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Welcome, guys.
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So in this lecture,
we will be exporting all the pictures
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from southern Spain
to back into bling.
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But I also added
like a couple of more pictures
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that you can add to the Gameboy
if you want to just select them
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both and abstract
and drop them into the shells.
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Select as the picture
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and into the projected input.
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Again, we need to do the same thing,
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then shift
and snap it through the backside.
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You may be
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you can add a layer
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and now use the prediction tool
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and drag
and drop this in this module.
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Stick over here.
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Began stamping a small sticker
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just to add a bit more detail.
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Maybe not here and again here
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you can rest
s then the size of it if you want to
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realistically decide if you're like,
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yeah, this is much bigger
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and less drag and drop this one.
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We can stand up for you
both in the back side.
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These are like a couple of Pokémon
shooters.
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Now we're going to select the A tool
and if you like, painted
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a little bit can access.
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So I'm just showing you
how we can add
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a little bit more authentic details
to your models.
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Think something like
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this looks pretty good.
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That's just for demonstration vocals
and you can like experiment
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along with this,
whatever you like, you can.
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We will a lot of different
kind of stickers or any kind of like
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extra additional details
that you want to add on.
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Next, rename this to sticker
and I will add a feeder same
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offensive perspective to just make
it a little bit darker. So
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the color tone of it
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in what's going forward
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by this line,
I have Desaturated a little bit.
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Yeah, that's pretty good.
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All right.
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So now to export textures
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from substance painter to blender,
you just need the control issues.
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Then added the shortcut
for exporting textures.
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You will see this window pop up all.
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You can also go over to file
and you could export actions.
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All right.
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So we only have to worry
about the settings over here.
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So first is output directly.
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This basically means
where you want to export textures.
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So just click over here
and I will head over to the recorder
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that actually Alexa,
you can create the new folder.
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Actually, the name is don't blame
no pictures.
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Just so we know it is different
from this station folder
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in here.
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Invade another for the
next few things to be like.
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Open it up and you select folder
and you can see the parties
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appearing over here.
Next is the output template.
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So in this case
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you will find like various different
templates of different softwares.
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Like we have Blender,
we also have like Unity,
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Unreal Engine Sierra of
we want to export this to blender.
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So next slide
you will be selecting Blender
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select this one by blade.
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Let's see,
we can go with the engine, maybe
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go with 16 bits
and the size can bifurcate
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and rest of the thing
remains the same.
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You can also select the pictures.
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So if you have like multiple
different pictures in your model,
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like enable and disable them
some more here.
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If you only want to export
like one dataset or do
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anything to adjust
specific settings from over here.
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But these are like global settings
and like 95%.
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Other times
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you only have to agree for here only
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and you don't
have to do anything else.
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And then you have done
all the settings just hit export
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and things like finish.
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Also lets open a blender,
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open up
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this slide and let's disable this
for now
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and open up Gameboy.
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Now we can go over to the shooting
tab and let's add the materials.
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So one thing that I do
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00:04:35,600 --> 00:04:38,600
want to suggest you guys first
go over to the edit step
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00:04:38,800 --> 00:04:42,700
and in the preferences
menu, enable the items in all brand.
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If we don't have this anywhere,
just enable this in
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it will give us a nice
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little shortcut that we can use
to set up the pictures all at once.
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So what you need to do is just select
this principle.
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You would find it over here
by default in your material,
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then hit control shifting
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and this window will pop up.
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Go back.
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And now in the pictures folder
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you select all of them at once
and hit principal reduction setup
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and just wait for it
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to load and you will see everything
would be loaded all at once.
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Just give it a little bit of time.
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Menu as you can see.
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Okay,
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everything has been set up correctly.
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You can see as you can see,
the picture setup is done
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all by itself.
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You don't need to do anything.
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So this helps us a lot.
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Make sure to check that
all the other pictures
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adding color, space, non color
and only the base color is in Sydney.
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The rest of them should be non color.
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All right.
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Now we can go back to layout and
if you view this in the interview.
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So currently
we are in the easy shading,
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but let's change this to cycles
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00:06:00,100 --> 00:06:03,666
because cycles is more equity
with the lighting and everything.
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It would be a little bit slower
if you have a few.
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You can change this from seed. You
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00:06:10,933 --> 00:06:12,233
just give it a little more time.
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It would be much faster.
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You can also enable the noise
from what you.
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This will help to like remove
all those
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00:06:18,766 --> 00:06:22,100
like noisy textures you will see
when you are like moving it around.
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You can see this noisy,
grainy texture.
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So if you enable this
it would be reduced a little bit
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and you can now press shift
and let's add
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a simple light excited
and additional light.
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So again, I said maybe
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you can do this
and rotated like this.
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You can press R two times
to rotate XY
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along this plane
and then now they can see odd
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excess came out pretty good
looking really nice in there also.
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So let's do the same thing
for the cartridges.
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Stop this, enable them back
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and go back up.
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Since being dumped by these invites
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and in the cartridges
make sure that it's seen.
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All right.
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So now we control
which is going to be
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you need to have painted over
to automatically
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and this full screen the new for
you doesn't need like ridges
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open it up and select follow
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and just quickly do the same settings
to activate for the other object
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and now the export.
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So now the export is done, canceled.
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Go back to Blake
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and select the cartridges this time
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and take a look
at the shooting death.
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And again by this video
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facilitated controls shifting
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in the cartridges for deselect
all of them
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and make sure get made for the load.
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All right so it is done
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now you can see the pictures
that showing up properly over here.
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There's still the layout that
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they find for
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the thing to load up a little bit.
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And you can see everything
looks pretty good in my opinion.
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I think shares came out
pretty nicely.
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Let's just bring them out
over here in the front and let's
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see now we can start to like set up
the render, really grabbing.
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So let's see how we can do
that. Excellent.
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That would be shift
and look at a simple, plain
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press one
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for the fun view and just basic
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so that it acts as the ground.
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It now scale it up
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and make sure
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it is not overlapping like this
because it can do it
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this way. The shadow dropper.
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And now what I will do is
I will show you a nice graphic.
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This is the next scaling up
like this.
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So then this step
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is to
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select and select this edge whiskey
to X to look like this, say,
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and just exploded
towards the top like this.
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And now you will notice
we see this weird edge,
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apply the scale first,
then stab and I will select this.
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It's been press controlled
and buried it out and make it smooth
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this to create that
to new lighting effect.
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You can scale it up a little bit more
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if you want to go battle
and you can see what
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now you can select this.
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I mean, the plane
that we just started
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out a new material to this
and it like do things like changing
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the color of the background Ultima
show to the right click and shade
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so that you don't see
any of those versioning issues.
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And yeah, you can do a lot of things
like in the a lot of the thing
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they intersect is if you like
I said this to completely black
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and let's I make this
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decrease in roughness you can see
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now the background
is like really shiny
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and things are being reflected,
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all of it
before we actually start to set up
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the lighting in, like setting up
the camera, lighting and everything.
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It one thing that I want to do
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is let's come back
over here in the viewport shooting.
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Let's just disable the plane for now.
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I will select the plane and the light
this and move this
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to a new collection.
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And let's rename this collection
to camera and lights
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will light the camera later
and and disable it.
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Let's disable the cartridges also.
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And now what I want to do is that
I want to create like a parent object
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that we can select to easily
move around this.
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It goes right now,
if we want to move it,
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we need to select it all like this.
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Then then just moving.
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00:10:50,200 --> 00:10:51,966
So it is a little bit of passive.
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00:10:51,966 --> 00:10:54,866
So what I would basically do is
I would be shifting and side empty
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object and add a plane axis, move it
over here in the middle of a game.
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What like it can be roughly
in the middle.
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It does not have to be equity.
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And now
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while this empty object is selected,
make sure this is active selection
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so that this election is like this
yellow colored selection.
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00:11:11,400 --> 00:11:14,100
And if we hold shift and set, it's
something else.
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00:11:14,100 --> 00:11:16,633
You can see now it is no longer
the active selection.
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This object is that selection.
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00:11:18,566 --> 00:11:21,566
So whatever it is is in
this is that this selection
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00:11:21,566 --> 00:11:24,733
and whatever it is, an orange
color is not that selection.
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So make sure this is
that is selection.
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Then proceed to select everything.
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And now you can see
everything is selected but odd
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MP access is the main selection
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and now what you need to do
is it right click fading?
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And we tend to object.
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00:11:40,700 --> 00:11:42,300
As soon as you do that,
what will happen
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is now
if you select this empty object
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and move it at all,
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you can see all of the objects
are moving along with it.
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00:11:47,933 --> 00:11:51,133
So this makes it a lot easier
because you can easily
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select this, move it
around, begin even rotated scaling.
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So it makes it easier to set up
everything.
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Let's do the same thing
for the cartridges.
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Also, I would select this empty
and this M and move this to the
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00:12:03,400 --> 00:12:04,033
my collection.
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00:12:05,333 --> 00:12:08,033
Let's enable the cartridges
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and make sure I can do it
for the moment.
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00:12:10,433 --> 00:12:13,466
Basically, I am at this moment here.
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00:12:15,566 --> 00:12:17,766
Now I will just select all of this
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00:12:17,766 --> 00:12:21,700
and this edge to hide it now,
just like this one now.
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Bresee So that this stays
the active selection, right click
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painting and object.
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This s to bring this back
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00:12:32,433 --> 00:12:35,800
and I'll hide this 174
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Top view will enable screencast case
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the shiftless and
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00:12:41,733 --> 00:12:44,733
empty movie though over here
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00:12:45,266 --> 00:12:48,266
and now again
by this is the selection this
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if I click I'm waiting
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this edge to bring everything back.
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We can just select everything
this end
252
00:12:57,033 --> 00:13:00,033
and move this
to the packages of light collection.
253
00:13:00,533 --> 00:13:02,866
All right,
let's enable back everything.
254
00:13:02,866 --> 00:13:06,166
And this way it would be a lot easier
for us to move around things.
255
00:13:07,033 --> 00:13:09,300
We can place these tools over here.
256
00:13:15,666 --> 00:13:16,100
Let's see.
257
00:13:16,100 --> 00:13:18,600
We can just
258
00:13:18,600 --> 00:13:21,200
either next locate them by 90
degrees.
259
00:13:21,200 --> 00:13:24,166
This okay,
then -90 degrees like this.
260
00:13:24,166 --> 00:13:27,166
And place them on the ground.
261
00:13:28,200 --> 00:13:29,700
Let's do the same thing for this.
262
00:13:29,700 --> 00:13:32,700
Also,
263
00:13:34,900 --> 00:13:37,266
the seven foot view, visibility
264
00:13:37,266 --> 00:13:40,100
and all of this.
265
00:13:40,100 --> 00:13:43,100
I'm just trying to create
some type of
266
00:13:44,700 --> 00:13:47,700
interesting looking render.
267
00:13:49,933 --> 00:13:52,800
Let's select
this and we'll take it a little bit
268
00:13:52,800 --> 00:13:55,800
this way.
269
00:13:57,166 --> 00:13:57,933
All right, guys.
270
00:13:57,933 --> 00:14:00,433
Now look at a camera and setup.
271
00:14:00,433 --> 00:14:03,533
See if your pics of this
should be an and camera.
272
00:14:04,200 --> 00:14:06,233
So now you can see
the camera's added here.
273
00:14:06,233 --> 00:14:08,100
If you want to view it
through your camera view,
274
00:14:08,100 --> 00:14:09,866
you can press zero on a number back
275
00:14:09,866 --> 00:14:11,266
and you will notice
that you are viewing
276
00:14:11,266 --> 00:14:13,600
through a camera now
as soon as you press zero.
277
00:14:13,600 --> 00:14:15,566
So set up this camera properly.
278
00:14:15,566 --> 00:14:16,766
It is really easy.
279
00:14:16,766 --> 00:14:20,033
What you need to do is basically move
around your scene in normal view,
280
00:14:20,100 --> 00:14:22,333
how you want it
to be placed in the camera.
281
00:14:22,333 --> 00:14:26,566
Like let's say I want it to be placed
right about here like this.
282
00:14:27,400 --> 00:14:29,633
As soon as you have placed
your view correctly, then
283
00:14:29,633 --> 00:14:33,433
you can press control or end zero
and it will see the camera
284
00:14:33,433 --> 00:14:37,833
fixed perfectly along your view
as you have placed it.
285
00:14:38,100 --> 00:14:39,166
If you press a zero
286
00:14:40,200 --> 00:14:41,333
now zero and a
287
00:14:41,333 --> 00:14:44,333
number back, you will be easily able
to view through your camera.
288
00:14:44,400 --> 00:14:48,333
And now to adjust it even better,
you can go over here in this tab.
289
00:14:48,666 --> 00:14:51,800
So this end to view this step
and in the view tab,
290
00:14:52,166 --> 00:14:55,166
enable lock camera to view,
then you enable this.
291
00:14:55,166 --> 00:14:59,400
You can move it on your camera easily
now as you move around your scene,
292
00:15:00,633 --> 00:15:04,500
but as soon as you set it up,
make sure you just disable it back
293
00:15:04,500 --> 00:15:06,766
because it can
sometimes mess up things.
294
00:15:06,766 --> 00:15:09,766
See it now we have done this.
295
00:15:10,033 --> 00:15:13,000
Let's move through on interview once,
296
00:15:13,000 --> 00:15:16,066
and the setting that I will enable
is I think I've already enable it
297
00:15:16,300 --> 00:15:17,866
so you can come up over here
298
00:15:17,866 --> 00:15:21,400
in the output properties
and make sure people ring the region
299
00:15:21,833 --> 00:15:24,833
so this will do is it
will only show you the region
300
00:15:25,066 --> 00:15:27,300
that will be the index
that is to your camera
301
00:15:27,300 --> 00:15:29,166
and rest of the things
would be hidden.
302
00:15:29,166 --> 00:15:30,666
So make sure you enable this
303
00:15:31,633 --> 00:15:32,400
all right.
304
00:15:32,400 --> 00:15:35,400
Let's set up some things
a little bit more.
305
00:15:35,400 --> 00:15:40,066
What I will do
is to view both sides of the aisle.
306
00:15:40,133 --> 00:15:42,733
What is this Gameboy
I replaced them side by side.
307
00:15:42,733 --> 00:15:44,800
So just select this and now to select
308
00:15:44,800 --> 00:15:48,300
all of the objects at once
because we need to duplicate them.
309
00:15:48,600 --> 00:15:50,233
Press shift flag.
310
00:15:50,233 --> 00:15:53,233
So this is select group
and select the children
311
00:15:53,400 --> 00:15:55,533
and you can see
everything is selected on its own.
312
00:15:55,533 --> 00:15:58,400
Make sure to hold shift and select
this also
313
00:15:58,400 --> 00:16:01,400
and now press the duplicated,
314
00:16:02,000 --> 00:16:04,333
place it over here and now let's just
315
00:16:04,333 --> 00:16:07,333
rotating by 23 degrees
316
00:16:07,600 --> 00:16:10,233
zero two view to your camera
and again
317
00:16:10,233 --> 00:16:13,233
enable camera view
and let's place this properly
318
00:16:22,366 --> 00:16:25,066
now select this, select this first
319
00:16:25,066 --> 00:16:28,266
and rotate it like this
and select this one and rotate
320
00:16:30,933 --> 00:16:32,333
something like this.
321
00:16:32,333 --> 00:16:35,700
We can also first disable
camera to view.
322
00:16:36,400 --> 00:16:40,066
You can select this thing over here
on the
323
00:16:41,533 --> 00:16:44,833
cartridge and input shift
plug and select
324
00:16:44,833 --> 00:16:48,300
group children and make sure
the hold shift and select this.
325
00:16:48,300 --> 00:16:51,300
Also then pressure as d
326
00:16:52,800 --> 00:16:55,833
you can g and then press shift BLAZEK
327
00:16:56,166 --> 00:17:00,100
to only move it in the x
and y playing explicit over here
328
00:17:00,866 --> 00:17:04,000
and now this
then X located by 90 degrees.
329
00:17:05,233 --> 00:17:07,466
Then you can press
seven for the top view.
330
00:17:07,466 --> 00:17:10,766
I'm just placing inside this simply
331
00:17:17,533 --> 00:17:20,500
I'll bring it out for Bridgette and Z
332
00:17:20,500 --> 00:17:23,500
and next move it up in here.
333
00:17:23,500 --> 00:17:26,500
I think it fits pretty well.
334
00:17:29,500 --> 00:17:31,133
Say up energy
335
00:17:31,133 --> 00:17:35,000
down by two times
just to move it along the rotation.
336
00:17:35,366 --> 00:17:38,700
And now let's view up
they can go to the resident
337
00:17:38,700 --> 00:17:42,133
40 odd camera
and yeah I think it looks pretty nice
338
00:17:43,533 --> 00:17:44,933
you can maybe bring it
339
00:17:44,933 --> 00:17:47,933
out a little bit
340
00:17:48,966 --> 00:17:51,966
like six.
341
00:18:00,300 --> 00:18:01,633
Yeah that's pretty good.
342
00:18:01,633 --> 00:18:04,633
Again, I will select these
two things over here.
343
00:18:05,966 --> 00:18:08,866
What we can do is just enable x ray
344
00:18:08,866 --> 00:18:11,866
and select everything over here
345
00:18:12,233 --> 00:18:12,600
and now.
346
00:18:12,600 --> 00:18:15,800
Just make sure to select this thing
over his whole control
347
00:18:15,800 --> 00:18:18,566
and select this.
And you just select everything.
348
00:18:18,566 --> 00:18:20,133
Find holding control.
349
00:18:20,133 --> 00:18:22,400
Now pressure flows D
350
00:18:22,400 --> 00:18:25,333
Then shift the basic staple
351
00:18:25,333 --> 00:18:28,333
here like this,
352
00:18:29,533 --> 00:18:32,533
and this is rotated
353
00:18:33,400 --> 00:18:34,333
on the y axis
354
00:18:34,333 --> 00:18:37,333
by degrees to flip them completely
355
00:18:37,800 --> 00:18:40,500
and we can place them
somewhere on here.
356
00:18:40,500 --> 00:18:43,500
Just to add
a bit more detail to the scene
357
00:18:52,866 --> 00:18:55,866
then just quickly, selectivity.
358
00:18:57,300 --> 00:19:00,300
So all of these objects,
359
00:19:03,333 --> 00:19:05,566
there's zero due to your camera
360
00:19:05,566 --> 00:19:09,566
and let's move right about here
so that everything is in the center.
361
00:19:10,166 --> 00:19:13,166
And I think I'm happy
with placing that in the like this.
362
00:19:13,300 --> 00:19:15,766
Now it's time to set
up the lighting a big Vega.
363
00:19:17,700 --> 00:19:18,200
All right.
364
00:19:18,200 --> 00:19:21,433
So let's see, I will first
just delete this, but
365
00:19:21,433 --> 00:19:24,900
we don't really need it right now
and double over the shading tab. Now
366
00:19:27,500 --> 00:19:29,466
make sure the view that
367
00:19:29,466 --> 00:19:32,466
the new resident the view to a camera
368
00:19:33,400 --> 00:19:36,700
and now you guys must be currently
in the object if you select
369
00:19:36,700 --> 00:19:39,533
like any of the objects,
you can view their materials.
370
00:19:39,533 --> 00:19:42,200
Like if you go over here
and select the void.
371
00:19:42,200 --> 00:19:45,200
So click over here, I think.
372
00:19:45,333 --> 00:19:46,666
Yeah, yeah.
373
00:19:46,666 --> 00:19:49,600
Now just look over here
and select voice
374
00:19:49,600 --> 00:19:52,466
and then you can adjust
the lighting settings of the work.
375
00:19:52,466 --> 00:19:55,466
If you will notice,
if I select this node over here,
376
00:19:55,800 --> 00:19:58,800
this is the node
that is acting by default.
377
00:19:59,933 --> 00:20:02,933
So if I just selected and delete it,
378
00:20:03,433 --> 00:20:07,500
everything would go dark
or don't very vivid add on HDR
379
00:20:07,500 --> 00:20:13,500
inside of the select environment,
nor do I do it here and now.
380
00:20:13,500 --> 00:20:15,833
This is really taking
this whole sites.
381
00:20:15,833 --> 00:20:19,366
I've added HDR I find that
you can use obviously just totally
382
00:20:19,733 --> 00:20:23,166
if you want to use some other HDR,
I find you can download it from the
383
00:20:24,433 --> 00:20:25,533
great websites that
384
00:20:25,533 --> 00:20:29,133
provide HDR for like quality
quality in 3D or ambient.
385
00:20:29,433 --> 00:20:31,800
So they are a
you can use it, you find it.
386
00:20:31,800 --> 00:20:33,600
I have provided you with one of them.
387
00:20:33,600 --> 00:20:36,166
If you want to use that one.
You can definitely go for it.
388
00:20:36,166 --> 00:20:42,000
So just head over to the devoted
electrical and carpentry shop.
389
00:20:42,000 --> 00:20:44,700
So just open it up
and now plug it in.
390
00:20:44,700 --> 00:20:46,566
That self is
391
00:20:46,566 --> 00:20:49,566
as soon as you do
that, you can see we are viewing
392
00:20:49,566 --> 00:20:52,633
the dry.
393
00:20:53,100 --> 00:20:54,500
It is a little bit weird right now,
394
00:20:54,500 --> 00:20:55,833
but don't worry,
we'll fix everything.
395
00:20:55,833 --> 00:20:59,366
I think it is being caused
because of the lighting.
396
00:20:59,666 --> 00:21:03,700
Roughness is very low of this barrel,
but the M6 actually drops.
397
00:21:03,733 --> 00:21:06,566
So now select
this note, this factory key
398
00:21:06,566 --> 00:21:08,766
and you will add this mapping node.
399
00:21:08,766 --> 00:21:13,033
So what we can do is we can rotate
the extra how well you like.
400
00:21:14,766 --> 00:21:15,600
Let's cross let's
401
00:21:15,600 --> 00:21:18,600
fix the background a little bit.
402
00:21:18,600 --> 00:21:21,433
So what we need to do is type in zero
and rotation.
403
00:21:21,433 --> 00:21:24,433
Next, select the background
and come back to object.
404
00:21:25,333 --> 00:21:29,633
So what we basically do is the visit
of Nest of somewhat like 0.8.
405
00:21:30,166 --> 00:21:30,400
Yeah.
406
00:21:30,400 --> 00:21:33,400
As you can see now,
it looks pretty good.
407
00:21:33,666 --> 00:21:35,100
All right, so let's change the color.
408
00:21:35,100 --> 00:21:39,833
Now look over here on the base color
and increase the value.
409
00:21:40,433 --> 00:21:42,533
Maybe something like point three.
410
00:21:42,533 --> 00:21:45,533
I think this compliments are
411
00:21:45,833 --> 00:21:46,433
relevant.
412
00:21:46,433 --> 00:21:46,800
All right,
413
00:21:46,800 --> 00:21:50,900
So now let's go back to the settings
and we can use this mapping node
414
00:21:51,500 --> 00:21:54,433
to maybe like, move around day to day
and you can do things
415
00:21:54,433 --> 00:21:56,100
like rotating it around
416
00:21:56,100 --> 00:21:59,300
so you can rotate it to find the
best possible lighting angle.
417
00:22:00,666 --> 00:22:03,133
These are the different settings
that you can play around.
418
00:22:03,133 --> 00:22:06,133
Let's say it goes something like 170.
419
00:22:07,100 --> 00:22:09,133
Also like
420
00:22:09,133 --> 00:22:12,133
add on to this team, you can
421
00:22:13,200 --> 00:22:15,166
shift and add a thing
422
00:22:15,166 --> 00:22:18,866
like area like let's
go back over here to viewport shading
423
00:22:19,266 --> 00:22:22,500
and you can like rotate by 90 degrees
424
00:22:22,500 --> 00:22:25,500
like this. First.
425
00:22:29,233 --> 00:22:31,800
And now if you view your
426
00:22:31,800 --> 00:22:33,766
interview,
427
00:22:33,766 --> 00:22:35,366
you can select the area light
428
00:22:35,366 --> 00:22:40,566
and maybe just increase
the power of it.
429
00:22:40,800 --> 00:22:43,333
Add a little bit
different kind of lighting.
430
00:22:43,333 --> 00:22:44,300
You can change the color
431
00:22:44,300 --> 00:22:47,300
and you can add like
multiple different lights to create a
432
00:22:47,633 --> 00:22:51,666
nice setup set that is totally up
to experimentation for you guys.
433
00:22:51,666 --> 00:22:54,666
You can create different
lighting cycles for you.
434
00:22:54,800 --> 00:22:57,800
So what I would do now is
I would just quickly
435
00:22:57,800 --> 00:23:00,833
put my team one time
to just see how everything looks.
436
00:23:00,966 --> 00:23:04,000
And after seeing that, I know we can
see like what things we have to see.
437
00:23:04,000 --> 00:23:06,300
So what is lacking in Orinda?
438
00:23:06,300 --> 00:23:09,300
So come over here in the vendor
settings,
439
00:23:09,466 --> 00:23:11,333
make sure to just set up everything
like this.
440
00:23:11,333 --> 00:23:14,333
Enable the noise for
both of the viewport and the render.
441
00:23:14,533 --> 00:23:17,066
And we have this max samples
over here.
442
00:23:17,066 --> 00:23:19,200
So right now
this could indicate the 4096.
443
00:23:19,200 --> 00:23:21,866
That is a large number
and it can take a lot of time.
444
00:23:21,866 --> 00:23:24,400
So this could
decrease this 2000 only.
445
00:23:26,366 --> 00:23:26,866
And now
446
00:23:26,866 --> 00:23:31,400
you can hit F12 on your keyboard
to start the tendering process.
447
00:23:32,033 --> 00:23:34,566
And I described that with you
and that finishes.
448
00:23:34,566 --> 00:23:37,566
So I'll see you there. Right.
449
00:23:37,600 --> 00:23:38,166
All right, guys.
450
00:23:38,166 --> 00:23:41,166
So the rain date is done now,
and if you zoom in over here,
451
00:23:41,600 --> 00:23:44,900
you will notice that game
bar looks very, very vivid
452
00:23:44,966 --> 00:23:47,966
with all these stuff going on.
453
00:23:48,233 --> 00:23:52,500
So I actually knew about this error
and I know how to fix it.
454
00:23:52,500 --> 00:23:55,333
I just want to show you guys
how it might look.
455
00:23:55,333 --> 00:23:57,233
So this is because
of the displacement.
456
00:23:57,233 --> 00:24:00,233
That's what we basically need to do
is just close this,
457
00:24:00,300 --> 00:24:03,533
go back to object and select
the Nintendo Game Boy.
458
00:24:03,966 --> 00:24:06,400
So currently,
if you just scroll down over here
459
00:24:08,400 --> 00:24:12,433
and check out the displacement node
over here, the scale is going to be
460
00:24:12,433 --> 00:24:16,166
set to one that is quite
a large number for displacement.
461
00:24:16,166 --> 00:24:19,133
We need to just decrease it down
to 0.1
462
00:24:19,133 --> 00:24:22,700
for this and also for the cartridges.
463
00:24:22,700 --> 00:24:25,966
Also, as soon as you do that,
this fix, all of those
464
00:24:25,966 --> 00:24:29,133
are going to be issues
that are going on within Gameboy.
465
00:24:29,133 --> 00:24:33,233
And if you press F11 to view that
and you can see
466
00:24:33,533 --> 00:24:35,100
everything looks relevant.
467
00:24:35,100 --> 00:24:38,066
So now when you have done this
case again, this F12
468
00:24:38,066 --> 00:24:42,000
and just quickly they it out
and wait for it to finish.
469
00:24:42,300 --> 00:24:42,900
All right, guys.
470
00:24:42,900 --> 00:24:46,233
So that is again then now
now if you zoom in on what you did,
471
00:24:46,600 --> 00:24:47,533
it looks pretty good.
472
00:24:47,533 --> 00:24:50,500
The bumpy stuff is like really
smaller, so it looks much better
473
00:24:52,633 --> 00:24:54,366
if you want it to be integrated
even more.
474
00:24:54,366 --> 00:24:56,566
But in my opinion,
it looks pretty good.
475
00:24:56,566 --> 00:24:58,766
Now the renders are coming out fine.
476
00:24:58,766 --> 00:25:01,666
The lighting itself is pretty basic,
but I think it looks
477
00:25:01,666 --> 00:25:04,666
it looks really nice and yeah,
we can definitely work with it.
478
00:25:04,666 --> 00:25:08,166
If you want to now save this image,
you need to go over the image, save
479
00:25:08,666 --> 00:25:12,300
and I've already created a folder,
but you can just save it
480
00:25:12,300 --> 00:25:16,400
whatever you want
and make sure to send this to JPG or
481
00:25:17,366 --> 00:25:19,900
decrease the compression to zero
because we don't really need
482
00:25:19,900 --> 00:25:21,566
any kind of compression.
483
00:25:21,566 --> 00:25:24,200
So in this JPG
and set the quality 200
484
00:25:24,200 --> 00:25:27,200
and then you can name it
whatever you want
485
00:25:27,500 --> 00:25:29,900
and then just hit save as image.
486
00:25:29,900 --> 00:25:32,000
And now basically
the render would be saved.
487
00:25:32,000 --> 00:25:34,233
So we are pretty much done with
of course, over here
488
00:25:34,233 --> 00:25:36,400
I've shown you how
we can render things out.
489
00:25:36,400 --> 00:25:38,066
So what I suggest you guys should do
490
00:25:38,066 --> 00:25:39,900
now is to experiment
with the lighting
491
00:25:39,900 --> 00:25:42,700
and you can experiment
with the camera angles.
492
00:25:42,700 --> 00:25:43,800
You can like the various
493
00:25:43,800 --> 00:25:47,500
different portfolio shots,
like you can take one single shot off
494
00:25:47,766 --> 00:25:51,066
from the front only of the Gameboy
one from the back side.
495
00:25:51,300 --> 00:25:54,300
You can take all of the screen shots
of the cartridges and whatnot.
496
00:25:54,566 --> 00:25:57,766
So yeah, I definitely suggest to guys
to experiment a little bit more.
497
00:25:58,100 --> 00:26:01,666
And as I said,
you can add multiple different light
498
00:26:01,666 --> 00:26:03,633
to create a different
kind of lighting setup.
499
00:26:05,600 --> 00:26:07,533
Another
thing that I want to mention is
500
00:26:07,533 --> 00:26:08,000
if you
501
00:26:08,000 --> 00:26:08,800
head up over
502
00:26:08,800 --> 00:26:10,566
in the output properties,
you could also change
503
00:26:10,566 --> 00:26:12,133
the resolution of the ring.
504
00:26:12,133 --> 00:26:14,533
You can see that you can increase
or decrease the resolution
505
00:26:14,533 --> 00:26:18,100
and play around with the aspect
ratio of your render.
506
00:26:18,300 --> 00:26:21,766
You can maybe like increase it to 25,
60 by 40, 40,
507
00:26:22,800 --> 00:26:24,866
or even
you can increase to full scale.
508
00:26:24,866 --> 00:26:28,000
So I would suggest you guys
to render it out in this resolution
509
00:26:28,000 --> 00:26:31,433
and also increase the render samples
a little bit.
510
00:26:31,733 --> 00:26:35,766
Maybe 4096 is a big large number,
so we can work around the 2000.
511
00:26:35,766 --> 00:26:38,266
But yeah, your interest
would take a little longer,
512
00:26:38,266 --> 00:26:41,233
but the quality would be much nicer
as the resolution is high
513
00:26:41,233 --> 00:26:42,966
and the number of samples
is a little high.
514
00:26:42,966 --> 00:26:44,200
So when you are taking
515
00:26:44,200 --> 00:26:47,366
your final renders,
then you can maybe like render it
516
00:26:48,033 --> 00:26:50,466
out in a higher resolution,
higher samples.
517
00:26:50,466 --> 00:26:51,733
But when you have like really
518
00:26:51,733 --> 00:26:54,933
testing things, you can even set this
to maybe 500 or 400
519
00:26:55,166 --> 00:26:58,100
and degrees in addition to only any.
520
00:26:59,666 --> 00:27:03,300
So let's just do one final thing
in this resolution
521
00:27:03,300 --> 00:27:06,600
and the samples and I will show you
a couple of things in Photoshop.
522
00:27:06,766 --> 00:27:08,766
And then we like the course.
523
00:27:08,766 --> 00:27:12,566
I just would quickly escalate
and wait for that indication.
524
00:27:13,633 --> 00:27:14,200
All right, guys.
525
00:27:14,200 --> 00:27:15,266
So the that is done
526
00:27:15,266 --> 00:27:18,333
and you will notice that the quality
is much greater with this one.
527
00:27:18,633 --> 00:27:22,066
So let's just go with the image, save
528
00:27:23,100 --> 00:27:26,100
and see what does the do
529
00:27:27,300 --> 00:27:29,500
I would say with JPG and increase
530
00:27:29,500 --> 00:27:33,166
the quality 200 x save as image
and open of Photoshop.
531
00:27:34,800 --> 00:27:36,033
I disclosed this for now.
532
00:27:36,033 --> 00:27:37,700
There's 61.
533
00:27:37,700 --> 00:27:42,300
So in Photoshop open
and there's just opened up a render
534
00:27:43,100 --> 00:27:44,633
little over here.
535
00:27:44,633 --> 00:27:45,966
So I don't really know that much
536
00:27:45,966 --> 00:27:48,233
about Photoshop,
but there is one little setting that
537
00:27:48,233 --> 00:27:49,033
I always use
538
00:27:49,033 --> 00:27:52,033
and actually enhance your renders
by like two or three times.
539
00:27:52,366 --> 00:27:57,200
So just go to facial, sharpen
and select shop and as soon as you do
540
00:27:57,200 --> 00:28:01,200
that you will see your edges are like
lot more sharper and you can just
541
00:28:03,000 --> 00:28:05,100
undo it once and see the effect.
542
00:28:05,100 --> 00:28:07,433
So everything is looking
like kind of fuzzy.
543
00:28:07,433 --> 00:28:09,966
As soon as you
544
00:28:09,966 --> 00:28:12,300
go and do it back, you can see
545
00:28:12,300 --> 00:28:15,300
everything is like so shot
and the edges look really nice.
546
00:28:15,566 --> 00:28:18,566
So this is the one setting
that I always do to my renders.
547
00:28:18,666 --> 00:28:21,666
And this will like
make your vendors public.
548
00:28:22,200 --> 00:28:25,200
Obviously you can do other things
like setting up the
549
00:28:25,966 --> 00:28:28,466
tone, contrast or color
550
00:28:28,466 --> 00:28:30,866
and changing the brightness contrast.
551
00:28:30,866 --> 00:28:32,466
So these are like the basic settings.
552
00:28:32,466 --> 00:28:34,033
I don't really know
553
00:28:34,033 --> 00:28:37,233
that deep about Photoshop
and definitely do all these things.
554
00:28:37,233 --> 00:28:38,900
You can change the color balance,
555
00:28:38,900 --> 00:28:42,366
like giving it a different type
of paint, whatever you want to do
556
00:28:42,466 --> 00:28:44,000
that is totally up to you guys.
557
00:28:44,000 --> 00:28:45,533
How do you want to do it?
558
00:28:45,533 --> 00:28:48,600
But this is the couple of things
that I want to show you in Photoshop.
559
00:28:49,200 --> 00:28:51,600
Definitely make sure to select
560
00:28:51,600 --> 00:28:54,166
one more thing
that will enhance your render.
561
00:28:54,166 --> 00:28:55,033
A lot.
562
00:28:55,033 --> 00:28:58,366
And yet now I would suggest you guys
to take out
563
00:28:58,366 --> 00:29:00,133
a couple of different portfolio
shots.
564
00:29:00,133 --> 00:29:05,866
Like you can take single shots
and like take one shard, right?
565
00:29:06,333 --> 00:29:09,333
Yeah, just set up different
kind of lighting setups
566
00:29:09,866 --> 00:29:11,933
and that would be nice.
567
00:29:11,933 --> 00:29:12,466
All right.
568
00:29:12,466 --> 00:29:14,300
So this is pretty much it
for this course.
569
00:29:14,300 --> 00:29:16,500
Thank you for watching.
I hope you like this course.
570
00:29:16,500 --> 00:29:17,866
If you have any note,
571
00:29:17,866 --> 00:29:21,033
make sure to drop it
in the comments or message. Me.
572
00:29:21,400 --> 00:29:22,933
So now you're
watching to see the next.
46226
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