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These are the user uploaded subtitles that are being translated: 1 00:00:07,000 --> 00:00:11,166 hello everyone and welcome to class No. 6 of Nuke 3:09 2 00:00:11,166 --> 00:00:12,766 and from this class onwards 3 00:00:12,766 --> 00:00:15,466 we're going to spend quite a lot of time in Maya 4 00:00:15,466 --> 00:00:16,733 and also in Speed Tree 5 00:00:16,733 --> 00:00:18,500 which is another 3D software 6 00:00:18,500 --> 00:00:20,600 specialises in uh plants 7 00:00:20,866 --> 00:00:22,700 and people ask me 8 00:00:22,700 --> 00:00:26,333 why do you spend time teaching 3D stuff in a new core 9 00:00:26,333 --> 00:00:29,000 in a compositing or in a 2D course 10 00:00:29,200 --> 00:00:31,333 and I have several answers for that 11 00:00:31,333 --> 00:00:34,266 the first one is that in this particular course 12 00:00:34,266 --> 00:00:37,033 we really need to do some 3D work to get 13 00:00:37,200 --> 00:00:39,200 the shot going and to make it work 14 00:00:39,766 --> 00:00:42,366 and who's going to do it for us 15 00:00:42,766 --> 00:00:44,166 now this is not just a joke 16 00:00:44,166 --> 00:00:45,366 it actually 17 00:00:45,900 --> 00:00:47,766 represents a situation that's 18 00:00:47,766 --> 00:00:49,966 I think characteristic for a lot of the effects 19 00:00:49,966 --> 00:00:51,433 artists nowadays 20 00:00:51,600 --> 00:00:54,333 some artists work in the big companies 21 00:00:54,333 --> 00:00:55,966 and in the big companies 22 00:00:56,000 --> 00:00:58,066 uh the system is more of a 23 00:00:58,100 --> 00:01:01,233 conveyor built type system where each person 24 00:01:01,366 --> 00:01:03,833 specializes in one specific task 25 00:01:04,000 --> 00:01:05,000 does the job 26 00:01:05,000 --> 00:01:07,666 and then hands it over to the next person 27 00:01:07,766 --> 00:01:09,300 so a modeler will model 28 00:01:09,300 --> 00:01:10,733 then he will hand the model 29 00:01:10,733 --> 00:01:13,466 to someone else who do the textures and so forth 30 00:01:13,466 --> 00:01:15,966 until he goes finally to the compositor 31 00:01:15,966 --> 00:01:17,666 usually at the end of the chain 32 00:01:17,900 --> 00:01:20,166 now there's nothing wrong with this system 33 00:01:20,533 --> 00:01:23,400 and the big advantage of it is that each person becomes 34 00:01:23,400 --> 00:01:25,366 or each artist becomes really 35 00:01:26,300 --> 00:01:28,700 specialist in their own task 36 00:01:28,933 --> 00:01:31,300 but the truth is that a lot of people 37 00:01:31,300 --> 00:01:34,900 either work on their own or work in smaller companies 38 00:01:34,900 --> 00:01:37,300 where there is no possibility of using this 39 00:01:37,300 --> 00:01:39,466 conveyor belt kind of workflow 40 00:01:39,466 --> 00:01:40,733 so people end up 41 00:01:40,733 --> 00:01:41,600 wearing different 42 00:01:41,600 --> 00:01:44,500 hats and doing a lot of different tasks 43 00:01:44,733 --> 00:01:47,200 and to be able to work in a company like this 44 00:01:47,200 --> 00:01:50,333 or even work completely independently on your own 45 00:01:50,333 --> 00:01:52,333 you really need to be able to um 46 00:01:52,333 --> 00:01:54,766 to go through the entire process of the 47 00:01:54,766 --> 00:01:58,666 VFX work and not just specialise in one specific task 48 00:01:59,066 --> 00:02:01,100 now beyond that of course 49 00:02:01,100 --> 00:02:04,200 it's always good to expand your capabilities 50 00:02:04,200 --> 00:02:05,433 and your knowledge 51 00:02:05,766 --> 00:02:07,966 it will generally make you a better visual 52 00:02:07,966 --> 00:02:09,000 effect artist 53 00:02:09,366 --> 00:02:11,800 uh another thing is that nowadays really 54 00:02:11,800 --> 00:02:13,966 you can't separate 2D from 3D 55 00:02:13,966 --> 00:02:15,266 I mean nuke has got 56 00:02:15,266 --> 00:02:17,866 uh much stronger 3D capabilities 57 00:02:17,866 --> 00:02:20,300 now you do so much in in 3D in nuke 58 00:02:20,500 --> 00:02:21,333 and besides 59 00:02:21,333 --> 00:02:24,366 you know when you work in a 3D software like Maya 60 00:02:24,533 --> 00:02:25,833 the end result is 61 00:02:25,866 --> 00:02:28,766 2D render or even when you watch the screen is just 2D 62 00:02:28,766 --> 00:02:30,066 so you know 63 00:02:30,066 --> 00:02:32,100 the division is a bit artificial 64 00:02:32,100 --> 00:02:34,000 the really it's the same thing 65 00:02:34,366 --> 00:02:36,733 now another very important thing is that lighting 66 00:02:36,733 --> 00:02:38,833 and comp are interdependent 67 00:02:38,933 --> 00:02:40,800 basically every lighter 68 00:02:40,800 --> 00:02:44,266 has to know comp and every compr has to know lighting 69 00:02:44,266 --> 00:02:46,166 because they both deal with light 70 00:02:46,166 --> 00:02:47,466 and light is color 71 00:02:47,700 --> 00:02:48,966 and as I always say 72 00:02:48,966 --> 00:02:50,066 the majority 73 00:02:50,200 --> 00:02:52,000 of what we do in comp 74 00:02:52,166 --> 00:02:54,266 is colour and this is the same as lighting 75 00:02:54,266 --> 00:02:56,600 so I really think that every comfort 76 00:02:56,600 --> 00:02:57,900 needs to know lighting 77 00:02:57,900 --> 00:03:00,866 and and probably be a pretty strong lighter 78 00:03:01,766 --> 00:03:03,066 finally you know 79 00:03:03,066 --> 00:03:04,066 it's just fun 80 00:03:04,066 --> 00:03:05,633 so with that 81 00:03:05,800 --> 00:03:07,100 let's get started 82 00:03:07,900 --> 00:03:09,900 so before we go into mine 83 00:03:09,900 --> 00:03:11,400 start working on the 3D 84 00:03:11,566 --> 00:03:12,900 obviously we need to 85 00:03:12,900 --> 00:03:15,433 export the camera from nuke 86 00:03:16,100 --> 00:03:18,333 we also wanna export um 87 00:03:18,333 --> 00:03:20,466 the temperature that we created so 88 00:03:20,466 --> 00:03:21,300 that we can 89 00:03:21,300 --> 00:03:23,900 have some kind of reference that will help us uh 90 00:03:23,900 --> 00:03:25,900 building the actual balcony in Maya 91 00:03:26,200 --> 00:03:29,066 and uh it's a good idea to also export 92 00:03:29,066 --> 00:03:31,066 our comp at the stage that it is 93 00:03:31,066 --> 00:03:33,400 so that we can use it as a background in Maya 94 00:03:33,400 --> 00:03:34,100 for reference 95 00:03:34,100 --> 00:03:35,433 mainly for lighting 96 00:03:35,800 --> 00:03:39,300 um so um for exporting the actual comp 97 00:03:39,300 --> 00:03:41,266 just wanna render out a version 98 00:03:41,266 --> 00:03:43,466 but you really wanna do J 99 00:03:43,466 --> 00:03:44,700 pigs and all the XRS 100 00:03:44,700 --> 00:03:46,866 because you don't want them to be heavy in my eye 101 00:03:46,866 --> 00:03:47,966 you want them to uh 102 00:03:48,466 --> 00:03:49,500 play quickly 103 00:03:49,600 --> 00:03:53,166 and also there's no point in exporting the full 3K 104 00:03:53,166 --> 00:03:55,300 we can export half raise as well 105 00:03:55,300 --> 00:03:56,100 so for that 106 00:03:56,100 --> 00:03:57,300 you just need to 107 00:03:57,300 --> 00:04:00,166 add another reformat node and just 108 00:04:00,333 --> 00:04:03,233 set it to scale point five 109 00:04:03,866 --> 00:04:05,400 so now we're 14 110 00:04:05,400 --> 00:04:08,433 40 by uh 8 10 111 00:04:08,733 --> 00:04:10,300 uh and that's fine 112 00:04:10,300 --> 00:04:13,033 because as long as we keep the same aspect ratio 113 00:04:13,100 --> 00:04:14,833 uh that will work in Maya 114 00:04:15,333 --> 00:04:17,100 and in your right node 115 00:04:17,666 --> 00:04:20,400 you probably want to write it into your elements folder 116 00:04:20,500 --> 00:04:21,566 and in there 117 00:04:21,566 --> 00:04:23,000 you want to choose srgb 118 00:04:23,000 --> 00:04:24,966 of course JPEG 119 00:04:24,966 --> 00:04:25,866 and you can lower 120 00:04:25,866 --> 00:04:27,066 the quality to like 121 00:04:27,066 --> 00:04:28,100 point seven five 122 00:04:28,100 --> 00:04:28,700 again we don't 123 00:04:28,700 --> 00:04:29,566 need high quality 124 00:04:29,566 --> 00:04:31,700 we just need some kind of reference 125 00:04:31,933 --> 00:04:32,900 and of course 126 00:04:32,900 --> 00:04:33,866 you'll need to render 127 00:04:33,866 --> 00:04:35,000 the whole thing again 128 00:04:35,000 --> 00:04:36,200 we wanna render from 129 00:04:36,200 --> 00:04:38,200 the same frame that were we decided 130 00:04:38,200 --> 00:04:39,100 we see the background 131 00:04:39,100 --> 00:04:40,066 which will be 132 00:04:40,166 --> 00:04:42,066 um frame 99 133 00:04:42,300 --> 00:04:44,766 now the next thing to export is the camera 134 00:04:44,766 --> 00:04:47,100 we can go back to our original 3D 135 00:04:47,100 --> 00:04:49,066 setup where we have it there 136 00:04:49,333 --> 00:04:50,166 and of course 137 00:04:50,166 --> 00:04:52,266 we need a ride Geo node 138 00:04:52,700 --> 00:04:53,866 now one thing to uh 139 00:04:53,866 --> 00:04:54,800 remember is that 140 00:04:54,800 --> 00:04:56,500 the ride Geo is not gonna 141 00:04:56,500 --> 00:04:57,533 consider the time 142 00:04:57,533 --> 00:04:59,100 off set that we put on uh 143 00:04:59,100 --> 00:05:00,066 on the camera 144 00:05:00,333 --> 00:05:01,933 so really we need to export 145 00:05:01,933 --> 00:05:02,866 the camera starting 146 00:05:02,866 --> 00:05:03,800 at frame uh 147 00:05:03,800 --> 00:05:04,400 thousand and 148 00:05:04,400 --> 00:05:05,300 one like uh 149 00:05:05,300 --> 00:05:07,200 like it was originally set up 150 00:05:07,366 --> 00:05:08,966 so the best way to 151 00:05:08,966 --> 00:05:10,666 deal with this is simply to do all 152 00:05:10,666 --> 00:05:12,100 the 3D work in Maya 153 00:05:12,300 --> 00:05:14,066 starting at frame thousand and one 154 00:05:14,066 --> 00:05:15,333 and then when we bring back 155 00:05:15,333 --> 00:05:15,933 the renders 156 00:05:15,933 --> 00:05:16,866 all we need to do is 157 00:05:16,866 --> 00:05:18,566 offset them back to frame one 158 00:05:18,566 --> 00:05:19,966 that's not a big deal 159 00:05:19,966 --> 00:05:20,766 of course we need to 160 00:05:20,766 --> 00:05:21,400 put the camera 161 00:05:21,400 --> 00:05:22,200 into a scene 162 00:05:22,200 --> 00:05:23,700 so let's just create 163 00:05:23,800 --> 00:05:25,366 a scene just for that 164 00:05:26,900 --> 00:05:30,300 and connect to the camera and right Geo 165 00:05:30,466 --> 00:05:34,833 and now you simply give you the path and click execute 166 00:05:35,133 --> 00:05:37,200 you wanna use FBX 167 00:05:37,266 --> 00:05:39,200 I recommend using FBX 168 00:05:39,566 --> 00:05:42,700 I like to export the camera separate from any other Geo 169 00:05:42,700 --> 00:05:44,000 just to be on the safe side 170 00:05:44,000 --> 00:05:47,466 and again I'm using FBX because it's tried and tested 171 00:05:47,500 --> 00:05:50,800 it's true that you can use a lambic 2 ABC 172 00:05:50,966 --> 00:05:52,300 uh but for cameras 173 00:05:52,300 --> 00:05:55,900 I usually stick to FBX just because I know it works 174 00:05:56,566 --> 00:05:58,366 alright so the camera is exported 175 00:05:58,366 --> 00:06:03,266 and now we want to export our little mock up 3D scene 176 00:06:03,700 --> 00:06:06,166 basically to give us some reference in Maya 177 00:06:06,566 --> 00:06:09,100 um so it's already connected to a saint 178 00:06:09,100 --> 00:06:12,800 so all we need to do is do another right Geo 179 00:06:13,266 --> 00:06:14,800 and again I'd be um 180 00:06:14,800 --> 00:06:17,300 I I'll prefer to use the FBX 181 00:06:17,700 --> 00:06:20,500 um give it a path execute 182 00:06:20,500 --> 00:06:22,300 and that's all 183 00:06:22,366 --> 00:06:24,100 now that we've got the camera 184 00:06:24,600 --> 00:06:29,166 the temp Geo and lores render of our comp 185 00:06:29,366 --> 00:06:30,600 at this stage 186 00:06:30,600 --> 00:06:32,233 we can go to Maya 187 00:06:32,766 --> 00:06:35,466 so now in my other first thing you want to do 188 00:06:35,466 --> 00:06:37,800 probably is create a project folder 189 00:06:37,800 --> 00:06:40,233 if you go to file project window 190 00:06:40,366 --> 00:06:41,766 uh you click new 191 00:06:41,933 --> 00:06:44,800 I usually give it the name of the shot I'm working on 192 00:06:44,800 --> 00:06:47,100 so it will be SH30 193 00:06:47,200 --> 00:06:49,333 then you browse to your shot folder 194 00:06:49,333 --> 00:06:50,800 and in 3D Maya 195 00:06:50,800 --> 00:06:52,966 the way we set it up in the first class 196 00:06:53,100 --> 00:06:55,333 uh right in there you put your project 197 00:06:55,333 --> 00:06:56,366 you click accept 198 00:06:56,366 --> 00:06:58,366 and that will create a bunch of folders 199 00:06:58,366 --> 00:06:59,866 for you to put stuff in 200 00:06:59,866 --> 00:07:01,733 you don't have to use that procedure 201 00:07:01,733 --> 00:07:03,566 but I actually like using the Maya 202 00:07:03,566 --> 00:07:04,866 default project setup 203 00:07:04,866 --> 00:07:06,966 just makes things more organized 204 00:07:07,166 --> 00:07:08,333 and easier to manage 205 00:07:08,333 --> 00:07:10,033 so after you do that 206 00:07:10,266 --> 00:07:12,533 you just wanna go to set project 207 00:07:12,533 --> 00:07:14,500 and make sure you are using 208 00:07:14,533 --> 00:07:15,700 um that project 209 00:07:15,700 --> 00:07:16,366 you created 210 00:07:16,366 --> 00:07:17,100 and from now on 211 00:07:17,100 --> 00:07:18,733 anything you create here will 212 00:07:18,733 --> 00:07:20,766 by default go to that project 213 00:07:21,100 --> 00:07:25,000 I also like to enable the outliner always on the side 214 00:07:25,000 --> 00:07:26,166 that's useful 215 00:07:26,333 --> 00:07:29,800 and um now we can bring in the Geo and the camera 216 00:07:30,200 --> 00:07:32,200 so we go to import 217 00:07:32,500 --> 00:07:37,900 and I put both the Geo and the camera in assets 218 00:07:38,700 --> 00:07:41,100 so first let's bring in the nuke scene 219 00:07:42,000 --> 00:07:43,366 and there it is 220 00:07:43,366 --> 00:07:46,500 let's now change our view to shaded 221 00:07:46,933 --> 00:07:48,766 and this is our temp Geo 222 00:07:48,766 --> 00:07:52,100 now let's bring in the camera um 223 00:07:57,500 --> 00:07:58,433 and 224 00:08:00,533 --> 00:08:01,466 here's the camera 225 00:08:01,466 --> 00:08:02,333 it's really small 226 00:08:02,333 --> 00:08:03,500 it's hard to see 227 00:08:03,700 --> 00:08:05,366 we wanna make it larger 228 00:08:05,700 --> 00:08:07,100 so let's make it larger 229 00:08:07,100 --> 00:08:09,766 but you see that as soon as I start browsing 230 00:08:09,766 --> 00:08:10,400 the timeline 231 00:08:10,400 --> 00:08:12,766 it goes back to its original scale 232 00:08:12,766 --> 00:08:14,266 and that's probably because 233 00:08:14,266 --> 00:08:16,433 it has a keyframe on the scale 234 00:08:17,300 --> 00:08:19,700 so let's go to the channel box 235 00:08:19,866 --> 00:08:21,766 and as you can see the scale X 236 00:08:21,766 --> 00:08:23,466 y are animated 237 00:08:23,466 --> 00:08:25,466 even though there's nothing happening there 238 00:08:25,466 --> 00:08:28,633 so what we can do is select all three of these 239 00:08:28,966 --> 00:08:32,266 right click and go to break connections 240 00:08:33,566 --> 00:08:37,633 now we can make the camera as big as we want 241 00:08:38,066 --> 00:08:39,766 and it's still not moving 242 00:08:39,766 --> 00:08:42,000 but that's because as you remember we 243 00:08:42,200 --> 00:08:45,066 exported starting in frame 1,001 244 00:08:45,133 --> 00:08:53,666 so let's set the frame range 1,001 to 1,300 245 00:08:54,000 --> 00:08:56,666 and now you see all the key frames of the camera 246 00:08:56,866 --> 00:08:59,400 key frame on every frame 247 00:09:00,666 --> 00:09:05,300 and again since we are really starting only at frame 99 248 00:09:05,300 --> 00:09:11,633 let's set this to 1,099 and this will be our work range 249 00:09:12,100 --> 00:09:15,066 for everything we do in Maya everything before 250 00:09:15,333 --> 00:09:17,366 99 we're not concerned with 251 00:09:17,366 --> 00:09:19,433 because we don't see the background yet 252 00:09:20,900 --> 00:09:23,633 now we want to set the correct resolution 253 00:09:23,700 --> 00:09:25,333 for rendering and for viewing 254 00:09:25,333 --> 00:09:27,666 so let's go to the render globals 255 00:09:27,666 --> 00:09:30,366 we can already change it to a Arnold render 256 00:09:30,366 --> 00:09:32,566 since that's what we're gonna use later on 257 00:09:32,866 --> 00:09:34,866 for now it doesn't really matter uh 258 00:09:34,866 --> 00:09:36,733 we wanna change a well 259 00:09:36,733 --> 00:09:39,966 let's change a renderable camera to our camera 260 00:09:40,266 --> 00:09:43,100 um let's change the resolution 261 00:09:43,166 --> 00:09:49,700 to our resolution which will be 2880 by 1620 262 00:09:50,766 --> 00:09:51,600 that's okay 263 00:09:51,600 --> 00:09:54,566 now we can turn on viewer resolution gate here 264 00:09:54,566 --> 00:09:57,033 and if we look through the camera now 265 00:10:02,300 --> 00:10:03,666 well that looks nice 266 00:10:04,600 --> 00:10:06,600 now that we have this setup we can set up a 267 00:10:06,600 --> 00:10:10,500 a background plane to view our shot behind 268 00:10:10,700 --> 00:10:13,366 so let's go back to the attribute editor 269 00:10:13,366 --> 00:10:15,366 and let's select our camera 270 00:10:16,800 --> 00:10:22,033 and in the camera properties let's go to environment 271 00:10:22,200 --> 00:10:24,366 we wanna create an image plane 272 00:10:25,100 --> 00:10:27,100 and for this image plane 273 00:10:27,100 --> 00:10:29,400 first of all we wanna look at it only through camera 274 00:10:29,400 --> 00:10:30,700 we don't wanna have it 275 00:10:31,500 --> 00:10:33,700 there around when we look through another view 276 00:10:33,700 --> 00:10:35,033 like perspective 277 00:10:35,533 --> 00:10:38,466 and let's bring in what we rendered 278 00:10:39,366 --> 00:10:42,300 which I saved in the elements 279 00:10:43,366 --> 00:10:47,233 here's our precomplores bring in the first frame 280 00:10:48,100 --> 00:10:51,366 and of course we wanna use image sequence 281 00:10:51,900 --> 00:10:55,833 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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