WEBVTT

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Welcome to this lesson where we will quickly work on getting some texturing done, so you may notice

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that I have already created a new tree here and basically created it with a couple lattices and cylindrical

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gloves and then combined the mesh to make one tree that I duplicated out, rotated around and put it

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throughout the scene.

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The other thing I noticed when we were doing the ground, the grass here is that we did not change the

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bump map to tangent space normals.

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So that was why the exposure had to get cranked up so much, because we left it on Bump and we didn't

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change it to tangent space normals.

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And that's what we need when we have a normal map, which is what we used for the map here for the texture.

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So we need to continue to create these textures here.

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So let's move on to the ground, the mud part here.

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So let's find that in the shards and then we can use our handy select high script that we've learned

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throughout the course.

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And then let's right click and say add new material and we'll choose a standard shader standard surface

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shader, as always.

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And so it is freaking out.

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This is fun.

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Thinks I have the menu selected or something?

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I guess so.

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That freaked out.

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Let's get the ground selected again.

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So now we can go over to the surface.

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We can call it mud.

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Now, let's go up to the color and map in the file I provided is a mud color so we can go up to mud

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and see mud to fuse.

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We want the color of it.

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So now all of that has a mud look to it.

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We can kind of zoom in here and see if it has the right.

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Looks like we could maybe scale do some more repetitions here on the tuti texture.

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Let's just two, maybe three in both directions and get that a little bit smaller.

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It looks like that is working somewhat.

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Let's maybe go one more to five and then let's go back to the shader, select on any of the pieces.

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And we have mud here.

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So let's go to the bump map and add the normal map into that or make sure we have tainted space normals.

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Go navigate to the file of the bump map and go to normal.

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OK, now they'll give some kind of texture to it.

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And the other thing we can do is go ahead and kill the secularity on it.

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And I think we need to do the same for the grass here.

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Just turn secularity all the way off and let's add that mud shader to this this little plane that we

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created.

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It looks like I'm having difficulty selecting it.

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So I'm just going to select something nearby, frame up on it.

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So now I can rotate around a little easier, select the ground and let's just bring that up a little

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bit.

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So it is definitely through the grass part.

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And let's see if we can assign existing material.

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Mud is there just off the screen.

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So now we have this mud look that comes through the ground.

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So we're not going to see grass there.

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And so let's keep moving.

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Let's do the core.

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Let's just add something kind of generic and assign the material.

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Let's do a standard surface and just apply some kind of preset like.

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Hmm, whatever you think would work, let's use rubber and then just turn down the secularity a bit.

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Or all the way.

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Yeah, so now let's do the flag banner part, I'm just going to do one of these and you can do the rest.

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I just want to show you, you know, some important things to consider.

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So when you do in cloth, it adds another shape.

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Note to the history here.

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So if we scan over, we see we have the banner shape.

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Right.

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And there's this opaque thing that we've learned about texturing that we want to turn off.

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But after and cloth is created, it actually creates a new shape called in cloth shape and get over

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to it.

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And I'd see it's in Klaw.

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Alpizar output cloth is what it is, so we have output cloth in better shape, so there's basically

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two the same thing here and that's because this is in cloth.

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So we can click the opaque thing here and it will override this one.

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This one doesn't matter.

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So now this can be transparent.

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Let's add a banner shader to it.

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So I'm just going down to assign new material.

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Let's go to a standard surface and let's choose a blue here.

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That's maybe more blue than purple, and what we can do is just use a texture under the opacity.

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So let's map something in there.

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We've got a file and then bring in these textures that I've created.

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So let's use the blue one open.

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So let's test this out.

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Let's get to a frame where we can actually see it by one of the first ones.

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And let's go to Arnold, reinterview and let's start to test this out and make sure that we can, in

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fact, see that.

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And the basically the idea is that that PMG is meant to cut cut out this shape.

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So it looks like it is working, although it's using the perspective camera, which is fine.

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And the other thing is it's looks like it's a little too opaque, like we can see all the way through

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it.

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So I'm not entirely sure why that is.

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I think I just need to trim the exposure.

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And so because we're using this as for opacity, it'll it'll crank up that alpha.

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So if we drink that up, it'll get rid of that problem where it's kind of semi transparent.

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The other thing I want to look at is this banner.

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Yeah, I guess it's on there.

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I'm looking at this, the black tubing here, you just call this rope.

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Let's make this something brown, maybe brighter that we actually see it.

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So I'm just going in here.

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Let's crank that up.

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So, yeah, it's looking good.

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So basically do that for each one of these and

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then let's move on to another piece.

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Let's do the tombstone next.

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I haven't created the UVs for this so we can do that.

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Now, let's go to the modeling and let's just use the automatic, uh, one.

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Let's let's open up the texture window first.

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You can see it's pretty random here.

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So let's go let's use this menu.

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You've just make sure we're using automatic to lay everything out all nice and then we can choose to

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cut and so pieces together if we want to with this little you've talked menu, which is sometimes docked

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here under the window itself.

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So what we can do is, of course, you know, this will depend on the texture.

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So let's just bring in the texture then we can we can line it up based on the texture, because these

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moves won't work right now.

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So let's right click and say a sign of material, of course, the standard surface.

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And let's call this tombstone.

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Bring in the diffuse, which again is located in the course files here, Tombstone diffuse, so you

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can see I tried to make something that, you know, resembles a tombstone and where the UVs are currently

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laid out doesn't line up with where we need them.

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So let's go to the movie shells and let's just select the front one and we can see it light up there

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red.

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So, you know, this is the correct one.

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While we're at it, let's just flip both of these around.

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So we going to transform, scroll down and then just rotate these.

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And it looks like it's taking everything because we have the you've selected.

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So it's this one scale it up.

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And I'm not too worried about the other UV panels right now because this is just super, super rough,

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kind of to be honest.

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Like I'm not super worried about how this is going to look, because, again, you know, if we've done

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our job right in animation, most of the attention should be on the character themselves and not these

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little details as long as it's not totally terrible, but it'll do the job.

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So that looks, you know, better than nothing.

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And let's add this this bottom piece.

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If you remember, if we press down, we can add the tombstone, even though it's the same material is

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to remind you pressing down, we could have added a different material.

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And let me just do an automatic thing there and then we can move these around as needed.

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Let's get to these shells.

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I just want to make sure this front piece.

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This is kind of cool.

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Well, that's.

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I wonder why it's selecting everything, it's going to UVs.

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And so because we have sophs selection on that's why.

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So just be on my keyboard to get rid of soft selection.

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But now I'm already in this mode.

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I'm just going to keep using the UVs component kind of mode there.

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So I think this is actually flipped around like the other one.

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Let's flip it around.

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And hope we had it right, because I can see the R.P. there in the in the image, so now we know it's

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right side up.

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Thing with this is, is it's kind of stretched weird.

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So it's going to stretch that back out and get it somewhere.

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That has some streaky moss on it.

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Right.

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So we got the tombstone done, we got the tree done, we've got the banners done and we've got the grass,

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we've got the mud.

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So let's bring in a background image, someone to create a plane.

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And I know my background image is 2000 by 12, 15, so I can just go and set that kind of proportional

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ratio there.

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So if I go 2012 15, we know that this is going to be the right size shot to send that into the background,

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rotate it 90 degrees.

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And then now and I because I've set this, I know it'll be the right scale if I scale everything uniformally

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like this.

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So that should work just fine.

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So now I can kind of get this oriented towards the camera and push push it back far enough in space

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that it'll kind of make sense with the camera moves.

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And of course, women are behind at least the first tree.

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So when we see the parallax of the camera will make sense when it moves around at least somewhat.

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So it won't be super accurate because for this to be accurate, I need to be as far away as the night

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sky is, which we aren't going to do that.

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But yeah, just getting it kind of in the background, there's going to go a long way.

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So let's open up the hypercharged real quick because we're going to use the same texture map to go into

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two different inputs.

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So I'm going to sign a new material.

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The standard surface and and the hyper shadowman to click this little button to map that out and under

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color, I want to map to this night sky file and providing you and then we can use that twice.

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So now we have it in the out color.

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Let's use it for emission color as well, because what you'll find is because we're because we're using

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this as

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a background image, it's going to be affected by the lighting, which we can turn off, you know,

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cast shadows, all that stuff.

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But and because of the night sky, I want to have control over kind of how bright it is from the shader.

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And that's going to be a mission.

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So let's go to the render cam.

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I'm going to go to frame I think it was 1026 is what I figured out is kind of like a nice well, I want

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the the moon to be kind of almost right behind us, had to kind of frame him up really nicely.

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So something like that.

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And then now we can go into the Arnold render view and render and see if we need to increase the emission,

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which I'm sure we will need to.

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So now you can see in the background, like I said, is really dark, which that's fine.

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Another thing that's probably distracting about the scene is just that the gems are kind of a little

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too bright.

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I think we could tone that down.

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The other thing I'm noticing is this firefly right here, because it's an Olympic cache.

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We can just delete those faces so I can select the geometry.

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Right, click and go to face.

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Let me just make sure I'm not selecting anything behind it by getting really close to it.

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Let's see what's going to be that one F over here, I can back up a little bit, so yeah, it's just

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really close to the camera, so let's just delete that.

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So we just leave the faces of that so that that's, you know, works.

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So let's get back to the background image.

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It's like that so we can get to the shader and we'll just call it BGI.

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And so now all we can do is to turn off specular.

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Let's go to the emission.

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And because you can see we already have the image mapped in here, we can just crank this up.

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And now you have control over the brightness of the background, which is pretty cool, pretty handy.

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Um, just to get something quickly in there.

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And the other thing I want to do is to add a shader for his vest.

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I've created a image for his vest as well, which will hopefully kind of make that pop a little bit.

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Let's go to assign the material and go to Arnold standard and then go to color where it's color for

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specular.

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We don't want that color for base and she's file and then just navigate to the vest, color file and

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open.

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So now we have the vest color, which is, you know, you can do your own if you've watched the texturing

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section on the course, you know already how to to paint.

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And Maya.

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So let's just turn down the specular for that.

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And the other thing I want to do and the render is turn on the cat Clark stuff.

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So it's subdivides.

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So let's go down here to Subdivision Cat Clark and let's just say like two.

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So it'll just kind of smooth out the hills there in the background and then the trees not looking super

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great, but I think it'll, you know, we'll get by with it.

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Let's figure out what's going on with the gems here, because it's just they're too bright.

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I think their ambition is maybe high.

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I can't remember how I did this shader.

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Let's go to gems.

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Yeah.

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Emission is kind of highlights.

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Crank that off and we can see they just kind of turn off their they're no longer blue.

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Let's just turn up just a little bit so we get just a little even that is maybe too much.

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So let's just dial that in.

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I'm going to grab the render area so it's a little quicker.

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Yeah, I mean, that's that's OK.

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See what we get lower.

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I just want, like, a hint of color there.

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I don't want that to, like, distract from the action here.

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So that's looking good.

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Let's move this towards the wall to make sure that textures working enough.

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Otherwise, I'll make you guys a new one, but looks like it's OK.

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The main thing I think we need to deal with is the lighting here.

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So we need to get these banners done and then let's deal with the lighting as well.

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I think what so I have four images for the banners so we can go like every fourth one will be blue,

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which means this one will be blue.

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So we can go ahead and add that one.

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I'm sure if we named that Shater here, we didn't call it Banner Blue.

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So we can find it a lot easier and blue might not even be the best color because of the background,

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now

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we can assign existing material banner blue.

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So we have three more that we can add in here.

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But so every fourth one will be repeating.

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Um, let's for now turn this yellow.

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What's nice about this is because we're using the alpha.

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Or using the Alpha as a cutout, basically, we can change the colour of the entire thing and it should

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work for some reason and take that turn that yellow.

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And so it looks like we need to turn on the opaque thing here.

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So let me just x out of that and go over to the output cloth and it's opaque.

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So now that should render transparent.

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So let's focus on the lighting super quick.

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Let's bring in a spotlight and.

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Let's crank this up.

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And.

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Let's see if we can't get this to kind of highlight our character a little better, so increase the

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intensity and the cone angle and crank up the penumbra angle, which means the kind of softness around

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you can kind of see an update here, a preview.

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So I want to get this into a place that will work for the whole scene.

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I could constrain it to the character, but let's see if we can get away with just setting it up correctly

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in the first place.

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What if we go over here?

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Drag it from this viewport and then.

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To this way and then let's make this.

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Not yellow, but let's make it some kind of a little bit of a color, and then for the directional light,

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we can turn this a little bit blue since it is at night.

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Now, let's go back into Arnold's interview.

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And play and see what we've got.

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So it looks like we're going to need to crank up the spotlight quite a bit.

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Sort of zero here, I think it's just the scale of this scene is so massive there, we we're starting

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to see it now.

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The scale of the scene is so massive that the values are pretty high here.

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So, um, yeah, that looks like it's working.

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OK, let's let's scroll through, maybe increase the directional light.

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Just to crank everything up, it really washes out the the trees here, not super stoked on how the

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trees are looking.

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So but I do want to I just want to make sure we see the ground here, which I'm not really picking up

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yet.

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So I think I might bring in another light specifically for this area to kind of spotlight this area.

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So let's bring in someone just why don't we just duplicate the spotlight?

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Because I kind of like the settings we already have.

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And now that is duplicator.

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I can move this one.

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And meanwhile, kind of look at this update.

21:40.380 --> 21:49.020
And let's focus in on something so we get to the light, how you can kind of see it here, really spotlighting

21:49.020 --> 21:52.740
the area, whereas before we couldn't see the ground.

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Just want to make sure we're you know, we're focusing the viewer's attention on what we want them to

21:58.050 --> 21:58.800
be looking at.

21:59.760 --> 22:04.640
And it could also be that the the mud texture itself is just too dark.

22:05.130 --> 22:07.800
So I've selected something of that.

22:07.800 --> 22:14.970
And I'm going to go to the file of the diffuse and increase the exposure here and likewise for the trees,

22:14.970 --> 22:18.660
I think going to decrease the exposure on those files.

22:18.690 --> 22:24.570
So this is like a quick way to adjust files that you're not super happy with.

22:26.980 --> 22:31.240
Instead of having to go back and forth between Photoshop.

22:32.500 --> 22:41.380
So I'm like in this file, but I want to make sure that I include all of the all of the broken pieces

22:41.380 --> 22:43.780
here and the view of the spotlight.

22:45.690 --> 22:46.530
So that's nice.

22:46.820 --> 22:51.210
It's really starting to pick up the smoke that we have here to.

22:53.180 --> 22:54.420
So that's nice.

22:54.440 --> 22:58.700
We can also go back into the shade of that thing and tweak that.

23:01.500 --> 23:03.390
Let's go over to.

23:05.400 --> 23:09.810
I think we need to select the Bifrost.

23:14.190 --> 23:17.910
You know what, we have a let's get the hypercharged open and we can find it pretty quickly.

23:19.740 --> 23:24.540
I mean, for the most part, I'm getting pretty happy with this, I mean, to, you know, spend 10,

23:24.540 --> 23:28.560
15 minutes and have an image like this is pretty cool.

23:29.310 --> 23:32.790
Um, I think I want to bring down the hat.

23:33.300 --> 23:38.120
Every time I look at it, I basically find something that I'm not liking.

23:38.970 --> 23:41.310
So it's a lot of.

23:44.890 --> 23:53.700
It's a lot of back and forth, and I'm also having to relearn how I created these shady networks.

23:53.740 --> 23:58.950
I'm going to felt image and I think I want to bring down the exposure of that hat.

23:58.960 --> 24:02.070
So trying to figure out how you can see this with me.

24:02.620 --> 24:04.840
So let's just bring down the exposure that felt.

24:05.590 --> 24:09.010
Yeah, that's way better because it's just too bright.

24:09.290 --> 24:12.040
I think the tombstone is too bright, too, so I can select that here.

24:12.400 --> 24:17.740
Click this little button, it'll map that and we can go to the exposure of that and just crank that

24:17.740 --> 24:18.280
down.

24:22.270 --> 24:23.380
And.

24:24.780 --> 24:27.460
Yeah, I think that's what we wanted that's working.

24:27.480 --> 24:34.020
Let's now find the Bifrost Arrow, which we can find in here.

24:35.490 --> 24:47.580
Let's select the Bifrost Meche here and yeah, that's the one we need to to affect the the density basically

24:47.580 --> 24:48.300
is what I'm looking at.

24:48.300 --> 24:49.800
I think it needs to be a little more dense.

24:53.350 --> 24:56.230
Yeah, because why didn't you catch this streak here?

24:59.470 --> 25:02.680
Which is a little weird, looks like it's coming out of his, but.

25:08.920 --> 25:09.340
Which.

25:11.620 --> 25:14.740
Yeah, which is kind of frustrating because it's definitely not it's just.

25:18.120 --> 25:25.980
That's just unfortunate, we could, you know, rehash this, but I think it's got another frame and

25:25.980 --> 25:29.980
see if it'll really mess with that.

25:32.040 --> 25:33.030
So this is good.

25:33.180 --> 25:33.780
Oh gosh.

25:33.780 --> 25:34.020
Yeah.

25:34.800 --> 25:38.850
So what just happened is I had the spotlight here as my cameraman.

25:38.850 --> 25:40.290
I was thinking I was moving around in.

25:43.500 --> 25:46.530
I was thinking I was moving around with perspective cameras, let me get out of that, I'm going to

25:48.180 --> 25:51.480
hold out Space Bar and then get back to my perspective cameras and I can move around.

25:52.910 --> 25:53.680
I mean, check this out.

25:53.690 --> 25:55.980
This is like a pretty cool image, really.

25:59.650 --> 26:01.030
Yeah, like, how is that not cool?

26:01.240 --> 26:04.330
I don't know, I really like this and.

26:05.740 --> 26:10.540
So should we have, like, the fire, this should all look pretty darn cool, I think once we get the

26:10.540 --> 26:15.940
banner images in here and let's get the grass going.

26:16.000 --> 26:22.070
Let me just stop this and turn back on the grass, which is the second massive network we created here,

26:22.080 --> 26:23.020
if I'm not mistaken.

26:23.640 --> 26:28.330
So it should spaz out for a second wheel spinning wheel and then we should get a bunch of grass here.

26:33.640 --> 26:34.270
Or not.

26:38.040 --> 26:44.160
Save us and I'm just going to turn my on and off because I'm not sure why it's not a thing we should

26:44.160 --> 26:47.610
have that mesh networks showing up one second.
