All language subtitles for 2月29日 (7)

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified) Download
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:05,733 --> 00:00:07,866 guys welcome to this beginner video 2 00:00:08,133 --> 00:00:11,566 intended for people to learn how to use Uvs 3 00:00:11,800 --> 00:00:14,700 a nuke and just kind of what a UV passes 4 00:00:14,966 --> 00:00:17,366 a little bit about UVs in general and then 5 00:00:17,800 --> 00:00:18,466 you know some of the 6 00:00:18,466 --> 00:00:20,266 practical ways that we can actually use them 7 00:00:20,566 --> 00:00:23,133 so this is again this is a beginner video 8 00:00:23,133 --> 00:00:25,000 I'm intending to make an intermediate video 9 00:00:25,000 --> 00:00:26,533 and then an advanced video 10 00:00:26,700 --> 00:00:28,966 about UVs because it's a pretty in depth topic 11 00:00:28,966 --> 00:00:30,600 and there's all kinds of stuff you can do 12 00:00:31,300 --> 00:00:33,066 with ST map and 13 00:00:33,700 --> 00:00:37,266 UVs in general on 3d objects and as a compositor 14 00:00:37,266 --> 00:00:38,900 so there's some creative ways we can use those 15 00:00:38,900 --> 00:00:39,566 in the future 16 00:00:39,566 --> 00:00:41,600 but this is more of a beginner video 17 00:00:41,800 --> 00:00:43,966 I split it into basically 18 00:00:44,500 --> 00:00:46,100 two parts one goes in the Maya 19 00:00:46,100 --> 00:00:47,733 explaining UVs and then the second part 20 00:00:47,733 --> 00:00:49,866 will go into a nuke and check out some of this stuff 21 00:00:50,366 --> 00:00:51,866 so if you guys want the project file 22 00:00:51,866 --> 00:00:53,866 it's in the description below for free 23 00:00:54,500 --> 00:00:55,666 and you can download 24 00:00:55,666 --> 00:00:57,066 there's a couple assets that come with it 25 00:00:57,066 --> 00:00:58,300 so you can actually play around 26 00:00:58,966 --> 00:01:00,566 and follow along if you want 27 00:01:00,766 --> 00:01:02,966 in terms of using some of these images here 28 00:01:02,966 --> 00:01:05,666 and I've also provided one of the 29 00:01:06,366 --> 00:01:08,666 I've provided this car render for free 30 00:01:08,666 --> 00:01:11,966 just one frame of it from my full nuke303 class 31 00:01:12,466 --> 00:01:14,766 it comes with the UV pass as well so you can actually 32 00:01:15,733 --> 00:01:18,200 use this and learn the technique 33 00:01:18,200 --> 00:01:19,733 so without further ado 34 00:01:20,100 --> 00:01:21,800 we'll get into the tutorial 35 00:01:22,733 --> 00:01:24,933 so for the first portion that we're looking at here 36 00:01:24,933 --> 00:01:26,100 it's really just 37 00:01:26,166 --> 00:01:28,366 the fundamentals of CG 38 00:01:28,933 --> 00:01:30,266 very much so the basics 39 00:01:30,266 --> 00:01:33,000 but I just want to cover this part in case some people 40 00:01:33,133 --> 00:01:34,366 don't have a 3D background 41 00:01:34,366 --> 00:01:36,733 some composers actually have no 3D background 42 00:01:37,266 --> 00:01:39,400 but I really highly recommend that you 43 00:01:39,733 --> 00:01:41,533 know some 3D as a compositor 44 00:01:41,533 --> 00:01:43,366 as it's gonna give you a really big advantage 45 00:01:43,500 --> 00:01:44,366 and you're gonna 46 00:01:44,466 --> 00:01:46,166 understand where things are coming from 47 00:01:46,166 --> 00:01:47,600 when you're working in nuke 48 00:01:48,200 --> 00:01:51,500 so I really recommend you get into Maya or blender or 49 00:01:51,933 --> 00:01:54,533 one of the other 3D softwares they're widely used 50 00:01:54,700 --> 00:01:56,466 and understand these concepts 51 00:01:56,466 --> 00:01:58,700 so we're just going to briefly cover this in Maya 52 00:01:59,166 --> 00:02:01,966 as this is an easy way to explain what UVs are 53 00:02:02,466 --> 00:02:03,966 and then we're going to go into more 54 00:02:04,466 --> 00:02:06,166 about what we can do with them in nuke 55 00:02:06,166 --> 00:02:09,200 and why they're relevant to us as compositors 56 00:02:09,700 --> 00:02:10,500 so 57 00:02:10,866 --> 00:02:13,266 the basics of Uvs is very simple 58 00:02:13,533 --> 00:02:15,366 so you have this texture that's 59 00:02:15,466 --> 00:02:17,066 wrapped onto this cube here 60 00:02:17,866 --> 00:02:20,166 and essentially what you're doing is you're wrapping 61 00:02:20,766 --> 00:02:23,266 a 2d image onto a 3d model 62 00:02:23,266 --> 00:02:25,166 so essentially what you have to do 63 00:02:25,333 --> 00:02:28,400 is take a 3d model and you need to unwrap it 64 00:02:28,400 --> 00:02:30,133 so this is the unwrapped model 65 00:02:30,133 --> 00:02:32,700 so you can see if you imagine like a piece of paper 66 00:02:32,933 --> 00:02:34,766 you know if you were to cut this cue up 67 00:02:35,400 --> 00:02:36,566 and flatten it 68 00:02:36,900 --> 00:02:40,300 this over here on the right is essentially what that is 69 00:02:40,466 --> 00:02:42,466 it's just a flat version of the model 70 00:02:42,600 --> 00:02:44,266 and if I turn on the texture view 71 00:02:44,266 --> 00:02:45,600 we can see that we're mapping 72 00:02:45,600 --> 00:02:48,666 this kind of colorful checkerboard texture 73 00:02:48,966 --> 00:02:50,133 onto this model 74 00:02:50,600 --> 00:02:51,366 and we 75 00:02:51,366 --> 00:02:53,900 hit this button here and I select one of the faces 76 00:02:54,500 --> 00:02:55,300 you'll see that 77 00:02:55,733 --> 00:02:56,733 this face here 78 00:02:56,733 --> 00:02:57,900 when I'm selecting the top of the 79 00:02:57,900 --> 00:03:00,733 cube is actually highlighting this specific square 80 00:03:00,800 --> 00:03:02,000 so we know that that 81 00:03:02,533 --> 00:03:06,000 texture here so you can see the numbers 8112 82 00:03:06,166 --> 00:03:08,700 are being mapped onto the top of that cube 83 00:03:08,700 --> 00:03:12,000 so essentially just taking 2d picture putting on there 84 00:03:12,533 --> 00:03:12,933 of course 85 00:03:12,933 --> 00:03:15,500 you can manipulate UVs if you're in a 3d software 86 00:03:16,066 --> 00:03:17,400 so you can grab this UV 87 00:03:17,400 --> 00:03:18,466 and I can move it around 88 00:03:18,466 --> 00:03:20,100 and it's not going to change the geometry 89 00:03:20,100 --> 00:03:21,266 it's only mapping 90 00:03:21,400 --> 00:03:23,133 it's only changing the way this 91 00:03:23,133 --> 00:03:25,300 2d texture is being mapped onto them 92 00:03:25,533 --> 00:03:27,533 geometry so we can slide that around 93 00:03:27,866 --> 00:03:32,066 and now you see that the top here is 2334 94 00:03:33,400 --> 00:03:33,766 and also 95 00:03:33,766 --> 00:03:35,366 what you notice is that the side here is a bit 96 00:03:35,366 --> 00:03:36,600 stretched and diagonal 97 00:03:37,066 --> 00:03:38,933 and that's because you can see if we 98 00:03:39,066 --> 00:03:39,933 turn off the view 99 00:03:39,933 --> 00:03:41,700 you can see that these lines are diagonal 100 00:03:41,700 --> 00:03:42,966 so we're trying to map 101 00:03:43,333 --> 00:03:47,900 a straight image onto a warped UV 102 00:03:47,966 --> 00:03:49,700 so that's kind of a problematic 103 00:03:49,800 --> 00:03:52,066 area so that's not how you want to map your UVs 104 00:03:52,066 --> 00:03:53,266 you want to make it so 105 00:03:53,700 --> 00:03:55,700 the lines flow the correct direction 106 00:03:56,866 --> 00:03:58,500 so that's essentially what UVs are 107 00:03:59,133 --> 00:04:02,366 and so when you're getting a UV pass in nuke 108 00:04:02,466 --> 00:04:03,933 you're essentially getting 109 00:04:04,866 --> 00:04:05,666 this 110 00:04:06,366 --> 00:04:06,966 layout 111 00:04:06,966 --> 00:04:10,266 this kind of layout and you can remap a new texture 112 00:04:10,466 --> 00:04:12,466 in nuke onto this layout 113 00:04:12,466 --> 00:04:16,300 so if I have these cubes like this I can you know 114 00:04:16,866 --> 00:04:17,733 put a different texture 115 00:04:17,733 --> 00:04:20,000 and it's going to wrap onto different sides of the cube 116 00:04:20,466 --> 00:04:21,900 without going back into 3D 117 00:04:22,266 --> 00:04:22,533 and so 118 00:04:22,533 --> 00:04:24,800 the reason for this is because you can save time in 119 00:04:24,800 --> 00:04:25,366 production 120 00:04:25,366 --> 00:04:28,366 and if you want to change or add some texture to CG 121 00:04:28,600 --> 00:04:30,000 that has already been rendered 122 00:04:30,100 --> 00:04:32,400 you can just do it quickly in post production 123 00:04:32,566 --> 00:04:36,533 and you don't need to rerender or go relight anything 124 00:04:36,533 --> 00:04:37,466 you can actually just 125 00:04:37,966 --> 00:04:39,066 do it in nuke 126 00:04:39,100 --> 00:04:41,366 so that's the reason we want to talk about Uvs 127 00:04:41,500 --> 00:04:43,700 and now we'll start to get into you know 128 00:04:43,966 --> 00:04:45,600 other things we can do with UVs 129 00:04:46,066 --> 00:04:48,866 and just a couple examples and going over it 130 00:04:50,933 --> 00:04:52,900 so as we covered in the previous section 131 00:04:53,133 --> 00:04:55,166 this is kind of the same concept 132 00:04:55,166 --> 00:04:57,566 and we're just looking at this inside of nuke now 133 00:04:57,800 --> 00:04:59,366 so I've kind of just laid it out 134 00:04:59,566 --> 00:05:01,500 on top here as the 2d view 135 00:05:01,500 --> 00:05:03,966 and then we have the 3d object underneath 136 00:05:04,100 --> 00:05:06,533 so on the left side here we have the unwrapped cube 137 00:05:06,533 --> 00:05:08,333 so this is brought in from Maya 138 00:05:09,000 --> 00:05:11,933 this cube and the cube is unwrapped like so 139 00:05:11,933 --> 00:05:13,100 so we can see the 2d 140 00:05:13,100 --> 00:05:15,166 layout and we can see the numbers on here 141 00:05:15,166 --> 00:05:17,566 so for example that us again that top face 142 00:05:17,933 --> 00:05:20,000 we have the numbers 8112 143 00:05:21,100 --> 00:05:22,533 and we can see those on the top here 144 00:05:22,533 --> 00:05:23,566 and just remind you guys 145 00:05:23,566 --> 00:05:24,900 this picture of all the numbers 146 00:05:24,900 --> 00:05:26,333 that's just for referencing 147 00:05:26,333 --> 00:05:27,566 where things are on the cube 148 00:05:27,566 --> 00:05:28,966 it doesn't mean all these numbers 149 00:05:28,966 --> 00:05:30,600 they don't mean something special 150 00:05:30,600 --> 00:05:32,566 it's just a reference texture 151 00:05:33,533 --> 00:05:35,800 so we can see that's wrapped around the object here 152 00:05:36,800 --> 00:05:38,766 and on the right here we have one 153 00:05:38,866 --> 00:05:41,366 that's called a normalized UV 154 00:05:41,766 --> 00:05:45,566 layout which means every single face is mapped 155 00:05:46,366 --> 00:05:47,900 basically over the same image 156 00:05:47,900 --> 00:05:50,700 so all of them are mapped exactly the same way 157 00:05:50,700 --> 00:05:51,900 so if we change 158 00:05:52,133 --> 00:05:54,666 the image here it's going to change all the sides 159 00:05:54,700 --> 00:05:55,766 exactly the same 160 00:05:55,766 --> 00:05:57,400 so it's not wrapping around really there 161 00:05:57,400 --> 00:06:00,000 all of the faces are exactly the same 162 00:06:00,900 --> 00:06:03,300 so that's a little bit less useful but this is actually 163 00:06:03,766 --> 00:06:05,700 important to know because by default 164 00:06:05,700 --> 00:06:07,200 nuke is actually doing this 165 00:06:08,133 --> 00:06:09,300 with a default cube 166 00:06:09,300 --> 00:06:10,466 it's creating this 167 00:06:10,966 --> 00:06:12,400 it's called a normalized 168 00:06:13,100 --> 00:06:14,000 UV layout 169 00:06:14,666 --> 00:06:15,466 so 170 00:06:16,133 --> 00:06:19,733 again so this is kind of when I keep saying u and v 171 00:06:19,966 --> 00:06:21,700 this is what this is referring to 172 00:06:21,866 --> 00:06:23,466 it's just an x and y 173 00:06:23,966 --> 00:06:24,933 representation 174 00:06:24,933 --> 00:06:27,100 so x and y coordinates 175 00:06:27,500 --> 00:06:28,766 of a 2d image 176 00:06:29,366 --> 00:06:31,133 the reason we don't use X and y 177 00:06:31,133 --> 00:06:33,000 we use the letters U and V 178 00:06:33,200 --> 00:06:35,933 is just because in 3D we're already using the term X 179 00:06:35,933 --> 00:06:37,900 y and Z pretty frequently 180 00:06:37,900 --> 00:06:40,600 so it's just confusing to have the same letters 181 00:06:41,133 --> 00:06:43,766 so use horizontal and VS that vertical 182 00:06:45,400 --> 00:06:47,000 line here so 183 00:06:47,966 --> 00:06:52,000 that's UVs but now we only want to talk about UV 184 00:06:52,533 --> 00:06:55,300 renders so we can actually render out a special image 185 00:06:55,300 --> 00:06:56,366 so if we go down here 186 00:06:57,166 --> 00:06:58,700 this is a cube that's been rendered 187 00:06:58,700 --> 00:07:00,666 so we have a cube with a basic texture 188 00:07:00,933 --> 00:07:05,333 on it and we also have a cube the same cube 189 00:07:05,733 --> 00:07:08,800 with this special image and these images are 190 00:07:09,300 --> 00:07:10,133 I'm gonna get into it 191 00:07:10,133 --> 00:07:11,366 more in an intermediate video 192 00:07:11,366 --> 00:07:15,166 on how we can actually create these special ramps 193 00:07:15,166 --> 00:07:18,933 so these gradient ramps are basically telling nuke 194 00:07:19,533 --> 00:07:21,100 the 3d coordinate system 195 00:07:21,100 --> 00:07:23,366 even though you don't have a 3d model anymore 196 00:07:23,366 --> 00:07:26,566 so this is a 2d image rendered from a 3d object 197 00:07:26,733 --> 00:07:28,566 so we only have 2d images 198 00:07:30,166 --> 00:07:33,366 but this one is special so we can basically use this to 199 00:07:33,933 --> 00:07:36,366 wrap textures around the 3d model 200 00:07:36,400 --> 00:07:39,566 without having to actually load the 3d model into nuke 201 00:07:39,566 --> 00:07:41,900 so I don't need to actually go and load 202 00:07:42,100 --> 00:07:44,933 and bring the entire model in from Maya 203 00:07:44,933 --> 00:07:47,366 so if this was a character something more complicated 204 00:07:47,500 --> 00:07:48,933 we don't need to bring in the character 205 00:07:49,500 --> 00:07:52,100 model we just need to have a 2d render of the UV 206 00:07:52,700 --> 00:07:53,500 pass here 207 00:07:54,266 --> 00:07:55,766 and so with this UV pass 208 00:07:56,200 --> 00:07:58,466 if we plug it into an ST map node 209 00:07:59,466 --> 00:08:03,366 we can switch the ST map to switch it to RGB 210 00:08:04,133 --> 00:08:06,400 and essentially what that does 211 00:08:07,133 --> 00:08:08,600 and the reason we switch it to RGB 212 00:08:08,600 --> 00:08:10,466 is because this is saved in the red 213 00:08:10,466 --> 00:08:11,500 green and blue channel 214 00:08:12,000 --> 00:08:13,666 so we can see we're in the normal 215 00:08:14,066 --> 00:08:16,666 layer here which is the red green and blue 216 00:08:17,066 --> 00:08:18,933 and if we switch from red and green 217 00:08:18,933 --> 00:08:19,966 we can see there's some 218 00:08:20,066 --> 00:08:22,266 information in these gradients 219 00:08:22,466 --> 00:08:24,466 and so by setting that to RGB 220 00:08:25,166 --> 00:08:27,766 and plugging a source which is another picture 221 00:08:28,466 --> 00:08:31,166 it will wrap around that object so you see 222 00:08:31,933 --> 00:08:34,600 we have a picture a 2d picture of some vines here 223 00:08:35,666 --> 00:08:37,900 and when I plug it through the ST map 224 00:08:38,333 --> 00:08:39,366 it's wrapping 225 00:08:39,766 --> 00:08:41,533 around that 3D cube 226 00:08:42,100 --> 00:08:45,666 without having a 3d model involved it's just using 2d 227 00:08:46,166 --> 00:08:48,466 so this is basically just a 2d trick 228 00:08:48,533 --> 00:08:50,933 and we can retexture 3d objects 229 00:08:51,000 --> 00:08:53,100 very quickly without having to render them 230 00:08:53,100 --> 00:08:55,800 so I can move this texture around 231 00:08:56,000 --> 00:08:57,500 if I go to here 232 00:08:58,733 --> 00:08:59,666 I switch the 233 00:08:59,866 --> 00:09:02,666 transform you see I can move these vines instantly 234 00:09:02,733 --> 00:09:04,400 and I'm not doing any kind of 235 00:09:04,666 --> 00:09:06,466 rerendering or anything like that 236 00:09:07,000 --> 00:09:08,600 it's just a cheat basically 237 00:09:09,866 --> 00:09:11,700 then we have down here just some lighting 238 00:09:11,700 --> 00:09:13,533 so we can multiply some lighting on there 239 00:09:13,800 --> 00:09:16,566 and that's just a simple example of UVs 240 00:09:16,666 --> 00:09:19,466 so you're like well why wouldn't we just you know 241 00:09:20,000 --> 00:09:23,466 take the vines and render these in CG 242 00:09:23,466 --> 00:09:25,500 and probably would with vines 243 00:09:25,800 --> 00:09:26,500 because you're gonna get better 244 00:09:26,500 --> 00:09:27,500 looking vines than maybe a 245 00:09:27,500 --> 00:09:29,000 2d image but there are certain 246 00:09:29,100 --> 00:09:33,133 aspects that you might want to do it in compositing 247 00:09:33,566 --> 00:09:34,366 such as 248 00:09:35,100 --> 00:09:38,333 if you're gonna simulate water running down this cube 249 00:09:38,400 --> 00:09:40,200 that's gonna be an expensive thing to do 250 00:09:40,200 --> 00:09:41,900 and it's gonna take you a lot of time 251 00:09:42,133 --> 00:09:44,866 whereas if this is far enough away from the camera 252 00:09:45,133 --> 00:09:47,533 we can take a video of raindrops on 253 00:09:47,533 --> 00:09:49,066 glass and then we could just 254 00:09:49,066 --> 00:09:50,133 put that on the cube 255 00:09:50,133 --> 00:09:51,800 and now it's gonna look like the raindrops are 256 00:09:52,000 --> 00:09:53,300 running down the cube 257 00:09:53,400 --> 00:09:55,100 and we didn't have to go into Houdini 258 00:09:55,100 --> 00:09:57,533 or do any kind of advanced simulation 259 00:09:57,533 --> 00:09:59,800 we're basically just saving time and saving money 260 00:10:00,400 --> 00:10:02,566 so again that depends on your 261 00:10:03,166 --> 00:10:04,766 shot it depends on 262 00:10:05,000 --> 00:10:07,266 how far away this thing is from the camera 263 00:10:07,933 --> 00:10:09,766 so if it's a hero shot and you're looking 264 00:10:09,766 --> 00:10:12,133 up close you're probably gonna need some 3D drips 265 00:10:12,566 --> 00:10:14,333 but if it's something that's a little bit further away 266 00:10:14,333 --> 00:10:16,333 we can use 2D tricks like this 267 00:10:16,466 --> 00:10:20,333 and save production time and essentially 268 00:10:21,466 --> 00:10:23,666 uh that's how you have to always think of things with 269 00:10:23,666 --> 00:10:25,466 CG's if you can save time 270 00:10:25,466 --> 00:10:26,766 save money uh 271 00:10:26,900 --> 00:10:27,933 you know and 272 00:10:28,400 --> 00:10:30,866 uh is pretty important to think that way so 273 00:10:31,400 --> 00:10:32,800 this is another example 274 00:10:33,300 --> 00:10:34,766 I've given you guys a free 275 00:10:34,966 --> 00:10:38,100 basically frame from my full class which is the 276 00:10:38,100 --> 00:10:38,966 CG composing class 277 00:10:38,966 --> 00:10:41,200 some of you guys have probably already taken this class 278 00:10:42,300 --> 00:10:44,800 so this video is a little bit more in depth on the UVs 279 00:10:44,900 --> 00:10:46,600 but you know we have 280 00:10:46,866 --> 00:10:48,866 this is almost a 8 hour class 281 00:10:48,933 --> 00:10:51,133 on CG composing specifically 282 00:10:51,666 --> 00:10:54,066 so yeah so this is kind of 283 00:10:54,166 --> 00:10:58,000 just more on this so we have a car render so beauty 284 00:10:58,200 --> 00:11:00,466 and this doesn't have any layers it's just a JPEG 285 00:11:01,533 --> 00:11:03,166 and we have a UV 286 00:11:04,066 --> 00:11:05,900 render of this car as well 287 00:11:06,666 --> 00:11:09,066 so we also have something called the UV layout 288 00:11:09,066 --> 00:11:10,600 which again I told you guys about 289 00:11:10,733 --> 00:11:11,666 with the cube 290 00:11:11,700 --> 00:11:12,933 but instead of it being a cube 291 00:11:12,933 --> 00:11:14,933 we can see is just this car 292 00:11:15,266 --> 00:11:16,400 cut up into 293 00:11:17,166 --> 00:11:20,700 pieces and put flat so we can see all the pieces here 294 00:11:21,100 --> 00:11:22,500 and if we 295 00:11:22,866 --> 00:11:25,400 want to put for example let's say we want to put 296 00:11:25,700 --> 00:11:29,100 a color wheel on the back of this car here 297 00:11:29,100 --> 00:11:31,266 so if you look at the car let's say I want to put 298 00:11:32,133 --> 00:11:33,000 this picture 299 00:11:34,200 --> 00:11:35,700 onto the back of this car 300 00:11:35,866 --> 00:11:37,200 well I'm gonna go here to the UV 301 00:11:37,200 --> 00:11:39,000 layout to figure out where to place it 302 00:11:39,000 --> 00:11:41,266 so I go to the UV layout I looked for the piece 303 00:11:41,533 --> 00:11:44,666 and I actually unwrapped this car because I modeled it 304 00:11:44,866 --> 00:11:46,900 so this is actually the piece 305 00:11:48,066 --> 00:11:49,600 so I can place that cube 306 00:11:49,600 --> 00:11:51,333 so what I've done is I've taken the cube 307 00:11:51,533 --> 00:11:53,666 I've reformatted it into a square 308 00:11:53,666 --> 00:11:55,300 it's just a bit easier because 309 00:11:55,933 --> 00:11:58,200 these UV layouts are usually square 310 00:11:59,400 --> 00:12:02,066 so I've reformatted to being a square as well 311 00:12:02,066 --> 00:12:03,000 and then I've just 312 00:12:03,400 --> 00:12:06,900 transformed it and we can basically just move it around 313 00:12:07,866 --> 00:12:11,200 and I'll grab it here put it on the back of the bumper 314 00:12:11,933 --> 00:12:15,733 and now if I run it to the ST map so I plug in the UV 315 00:12:15,766 --> 00:12:18,800 render and plug in the picture that we've just placed 316 00:12:18,866 --> 00:12:19,933 and I've used this 317 00:12:20,066 --> 00:12:21,466 you see I'm doing two different things 318 00:12:21,466 --> 00:12:23,100 here I'm using this as reference 319 00:12:23,533 --> 00:12:24,866 this kind of merge over here 320 00:12:25,366 --> 00:12:28,266 and on the left here I'm actually doing the the 321 00:12:29,000 --> 00:12:29,800 ST map 322 00:12:29,800 --> 00:12:32,333 so this is just for reference that's all this is for 323 00:12:33,266 --> 00:12:36,133 so we transform that and we can ST map it 324 00:12:36,133 --> 00:12:37,100 and you'll see 325 00:12:38,000 --> 00:12:40,400 we get this result where it's folding on the back here 326 00:12:40,400 --> 00:12:42,466 and if I merge that picture 327 00:12:42,800 --> 00:12:46,200 this result from the SD map over the top of our 328 00:12:46,766 --> 00:12:48,000 render we can see 329 00:12:48,533 --> 00:12:50,100 that's been placed on the car 330 00:12:50,600 --> 00:12:53,200 and we can of course move this around 331 00:12:53,200 --> 00:12:54,666 so I can take the transform 332 00:12:55,700 --> 00:12:57,900 use up and down arrow keys and slide this around 333 00:12:57,900 --> 00:13:00,200 and it's going to wrap around the CG model 334 00:13:00,466 --> 00:13:03,566 and again we're just dealing with two 2d images 335 00:13:03,566 --> 00:13:04,800 we have the the 336 00:13:05,400 --> 00:13:08,100 the beauty render of the car and we have the UV render 337 00:13:08,866 --> 00:13:10,100 so that's pretty cool 338 00:13:10,966 --> 00:13:12,866 so one thing you might be confused about 339 00:13:12,866 --> 00:13:14,400 is you look at this thing and you're like 340 00:13:14,400 --> 00:13:16,466 well I didn't unwrap this model 341 00:13:16,466 --> 00:13:17,733 and if you have a really complex model 342 00:13:17,733 --> 00:13:19,300 you might have a lot more pieces than this 343 00:13:19,300 --> 00:13:20,400 you're like well where do I 344 00:13:21,100 --> 00:13:23,166 you know how do I you know if I want to put 345 00:13:23,900 --> 00:13:25,700 a color wheel on top of this 346 00:13:25,933 --> 00:13:27,166 this tire here 347 00:13:27,366 --> 00:13:29,933 you might be confused when you look at this picture 348 00:13:30,400 --> 00:13:31,566 and then you're going to be moving this 349 00:13:31,566 --> 00:13:32,533 color wheel everywhere 350 00:13:32,533 --> 00:13:34,866 like well I don't know which piece is 351 00:13:34,900 --> 00:13:36,400 the right spot to put it 352 00:13:36,600 --> 00:13:39,133 and that's where this tester material comes in 353 00:13:39,133 --> 00:13:40,000 so that's where 354 00:13:40,133 --> 00:13:41,500 that material we've been using 355 00:13:41,666 --> 00:13:44,300 if we plug that into the ST map 356 00:13:46,100 --> 00:13:48,266 and we just let that go around the car 357 00:13:48,866 --> 00:13:51,666 that's why this material is useful is because 358 00:13:51,766 --> 00:13:53,000 we can see all these colors 359 00:13:53,000 --> 00:13:55,100 and they correspond to this picture 360 00:13:55,500 --> 00:13:58,900 in this square image so for example we see this 361 00:14:00,000 --> 00:14:01,366 3 here and a 4 362 00:14:01,366 --> 00:14:02,666 3 and 4 next to each other 363 00:14:02,666 --> 00:14:04,933 the 3 is white and the 4 is pink 364 00:14:05,266 --> 00:14:06,366 so if we look at this thing 365 00:14:06,366 --> 00:14:08,766 where is a 3 white and a 4 pink 366 00:14:08,866 --> 00:14:09,733 what's right here 367 00:14:10,166 --> 00:14:11,900 so 3 and 4 right here 368 00:14:12,000 --> 00:14:15,133 and if we go to the corresponding place on our 369 00:14:16,266 --> 00:14:19,100 template we see that that area is right here 370 00:14:19,100 --> 00:14:20,466 so that's what that's just telling us 371 00:14:20,466 --> 00:14:21,733 it's just telling us where 372 00:14:21,933 --> 00:14:22,900 on this thing 373 00:14:23,266 --> 00:14:25,566 it's going to land so 3 and 4 374 00:14:25,600 --> 00:14:27,000 so if I put my color wheel 375 00:14:27,133 --> 00:14:28,500 over in that spot 376 00:14:29,566 --> 00:14:32,900 the 3 and 4 and then I plug that into the ST map 377 00:14:34,333 --> 00:14:37,366 you can see that is being wrapped onto the right place 378 00:14:37,366 --> 00:14:39,533 so that's that's what the tester materials for 379 00:14:39,733 --> 00:14:40,766 it just helps 380 00:14:41,266 --> 00:14:43,800 if you don't know where to place things and 381 00:14:44,566 --> 00:14:46,600 that's one way to do it there's many ways 382 00:14:47,600 --> 00:14:49,366 but yeah so hopefully that helps out 383 00:14:49,766 --> 00:14:50,566 some people 384 00:14:51,800 --> 00:14:54,900 and we can slide it around here and that's how it works 385 00:14:55,900 --> 00:14:59,866 so this is again 15 bucks if you guys want a full 386 00:15:00,666 --> 00:15:01,866 CG composing class 387 00:15:01,900 --> 00:15:03,500 which has a lot more detail than this 388 00:15:03,500 --> 00:15:04,500 about different things 389 00:15:05,000 --> 00:15:06,800 this is one aspect of CG compositing 390 00:15:06,800 --> 00:15:08,333 I'm gonna make another video 391 00:15:08,533 --> 00:15:09,700 more intermediate 392 00:15:10,333 --> 00:15:13,666 UV uses so we're gonna get into more advanced stuff 393 00:15:13,933 --> 00:15:16,066 how we can actually generate these 394 00:15:16,666 --> 00:15:18,733 use expressions to generate these patterns 395 00:15:18,733 --> 00:15:19,966 and eventually 396 00:15:20,000 --> 00:15:23,100 after that I have some plans to do an advanced UV 397 00:15:23,666 --> 00:15:25,500 video on YouTube which is gonna be 398 00:15:26,466 --> 00:15:28,400 things that even senior composers 399 00:15:28,400 --> 00:15:29,766 will probably benefit from 400 00:15:29,933 --> 00:15:32,300 if you're a senior composer following this channel 401 00:15:32,966 --> 00:15:34,933 so I kind of have a range of people here 402 00:15:34,933 --> 00:15:35,733 so I'm gonna try to 403 00:15:36,066 --> 00:15:37,100 post beginner and 404 00:15:37,100 --> 00:15:38,933 intermediate content most of the time 405 00:15:38,966 --> 00:15:40,766 and occasionally post you know 406 00:15:41,300 --> 00:15:42,200 senior level 407 00:15:42,600 --> 00:15:45,533 tutorials out here so that people can get use out of it 408 00:15:45,533 --> 00:15:46,966 so if you guys liked the video 409 00:15:47,066 --> 00:15:47,966 hit the like button 410 00:15:48,000 --> 00:15:50,866 and it helps out a lot and thanks for checking it out 30179

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.