1 00:00:10,010 --> 00:00:14,630 Welcome back, everyone, to 3D modeling The Hobbit doll scene with Planet two point nine and Adobe 2 00:00:14,630 --> 00:00:15,340 Photoshop. 3 00:00:15,380 --> 00:00:17,770 And we're nearly there and this is where we left off. 4 00:00:17,900 --> 00:00:24,210 So we know that we need to make these a lot, lot darker to actually fit within our cycles render. 5 00:00:24,350 --> 00:00:26,220 So what we'll do is we'll come to augment. 6 00:00:26,510 --> 00:00:30,210 I want to press control, see, and then one which is going to come to the next one. 7 00:00:30,230 --> 00:00:32,270 Now, I want to move this across a little bit. 8 00:00:32,540 --> 00:00:33,950 Click on here press control. 9 00:00:33,950 --> 00:00:36,500 They and I'm just going to drop that in place. 10 00:00:36,710 --> 00:00:38,860 Now, you can see that now a lot's happened there. 11 00:00:38,870 --> 00:00:41,810 So let's try actually let's go back. 12 00:00:41,810 --> 00:00:42,730 So controls that. 13 00:00:42,860 --> 00:00:44,120 Let me just take now a minute. 14 00:00:44,120 --> 00:00:47,640 I'm just going to check to see how much difference is made. 15 00:00:47,660 --> 00:00:50,150 So control V, let's drop it in place. 16 00:00:50,370 --> 00:00:52,040 It's made a little bit of difference. 17 00:00:52,590 --> 00:00:55,160 I'm just going to bring down. 18 00:00:56,320 --> 00:01:01,970 This orange a little bit over here like so, and I think that is looking actually better. 19 00:01:02,140 --> 00:01:03,740 Now let's come to our green. 20 00:01:03,880 --> 00:01:05,830 Same thing again, control. 21 00:01:05,830 --> 00:01:07,900 They drop it in place. 22 00:01:08,320 --> 00:01:09,160 Bring down. 23 00:01:10,620 --> 00:01:12,390 This volume here. 24 00:01:13,530 --> 00:01:18,180 OK, that's looking good now the green bird, so control the. 25 00:01:20,670 --> 00:01:23,010 And let's bring down the value. 26 00:01:24,300 --> 00:01:25,830 Yes, that's looking much better. 27 00:01:26,700 --> 00:01:27,930 Let's come to the red. 28 00:01:29,060 --> 00:01:33,270 Let me just say, if I can turn down the volume, actually, that makes it there. 29 00:01:33,410 --> 00:01:35,240 So this is the read of the bad. 30 00:01:36,550 --> 00:01:40,790 Like, so let's see what happens when you bring in a Gammie weight on the first one. 31 00:01:40,900 --> 00:01:43,320 It does have a little bit of difference, just not that much. 32 00:01:43,330 --> 00:01:44,830 So I think I'm happy with that. 33 00:01:45,070 --> 00:01:49,420 Let's come to the checkpoint now and I'll turn down my value. 34 00:01:50,430 --> 00:01:55,520 Like so and which one of go left the yellow, let's turn it down as well. 35 00:01:58,960 --> 00:02:04,030 A little bit too bright and there we go, a thing I was looking much, much better. 36 00:02:04,570 --> 00:02:05,140 All right. 37 00:02:05,140 --> 00:02:12,430 So now let's go back to Modlin and have a little that's looking like so I'm going to press top it's 38 00:02:12,430 --> 00:02:15,640 going to come back a little bit, put it on cycle's render again. 39 00:02:16,970 --> 00:02:24,050 And now I'm messing with is just looking around and looking, but see if it's all dark and things like 40 00:02:24,050 --> 00:02:28,760 that, looking in the sun, for instance, you can come over and change the sunlight over here and it 41 00:02:28,760 --> 00:02:30,090 might need a little bit more strength. 42 00:02:30,090 --> 00:02:33,430 So let's try to bring out the light a little bit more light. 43 00:02:33,440 --> 00:02:35,370 So I actually think that looks better. 44 00:02:35,750 --> 00:02:38,690 And let's also put it a little bit of warmth to the sun. 45 00:02:38,690 --> 00:02:39,910 So I'm clicking on my collar. 46 00:02:40,430 --> 00:02:43,310 I'm just going to bring it down a little bit more warmth. 47 00:02:43,310 --> 00:02:45,440 You can make it very warm like so. 48 00:02:45,470 --> 00:02:47,110 Well, that was way, way too much, of course. 49 00:02:47,330 --> 00:02:49,610 So just a little bit into the yellow light. 50 00:02:49,610 --> 00:02:49,910 So. 51 00:02:50,420 --> 00:02:50,830 All right. 52 00:02:50,840 --> 00:02:52,310 So now we'll do a test run. 53 00:02:52,440 --> 00:02:59,340 So I recommend, first of all, Cheminova clicking on your texture instead of your cycles. 54 00:02:59,360 --> 00:03:06,080 Render a shader because I tend to find this is on and you go to render it's actually going to make it 55 00:03:06,080 --> 00:03:08,260 take a lot, lot longer for some reason. 56 00:03:08,270 --> 00:03:09,980 So that's what to do next week. 57 00:03:09,990 --> 00:03:12,890 I tend to do now is change some of the options. 58 00:03:12,890 --> 00:03:19,700 So first of all, I like to put the Indonesian and the reason for that is that it makes it much, much 59 00:03:19,700 --> 00:03:24,200 quicker to render things out because you can render it a lot lower samples, because what it does is 60 00:03:24,200 --> 00:03:25,760 it gets rid of all the noise. 61 00:03:25,790 --> 00:03:26,830 And that's really important. 62 00:03:26,990 --> 00:03:30,130 I'll put an example down the hand side of exactly what I'm talking about. 63 00:03:30,410 --> 00:03:35,300 So what I'll do is I'll render animal on viewport, it should say automatic. 64 00:03:35,300 --> 00:03:39,080 And I'm just going to change that then to open image the other night. 65 00:03:39,320 --> 00:03:43,760 Now, the next thing I want to do is I want to think about what I'm going to actually render out with. 66 00:03:43,850 --> 00:03:49,460 And I tend to render my retinas out with my GPU, not my CPU. 67 00:03:49,580 --> 00:03:55,160 I find that render in as long as you've got a decent GPU is actually quicker than render now on your 68 00:03:55,160 --> 00:03:56,060 actual processor. 69 00:03:56,070 --> 00:04:00,770 So let's come over to edit preferences to make that open. 70 00:04:00,770 --> 00:04:05,570 And then what you're going to do is you're going to go to a system once you click on, you'll see one 71 00:04:05,570 --> 00:04:13,340 that says Cycle Devizes and you can put this on Khuda and then you can actually put in your actual CPU 72 00:04:13,490 --> 00:04:14,900 and your GPU. 73 00:04:15,050 --> 00:04:16,510 So you can see my GPU here. 74 00:04:16,670 --> 00:04:17,750 This is my GPU. 75 00:04:17,840 --> 00:04:22,760 And this GPU is actually pretty good at rendering things out so I can do nice, close that down and 76 00:04:22,760 --> 00:04:26,120 then one when to do and when it comes down to performance. 77 00:04:26,120 --> 00:04:29,960 And we're just going to change this to 32 by 32. 78 00:04:30,140 --> 00:04:36,080 Now if you render not in your GPU, it's normally better to have these lower so lower little squares 79 00:04:36,080 --> 00:04:37,040 actually render now. 80 00:04:37,130 --> 00:04:42,800 And if you render now on your CPU, it's normally bad to have these much, much to two hundred and fifty 81 00:04:42,800 --> 00:04:44,560 six or something like that. 82 00:04:44,810 --> 00:04:48,590 Next want come down to where it says management. 83 00:04:48,810 --> 00:04:53,060 What I'm going to do is I'm going to turn this where says look down. 84 00:04:54,050 --> 00:04:59,420 Sorry to high contrast that on, you can see now you already get a difference, Lesterville, let's 85 00:04:59,420 --> 00:04:59,630 go. 86 00:04:59,630 --> 00:05:01,580 Not make sure that you're in there now. 87 00:05:01,610 --> 00:05:05,030 One hundred and twenty eight samples, because that will be nice and fast. 88 00:05:05,030 --> 00:05:09,650 And I'll give you a good idea what the scene is going to look like before you render out in a much higher 89 00:05:09,650 --> 00:05:09,940 say. 90 00:05:10,160 --> 00:05:17,630 So let's come over, come to render a render image and let's have a look what we get from this low. 91 00:05:17,670 --> 00:05:18,790 Don't think about it. 92 00:05:18,950 --> 00:05:22,340 And as I say, what it will do will actually render out. 93 00:05:22,500 --> 00:05:24,980 And then you'll see that you've got one here that says Diana. 94 00:05:24,980 --> 00:05:25,370 Nice. 95 00:05:25,510 --> 00:05:30,120 So what it's doing is once it's rendered, those is actually going back over them and using the Diana 96 00:05:30,140 --> 00:05:32,290 Nyad to actually make it much, much cleaner. 97 00:05:32,300 --> 00:05:33,680 So let's say I have a lot of this. 98 00:05:33,680 --> 00:05:35,650 Looks like just going to zoom out a little bit. 99 00:05:35,750 --> 00:05:38,990 I'm going to speed you up for me and then we'll talk about this when it's finished. 100 00:05:50,930 --> 00:05:51,660 So there you go. 101 00:05:51,680 --> 00:05:54,630 That is the first very small sample. 102 00:05:54,650 --> 00:05:58,250 Now what you're looking for is just that you're happy with the actual shadow. 103 00:05:58,310 --> 00:06:01,550 So this is basically where is the sun casting the shadow? 104 00:06:01,670 --> 00:06:04,960 And I also think one thing we did forget is just to put a handle on this. 105 00:06:04,980 --> 00:06:09,500 I think we'll put a quick handle on here just to make sure that we've got a doorknob or something like 106 00:06:09,500 --> 00:06:09,770 that. 107 00:06:09,920 --> 00:06:12,830 And what I'm looking for is the direction of the shutter. 108 00:06:12,830 --> 00:06:17,240 I'm happy with it coming straight down, should it be more to the left hand side, things like that. 109 00:06:17,270 --> 00:06:19,780 I'm also looking with how bright this is. 110 00:06:19,820 --> 00:06:20,730 Is it bright enough? 111 00:06:20,750 --> 00:06:22,630 Does it need bright to know things like that? 112 00:06:22,700 --> 00:06:26,350 We can bring the whole scene quite easily with using our HDR. 113 00:06:26,690 --> 00:06:31,130 So let's now go back to one of the thing, of course, is this grass down here. 114 00:06:31,160 --> 00:06:32,720 It needs a little bit more to it. 115 00:06:32,730 --> 00:06:36,680 I've gone a bit too over the top and actually put it away where I shouldn't have done so. 116 00:06:36,680 --> 00:06:37,790 We can also saw that. 117 00:06:37,890 --> 00:06:41,270 So let's close that down now and let's start sorting these things out. 118 00:06:41,480 --> 00:06:44,030 So the first thing I saw is this grass down here. 119 00:06:44,040 --> 00:06:45,070 So let's press. 120 00:06:45,650 --> 00:06:50,560 Let's come in, come to collect it, and then let's come up to where it it's odd. 121 00:06:50,570 --> 00:06:55,250 You've got one that's called and and let's just add some particles around here just to make it a little 122 00:06:55,250 --> 00:06:55,850 bit better. 123 00:06:56,470 --> 00:06:59,720 Now, let's put that back on object mode. 124 00:07:00,140 --> 00:07:01,400 Let's have a look and then we go. 125 00:07:01,400 --> 00:07:02,860 We've got grass around there again. 126 00:07:03,380 --> 00:07:03,610 Yeah. 127 00:07:03,630 --> 00:07:05,260 And I think that's absolutely fine now. 128 00:07:05,480 --> 00:07:05,870 All right. 129 00:07:05,870 --> 00:07:08,010 So next thing we need to do is make that door handle. 130 00:07:08,180 --> 00:07:12,700 So what we'll do is we'll press shift a we're going to bring in a UV spear. 131 00:07:12,800 --> 00:07:13,940 I want to spin it round. 132 00:07:14,000 --> 00:07:15,560 I want to leave it on this amount. 133 00:07:15,560 --> 00:07:17,510 I think you might want to turn yours down. 134 00:07:17,510 --> 00:07:18,560 I think I'll leave you on this. 135 00:07:18,560 --> 00:07:25,280 So all X 90, let's make it small that a move that runyon's that did make it smaller. 136 00:07:27,030 --> 00:07:35,430 Oh, well, let's pull it out and we'll just make a quick handle on this, like, so so let's. 137 00:07:37,020 --> 00:07:42,340 Let's make it from such a look probably here, so we'll make it from here. 138 00:07:42,450 --> 00:07:50,040 So I'm going to grab these back ones, press delete faces around the back and delete faces. 139 00:07:50,400 --> 00:07:57,870 So I want to come in old shift and click I when I press enter, as you can see, proportional edits 140 00:07:57,870 --> 00:08:04,080 since so s so e pull out the NSA s. 141 00:08:05,010 --> 00:08:09,660 And E, I'm pulling back on the why, yes, it is the Y axis. 142 00:08:10,320 --> 00:08:12,640 So now let's make the smallest. 143 00:08:12,660 --> 00:08:13,470 I'm going to press one. 144 00:08:13,710 --> 00:08:15,270 I'm going to put this into place. 145 00:08:15,270 --> 00:08:20,100 And you can see that I do have a problem that when I pulled this one back, you can see that bent. 146 00:08:20,280 --> 00:08:21,090 I don't like that. 147 00:08:21,090 --> 00:08:25,890 So I'm just going to go back like so and I'm going to press e y. 148 00:08:27,110 --> 00:08:36,730 And then E and to s have a look and then e y pull it back like so and now you can say a press one. 149 00:08:36,740 --> 00:08:37,980 Yeah, that's much, much better. 150 00:08:38,240 --> 00:08:40,880 Now let's grab it and put it in place where it's going to go. 151 00:08:40,880 --> 00:08:42,380 So it's going to go somewhere around that. 152 00:08:42,560 --> 00:08:44,030 It's a little bit too big to fail. 153 00:08:44,510 --> 00:08:48,020 So it should be on one of these actual planks, not between it. 154 00:08:49,080 --> 00:08:50,450 So when let's put it back. 155 00:08:51,980 --> 00:08:57,500 And place and then just make sure they are actually happy with it and if it's too big, I think this 156 00:08:57,500 --> 00:08:59,060 is pulled out a little bit too much. 157 00:08:59,810 --> 00:09:02,240 So you could try a squishing down like. 158 00:09:02,240 --> 00:09:05,110 So that might be better to pull it back into place. 159 00:09:07,200 --> 00:09:12,480 Double tap, the top two will tap the I can actually think that looks nice. 160 00:09:12,630 --> 00:09:15,000 All right, so now let's lay this out quickly. 161 00:09:15,120 --> 00:09:23,250 So we're going to play smooth triangle, also smooth, and now we just need to warm up this sullenness 162 00:09:23,250 --> 00:09:25,790 can be a bit of a pain sometimes to unwrap. 163 00:09:26,800 --> 00:09:30,150 Let's come in and grab the easy ones first. 164 00:09:30,510 --> 00:09:31,220 Like so. 165 00:09:31,410 --> 00:09:33,180 Right, click Monkseaton. 166 00:09:33,330 --> 00:09:34,980 And now let's come to the actual summit. 167 00:09:35,220 --> 00:09:39,140 Well, first of all, try marking it from just the bottom. 168 00:09:39,150 --> 00:09:40,620 Sometimes it actually works. 169 00:09:40,830 --> 00:09:43,150 We just need to move this off because we don't need that. 170 00:09:43,170 --> 00:09:44,130 That actually. 171 00:09:44,400 --> 00:09:45,360 Does it seem so right. 172 00:09:45,360 --> 00:09:46,810 Click Moxey. 173 00:09:47,130 --> 00:09:56,340 Now let's go to UVA Edinson Dot to zoom in now to grab you on the top like so now let's bring in the 174 00:09:56,340 --> 00:09:56,820 material. 175 00:09:56,820 --> 00:10:05,280 So plus down arrow dot NetSol top and they go, you can see we do have a little bit of an issue here 176 00:10:05,460 --> 00:10:12,600 and sometimes we can fix this by simply just move in the UVA over a little bit or spin it round. 177 00:10:12,600 --> 00:10:18,870 So all night of spin it round and you can see now but double tap the I thought that is looking much 178 00:10:18,870 --> 00:10:19,140 better. 179 00:10:19,230 --> 00:10:21,840 You are going to end up with some kind of seam. 180 00:10:21,840 --> 00:10:29,430 Here is just how much seam you're prepared to accept so you can go in and basically just remove some 181 00:10:29,430 --> 00:10:30,020 of those. 182 00:10:30,210 --> 00:10:30,480 So. 183 00:10:30,480 --> 00:10:30,750 Right. 184 00:10:30,750 --> 00:10:33,450 Click play a seam, let's do it again. 185 00:10:33,450 --> 00:10:39,120 So you on the round all ninety spin it round top and there you go. 186 00:10:39,120 --> 00:10:41,940 You can see now we can barely see. 187 00:10:43,220 --> 00:10:44,600 The actual seam on that. 188 00:10:45,080 --> 00:10:50,840 All right, so again, on the next lesson, what we'll do now is we'll make sure everything's set up, 189 00:10:51,040 --> 00:10:56,290 all colors are right, and then do our final render and then take it through Photoshop. 190 00:10:56,450 --> 00:10:58,820 OK, so I hope you enjoy that sand the next one. 191 00:10:58,940 --> 00:10:59,550 Thanks a lot. 192 00:10:59,580 --> 00:10:59,980 Bye bye.