WEBVTT

00:00.210 --> 00:04.860
In this lesson, I want to take a quick break from the Orbe and show you how we can apply this effect

00:04.860 --> 00:06.300
to text inside of Maya.

00:06.750 --> 00:09.330
Now, this scene is available in the project downloads.

00:09.330 --> 00:13.260
I encourage you to open it and check it out to inspect it for yourself.

00:13.260 --> 00:19.470
But I'm going to run through this scene very quickly and then recreate it as much as you need to know

00:19.470 --> 00:20.170
up to this point.

00:20.400 --> 00:25.710
So basically, we've created text with the text tool and then I've duplicated that mesh out and then

00:25.710 --> 00:30.930
separated each letter so that each letter can have the texture to former applied to it separately.

00:30.960 --> 00:35.720
That's all we have so many textured to here, but everything else is the same up to this point.

00:35.730 --> 00:41.580
It's just the matter of creating the text and then getting enough deformable geometry that will look

00:41.580 --> 00:47.130
good as the texture to former as applied to it, and then applying the same effect we've done with the

00:47.370 --> 00:52.350
nerves curve and the texture the former attached to emotion path on it.

00:52.590 --> 00:57.090
And it's just the fact that we're separating each letter, because if they were all on the same texture

00:57.090 --> 01:02.070
to form or they would all loop together and it wouldn't look very unique because it would look like

01:02.070 --> 01:05.460
they're all part of the same blob when their individual letters.

01:05.460 --> 01:06.940
So that just wouldn't make sense.

01:07.230 --> 01:12.630
So that's why I've separated each out into their own mesh and made a textured reformer for each one.

01:13.020 --> 01:14.190
So let's create a new scene.

01:14.190 --> 01:16.770
And before I do that, I just want to show you where this is.

01:17.010 --> 01:18.570
It's called Text Underscore Before.

01:18.780 --> 01:20.010
So I encourage you to open this up.

01:20.010 --> 01:25.020
Everything is the same as the next lesson is going to be at the end of the course.

01:25.020 --> 01:29.160
And I've just added this to basically what we'll complete in the next lesson.

01:29.460 --> 01:33.030
But for now, just to show you how to create text quickly, I'm going to create a new scene.

01:33.570 --> 01:37.260
And to access the text tools, you just need to go to modeling and hit text.

01:37.890 --> 01:46.110
And then I sintered the text and I made the font fairly small based on the current camera we had in

01:46.110 --> 01:46.650
the scene.

01:47.070 --> 01:54.390
And then under the geometry tab, I can adjust the depth of the extrusion here by decreasing that a

01:54.390 --> 01:54.840
little bit.

01:56.170 --> 02:00.690
I can also increase the amount of curvature for the letters themselves.

02:00.690 --> 02:02.430
So there's a bit more resolution there.

02:03.000 --> 02:08.520
And then I can also add a Bevell so that the edges aren't very sharp, so I can enable Bevell and then

02:08.520 --> 02:13.160
I can reduce the Bevell distance down so that the letters aren't too puffed out.

02:13.500 --> 02:18.540
Now, the other thing I can do to give myself some room between letters is to increase the tracking

02:18.720 --> 02:19.620
under text.

02:19.620 --> 02:25.620
If I go here and increase the tracking this way, the blob kind of effect will have a little bit of

02:25.620 --> 02:30.150
gap here so it can be applied to each letter and they won't intersect with each other.

02:30.150 --> 02:33.930
So we can actually increase that beyond ten and type in whatever value we want.

02:34.410 --> 02:36.510
Now we just need to duplicate this out.

02:36.810 --> 02:42.840
So in case we ever wanted to go back to the original one and access this tab here, we can do so.

02:42.840 --> 02:45.390
You can see with the duplicate, we no longer have that.

02:45.600 --> 02:48.300
And this will live as its own geometry.

02:48.300 --> 02:53.310
Now it's going to hide the original by control and now focus on the duplicate.

02:53.610 --> 02:57.630
I'm going to go to the modeling tools and go to mesh separate.

02:58.200 --> 03:02.490
Now we'll separate each piece into their own mesh, each letter into their own mesh.

03:02.760 --> 03:07.650
And I'm going to go to edit, delete by type history and that will just clean up the history of each

03:07.650 --> 03:08.220
object.

03:08.220 --> 03:10.860
And then I want to go through each letter and center the pivot.

03:11.190 --> 03:13.740
So I'm going to go to modify center pivot.

03:13.890 --> 03:16.470
That means basically where the manipulator will show up.

03:16.770 --> 03:19.080
You can see if we don't do that, it will be at the center of the world.

03:19.290 --> 03:21.210
So I've modified center pivot.

03:21.210 --> 03:22.800
It'll snap to the center of that object.

03:23.040 --> 03:28.440
Now that I've done that operation, I can just hit G to access the last operation and select each one

03:28.440 --> 03:28.680
and hit.

03:29.550 --> 03:32.730
The advantage of doing that is then you can use a custom script.

03:32.730 --> 03:39.750
I'm going to provide in the project files and you can also access a YouTube video where I describe how

03:39.750 --> 03:43.410
to use a custom script and how to load it onto a custom shelf.

03:43.620 --> 03:50.520
Of course, you're free to ignore this step and manually place each circle curve at the center of each

03:50.520 --> 03:52.890
letter if you want to do it manually.

03:53.010 --> 03:55.320
But for speed sake, we're going to use the script here.

03:55.920 --> 04:01.170
So now all we have to do is select all the pieces of geometry by dragging them and then running the

04:01.410 --> 04:01.950
script.

04:02.940 --> 04:08.850
That will place a curve on each one of the objects at their center because that's where we want the

04:08.850 --> 04:10.770
texture form to be rotating around.

04:11.250 --> 04:15.330
Now, the last thing that we need to do before we apply the texture of former is add more geometry so

04:15.330 --> 04:20.520
that the faces can deform properly, because as it is now, this isn't enough geometry.

04:20.550 --> 04:23.910
The face is a single face and that wouldn't deform properly.

04:23.910 --> 04:25.470
We need more edges here.

04:25.740 --> 04:29.670
The easiest way to do that in my twenty twenty is go to mesh.

04:30.030 --> 04:31.020
Right, apologize.

04:31.410 --> 04:35.640
It's turned green because it has lost the shader so we can just right.

04:35.640 --> 04:40.440
Click and say assign existing material and say type blent.

04:40.590 --> 04:45.660
Now we can go through and do the same operation with each one of these meshes.

04:48.830 --> 04:52.310
For whatever reason, some of these are losing the Shater and some of them aren't.

04:52.690 --> 04:53.750
It's not that big of a deal.

04:54.440 --> 05:00.920
We can just reassign the Shater to all the geometry that's lost it by going to assign existing material

05:00.920 --> 05:01.520
type blinn.

05:02.630 --> 05:11.030
Now, that had more edges placed on its faces, we can just increase that by smoothing the mesh of each

05:11.030 --> 05:13.760
one of these so we can go to mesh smooth.

05:15.320 --> 05:19.050
Now, you can see that's increase the subdivision's one level and that's all we need.

05:19.070 --> 05:20.580
I'm not going to increase it more than that.

05:21.350 --> 05:25.490
Now we have enough geometry for each one of these to apply a texture to form or as we've already done

05:25.490 --> 05:28.910
and you've learned in this course, go to to form texture.

05:30.490 --> 05:37.750
I'm going to choose the direction normal and apply our 3D volume noise that I'm going to reduce the

05:37.750 --> 05:43.840
amplitude a little bit and go back to the texture itself and decrease the strength quite a bit.

05:44.650 --> 05:53.380
I'm also going to scale up this so it's a bit softer of an effect and then we can do what we've learned

05:53.380 --> 05:57.100
and just constrain this to the curve.

05:59.340 --> 06:09.720
With emotion path, then we can choose the emotion path, UNCAC follow, select it double, click the

06:09.720 --> 06:13.520
timeline, right, click the timeline and choose tangents linear.

06:15.330 --> 06:22.800
Now we have the same effect we had on the orb, but it's on a letter and we can adjust each one of these

06:22.800 --> 06:27.500
to give them a bit more variation by simply repositioning the curve itself.

06:27.750 --> 06:33.330
So even if we use the same scale amount for each texture to form, or we can adjust them slightly so

06:33.330 --> 06:38.820
that each one has a slightly different type of deformation because they'll be oriented differently based

06:38.820 --> 06:39.500
on the curve.

06:40.350 --> 06:41.430
So that's how you do that.

06:41.430 --> 06:44.580
And then you would go through and apply the same material.

06:44.580 --> 06:49.440
And don't forget to go to Arnold and increase the subdivisions at render time as well.

06:49.830 --> 06:54.300
So it's nice and smooth, but everything else is the same for the rest of the course.

06:54.480 --> 06:57.960
You just have to go through each one of these letters and do this so it's a little bit more tedious.

06:58.140 --> 07:00.570
That's why we're focusing on doing it on a single orb.

07:00.570 --> 07:05.700
In the next lesson, we're going to wrap up rendering the orb and how to batch, render and bring it

07:05.700 --> 07:09.450
into after effects for compositing and exporting as a movie file.
