 --> 00:14:32,833
all the way here
360
00:14:33,533 --> 00:14:35,233
let's hide this piece too
361
00:14:38,200 --> 00:14:40,400
and when you get to the point where you wanna
362
00:14:40,400 --> 00:14:42,700
really put it close to the floor
363
00:14:42,700 --> 00:14:44,466
it's gonna be a little hard to do it
364
00:14:44,466 --> 00:14:46,266
like this you can um
365
00:14:46,466 --> 00:14:50,300
click insert and move your pivot point to closer place
366
00:14:50,333 --> 00:14:51,666
click insert again
367
00:14:52,266 --> 00:14:55,800
and simply push it to here
368
00:14:55,966 --> 00:14:58,200
now I think we wanna push our
369
00:14:58,200 --> 00:15:02,166
um floor a little bit closer to her on the side
370
00:15:02,800 --> 00:15:06,366
than it was when we set up the nuke um temp
371
00:15:06,366 --> 00:15:08,100
so let's do it right now
372
00:15:08,300 --> 00:15:09,900
uh we've got this setup
373
00:15:10,200 --> 00:15:12,033
uh let's call it base
374
00:15:14,300 --> 00:15:17,166
and now we can simply duplicate it
375
00:15:18,333 --> 00:15:23,266
um and rotate it on the Y
376
00:15:26,333 --> 00:15:29,000
let's rotate on the y 90 degrees
377
00:15:30,733 --> 00:15:33,000
and it's already almost falling in its place
378
00:15:33,000 --> 00:15:35,500
since we have the pivot right there
379
00:15:40,400 --> 00:15:41,733
something like this and again
380
00:15:41,733 --> 00:15:43,233
it's okay if they intersect
381
00:15:43,266 --> 00:15:45,900
now what we did wanna do um
382
00:15:46,100 --> 00:15:47,266
um that would
383
00:15:47,266 --> 00:15:49,200
that can help with the lighting just a little bit
384
00:15:49,200 --> 00:15:50,733
is just break those corners
385
00:15:50,733 --> 00:15:52,366
so they're not totally sharp
386
00:15:52,366 --> 00:15:53,900
do a little bevel there
387
00:15:54,000 --> 00:15:56,033
uh we can select this cube
388
00:15:56,600 --> 00:15:59,766
and go to edge
389
00:15:59,933 --> 00:16:01,966
and select the top two edges
390
00:16:03,133 --> 00:16:05,500
and go to Edit Mesh
391
00:16:05,800 --> 00:16:09,466
bevel and we wanna open the parameters just to set them
392
00:16:09,466 --> 00:16:12,400
and we do we wanna do a really small tiny bevel
393
00:16:12,400 --> 00:16:14,700
so let's set these 2.1
394
00:16:14,866 --> 00:16:18,066
and segments 3 would be enough and apply
395
00:16:18,100 --> 00:16:21,366
and we got just a little kind of corner bevel there
396
00:16:21,466 --> 00:16:24,966
we can go back to object mode and you can see
397
00:16:25,100 --> 00:16:28,066
that you got a little bit of frame there which could
398
00:16:28,500 --> 00:16:33,100
uh show we some highlight in on the shader um
399
00:16:33,100 --> 00:16:36,800
we can do the same on this cube or we can just delete
400
00:16:37,133 --> 00:16:39,466
and again just
401
00:16:40,100 --> 00:16:41,966
duplicate this one again
402
00:16:42,166 --> 00:16:44,900
and rotate it on the Y
403
00:16:48,700 --> 00:16:53,000
and now we can just set it up correctly
404
00:16:58,866 --> 00:17:00,866
now this intersecting area
405
00:17:00,866 --> 00:17:04,366
and the way the bevils work is not uh I'd say
406
00:17:05,366 --> 00:17:09,333
might not get approved by top modelers but again
407
00:17:09,333 --> 00:17:11,800
we're gonna see this corner passing by with motion
408
00:17:11,800 --> 00:17:12,800
blurry focus
409
00:17:12,800 --> 00:17:15,166
so when you build these stuff and you build
410
00:17:15,166 --> 00:17:17,933
for a show that you already know and are familiar with
411
00:17:17,933 --> 00:17:19,466
you can save a lot of
412
00:17:19,466 --> 00:17:22,666
unneeded work as opposed to somebody who puts
413
00:17:22,900 --> 00:17:25,666
all the work on modelling before even knowing how
414
00:17:25,866 --> 00:17:28,900
and it's gonna be shot and from which camera
415
00:17:28,900 --> 00:17:29,866
which angle
416
00:17:30,533 --> 00:17:32,166
um so we're done with the base
417
00:17:32,166 --> 00:17:33,900
let's move on to the railing
418
00:17:34,333 --> 00:17:37,266
we want to create one fence pole so again
419
00:17:37,266 --> 00:17:38,500
let's create a cube
420
00:17:40,866 --> 00:17:46,466
and this time we want the cube to be um
421
00:17:47,400 --> 00:17:51,866
let's say we want it smaller so let's say 3 by three
422
00:17:53,900 --> 00:17:56,566
and the height let's set it to 60
423
00:17:57,866 --> 00:18:01,366
we got this skinny little pole there
424
00:18:02,966 --> 00:18:06,300
we wanna put that exactly on the center there
425
00:18:06,300 --> 00:18:09,233
so we might wanna change to a top view
426
00:18:11,900 --> 00:18:16,500
and also help to switch to wire frame
427
00:18:19,966 --> 00:18:22,400
and let's just put that in the middle again
428
00:18:22,400 --> 00:18:24,466
I'm not using any precise tools
429
00:18:24,466 --> 00:18:26,300
but I don't think it's necessary
430
00:18:26,366 --> 00:18:27,900
we can eyeball those things
431
00:18:27,900 --> 00:18:30,766
let's go back to perspective
432
00:18:31,733 --> 00:18:34,800
and shaded and just
433
00:18:35,700 --> 00:18:38,633
put that in the concrete
434
00:18:40,333 --> 00:18:43,700
um if you wanna put a little bevel on it too
435
00:18:43,700 --> 00:18:45,033
you can do that
436
00:18:45,466 --> 00:18:47,666
um that's always good
437
00:18:47,666 --> 00:18:49,700
so select the 4 edges
438
00:18:50,000 --> 00:18:51,166
and we can just use
439
00:18:51,166 --> 00:18:54,000
the same bevel setting that we had before
440
00:18:54,800 --> 00:18:57,266
and again that's just adding a little bit of
441
00:18:57,266 --> 00:18:59,033
you know breaking the corners
442
00:19:00,100 --> 00:19:01,600
and that's good because we're gonna
443
00:19:01,600 --> 00:19:04,700
wanna make this feeling more like painted metal
444
00:19:04,733 --> 00:19:06,166
so now that we have one
445
00:19:06,166 --> 00:19:07,200
we have to create
446
00:19:07,200 --> 00:19:08,766
uh lots more
447
00:19:08,866 --> 00:19:12,333
and we can just use the duplicate special and give it
448
00:19:12,333 --> 00:19:13,666
uh an offset
449
00:19:13,900 --> 00:19:16,066
so let's do that
450
00:19:16,333 --> 00:19:18,033
let's go to edit
451
00:19:18,700 --> 00:19:20,200
duplicate special
452
00:19:20,966 --> 00:19:23,866
and we wanna create instances
453
00:19:23,866 --> 00:19:25,900
because in case we change something
454
00:19:25,900 --> 00:19:28,833
we can change one and have it apply to all the others
455
00:19:29,000 --> 00:19:32,666
um we can estimate the total number
456
00:19:32,666 --> 00:19:33,466
well I don't know
457
00:19:33,466 --> 00:19:34,666
but you wanna create
458
00:19:34,766 --> 00:19:35,733
more than you need
459
00:19:35,733 --> 00:19:37,366
and then just delete
460
00:19:37,600 --> 00:19:40,566
and we want to translate on the X
461
00:19:40,566 --> 00:19:43,400
so let's set this to zero
462
00:19:43,400 --> 00:19:45,966
and on the X will set a minus 80
463
00:19:46,100 --> 00:19:48,500
so it's gonna create an offset of 80
464
00:19:48,733 --> 00:19:50,033
and let's apply
465
00:19:50,600 --> 00:19:51,533
and that's cool
466
00:19:51,533 --> 00:19:52,566
we probably have a
467
00:19:52,566 --> 00:19:53,966
bit more than we need yeah
468
00:19:53,966 --> 00:19:55,266
we can delete this
469
00:19:55,266 --> 00:19:57,200
it's not going to be seen by the camera
470
00:19:57,200 --> 00:20:00,633
so no problem there um good
471
00:20:01,600 --> 00:20:02,800
so we've got that
472
00:20:02,800 --> 00:20:05,566
and we might as well do the same for the other side
473
00:20:05,566 --> 00:20:06,700
so again we
474
00:20:07,500 --> 00:20:09,300
select the center one
475
00:20:09,400 --> 00:20:11,766
and this time duplicate special
476
00:20:11,766 --> 00:20:14,600
we wanna keep the same distance and number
477
00:20:14,766 --> 00:20:16,500
but instead of on the X
478
00:20:16,500 --> 00:20:18,500
we wanna do it on the Z
479
00:20:18,866 --> 00:20:20,533
and it's gonna be positive z
480
00:20:20,533 --> 00:20:22,266
so we've set it to 80
481
00:20:23,200 --> 00:20:24,600
duplicate special
482
00:20:24,600 --> 00:20:26,566
and let's just go ahead and delete
483
00:20:27,133 --> 00:20:29,066
whatever is not needed there
484
00:20:30,366 --> 00:20:31,600
and just to check it out
485
00:20:31,600 --> 00:20:34,233
it's a good idea to go back to your camera
486
00:20:34,366 --> 00:20:38,466
um make sure you have a resolution gate set on
487
00:20:39,333 --> 00:20:42,233
and go back to frame 99
488
00:20:43,000 --> 00:20:48,566
and yeah you see how fast all this side goes by so
489
00:20:49,200 --> 00:20:50,100
really we don't
490
00:20:50,100 --> 00:20:52,900
need to go over the top in terms of modeling
491
00:20:53,566 --> 00:20:55,966
the part that where we see more is going to be here
492
00:20:55,966 --> 00:20:58,900
where we're going to see mainly the fence okay
493
00:20:58,900 --> 00:20:59,566
that's good
494
00:20:59,566 --> 00:21:01,100
let's finish the fence
495
00:21:01,766 --> 00:21:04,000
let's go back to perspective
496
00:21:04,400 --> 00:21:06,533
but maybe before we do that
497
00:21:06,533 --> 00:21:08,300
we wanna put a little bit of order here
498
00:21:08,300 --> 00:21:10,233
because we have all these cubes
499
00:21:10,400 --> 00:21:12,500
so that is our floor
500
00:21:16,700 --> 00:21:19,600
um let's call it floor right here
501
00:21:21,166 --> 00:21:23,200
um so we have the name in here
502
00:21:23,366 --> 00:21:25,900
then we have the two bases
503
00:21:26,000 --> 00:21:30,200
and again let's just call it on the base level base
504
00:21:31,600 --> 00:21:34,600
and we'll call this space too
505
00:21:37,200 --> 00:21:39,566
and now we have all these
506
00:21:41,166 --> 00:21:43,866
and we can simply group them all together
507
00:21:44,700 --> 00:21:47,300
and we'll call this group uh
508
00:21:48,866 --> 00:21:51,966
railing poles
509
00:21:52,700 --> 00:21:55,966
so that is much more organized right now
510
00:21:55,966 --> 00:21:58,500
so let's finish up the railing by
511
00:21:58,500 --> 00:21:59,766
putting the top piece in there
512
00:21:59,766 --> 00:22:03,900
so we want an elongated piece like this just so lower
513
00:22:04,133 --> 00:22:06,800
um so let's create another cube
514
00:22:09,066 --> 00:22:13,366
and we wanna set um the cube to be
515
00:22:15,066 --> 00:22:21,500
thousand elongated height let's put it to two and depth
516
00:22:21,866 --> 00:22:23,433
let's put to six
517
00:22:24,300 --> 00:22:29,566
that's good and we probably wanna going to top view
518
00:22:32,933 --> 00:22:37,033
to adjust the position so there it is right now
519
00:22:40,266 --> 00:22:44,633
let's put it at the center of the poles just like this
520
00:22:45,133 --> 00:22:46,233
and now we can
521
00:22:46,266 --> 00:22:49,300
use the insert to move the pivot point to the edge
522
00:22:51,466 --> 00:22:54,200
to help us align it and
523
00:22:57,866 --> 00:22:59,200
that should be it
524
00:23:00,533 --> 00:23:02,266
we can now even move the
525
00:23:02,266 --> 00:23:05,000
epivo to be exactly over the pole
526
00:23:10,700 --> 00:23:11,866
and in perspective
527
00:23:11,866 --> 00:23:14,666
you would just wanna put it right over these
528
00:23:17,600 --> 00:23:20,566
let's look in shaded see that they don't come through
529
00:23:21,733 --> 00:23:24,400
let's lift it just a little bit more here
530
00:23:26,966 --> 00:23:30,200
and uh we wanna do some bevel on this
531
00:23:30,200 --> 00:23:32,066
now we want this to be more rounded
532
00:23:32,066 --> 00:23:34,000
this is where you're supposed to uh
533
00:23:34,166 --> 00:23:36,300
put your hands on other railings
534
00:23:36,300 --> 00:23:39,700
so again we'll choose the top two edges
535
00:23:41,066 --> 00:23:45,100
um but this time we're gonna do a bit of a larger bevel
536
00:23:45,100 --> 00:23:47,266
so go back to edit mesh
537
00:23:47,533 --> 00:23:52,600
um to the bevel parameters and let's change these to
538
00:23:52,600 --> 00:23:55,800
let's say point four and add a bit more segments
539
00:23:55,800 --> 00:23:57,000
let's say four
540
00:23:57,733 --> 00:24:00,833
and yeah that makes it more rounded
541
00:24:02,500 --> 00:24:03,866
yeah it will give
542
00:24:03,866 --> 00:24:06,300
a little bit of a highlight kick right there
543
00:24:06,300 --> 00:24:07,266
which is good
544
00:24:07,700 --> 00:24:13,100
and now we can select this duplicate and then rotate
545
00:24:13,733 --> 00:24:16,066
again on the y 90 degrees
546
00:24:17,000 --> 00:24:19,866
and let's just go over the corner there
547
00:24:21,533 --> 00:24:24,600
just want to align these two better
548
00:24:26,066 --> 00:24:28,900
and again this kind of intersecting
549
00:24:29,333 --> 00:24:33,566
um placement is not gonna be approved by a
550
00:24:34,100 --> 00:24:36,400
serious modelling supervisor
551
00:24:36,700 --> 00:24:37,933
but for what we need
552
00:24:37,933 --> 00:24:40,433
this is not going to create any problem
553
00:24:41,200 --> 00:24:41,933
and you know what
554
00:24:41,933 --> 00:24:43,466
nobody's gonna see it
555
00:24:43,900 --> 00:24:44,533
at this point
556
00:24:44,533 --> 00:24:47,633
you probably want to save what we have so far
557
00:24:47,966 --> 00:24:50,933
so we finished the basic model in the next class
558
00:24:50,933 --> 00:24:53,133
that we're going to add more detail to it
559
00:24:53,133 --> 00:24:56,166
some pots and plants that will break up the monotony
560
00:24:56,166 --> 00:24:58,900
will make the balcony feel a bit more homey
561
00:24:58,900 --> 00:25:00,866
and will also add some detail
562
00:25:00,866 --> 00:25:03,066
colour and shadows and so forth
563
00:25:03,366 --> 00:25:04,666
but at this stage
564
00:25:04,666 --> 00:25:07,200
it's always a good idea to render out a test frame
565
00:25:07,200 --> 00:25:09,700
or a couple of test frames and bring them into the comp
566
00:25:09,700 --> 00:25:12,800
so you can see the whole thing in context
567
00:25:13,366 --> 00:25:16,500
and um since we don't have any shaders
568
00:25:16,500 --> 00:25:17,800
any textures
569
00:25:17,800 --> 00:25:19,966
and any lighting set up yet
570
00:25:20,300 --> 00:25:22,900
um the best way to render out the Geo
571
00:25:22,900 --> 00:25:25,133
so it doesn't look flat is to use
572
00:25:25,133 --> 00:25:27,700
an AO pass and ambient occlusion pass
573
00:25:27,700 --> 00:25:30,266
and we'll need that pass anyway for our
574
00:25:30,266 --> 00:25:31,866
our final work on the renders
575
00:25:31,866 --> 00:25:33,066
it's always useful to
576
00:25:33,066 --> 00:25:35,266
to have an ambient occlusion pass
577
00:25:35,466 --> 00:25:36,566
so for this of course
578
00:25:36,566 --> 00:25:37,766
we're going to use
579
00:25:38,000 --> 00:25:39,100
Arnold and I
580
00:25:39,100 --> 00:25:41,400
I just wanna say a few words about Arnold
581
00:25:41,400 --> 00:25:43,566
everybody will tell you that it's a great render
582
00:25:43,566 --> 00:25:44,600
and that's true
583
00:25:44,700 --> 00:25:46,500
it's fast and um
584
00:25:46,500 --> 00:25:47,833
it's very capable
585
00:25:47,866 --> 00:25:50,666
um the one thing I really like about Arnold
586
00:25:50,666 --> 00:25:53,466
above everything else is the fact that it's actually
587
00:25:53,666 --> 00:25:55,766
very simple and straightforward to use
588
00:25:55,766 --> 00:25:58,733
so for people like me who are not Maya experts
589
00:25:58,733 --> 00:26:01,366
and don't have a PhD in writing shaders
590
00:26:01,900 --> 00:26:05,500
um it's uh it's extremely helpful
591
00:26:05,600 --> 00:26:06,766
and encouraging
592
00:26:06,766 --> 00:26:09,900
and for compers who wanna build some stuff in 3D
593
00:26:09,900 --> 00:26:12,766
or render out or light stuff again in it
594
00:26:12,766 --> 00:26:16,366
it's very easy to learn at least the basic setup
595
00:26:16,366 --> 00:26:19,500
um things before you go into the fine details
596
00:26:20,000 --> 00:26:24,000
and I got to say thank you to my friend and colleague
597
00:26:24,000 --> 00:26:24,966
Vadim Torchin
598
00:26:24,966 --> 00:26:26,333
who introduced me to
599
00:26:26,333 --> 00:26:29,033
Arnold and gave me a crash course on it
600
00:26:29,166 --> 00:26:31,466
and really in a couple of hours
601
00:26:31,500 --> 00:26:34,400
he taught me everything I need to know about it so
602
00:26:34,700 --> 00:26:38,100
Arnold is really a step forward in terms of renderers
603
00:26:38,100 --> 00:26:39,666
high quality renderers
604
00:26:40,100 --> 00:26:42,400
just for the fact that it's actually
605
00:26:42,566 --> 00:26:44,766
very easy to understand and set up
606
00:26:44,766 --> 00:26:46,100
and as an example
607
00:26:46,100 --> 00:26:49,133
let's just go and set up an ambient conclusion pass
608
00:26:49,133 --> 00:26:52,300
so first let's switch back to our um
609
00:26:52,566 --> 00:26:54,266
camera view
610
00:26:54,933 --> 00:26:58,500
and now we wanna enable the channel and layer box
611
00:26:59,166 --> 00:27:02,400
and we wanna go to our render layers and create a new
612
00:27:02,666 --> 00:27:03,333
render layer
613
00:27:03,333 --> 00:27:05,466
that will be only for ambient inclusion
614
00:27:05,500 --> 00:27:08,900
so we can click that button here to create a new layer
615
00:27:09,266 --> 00:27:12,066
and let's rename it a 0
616
00:27:15,466 --> 00:27:18,600
and now we wanna select all our Geo
617
00:27:18,600 --> 00:27:20,500
you see there's nothing here yet
618
00:27:22,533 --> 00:27:26,766
and right click and add selected objects
619
00:27:27,166 --> 00:27:29,966
um now these do have some kind of shader
620
00:27:29,966 --> 00:27:31,400
it's a default Maya shader
621
00:27:31,400 --> 00:27:33,133
we wanna override it anyway
622
00:27:33,133 --> 00:27:35,466
even when we assign later on um
623
00:27:35,500 --> 00:27:37,200
Arnold shaders
624
00:27:37,200 --> 00:27:39,700
so we want to create an override on the shader
625
00:27:39,700 --> 00:27:41,700
so right click over the layer
626
00:27:41,700 --> 00:27:44,500
go to overrides um
627
00:27:45,366 --> 00:27:47,600
create new material override
628
00:27:47,900 --> 00:27:50,366
and what we wanna use is the AI
629
00:27:50,533 --> 00:27:53,200
utility or the Arnold utility shader
630
00:27:54,000 --> 00:27:56,566
and uh let's open the attribute editor
631
00:27:56,566 --> 00:27:58,000
and this is the shader
632
00:27:58,000 --> 00:27:59,466
and this shader is great
633
00:27:59,466 --> 00:28:01,400
because it gives you all kinds of different
634
00:28:01,400 --> 00:28:03,666
options to create different things
635
00:28:03,700 --> 00:28:08,366
um from wireframe render to special mats and so forth
636
00:28:08,366 --> 00:28:10,433
we just want the ambient occlusion
637
00:28:10,700 --> 00:28:12,000
which is at the top
638
00:28:12,400 --> 00:28:13,966
and that's about it
639
00:28:14,166 --> 00:28:17,066
um now our render settings are already set
640
00:28:17,066 --> 00:28:19,233
we can click the render button
641
00:28:20,166 --> 00:28:23,966
now one thing you might wanna do in the options
642
00:28:24,133 --> 00:28:27,266
you wanna set your test resolution to 50%
643
00:28:27,266 --> 00:28:29,933
so really rendering half raise right now
644
00:28:29,933 --> 00:28:32,366
and we don't need more than that at this stage
645
00:28:32,366 --> 00:28:33,566
that will be plenty
646
00:28:33,566 --> 00:28:35,700
and you can already see the ambient occlusion
647
00:28:35,700 --> 00:28:39,366
um Geo here what we don't want is to see the background
648
00:28:39,533 --> 00:28:42,600
so for this we need to select our camera again
649
00:28:42,800 --> 00:28:45,833
um go into um
650
00:28:46,166 --> 00:28:48,700
the image plane click the arrow right here
651
00:28:49,400 --> 00:28:52,233
and in display mode just change it to non
652
00:28:52,466 --> 00:28:55,533
and that will remove that and if we render again
653
00:28:55,533 --> 00:28:57,466
and let's make sure we're rendering
654
00:28:57,533 --> 00:29:00,233
this layer and not the base layer
655
00:29:03,000 --> 00:29:05,866
we get the and you see that it's extremely fast
656
00:29:05,866 --> 00:29:08,900
ambient occlusion in Arnold is very very fast
657
00:29:09,000 --> 00:29:10,266
extremely useful
658
00:29:10,300 --> 00:29:14,100
um let's again choose a frame where we wanna render
659
00:29:14,466 --> 00:29:18,433
um let's say um we wanna see that corner actually
660
00:29:18,733 --> 00:29:21,666
so that let's select frame
661
00:29:22,266 --> 00:29:25,333
hundred and forty or thousand one hundred and forty
662
00:29:25,333 --> 00:29:27,466
but in our comp of course it's 1:40
663
00:29:29,666 --> 00:29:31,233
it's gonna go really quick
664
00:29:31,666 --> 00:29:33,700
and now we just wanna go and save it
665
00:29:33,700 --> 00:29:36,666
it will go by default to the images folder
666
00:29:36,666 --> 00:29:38,500
and we can save it as a test
667
00:29:38,933 --> 00:29:41,766
um we can save it as a 16 bit TF
668
00:29:41,766 --> 00:29:43,900
it will include the alpha in there
669
00:29:44,000 --> 00:29:46,133
so I I already saved one
670
00:29:46,133 --> 00:29:48,100
so I'm just overriding this one
671
00:29:48,133 --> 00:29:50,866
and now we can go into new can check it out
672
00:29:52,333 --> 00:29:54,600
back in our camp in nuke
673
00:29:54,700 --> 00:29:56,800
um this is where the background comes in
674
00:29:56,800 --> 00:29:59,600
and of course we wanna put it right over the uh
675
00:29:59,666 --> 00:30:00,666
the background
676
00:30:01,166 --> 00:30:04,466
uh panorama that we have uh let's bring this in
677
00:30:07,700 --> 00:30:12,000
and we can put it just before the vector blur
678
00:30:13,400 --> 00:30:16,066
or you know what let's um
679
00:30:16,066 --> 00:30:17,766
let's put it after the vector blur
680
00:30:17,766 --> 00:30:20,100
I have a feeling that for the 3D
681
00:30:20,100 --> 00:30:23,000
we're gonna use Arnold's own motion blur
682
00:30:23,000 --> 00:30:25,666
because it will give us much more accurate results
683
00:30:25,666 --> 00:30:26,366
as you remember
684
00:30:26,366 --> 00:30:27,300
in previous classes
685
00:30:27,300 --> 00:30:29,766
we decided not to use the Nuke 3D
686
00:30:30,133 --> 00:30:32,533
um motion blur and uh
687
00:30:32,533 --> 00:30:33,500
there were two reasons
688
00:30:33,500 --> 00:30:35,300
first because the vector blur is faster
689
00:30:35,300 --> 00:30:37,333
we have more control over reading comp
690
00:30:37,333 --> 00:30:39,333
and also because what we're rendering
691
00:30:39,333 --> 00:30:41,000
in terms of the background is
692
00:30:41,000 --> 00:30:43,300
just a single image mapped on the ceiling there
693
00:30:43,300 --> 00:30:45,366
so there is no real uh
694
00:30:45,366 --> 00:30:46,866
3D depth in there
695
00:30:47,300 --> 00:30:48,100
on the other hand
696
00:30:48,100 --> 00:30:50,266
what we render out of Arnold is full 3D
697
00:30:50,266 --> 00:30:51,866
so we might as well use
698
00:30:52,600 --> 00:30:54,366
the motion blur that Arnold gives us
699
00:30:54,366 --> 00:30:56,366
but for now we don't have motion blur
700
00:30:56,366 --> 00:30:58,566
let's just put it right after the motion blur
701
00:30:58,566 --> 00:31:00,366
and before the distortion
702
00:31:00,700 --> 00:31:03,933
we'll put an overnode here and ah
703
00:31:03,933 --> 00:31:05,500
it's coming out wrong of course
704
00:31:05,500 --> 00:31:07,300
because we use half phrase
705
00:31:07,333 --> 00:31:09,366
we just need to reform at this
706
00:31:09,600 --> 00:31:11,133
so it's gonna blow it up
707
00:31:11,133 --> 00:31:11,966
and this is it
708
00:31:11,966 --> 00:31:13,666
you can see your Geo
709
00:31:13,666 --> 00:31:16,166
you can see how it works with the um
710
00:31:16,333 --> 00:31:17,400
with the background
711
00:31:17,400 --> 00:31:18,933
let's go ahead and render out
712
00:31:18,933 --> 00:31:21,500
a different frame to see how that looks
713
00:31:22,200 --> 00:31:26,800
so I went back to Maya and quickly rendered frame 1:20
714
00:31:26,800 --> 00:31:28,666
we can go to that frame
715
00:31:30,266 --> 00:31:34,300
right here and I just overwrote the previous render
716
00:31:34,300 --> 00:31:37,066
so really what we need to do is double click on it and
717
00:31:37,066 --> 00:31:39,833
reload the new can that gives us that frame
718
00:31:40,166 --> 00:31:42,366
and we can watch the whole thing
719
00:31:42,366 --> 00:31:43,300
let's look at the
720
00:31:43,400 --> 00:31:44,766
bottom of the comp
721
00:31:45,400 --> 00:31:47,066
and you can see
722
00:31:47,366 --> 00:31:48,833
the floor the ground
723
00:31:49,200 --> 00:31:50,466
the AOR really helps
724
00:31:50,466 --> 00:31:52,466
you kind of visualize what's going on of course
725
00:31:52,466 --> 00:31:53,800
everything is just white
726
00:31:53,800 --> 00:31:55,566
will take care of it
727
00:31:56,000 --> 00:31:58,733
one thing I am seeing is that we might have a
728
00:31:58,733 --> 00:32:01,000
bit too much of a distance between
729
00:32:01,700 --> 00:32:04,600
our room here or the entrance to the
730
00:32:04,600 --> 00:32:06,833
balcony and the edge of the balcony
731
00:32:07,166 --> 00:32:08,900
we can certainly
732
00:32:09,200 --> 00:32:11,600
go back to Maya and just shift the model
733
00:32:11,666 --> 00:32:12,866
a little bit down
734
00:32:13,366 --> 00:32:16,300
um so but you see why it's good to it
735
00:32:16,300 --> 00:32:19,366
even at the early stage to start bringing stuff into
736
00:32:19,366 --> 00:32:22,066
your comp and looking at it in context
737
00:32:22,066 --> 00:32:24,266
so now let's go back to Maya
738
00:32:25,300 --> 00:32:28,566
and to our perspective view
739
00:32:28,900 --> 00:32:31,300
and we probably just wanna take
740
00:32:31,733 --> 00:32:33,066
the whole thing
741
00:32:34,166 --> 00:32:36,800
and just very slightly
742
00:32:37,333 --> 00:32:39,033
move it down
743
00:32:40,600 --> 00:32:45,200
and let's do another render of frame 1:20 right now
744
00:32:50,933 --> 00:32:54,266
and again I'm saving it over the previous one
745
00:32:57,300 --> 00:32:59,766
and now we can go back to nuke
746
00:33:01,300 --> 00:33:03,166
and reload this frame
747
00:33:04,133 --> 00:33:05,800
and you see we just brought
748
00:33:05,866 --> 00:33:07,600
the railing a little bit closer
749
00:33:07,600 --> 00:33:09,500
and I think that will work fine
750
00:33:10,100 --> 00:33:11,866
so now that we're back in Maya
751
00:33:11,866 --> 00:33:14,266
we wanna start thinking about shading
752
00:33:14,266 --> 00:33:15,666
texturing and lighting
753
00:33:15,866 --> 00:33:17,166
and the question is
754
00:33:17,166 --> 00:33:18,600
where do we want to create
755
00:33:18,600 --> 00:33:20,533
color textures or bump textures
756
00:33:20,533 --> 00:33:22,900
and where do we wanna go with a simple shader
757
00:33:23,500 --> 00:33:26,666
and I'm thinking that a lot of this stuff goes by
758
00:33:26,666 --> 00:33:28,933
pretty quickly and is out of focus
759
00:33:28,933 --> 00:33:30,066
and kind of motion blurred
760
00:33:30,066 --> 00:33:32,500
and really when we settle down with the camera
761
00:33:32,500 --> 00:33:33,733
we see just this railing
762
00:33:33,733 --> 00:33:36,066
now this railing will be painted metal
763
00:33:36,400 --> 00:33:38,966
so we might get by by just using
764
00:33:39,500 --> 00:33:41,966
shader and appropriate setting on the shader
765
00:33:41,966 --> 00:33:44,933
I think the same applies to these pieces
766
00:33:44,933 --> 00:33:47,766
which are basically painted stucco
767
00:33:47,866 --> 00:33:49,466
white or light gray
768
00:33:50,000 --> 00:33:51,300
um materials
769
00:33:51,300 --> 00:33:53,433
or maybe concrete
770
00:33:53,600 --> 00:33:55,900
the one piece that definitely needs texture is
771
00:33:55,900 --> 00:33:58,633
the floor since we're talking about a tile floor
772
00:33:58,733 --> 00:34:01,700
so um we can create textures in Photoshop
773
00:34:01,700 --> 00:34:04,566
but I like using nuke for textures as well
774
00:34:04,733 --> 00:34:06,166
let's do just that
775
00:34:06,600 --> 00:34:08,066
so I'm back in nuke now
776
00:34:08,066 --> 00:34:09,266
and I've brought
777
00:34:09,300 --> 00:34:10,233
one of those
778
00:34:10,300 --> 00:34:12,666
JPEG photos that we got for the
779
00:34:12,866 --> 00:34:14,166
actual balcony
780
00:34:14,166 --> 00:34:16,833
and this is the kind of floor we want to recreate
781
00:34:17,066 --> 00:34:18,300
and we're gonna do
782
00:34:18,300 --> 00:34:21,000
a type of these plants and pots later on
783
00:34:21,366 --> 00:34:22,066
but for now
784
00:34:22,066 --> 00:34:24,566
let's just create a simple texture that will hold up
785
00:34:24,566 --> 00:34:25,500
for the floor
786
00:34:25,733 --> 00:34:29,200
so here is a simple tile texture
787
00:34:29,200 --> 00:34:31,200
and you can find lots of these
788
00:34:31,366 --> 00:34:33,000
anywhere on the internet
789
00:34:33,400 --> 00:34:35,466
for free or get a library
790
00:34:35,666 --> 00:34:39,000
it's fine and here is a simple grunge
791
00:34:39,100 --> 00:34:40,866
um image and again
792
00:34:40,866 --> 00:34:42,166
these you can find
793
00:34:42,200 --> 00:34:44,300
anywhere or just shoot your own
794
00:34:45,100 --> 00:34:46,600
and what we wanna do is
795
00:34:46,600 --> 00:34:47,966
instead of using this
796
00:34:47,966 --> 00:34:49,133
and tie it in Maya
797
00:34:49,133 --> 00:34:53,000
which will create a very mechanical kind of uh tile
798
00:34:53,000 --> 00:34:55,300
we want to actually create the tile here in
799
00:34:55,300 --> 00:34:57,366
you can create a large texture
800
00:34:57,366 --> 00:34:58,600
so that we can apply
801
00:34:58,600 --> 00:35:00,700
we can break it up using the grunge
802
00:35:00,800 --> 00:35:03,333
so um this specific image
803
00:35:03,333 --> 00:35:07,533
already comes at a very good resolution at 28
804
00:35:07,533 --> 00:35:10,700
so all we wanna do is create some tiling
805
00:35:10,700 --> 00:35:15,166
and we can use the nuke um tile
806
00:35:16,666 --> 00:35:20,800
node and let's do eight on each side
807
00:35:21,933 --> 00:35:23,466
and let's also
808
00:35:23,933 --> 00:35:25,700
turn on mirror for both
809
00:35:26,733 --> 00:35:29,100
so we have already a nice style version
810
00:35:29,100 --> 00:35:32,533
you just looking a bit repetitive and mechanical
811
00:35:32,533 --> 00:35:35,100
what we wanna do is break it out with a grunge
812
00:35:35,466 --> 00:35:37,866
um let's put the grunge over it
813
00:35:37,866 --> 00:35:40,300
and of course that's blowing up the colors
814
00:35:40,300 --> 00:35:43,300
instead of using a simple over in the merge
815
00:35:43,333 --> 00:35:46,266
let's change to uh soft light
816
00:35:46,466 --> 00:35:47,833
that's a nice trick
817
00:35:47,900 --> 00:35:50,633
you might wanna use for this type of work
818
00:35:50,733 --> 00:35:53,933
and that adds all this nice detail there that it's not
819
00:35:53,933 --> 00:35:55,866
repeated and not tiled
820
00:35:56,066 --> 00:35:57,966
and this is basically ready
821
00:35:57,966 --> 00:36:02,966
um and it's not looking too far from the original floor
822
00:36:03,566 --> 00:36:04,866
so that's a good start
823
00:36:04,866 --> 00:36:06,233
you wanna write it out
824
00:36:06,266 --> 00:36:08,066
probably just as a JPEG image
825
00:36:08,066 --> 00:36:10,000
you don't need much more than that
826
00:36:10,366 --> 00:36:12,533
and if you're doing that
827
00:36:12,533 --> 00:36:14,666
you might as well create a bump map
828
00:36:15,000 --> 00:36:19,466
for the floor just to help get maybe some highlights
829
00:36:19,533 --> 00:36:21,900
and some definition there um
830
00:36:21,900 --> 00:36:23,600
it's not a very deep bump
831
00:36:23,700 --> 00:36:26,200
now if you look at the different channels the red
832
00:36:26,200 --> 00:36:27,400
green and blue
833
00:36:27,700 --> 00:36:30,066
the blue has too much of the grunge in there
834
00:36:30,066 --> 00:36:31,833
that will go into the bump and
835
00:36:32,133 --> 00:36:33,766
might break
836
00:36:33,900 --> 00:36:35,133
the floor too much
837
00:36:35,133 --> 00:36:38,900
what we basically want is those
838
00:36:39,766 --> 00:36:42,166
edges between the tiles
839
00:36:42,166 --> 00:36:44,600
so it looks like the green
840
00:36:44,733 --> 00:36:47,066
channel would be the good choice
841
00:36:47,100 --> 00:36:50,866
so you just want to add a reshuffle node in here
842
00:36:52,266 --> 00:36:54,133
um you know what
843
00:36:54,133 --> 00:36:56,366
and we don't even need to take the grunge in that
844
00:36:56,366 --> 00:36:58,433
because really we just want that
845
00:36:58,800 --> 00:37:01,033
let's look again at the different channels
846
00:37:01,300 --> 00:37:03,566
yeah the blue has these artifacts in there
847
00:37:03,566 --> 00:37:05,000
which we don't really want
848
00:37:05,000 --> 00:37:07,400
so let's stick to the green
849
00:37:07,533 --> 00:37:09,700
so in our shuffle now just
850
00:37:10,466 --> 00:37:13,033
let's just grab the green for everything
851
00:37:13,166 --> 00:37:15,200
and you can write this out
852
00:37:15,200 --> 00:37:17,800
and that will be a black and white image
853
00:37:17,933 --> 00:37:19,100
ready to be used
854
00:37:19,100 --> 00:37:20,600
uh for tiles
855
00:37:20,600 --> 00:37:22,033
so this is it
856
00:37:22,066 --> 00:37:23,133
in the next class
857
00:37:23,133 --> 00:37:24,733
we're gonna bring this texture
858
00:37:24,733 --> 00:37:26,400
and we're going to create shaders
859
00:37:26,400 --> 00:37:27,733
for all the other parts
860
00:37:27,733 --> 00:37:28,966
set up the lighting
861
00:37:28,966 --> 00:37:31,966
and we'll have the balcony pretty much ready to go
862
00:37:31,966 --> 00:37:33,966
and the next step after that would be to
863
00:37:33,966 --> 00:37:36,100
add details by means of adding
864
00:37:36,166 --> 00:37:38,500
different parts and putting plants in there
865
00:37:38,500 --> 00:37:40,600
and we might also for the
866
00:37:40,800 --> 00:37:43,133
end part of the shot where we kind of
867
00:37:43,133 --> 00:37:44,566
were centered on her
868
00:37:44,766 --> 00:37:46,800
create one plant that we can put there
869
00:37:46,800 --> 00:37:48,900
that also has some wind animation
870
00:37:48,900 --> 00:37:51,000
to give everything a bit more life
871
00:37:51,000 --> 00:37:53,600
so uh we'll meet all uh
872
00:37:53,600 --> 00:37:56,066
next week bye bye
62143
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