All language subtitles for 6.3 Basic damage states and effects

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These are the user uploaded subtitles that are being translated: 1 00:00:13,940 --> 00:00:17,819 Hey, what's up, guys Nelson here. 2 00:00:17,822 --> 00:00:20,389 Today we're going to be creating damage states 3 00:00:20,392 --> 00:00:23,019 for objects and transforming this pristine 4 00:00:23,022 --> 00:00:26,549 looking kei truck to a pile of scrap. 5 00:00:26,552 --> 00:00:28,379 Let's get started. 6 00:00:28,382 --> 00:00:31,559 You often find these effects on destructible objects 7 00:00:31,562 --> 00:00:33,869 in shootem up pixel games 8 00:00:33,872 --> 00:00:35,659 and you can break down objects 9 00:00:35,662 --> 00:00:37,649 with your weapon of choice 10 00:00:37,652 --> 00:00:41,129 In Metal Slug, you can shoot objects until they break 11 00:00:41,132 --> 00:00:42,749 and get destroyed 12 00:00:42,752 --> 00:00:48,259 like wooden boxes or cars or parts of buildings. 13 00:00:48,262 --> 00:00:51,189 You'll know it can be destroyed if it flashes white 14 00:00:51,192 --> 00:00:53,629 indicating its being damaged. 15 00:00:53,632 --> 00:00:59,269 Usually objects will have a couple of states of damage to show its progress. 16 00:00:59,272 --> 00:01:00,637 Healthy, scratched up 17 00:01:00,637 --> 00:01:02,858 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 18 00:01:02,859 --> 00:01:04,739 really damaged, and completely destroyed 19 00:01:04,742 --> 00:01:08,549 in RPGs like MapleStory the monsters usually have 20 00:01:08,552 --> 00:01:13,509 an idle animation and another state when they're hit or being hurt 21 00:01:13,512 --> 00:01:18,269 and another animation when they've been eliminated. 22 00:01:18,272 --> 00:01:20,579 You can add as many states in between. 23 00:01:20,582 --> 00:01:24,729 Today we're going to do just the 4 that I listed. After that, 24 00:01:24,732 --> 00:01:26,929 After that, we'll add some animations 25 00:01:26,932 --> 00:01:30,619 and effects to help transition between those states. 26 00:01:30,622 --> 00:01:35,189 For this exercise you can try this on any kind of object or monster 27 00:01:35,192 --> 00:01:39,719 you think can take a really good beating in a video game 28 00:01:39,722 --> 00:01:41,239 We're going to be using the kei truck 29 00:01:41,242 --> 00:01:44,929 I drew in Chapter 2 and destroying the heck out of it. 30 00:01:44,932 --> 00:01:51,619 I'm sorry truck! You're going to take a little beating today :( 31 00:01:51,622 --> 00:01:52,679 First thing I'm going to do 32 00:01:52,682 --> 00:01:56,019 is draw all the different states of damage. 33 00:01:56,022 --> 00:01:57,679 If this is a shoot-'em-up game, 34 00:01:57,682 --> 00:02:00,989 I'd want bullet holes penetrating the truck 35 00:02:00,992 --> 00:02:05,359 broken glass panels and dents in the frame. 36 00:02:05,362 --> 00:02:08,569 Just some minor damage for now. 37 00:02:08,572 --> 00:02:09,849 and a good reference for all 38 00:02:09,852 --> 00:02:14,269 these would be pictures of war-torn vehicles that have been shot up 39 00:02:14,272 --> 00:02:17,249 car crashes, and destroyed cars 40 00:02:17,252 --> 00:02:24,309 since you can see how all the metal is being warped and damaged. 41 00:02:24,312 --> 00:02:29,419 Just remember that bullet holes and scratches 42 00:02:29,422 --> 00:02:33,579 Produce a shadow and will have their own depth to it. 43 00:02:33,582 --> 00:02:36,529 The bullet will not only make a hole when it impacts 44 00:02:36,532 --> 00:02:39,309 but kind of expanded metal around it as well. 45 00:02:39,312 --> 00:02:48,159 So it'll make like a small highlight. 46 00:02:48,162 --> 00:02:51,619 Okay, maybe this is a bit more than a little damaged. 47 00:02:51,622 --> 00:02:54,059 The truck is going to have a bunch of dents in it 48 00:02:54,062 --> 00:02:57,139 and start to break down a little, and you can see that 49 00:02:57,142 --> 00:03:00,229 I made some of the tire's flat as well. 50 00:03:00,232 --> 00:03:10,259 For the second state of damage 51 00:03:10,262 --> 00:03:12,769 We would want the truck to look really destroyed 52 00:03:12,772 --> 00:03:16,929 looking like literally on the verge of blowing up. 53 00:03:16,932 --> 00:03:21,209 When I went in to transform and rotate the truck off to one side 54 00:03:21,212 --> 00:03:24,339 the pixels start to get a little bit displaced 55 00:03:24,342 --> 00:03:26,399 and that's because Photoshop has a hard time 56 00:03:26,402 --> 00:03:29,359 recognizing where each pixel should go 57 00:03:29,362 --> 00:03:32,899 and we have to manually fix that. 58 00:03:32,902 --> 00:03:35,789 So we're going to destroy the truck even more 59 00:03:35,792 --> 00:03:39,379 and at this point there's parts of the car blown out. 60 00:03:39,382 --> 00:03:45,979 The tires are popped and the truck is tipping to one side. 61 00:03:45,982 --> 00:03:49,019 The metal of the track is really warped and dented 62 00:03:49,022 --> 00:03:51,109 with scratches all over 63 00:03:51,112 --> 00:03:53,819 this whole process doesn't take too much time at all 64 00:03:53,822 --> 00:04:08,809 because I'm just modifying and drawing over the truck I already have 65 00:04:08,812 --> 00:04:10,289 For the final state 66 00:04:10,292 --> 00:04:12,929 we're going to completely destroy the truck. 67 00:04:12,932 --> 00:04:16,309 And literally reduce it to a pile of metal 68 00:04:16,312 --> 00:04:20,829 and only some parts are recognizable as a truck. 69 00:04:20,832 --> 00:04:24,099 So we wanted to have been blowing up 70 00:04:24,102 --> 00:04:27,389 and I put a couple of gradient maps to make it look like 71 00:04:27,392 --> 00:04:30,529 the truck has been burnt to a crisp. 72 00:04:30,532 --> 00:04:36,929 For the gradient map. I chose darker blues and browns and put it on normal at 60% 73 00:04:36,932 --> 00:04:42,929 and another gradient map that's purple and orange on overlay at 100% 74 00:04:42,932 --> 00:05:02,369 And this will start to emulate the look of a burnt crispy truck. 75 00:05:02,372 --> 00:05:05,769 The truck overall looks much darker than the original colors 76 00:05:05,772 --> 00:05:07,549 after it's been blown up. 77 00:05:07,552 --> 00:05:11,649 So we want to add back in some highlights to make it more believable 78 00:05:11,652 --> 00:05:16,089 since they're in the same lighting situation. 79 00:05:16,092 --> 00:05:17,979 A quick and easy way of doing that 80 00:05:17,982 --> 00:05:21,379 is using the magic wand tool and selecting the areas 81 00:05:21,382 --> 00:05:23,299 that are bouncing off light 82 00:05:23,302 --> 00:05:33,499 in this case being the top plane of the truck. 83 00:05:33,502 --> 00:05:35,919 Now that we're finished all the damage states, 84 00:05:35,922 --> 00:05:38,339 we're going to need some transitions 85 00:05:38,342 --> 00:05:40,749 so to transition between states 86 00:05:40,752 --> 00:05:42,269 games like to use a white flash 87 00:05:42,272 --> 00:05:44,849 to indicate an object being damaged 88 00:05:44,852 --> 00:05:47,309 and depending on how powerful the weapon is 89 00:05:47,312 --> 00:05:50,929 It can damage the vehicle slower or faster. 90 00:05:50,932 --> 00:05:52,359 Sometimes skipping damage states 91 00:05:52,362 --> 00:05:55,389 all together from healthy to being completely destroyed 92 00:05:55,392 --> 00:05:58,369 like an impact from a rocket launcher. 93 00:05:58,372 --> 00:05:59,889 So we're going to add a couple 94 00:05:59,892 --> 00:06:03,259 flashes in between and make them all 1 frame long. 95 00:06:03,262 --> 00:06:21,479 Just like how it's being shot by a machine gun. 96 00:06:21,482 --> 00:06:25,499 So for every other frame, I'm going to make it completely white 97 00:06:25,502 --> 00:06:29,539 And a really quick way to do this is the hue saturation slider 98 00:06:29,542 --> 00:06:32,979 and dragging the brightness bar all the way up. 99 00:06:32,982 --> 00:06:36,449 Then you would duplicate the 2 frame cycle you made 100 00:06:36,452 --> 00:06:41,639 however much you like repeating that transition between each state. 101 00:06:41,642 --> 00:06:44,289 By the end, it should look like this. 102 00:06:44,292 --> 00:06:48,189 So now that we have our 4 states of damage on the truck 103 00:06:48,192 --> 00:06:51,039 and we have a transition between each state. 104 00:06:51,042 --> 00:06:54,939 Now this exercise is pretty much done. 105 00:06:54,942 --> 00:06:58,709 I made an animation loop to show the concept of how it looks like 106 00:06:58,712 --> 00:07:00,249 when it's in the game. 107 00:07:00,252 --> 00:07:02,329 But if you're coding it for a game 108 00:07:02,332 --> 00:07:04,979 you'd only want the still image of each state 109 00:07:04,982 --> 00:07:10,199 and have the white flash activate when hit. For those of you 110 00:07:10,202 --> 00:07:13,059 For those of you who are looking for a challenge 111 00:07:13,062 --> 00:07:15,109 and want to make it more believable 112 00:07:15,112 --> 00:07:16,459 We can take it a step further 113 00:07:16,462 --> 00:07:19,389 by adding small animations for each state 114 00:07:19,392 --> 00:07:25,059 with transitional animations in between to carry through. 115 00:07:25,062 --> 00:07:29,359 First we'll do the animations for the regular truck. 116 00:07:29,362 --> 00:07:31,799 Just bouncing up and down on 2s 117 00:07:31,802 --> 00:07:34,529 moving up and down by 1 pixel. 118 00:07:34,532 --> 00:07:37,379 We can easily select the top part of the truck 119 00:07:37,382 --> 00:07:40,089 with the lasso tool and transform it 120 00:07:40,092 --> 00:07:42,939 and we're going to repeat the cycle for 1 second. 121 00:07:42,942 --> 00:07:49,209 Just like the length we had before. 122 00:07:49,212 --> 00:07:54,909 We're also going to add an exhaust pipe 123 00:07:54,912 --> 00:07:56,099 and have some light smoke 124 00:07:56,102 --> 00:07:58,869 come out on a 3 frame Loop. 125 00:07:58,872 --> 00:08:00,979 The key to smoke is to have it 126 00:08:00,982 --> 00:08:03,729 slowly got bigger and fade out 127 00:08:03,732 --> 00:08:11,369 and have it endlessly Loop. 128 00:08:11,372 --> 00:08:17,919 So it looks like it's always coming out of the exhaust pipe. 129 00:08:17,922 --> 00:08:20,869 For the next state we're going to have some darker smoke 130 00:08:20,872 --> 00:08:22,399 come out of the exhaust pipe. 131 00:08:22,402 --> 00:08:25,469 So we're going to duplicate the exhaust cycle 132 00:08:25,472 --> 00:08:33,469 and move it over to the damaged state. 133 00:08:33,472 --> 00:08:42,029 The engine is also starting to break down 134 00:08:42,032 --> 00:08:43,479 because of all the gunshots. 135 00:08:43,482 --> 00:08:45,829 So I want to add some smoke 136 00:08:45,832 --> 00:08:48,799 coming out from behind the cabin area. 137 00:08:48,802 --> 00:08:51,459 We're going to put that video group behind the truck. 138 00:08:51,462 --> 00:08:56,049 So it looks like it's smoking from the back side. 139 00:08:56,052 --> 00:08:59,599 For the smoke it's kinda like drawing really dark clouds 140 00:08:59,602 --> 00:09:01,819 where the lowest part is the darkest 141 00:09:01,822 --> 00:09:07,799 where the source of the damage is coming from. 142 00:09:07,802 --> 00:09:12,199 For the third damage state 143 00:09:12,202 --> 00:09:14,949 we're going to have the back of the truck to start leaking out 144 00:09:14,952 --> 00:09:17,219 oil on a 3 frame loop. 145 00:09:17,222 --> 00:09:21,599 I want to convey the motion of liquid falling down continuously 146 00:09:21,602 --> 00:09:36,149 and have a couple speckles splashing out. 147 00:09:36,152 --> 00:09:37,559 we'll also duplicate the smoke 148 00:09:37,562 --> 00:09:39,629 we made in the previous state 149 00:09:39,632 --> 00:09:44,099 and making it one step darker to show that it's starting to get dangerous 150 00:09:44,102 --> 00:10:10,763 now. We need more smoke. 151 00:10:10,764 --> 00:10:04,434 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 152 00:10:21,180 --> 00:10:24,869 For the final and most complex step, we're going to blow up 153 00:10:24,872 --> 00:10:31,639 the truck to transition between damaged and completely destroyed. 154 00:10:31,642 --> 00:10:35,559 Blowing it up will really sell a destroyed truck. 155 00:10:35,562 --> 00:10:38,069 An exploding truck has a couple elements 156 00:10:38,072 --> 00:10:39,789 and we're going to break it down together. 157 00:10:39,792 --> 00:10:44,349 There's the impact when the explosion starts. The burst of light and energy 158 00:10:44,352 --> 00:10:48,739 The burst of light and energy, the mushroom cloud of light and smoke 159 00:10:48,742 --> 00:10:51,269 that follows up the explosion 160 00:10:51,272 --> 00:10:56,679 the debris that flies out, the truck that flies up and drops down 161 00:10:56,682 --> 00:11:00,409 and the wheels that fly off. 162 00:11:00,412 --> 00:11:01,849 First thing we're going to animate 163 00:11:01,852 --> 00:11:04,599 is that truck flying as it blows up 164 00:11:04,602 --> 00:11:05,999 It's going to look kind of weird 165 00:11:06,002 --> 00:11:07,649 since there's no explosion right now. 166 00:11:07,652 --> 00:11:09,899 So just bear with me. 167 00:11:09,902 --> 00:11:13,089 We're going to transform the truck and have it bursting up 168 00:11:13,092 --> 00:11:15,189 and falling back down. 169 00:11:15,192 --> 00:11:16,869 Because the truck is so heavy 170 00:11:16,872 --> 00:11:20,159 ou want the explosion to have some weight to it 171 00:11:20,162 --> 00:11:26,339 I'm going to set it on 4s first and start transforming it bit by bit. 172 00:11:26,342 --> 00:11:28,849 When I rotate with a transform tool 173 00:11:28,852 --> 00:11:32,449 the pixels are going to look really janky and out of place, 174 00:11:32,452 --> 00:11:36,379 so I'll have to manually go back in and fix it. 175 00:11:36,382 --> 00:11:39,519 By the end, it should look something like this 176 00:11:39,522 --> 00:11:40,919 It's best if you play around 177 00:11:40,922 --> 00:11:44,629 with the timing of your own and duration of each frame 178 00:11:44,632 --> 00:11:47,579 to get the desired effect. 179 00:11:47,582 --> 00:11:49,599 My truck starts off faster in the beginning 180 00:11:49,602 --> 00:11:52,269 when it rises up because of the explosion 181 00:11:52,272 --> 00:12:03,249 and slower falling back down. 182 00:12:03,252 --> 00:12:07,519 Next up, we're going to work on the wheel of the truck flying off. 183 00:12:07,522 --> 00:12:12,869 I'm going to copy the wheel over from the previous state of it being unhinged. 184 00:12:12,872 --> 00:12:16,639 First I'm going to color match the wheel to look burnt and crispy 185 00:12:16,642 --> 00:12:19,259 like the rest of the truck. 186 00:12:19,262 --> 00:12:22,289 I want the wheel to bounce up and down 187 00:12:22,292 --> 00:12:26,439 before settling on the ground in the end. 188 00:12:26,442 --> 00:12:29,349 I find that creating the general motion of it first 189 00:12:29,352 --> 00:12:33,459 and doing the in-betweens after is really helpful. 190 00:12:33,462 --> 00:12:36,639 To make the tire bounce a bit more believable 191 00:12:36,642 --> 00:12:38,009 It's going to hit the ground 192 00:12:38,012 --> 00:12:40,739 and the tire is going to stretch out a little bit 193 00:12:40,742 --> 00:12:46,059 since rubber is a stretchy and valuable material. 194 00:12:46,062 --> 00:12:48,639 After that, it's going to bounce up one more time 195 00:12:48,642 --> 00:12:50,689 and finally land on its side. 196 00:12:50,692 --> 00:12:52,479 So you want frames to transition 197 00:12:52,482 --> 00:13:00,989 from being the full wheel to lying on its side. 198 00:13:00,992 --> 00:13:03,129 It's going to look something like this in the end, 199 00:13:03,132 --> 00:13:10,029 but I still think I need to play around with the timing a little bit. 200 00:13:10,032 --> 00:13:13,119 Next up we're going to work on the impact. 201 00:13:13,122 --> 00:13:16,549 We want it to be a really quick burst of white light 202 00:13:16,552 --> 00:13:19,369 with a bit of orange shadow. 203 00:13:19,372 --> 00:13:21,399 It's going to look a little bit cartoonish. 204 00:13:21,402 --> 00:13:25,159 So it's up to you. If you want to add this or another transition effect 205 00:13:25,162 --> 00:13:29,859 with little stars or just a bright white flash. 206 00:13:29,862 --> 00:13:36,539 I'm going to make a ball of light and have its edges reach the sides of the screen. 207 00:13:36,542 --> 00:13:38,819 And I'm going to transform and make it bigger 208 00:13:38,822 --> 00:13:41,099 the next frame before it disappears 209 00:13:41,102 --> 00:13:47,579 when the actual explosion comes in. 210 00:13:47,582 --> 00:13:56,349 Now we're going to work on the explosion. 211 00:13:56,352 --> 00:13:59,199 This is probably the hardest aspect of it 212 00:13:59,202 --> 00:14:03,949 and I recommend looking at references of explosions in slow motion 213 00:14:03,952 --> 00:14:08,229 to understand how it moves. 214 00:14:08,232 --> 00:14:09,929 It starts off as a burst 215 00:14:09,932 --> 00:14:13,119 and fans outwards and upwards 216 00:14:13,122 --> 00:14:15,369 kind of like an inverted cloud 217 00:14:15,372 --> 00:14:19,329 where the light source is in the middle radiating outwards 218 00:14:19,332 --> 00:14:24,379 as the clouds starts to get bigger, the shape changes. 219 00:14:24,382 --> 00:14:28,349 And the colors start to get more saturated and darker 220 00:14:28,352 --> 00:14:30,559 as it fans outwards. 221 00:14:30,562 --> 00:14:33,929 Eventually, all that's left is going to be smoke 222 00:14:33,932 --> 00:14:36,829 as it starts to dissipate. 223 00:14:36,832 --> 00:14:41,239 As a blows up, the explosion is going to hang for a couple more frames 224 00:14:41,242 --> 00:14:47,999 as the smoke expands. 225 00:14:48,002 --> 00:14:51,999 And this will take a lot of practice and understanding to do. 226 00:14:52,002 --> 00:14:53,329 I'm still not that good at it. 227 00:14:53,332 --> 00:14:58,489 But I wanted to show you guys the process of how it's done. 228 00:14:58,492 --> 00:15:07,879 There is also some debris that's flying out of the so it looks like 229 00:15:07,882 --> 00:15:10,959 the truck is really breaking into pieces 230 00:15:10,962 --> 00:15:12,529 later on I put the debris 231 00:15:12,532 --> 00:15:14,999 on a separate video group from the explosion 232 00:15:15,002 --> 00:15:40,929 so I can admit them separately falling onto the ground. 233 00:15:40,932 --> 00:15:42,519 I also add the black smoke 234 00:15:42,522 --> 00:15:44,269 from the previous damage state 235 00:15:44,272 --> 00:15:48,569 to start appearing after the explosion occurs. 236 00:15:48,572 --> 00:15:51,779 Playing back the animation it's looking pretty good 237 00:15:51,782 --> 00:15:54,279 though the explosion could be slowed down 238 00:15:54,282 --> 00:15:59,720 just a bit more. and more frames of the smoke expanding can be added in between. 239 00:18:44,430 --> 00:18:46,749 The last thing we're going to do is add a fire 240 00:18:46,752 --> 00:18:51,129 appearing in front of the truck after the explosion occurs 241 00:18:51,132 --> 00:18:55,999 the fire is going to be on a 3 frame loop on 4s. 242 00:18:56,002 --> 00:18:58,889 The key to making a pixelated fire 243 00:18:58,892 --> 00:19:01,169 is to make it really wispy 244 00:19:01,172 --> 00:19:05,909 and turn it into smaller particles as a rises to the top. 245 00:19:05,912 --> 00:19:08,299 I always like to keep it at the same height 246 00:19:08,302 --> 00:19:11,839 so I can repeat the loop over and over. 247 00:19:11,842 --> 00:19:13,849 I work only in 1 color first 248 00:19:13,852 --> 00:19:18,850 so I can get the shape of the silohette right before adding the other highlights of the fire 249 00:20:06,120 --> 00:20:07,869 After I finish the fire, 250 00:20:07,872 --> 00:20:12,079 I want to add some reflections of the fire onto the truck. 251 00:20:12,082 --> 00:20:14,749 It's going to be flickering just a little bit. 252 00:20:14,752 --> 00:20:18,499 by changing the opacity of the layers. 253 00:20:18,502 --> 00:20:21,859 I just use an orange to add the highlights on the truck 254 00:20:21,862 --> 00:20:27,420 and set the layer to 60% on color dodge to make it look brighter 255 00:20:49,520 --> 00:20:52,919 With that I finished my damaged truck cycle. 256 00:20:52,922 --> 00:20:56,819 I ended up doing a couple more edits with the timing afterwards, 257 00:20:56,822 --> 00:20:59,499 but here's how it looks like now. 258 00:20:59,502 --> 00:21:01,539 I'm really happy with how I turned out 259 00:21:01,542 --> 00:21:06,289 though I still have a lot to learn with effects. 260 00:21:06,292 --> 00:21:10,359 As a little something extra. I made a version with a health bar on top. 261 00:21:10,362 --> 00:21:15,079 To kind of treated like an RPG monster that you're attacking. 262 00:21:15,082 --> 00:21:18,299 So that concludes my knowledge of animating in Photoshop. 263 00:21:18,302 --> 00:21:22,279 And this one in particular was a bit complex to understand 264 00:21:22,282 --> 00:21:25,679 so I'll attach the Photoshop file in the class notes 265 00:21:25,682 --> 00:21:28,759 so you guys can take a look at exactly what I did 266 00:21:28,762 --> 00:21:31,999 and pick apart my file structure. 267 00:21:32,002 --> 00:21:36,419 Timing and motion are some of the hardest things to convey 268 00:21:36,422 --> 00:21:37,739 I'm still learning myself. 269 00:21:37,742 --> 00:21:41,619 So I hope to learn new things in the future too 270 00:21:41,622 --> 00:21:44,619 Making endless Loops full of little Idol objects 271 00:21:44,622 --> 00:21:47,359 and flickering lights is really fun for me 272 00:21:47,362 --> 00:21:50,659 and something I want to put in a video game someday. 273 00:21:50,662 --> 00:21:55,099 I hope you enjoyed watching this chapter as it was one of my favorites to make 274 00:21:55,102 --> 00:21:57,429 So in the next chapter 275 00:21:57,432 --> 00:22:01,179 we're going to make a storefront together from different angles 276 00:22:01,182 --> 00:22:08,980 See you in the next one and take care! 22478

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