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Today in class 3, the basic modeling class of Polygon and Nurbs modeling,
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we will find out the basic functions using the Polygon and Nurbs modeling
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how to use basic figures, spline, subdivision
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and Symmetry We will also learn the modeling method
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using the spline and pen tools
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Also, we will discuss how I’ve designed
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the space configuration using the spline
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The basic lectures are intended to explain
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very specifically and in details for the starters
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For the ones who have some level in modeling,
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you can speed up the lectures and check if you have any missing points
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and find out what you can learn from it
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First, let’s explain the fundamental functions from the top
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Those who lack basics should follow them one by one
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and make this time to lay the foundation
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Let’s start from the basic figures
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If I may explain, the number in the front is the number of the lecture
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and the numbers following that is labeled by the sequence of the class
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So, open all the files at once
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Click and select in the windows panel and open
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Click on the right button, press the dotted line on top and start
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I’m going to size up the icon size and see it together
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I have them all ready like this
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Let’s go to Display and change to Gouraud Shading
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We can see the Polygon
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Let’s first see from the cube
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In the case of the cube, this is the most used
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when doing modeling
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You can raise up the segments
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or you can press Ctrl and when all three yellow buttons are selected
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Press ctrl and pull it up to adjust everything at once
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Next, you can use Fillet, which the corner part
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can be rounded
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You can use Subdivision to determine how many curved surfaces
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you want to divide
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Next, the Corn Let me make it fullscreen by pressing Ctrl + S
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Top Radius Bottom, height, and high segment
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can be adjustable
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and caps is this part
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You can change this part like this
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Let me expand the Radius in the caps
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Then, you can make it into a more circular form
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Next is cylinder
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Cylinder also have the same functions
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The segment have cap parts and object height
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and can do it sideways like this
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Next is disks
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You can expand the inner part of the disk
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and cut here using the slice
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For plane,
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you can manage the segments
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For Polygon, I don’t use them all,
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but I can use them when you make triangles
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and segments can be divided like this
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For sphere, you can divide the segments
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There are lots of modes in type
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We can change the Polygon’s arrangement
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We will be using torus a lot
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Inner and outer size of the object can be adjusted
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, you can also slice it
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, slice in the capsule
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, and adjust the height of the object
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If the height is identical like this
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, it may seem like a sphere
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Then, for oil tank, the bulged part
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can be adjusted, and if you press the cap height,
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the bulged part can be adjusted
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Youu can also see that you can use slice
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like the others
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For tube, you can slice it too
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and we can control inside and outside parts
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For the pyramids, the segments
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can be divided into several parts
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In case of Platonic,
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you can make various polyhedral figures
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Next for figure,
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we use them a lot when we reference a human size
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Here is the height, and when we configure certain scene
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We use them when we check the size of the scene
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For landscape, we use them when we work on
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mountains on the back or making terrains
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or making space filled with obstacles
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You can adjust the segments like this
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If you control the segments, the detail of the terrain can be altered
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the ups and downs, other various options can be controlled
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Next, is Bezier
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In case of bezier, you can make it a point mode in the Bezier
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, change the shape, and control how many points you will distribute
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by changing the numbers and control the points
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to make the figure
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Here is the guide The guide also
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lets you control different types
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and look at sizes as a reference
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I hardly use them
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, but here was a quick review about the premitive
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and basic figures
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When we do Polygon modeling, we mostly start from here
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and work on the project
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Let’s pick the three
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and show you a simple modeling
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You have to make it editable in order to model
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If you want to take a cube and make it editable, select Polygon
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and Extrude tool, for example,
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if you press D, Extrude comes out
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and if you use Extrude, you can make it stick out outwards
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Now, I see there is something wrong with the Select tool
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I’m going to change everything to 000 and start again
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Next, I is the Extrude Inner
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You can make Polygon go inwards
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Press D again to put it inside
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If you tried this and it didn’t go inside like this
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, it may mean that Create caps is pressed
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In that case, you have to take this out
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Okay, so let’s start the modeling real easy
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If you press D, it will turn everything in general
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So, I’ll turn off the Preserve groups and set it like this
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Then, you can do the modeling like this
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Press I again to make it go inside
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and press D to make it go inwards once more
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Polygon modeling means you will be using Extrude
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and Inner Extrude so many times
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The other one that you will be using a lot is Subdivision
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There is a subdivision surface
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and if you click on cube and press Alt while clicking on the cube,
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it will go in as the parent
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Then you can see the objects divided into surfaces
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When the surfaces are divided, if you select the cube
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and select edge mode or click Polygon,
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you can check which Subdivision went in
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The Subdivision now divides this one surface into two in the editor
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and divide twice again in the renderer
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meaning, if this surface is divided, it becomes 4
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and 16 again, if you divide once more
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, you can see that it gets smoother
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So, if the lines get closer and closer, the edge part becomes steeper
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and further you go away from the line,
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you’ll see this part gets gradual
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So, if you increase this value in the Subdivision,
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we can get the figure we want
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Now, if we were to change this not so gradual,
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select cube There is something called KL
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KL means to cut It cuts by rotating the loop like this
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If the surface is cut by rotating, compared to other surfaces,
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you can see this part’s curve is steeper
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and more and more you become closer, and the gap becomes narrower
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and you can change the modeling like this
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The L button, is the loop cut
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If you can press Shift, and in here in the middle
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, you can cut it accurately and uniformly
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, so you should know how to do this too
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Now at the subdivision editor, divide 3 times
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and three more times in the renderer
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, but if this becomes 0, it looks like this here
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, but if we render, you can see it is not divided at all
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So, if you were to work on some heavy works, lower the Subdivision a little
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and see the results like this at the rendering part
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We went through the Subdivision a little
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Let’s press C and make the Corn
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editable and see what comes next
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When we select objects like this,
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the back part is not selected
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In that case, press Space twice, go to options
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and try this way
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If you turn off Only Select Visible Elements
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, the back part is also selected
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Of course, we can use something else than Line Selection
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such as Rectangle Selection
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You can do it like this as well
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Next, go to modeling axis
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Let’s see how much we want to move the axis in the selected region
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I’m going to scroll to the bottom
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then press T and size down the scale
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We can make this kind of figure so easily
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Let’s look at Corn here
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I made this Editable, but there is no Fillet
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If you want to make it more smooth but with no Fillet,
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you can use Subdivision
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Yes, you can use Subdivision
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, but there are ways without using Subdivision
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One of ways to do it is making something called Bevel
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Then what is Bevel Double click on edge and select loop
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Do UL and select like this or just from the select tool,
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and double click and get the selection
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If you right click on the mouse, there is something called Bevel
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Bevel is a function when you drag the edge and divide them again
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Here is Subdivision here again
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so you can divide only the Bevel part
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So, you don’t always have to use Subdivision
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yet add curves in the edge part
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with the method I just showed you
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We’ve seen how to use Bevel, use Extrude
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and how to use cuts
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Let me show you once again with a disk
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Let me click C and select, there is UL
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The UL is something where you select the Polygon in a loop
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so you don’t have to do this but press UL and select
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Let’s press D and try it like this
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, but I have this right now
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Let me try it again by setting Preserve Group again
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Then, you will have this clean result
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So when you make various circular figures
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like bolts or nuts, we use disks a lot
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So, we can do it like this way
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If you check out some of my works, I’ve made before in this method
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You can make this shape using Fillet
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and make other various design assets
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This friend here
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also is a fun modeling, let’s find out
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Plane, and Q
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You can turn on and off all the upper parents
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Then, you can see the shapes turn out like this
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How do you think I made this
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This is by bringing the plane here
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Xet the objects as 5, 5
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Press C to make it editable
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Dlete the ones in the middle like this
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This friend here,
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put this one up and put Subdivision on top
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Then, the results come out like this
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Select the Plane again, and press Ctrl + A
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to select all, press E, press Create caps
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and go like this
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Then, you can see the button like shape is complete
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Now, if you want to make the edge a little bit closer
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, let’s try them by selecting the edge
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Select the edges
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and press Ctrl to exclude them
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then you can scale them down Let’s see
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Here is the shape
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It doesn’t matter now, but if you want to reduce them not in the y-axis direction
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, but only in x and z axis direction
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Then click this band and press, this is the shape
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You can do the modeling this way too
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The next thing you use a lot is Symmetry
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This literally means it makes things Symmetry
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As you can see here, if you turn off the Symmetry, there is only one object
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, but if you turn on the Symmetry, the object is copied
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and it becomes symmetric
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In the case of Symmetry, depending on the axis you want to copy,
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it decides where the objects will be copied
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Let's open the Watch file and see Symmetry
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It would be nice if we do the modeling together right now
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, but the time is a bit too tight
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So, I’ll just tell you how it is used, if the Symmetry Subdivision is used
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and what are the pros and cons of that function
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Look here, select the band part, turn off the Symmetry
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Then, you can see that the object is symmetric
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with the axis right in the exact middle
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Symmetry is used when modeling these
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If you turn on the Subdivision, you can use the Subdivision
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when selecting a small object
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and still do the modification easily
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We should be using Subdivision when we want to adjust these curves just a bit
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to make the work more efficient
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For example, if you take a look at the object on the other side
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, there are too many points, so you have to select
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so much when you want to change a certain point or a certain region
259
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, and making the modeling more difficult
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Of course, you can use the select tool
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Press Soft Selection
262
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then depending on the gradation region,
263
00:18:00,800 --> 00:18:07,367
and on the Radius region of the Soft Selection, you can move it more softly
264
00:18:07,733 --> 00:18:11,133
Yet this too, may have so many constrictions
265
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This gets larger circularly, so when moving points in certain regions
266
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, there may be limitations
267
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Let’s turn off Soft Selection
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So when you do modeling, doing as simple as you can, using as few Polygons
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then making more details after you start
270
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maybe the best way to do the work
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In this class, we will be using basic figures
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and many works will proceed
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So, it would be best if you check out other examples too
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Next, let’s see the spline part
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Let’s find out what Spline is
276
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We will be looking at the basic shape, excluding the pen tool
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and see how these shapes go together with other create tools
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to do Nurbs modeling
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I am not select all of the functions one by one and find out
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, but I recommend you change them all
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Especially for those who lack basics,
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find out what kind of functions exists
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If I were to tell you how to use the functions on the right side,
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if there are two or more objects
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and you were to select more than two objects, you can add or delete
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or combine using those functions
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maybe even three
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Three objects can be combined like this
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, but if the space is different in the Z Depth
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that part may come out a bit strange
291
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You should consider these points
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and usually, most use them after synchronizing the z axis
293
00:20:11,100 --> 00:20:13,867
There are too many basic spline tools
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These are too much, and if we were to go through all of those
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00:20:17,900 --> 00:20:20,733
it will take too much time so I won’t go through them all
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I will tell you the functions
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that is used quite a lot in the class
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and if you go to the right
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, you can see how the shape is made with a spline tool,
300
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combined with other functions
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00:20:38,867 --> 00:20:41,133
Lets find out about Extrude
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00:20:41,500 --> 00:20:44,867
open up a clean new window
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Let me simply show you
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I’m going to open n side
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00:20:52,300 --> 00:20:56,467
Press Alt and then Extrude, then as you can see,
306
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you can go into Objects, adjust Offset to decide the thickness
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00:21:02,800 --> 00:21:08,367
and if you go to Caps, you can stack up segments front and back
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like you’ve seen them before
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and give you a Fillet like effect
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and if you go to display, change into Gauraoud Shading(line)
311
00:21:22,067 --> 00:21:23,667
and see what happens
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00:21:24,100 --> 00:21:28,333
You can see that Bevel goes in
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at the front and backside of the edge
314
00:21:30,200 --> 00:21:34,033
and for Lathe, like the icon,
315
00:21:34,400 --> 00:21:37,300
it is suitable for making pot like shapes
316
00:21:37,967 --> 00:21:40,900
If you make it with a pen tool, in the front view
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00:21:41,733 --> 00:21:45,800
I may have made the shape too roughly
318
00:21:46,200 --> 00:21:48,967
, but if you look here
319
00:21:49,600 --> 00:21:53,867
you can see the pot shape that I’ve told you about
320
00:21:56,167 --> 00:21:59,433
Lathe is used like this
321
00:21:59,933 --> 00:22:04,267
When you look at Loft, there are three white lines
322
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I’m going to use three lines and make something
323
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Here, if you subordinate it below here,
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00:22:13,367 --> 00:22:14,733
make another one
325
00:22:14,900 --> 00:22:17,900
copy that and make one more, Ctrl, and drag
326
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Make one more to get this shape
327
00:22:21,833 --> 00:22:24,300
click on Loft, go to caps
328
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Turn off the start and end of the cap
329
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Select the circle in the middle and expand
330
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then the shape connects the first and second spline in the middle
331
00:22:40,800 --> 00:22:46,867
The jointed splines are affected
332
00:22:46,867 --> 00:22:50,000
and make a curved shape like this
333
00:22:50,733 --> 00:22:53,367
Now, as you’ve learned in the Subdivision
334
00:22:53,733 --> 00:22:57,100
What would happen if the two splines position so closely like this
335
00:22:57,667 --> 00:23:01,567
You can see that the splines together so close
336
00:23:02,133 --> 00:23:05,233
makes the part steeper
337
00:23:06,533 --> 00:23:11,967
and the Loft here, through Subdivision,
338
00:23:12,233 --> 00:23:14,433
you can touch more details
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00:23:15,200 --> 00:23:17,733
For the spline mask,
340
00:23:18,100 --> 00:23:20,967
it is a function where there are several objects like this
341
00:23:21,333 --> 00:23:26,167
It combines them together like this
342
00:23:26,400 --> 00:23:30,867
Some of you might wonder, what is the difference between the previous ones
343
00:23:32,600 --> 00:23:35,700
Let’s find out with objects
344
00:23:37,433 --> 00:23:42,033
I’m going to copy 2 and put it up
345
00:23:42,667 --> 00:23:45,867
If I make it Union like this,
346
00:23:46,367 --> 00:23:49,433
the two objects are combined as one
347
00:23:49,800 --> 00:23:56,000
It is combined, so it is hard to move it by selecting only one side of the spline
348
00:23:56,433 --> 00:24:00,200
, but for this function, objects are not baked yet
349
00:24:00,600 --> 00:24:04,833
and makes it very useful when making animation
350
00:24:05,933 --> 00:24:09,267
The next most used function is Sweep
351
00:24:09,467 --> 00:24:11,133
Let me open up a new window
352
00:24:11,800 --> 00:24:18,567
You’ll see a circular figure and white line if you see the icon
353
00:24:18,800 --> 00:24:23,833
Let’s work on it with two splines
354
00:24:25,767 --> 00:24:29,433
I’m going to take Helix and put it down here
355
00:24:29,767 --> 00:24:35,733
The star is too big I’m going to press T and size down a little bit
356
00:24:36,367 --> 00:24:42,667
Now you'll see the helix has loops
357
00:24:42,767 --> 00:24:45,933
The loop has a star cross section
358
00:24:47,333 --> 00:24:53,700
Of course, you can adjust the size when you go into details
359
00:24:54,267 --> 00:24:58,200
Make a rotation or twists
360
00:24:58,733 --> 00:25:03,033
I’m just showing that there are these parts
361
00:25:03,267 --> 00:25:07,733
There will be a chance where I show you other examples
362
00:25:08,600 --> 00:25:10,867
the Vectorizer,
363
00:25:12,433 --> 00:25:17,600
this is a function that changes some images into splines
364
00:25:18,267 --> 00:25:20,567
Let’s open texture
365
00:25:20,633 --> 00:25:22,200
You can drag like this
366
00:25:23,500 --> 00:25:28,467
Press No here and leave the path, and if you see here
367
00:25:28,833 --> 00:25:31,167
it might not go that much in detail
368
00:25:31,567 --> 00:25:35,800
, but we still can adjust the details a bit
369
00:25:36,767 --> 00:25:41,067
I rarely saw this coming out so clean
370
00:25:41,900 --> 00:25:44,367
I don’t use this so much
371
00:25:45,233 --> 00:25:51,500
, but still unique This is good Well, you can try using this function
372
00:25:52,467 --> 00:25:56,500
I’m just showing you there are these kinds of functions
373
00:25:56,733 --> 00:26:00,667
So, we found out what the splines are
374
00:26:01,767 --> 00:26:04,067
and how to use them
375
00:26:04,800 --> 00:26:07,667
Let’s open a new window and find out about spline pen tool
376
00:26:08,367 --> 00:26:12,967
I’m going to click on the middle button and see it in frontal view
377
00:26:14,767 --> 00:26:18,600
You can make the spline in more various shapes like this
378
00:26:19,433 --> 00:26:22,333
Click, drag, make a handle
379
00:26:22,767 --> 00:26:24,767
and make lots of forms
380
00:26:25,867 --> 00:26:29,600
This here, like as we learned before, we can move
381
00:26:30,267 --> 00:26:36,133
scale, and rotate, to adjust the handle
382
00:26:36,933 --> 00:26:39,600
So, when we manipulate the spline
383
00:26:40,067 --> 00:26:46,700
you can see how consistent the curve is This part
384
00:26:47,067 --> 00:26:50,500
is slightly more curved than the others
385
00:26:50,733 --> 00:26:53,900
In that case, you can expand the scale here like this
386
00:26:54,333 --> 00:26:58,367
Next press the move tool, grab it here
387
00:26:58,467 --> 00:27:01,600
and drag it to adjust the size
388
00:27:01,967 --> 00:27:06,633
Then in front view, press Alt
389
00:27:07,000 --> 00:27:09,067
and rotate, then the camera spins around
390
00:27:09,667 --> 00:27:15,167
The camera rotates and can be fixed by pressing Shift
391
00:27:15,867 --> 00:27:19,833
then if you press Shift and move the handle,
392
00:27:20,267 --> 00:27:25,533
you can adjust only one side of the handle
393
00:27:25,833 --> 00:27:28,500
If you move it with no Shift, both sides will move
394
00:27:28,867 --> 00:27:30,833
so you can apply this to where it steeply turns
395
00:27:31,100 --> 00:27:34,233
You can press Shift and turn
396
00:27:35,200 --> 00:27:39,533
and if you want to add lines additionally,
397
00:27:40,733 --> 00:27:45,767
press Ctrl and do it like this to make a line
398
00:27:46,533 --> 00:27:49,600
So, here is the way to make shapes
399
00:27:50,033 --> 00:27:54,133
Basically, spline has something called Close spline
400
00:27:54,667 --> 00:27:56,733
If this is turned off,
401
00:27:56,967 --> 00:28:01,333
you will see that the shape is opened like this
402
00:28:01,767 --> 00:28:04,400
and there are many things if you check out at the type
403
00:28:04,967 --> 00:28:09,133
You have to decide which type you will be using when working on the spline
404
00:28:09,500 --> 00:28:13,333
Linear will be the selection when making something hard
405
00:28:13,900 --> 00:28:19,733
You can use B spline on some circumstances
406
00:28:20,233 --> 00:28:25,467
You can do this with Bezier too, where in my opinion, you will be working mostly on Bezier
407
00:28:26,233 --> 00:28:31,333
and the adaptive you see here on the side, these parts need to be changed
408
00:28:31,833 --> 00:28:33,433
depending on the situation
409
00:28:34,100 --> 00:28:40,700
The spline’s details are determined by the high or low value of the number
410
00:28:42,500 --> 00:28:45,567
This, we will see a little bit more as we do more works
411
00:28:46,100 --> 00:28:51,267
So, I’ve shown you that you can use spline tool
412
00:28:51,333 --> 00:28:55,167
mostly the Bezier
413
00:28:55,400 --> 00:28:58,867
to make curved shape
414
00:28:59,733 --> 00:29:03,900
but for now, I’ve pressed only one spline
415
00:29:04,467 --> 00:29:08,133
so there are two shapes in one spline
416
00:29:09,200 --> 00:29:13,300
Xo if I do it once more, where the yellow is not selected,
417
00:29:13,467 --> 00:29:17,967
You can see the another spline generated in the side
418
00:29:19,167 --> 00:29:25,300
Assuming you have two in one spline object,
419
00:29:25,667 --> 00:29:31,233
the way to make this two is
420
00:29:31,800 --> 00:29:33,800
the Explode Segment
421
00:29:34,133 --> 00:29:39,767
If you press here, you can see that the two children appear
422
00:29:39,833 --> 00:29:42,667
under the parent
423
00:29:44,633 --> 00:29:47,567
This was a simple explanation about the spline pen tool
424
00:29:47,933 --> 00:29:50,600
Next is the sketch tool
425
00:29:50,700 --> 00:29:53,167
Literally, this is a tool where you can draw
426
00:29:54,367 --> 00:29:56,967
If you higher the smoothing,
427
00:29:57,400 --> 00:30:02,433
you can absolutely make a softer line
428
00:30:03,333 --> 00:30:05,400
Let’s draw one more
429
00:30:06,033 --> 00:30:10,367
If you have something here, use the spline smooth tool
430
00:30:10,567 --> 00:30:14,100
and go around these line
431
00:30:15,567 --> 00:30:18,267
Let's make things a bit complicated
432
00:30:18,867 --> 00:30:23,600
Assuming something like this, flattening these out like this
433
00:30:24,633 --> 00:30:26,500
is the smooth tool
434
00:30:26,633 --> 00:30:30,967
You can adjust strength or Radius here
435
00:30:31,533 --> 00:30:36,933
The fun point about this tool is that if you check random, we are not just smoothing
436
00:30:37,367 --> 00:30:41,100
, but do it in various forms
437
00:30:41,267 --> 00:30:42,267
LLet’s turn the smooth off
438
00:30:42,867 --> 00:30:50,067
if you turn it off and try it this way, you can make various figures
439
00:30:51,000 --> 00:30:55,300
Let’s turn on the smooth once again and organize
440
00:30:56,567 --> 00:31:03,600
You can draw the spline like this, quite interesting
441
00:31:04,200 --> 00:31:09,467
and the Arc tool too I’m going to make a new one for the Arc tool
442
00:31:10,167 --> 00:31:17,233
Assuming there is a spline, the Arc tool
443
00:31:17,333 --> 00:31:24,700
makes this part like that
444
00:31:25,233 --> 00:31:28,067
to adjust the figure
445
00:31:28,633 --> 00:31:30,867
I’m going to select only two and try again
446
00:31:31,000 --> 00:31:36,667
Select two, here it comes again, select two again, and another comes out
447
00:31:36,767 --> 00:31:41,767
and make various figures in this method
448
00:31:43,633 --> 00:31:45,933
You can make various design assets as well
449
00:31:46,233 --> 00:31:49,400
with the stuff you’ve learned in this lecture
450
00:31:49,900 --> 00:31:52,767
If you have tablet PCs, use the sketch function
451
00:31:53,367 --> 00:32:00,433
make a rough sketch, and use a smooth tool
452
00:32:00,933 --> 00:32:05,900
and make organic shape
453
00:32:06,100 --> 00:32:08,500
real fast and quick
454
00:32:09,333 --> 00:32:14,700
I’m going to use Create New Spline
455
00:32:15,200 --> 00:32:18,067
Let’s use smooth again
456
00:32:20,233 --> 00:32:25,267
The principle I use when I do these works is, even if the shapes are different
457
00:32:25,433 --> 00:32:27,233
it still needs to have some consistency
458
00:32:27,767 --> 00:32:29,733
The unity comes from
459
00:32:30,333 --> 00:32:32,867
the level of flexion of this curve
460
00:32:33,300 --> 00:32:40,500
Det the highest flexion level, and if that holds the unity
461
00:32:40,800 --> 00:32:46,100
, the shapes are shown as a group even if there are multiple shapes
462
00:32:46,533 --> 00:32:48,300
and looking like the same design
463
00:32:48,633 --> 00:32:53,000
So, when you work on project
464
00:32:53,267 --> 00:32:57,167
think about the flexion and work
465
00:32:57,500 --> 00:33:00,933
to make a better design outcome
466
00:33:02,033 --> 00:33:06,400
I made it like this and set it in middle
467
00:33:06,833 --> 00:33:11,667
These assets will be used in many works
468
00:33:12,000 --> 00:33:14,267
I’ll show you them later
469
00:33:15,867 --> 00:33:19,133
We can use the shapes we just make
470
00:33:19,600 --> 00:33:22,100
and actually make artworks
471
00:33:22,567 --> 00:33:25,000
There might be ones who haven’t learned Octane
472
00:33:25,300 --> 00:33:28,067
, but let me run the Octane and show you
473
00:33:28,533 --> 00:33:33,600
Octane will be thoroughly discussed more in the Octane lecture
474
00:33:33,967 --> 00:33:38,233
, but it's still okay to think of it as a tour
475
00:33:38,733 --> 00:33:43,133
If you click on the logo here, it renders
476
00:33:43,833 --> 00:33:48,500
and if you bring out the setting, you can see which setting
477
00:33:48,833 --> 00:33:51,867
are being used in the rendering
478
00:33:53,067 --> 00:33:57,833
Let’s put the Octane window at the bottom here at the end
479
00:33:58,167 --> 00:34:01,467
If you put it here at the end, move it side way
480
00:34:02,367 --> 00:34:04,233
and change the layouts
481
00:34:04,767 --> 00:34:07,800
Let’s gather up the stuff we don’t need
482
00:34:08,900 --> 00:34:13,200
Go to Customization, click Save layout as
483
00:34:13,567 --> 00:34:17,933
and type any names you want I’m going to type Octane Coloso
484
00:34:18,633 --> 00:34:22,167
If you save it as Octane Coloso
485
00:34:22,500 --> 00:34:26,933
we can bring out the layouts later on
486
00:34:28,067 --> 00:34:31,100
I’m showing you which rendering is in process
487
00:34:31,633 --> 00:34:35,067
This artwork was easily made
488
00:34:35,200 --> 00:34:41,133
This was made using the shapes we created
489
00:34:41,767 --> 00:34:45,067
Placing these in the right position
490
00:34:45,533 --> 00:34:48,700
is the key to making a beautiful design
491
00:34:49,300 --> 00:34:51,000
If we moved the camera
492
00:34:51,167 --> 00:34:55,333
, you can go back to the previous camera by pressing Ctrl + Shift + Z
493
00:34:56,000 --> 00:35:00,100
If you press Ctrl + Z, the objects
494
00:35:00,267 --> 00:35:04,233
or the animations go undo
495
00:35:04,833 --> 00:35:07,367
So when you moved the camera,
496
00:35:07,900 --> 00:35:11,500
use Ctrl + Shift + Z to move
497
00:35:13,033 --> 00:35:17,233
When working on stuff like this, especially when arranging the shapes
498
00:35:17,667 --> 00:35:20,233
you can get inspiration from other places
499
00:35:20,633 --> 00:35:25,167
For example, go to Pinterest, type Organic Shape
500
00:35:26,167 --> 00:35:28,567
and if you find any shapes you like
501
00:35:28,700 --> 00:35:31,433
I hope you collect them
502
00:35:32,233 --> 00:35:36,333
If you drag to PureRef, the one I’ve told you before,
503
00:35:37,200 --> 00:35:39,667
it brings out the original file in the link
504
00:35:40,067 --> 00:35:42,733
so you can gather many images
505
00:35:43,000 --> 00:35:46,000
Of course, you can collect from Pinterest too
506
00:35:46,533 --> 00:35:50,867
Nature Asset, the ones I’m collecting, if you see here
507
00:35:54,133 --> 00:35:55,133
That's my old picture
508
00:35:56,367 --> 00:35:58,100
If you go to Nature Asset
509
00:35:58,433 --> 00:36:02,033
you can see the shapes that I've gathered
510
00:36:02,333 --> 00:36:05,167
It is nice to go into these places and see the shapes
511
00:36:05,667 --> 00:36:08,933
, but it would be advisable to gather them at one place
512
00:36:09,500 --> 00:36:13,433
to help you work on design projects like artworks
513
00:36:13,900 --> 00:36:17,733
to come back again, when working on this project
514
00:36:18,067 --> 00:36:20,767
I’ll be showing you some of the key points
515
00:36:21,167 --> 00:36:25,567
So, I hope you practice them with the shapes you’ve made
516
00:36:26,067 --> 00:36:30,233
I will be telling you about the Octane and Design
517
00:36:30,467 --> 00:36:33,200
on the Design class and Octane class, but for today
518
00:36:33,667 --> 00:36:36,800
I simply showed you that you could make them using spline shape
519
00:36:37,500 --> 00:36:42,067
and if you got the key points and studied, just apply that
520
00:36:42,867 --> 00:36:48,467
and think you are working and the arrangements and follow my instructions
521
00:36:50,133 --> 00:36:56,033
First, I’m going to make big two shapes and put them front and back
522
00:36:56,333 --> 00:37:00,533
if you see the big shape only, try making one of the big shapes
523
00:37:01,000 --> 00:37:04,833
go pass the object
524
00:37:04,867 --> 00:37:11,533
What I’m saying is, don’t make the object meet at the end of the edge
525
00:37:12,700 --> 00:37:17,900
and make it hard to find out if the object is inside or in front of it
526
00:37:18,533 --> 00:37:22,800
push the outline a little bit like I’m showing you now
527
00:37:23,667 --> 00:37:26,133
Express that the object is in front of the background
528
00:37:26,567 --> 00:37:29,533
slightly forward
529
00:37:30,033 --> 00:37:34,333
and another thing you should consider is the colors
530
00:37:35,133 --> 00:37:40,100
Try making things in similar color groups
531
00:37:42,267 --> 00:37:45,200
For those who haven’t studied Octane
532
00:37:46,000 --> 00:37:47,533
, I’ve made the setup already
533
00:37:47,933 --> 00:37:50,767
so you can take this and try it right away; no adjustments needed
534
00:37:51,267 --> 00:37:55,733
If you go into round, I’ve used round edge
535
00:37:56,233 --> 00:37:59,167
and gave a bit of an embossing feeling
536
00:37:59,533 --> 00:38:00,967
Now it’s gone
537
00:38:03,567 --> 00:38:07,400
If you use too much of the round edge, it will get heavier
538
00:38:07,800 --> 00:38:13,733
, but it is a way to do simple modeling instead of using Bevel
539
00:38:16,200 --> 00:38:19,000
I’ve told you to try the big shape
540
00:38:19,500 --> 00:38:24,567
going over the back of the object’s line
541
00:38:24,933 --> 00:38:26,600
Yhe reason I’m telling you is this
542
00:38:26,900 --> 00:38:30,633
It is nice to show the frontal correlation
543
00:38:31,100 --> 00:38:36,433
, but if you see it here, it will draw attention
544
00:38:36,833 --> 00:38:38,600
towards the line of an object
545
00:38:38,900 --> 00:38:41,500
Especially if there is this curved shape
546
00:38:41,833 --> 00:38:44,967
, if you’re doing this to an object
547
00:38:45,633 --> 00:38:48,200
, putting this here won’t be so bad
548
00:38:49,167 --> 00:38:53,233
, but if you make an object line a little,
549
00:38:53,600 --> 00:38:56,333
much more interesting design is possible
550
00:38:57,800 --> 00:39:00,967
Going back again, the next thing to try is
551
00:39:01,400 --> 00:39:03,367
making little objects
552
00:39:03,567 --> 00:39:07,233
I’m going to divide the small objects into two
553
00:39:07,833 --> 00:39:11,100
as you can see here, the small objects
554
00:39:11,567 --> 00:39:17,667
You can put the front and back correlation of an object at the outline’s region
555
00:39:18,633 --> 00:39:21,800
which lets you see
556
00:39:21,933 --> 00:39:24,167
which is front or back
557
00:39:27,533 --> 00:39:31,833
If you tried the big one, try putting the smaller ones in front
558
00:39:33,067 --> 00:39:37,767
If there are too many blank places, try making balance
559
00:39:38,000 --> 00:39:39,733
and fill it up like this
560
00:39:40,300 --> 00:39:44,200
Other shapes can come in by this line
561
00:39:45,267 --> 00:39:49,967
You can put other shapes and make front back correlations
562
00:39:50,633 --> 00:39:52,900
This shape too
563
00:39:53,267 --> 00:39:58,467
In the case of this color, there is slightly bright blue on the other side
564
00:39:58,533 --> 00:40:00,767
so you can have it on the other side slightly
565
00:40:01,367 --> 00:40:07,133
so you can show the relations using the small objects
566
00:40:07,767 --> 00:40:11,800
and arrange the shapes with the same languages
567
00:40:12,233 --> 00:40:15,100
and balance out the overall level
568
00:40:15,467 --> 00:40:19,067
I will be telling you more details in the design class
569
00:40:19,567 --> 00:40:22,467
I’ll explain to you about design laws and principles
570
00:40:22,833 --> 00:40:27,500
For now, let’s use Extrude on the splines we just made
571
00:40:27,633 --> 00:40:31,867
and add the factors
572
00:40:32,333 --> 00:40:34,633
like lines
573
00:40:34,700 --> 00:40:38,333
Press the button in the middle, go outside the camera
574
00:40:38,333 --> 00:40:41,633
and navigate more easily
575
00:40:42,100 --> 00:40:46,033
The important part here is that you should see
576
00:40:46,533 --> 00:40:48,900
where one of the edges end
577
00:40:48,900 --> 00:40:52,033
In the case of the line here on top,
578
00:40:52,233 --> 00:40:56,233
it shouldn’t be touching the end like this
579
00:40:56,600 --> 00:41:00,433
, but rather show the front-back relations and show
580
00:41:00,633 --> 00:41:03,133
which object is placed front and which is at the back
581
00:41:03,633 --> 00:41:07,767
If you divided the shapes into large surfaces
582
00:41:08,600 --> 00:41:13,233
,you can go add some factors that break the surfaces
583
00:41:13,767 --> 00:41:16,867
If you look at the spline again,
584
00:41:17,400 --> 00:41:22,300
right click the Octane tag, go to Octane tag
585
00:41:22,533 --> 00:41:24,733
If you press it, you can see hair
586
00:41:25,300 --> 00:41:29,433
If you press Render As Hair, you can see the spline
587
00:41:30,500 --> 00:41:32,933
in lines at Octane,
588
00:41:33,300 --> 00:41:38,933
you can adjust the thickness in the Thickness
589
00:41:39,800 --> 00:41:42,133
S,o the ones who lack design skills
590
00:41:42,567 --> 00:41:47,300
practice with the colors shown here
591
00:41:47,800 --> 00:41:50,700
If you want different colors, go to Diffuse
592
00:41:51,267 --> 00:41:57,233
change colors and try various colors
593
00:41:57,533 --> 00:42:01,067
, but if you are not so familiar with colors
594
00:42:01,467 --> 00:42:05,400
try practicing within the same color ranges
595
00:42:05,733 --> 00:42:08,467
or change the watch's color
596
00:42:08,867 --> 00:42:12,800
and make the theme stand out more
597
00:42:14,633 --> 00:42:19,500
At the Octane lecture, I’m going to tell you the basic functions of the Octane minutely
598
00:42:20,433 --> 00:42:22,033
and about Material
599
00:42:22,367 --> 00:42:25,167
Today is just a bonus
600
00:42:25,533 --> 00:42:28,900
These are something I was going to deal it at the back
601
00:42:29,300 --> 00:42:30,967
, but it couldn’t fit in
602
00:42:31,433 --> 00:42:35,333
and there are so many splines included in this
603
00:42:35,600 --> 00:42:38,500
So, I’m going to show you this artwork
604
00:42:38,700 --> 00:42:43,667
and hope you practice the same
605
00:42:44,033 --> 00:42:47,667
how to do lightings of the watch or how to set up the lightings
606
00:42:48,033 --> 00:42:50,700
We will deal this with other class
607
00:42:51,067 --> 00:42:55,667
First, you should try the pen tool with the setup we have now
608
00:42:56,167 --> 00:43:01,000
and apply the shapes that we’ve learned today
609
00:43:02,433 --> 00:43:04,900
to straighten it again, in design,
610
00:43:05,067 --> 00:43:07,467
There is spot, line, and surface in the three elements of modeling
611
00:43:07,933 --> 00:43:09,767
First, make the larger surface
612
00:43:13,533 --> 00:43:18,033
and there are smaller ones that break that surface
613
00:43:19,167 --> 00:43:23,000
then put the other friends that make the surface more diverse
614
00:43:23,000 --> 00:43:30,133
put them once more, and then add the spot like elements
615
00:43:30,700 --> 00:43:35,033
Lines can be added like this too
616
00:43:35,900 --> 00:43:40,067
The specific design will be done on the next lecture
617
00:43:40,967 --> 00:43:44,867
It would be nice to work on the 1:1 ratio works
618
00:43:45,300 --> 00:43:49,933
Usually for Instagram, if you want
619
00:43:50,633 --> 00:43:57,167
to size down a bit, make this friend come inside a bit more
620
00:43:59,167 --> 00:44:04,767
Place this one here, into a triangular formation
621
00:44:05,600 --> 00:44:11,033
and give the image where the objects are dispersed overall
622
00:44:12,233 --> 00:44:16,833
If the ratio changes, the camera lenses value also change
623
00:44:17,400 --> 00:44:20,067
so we need to change the layout again
624
00:44:20,333 --> 00:44:23,400
So, these works that involves various layouts
625
00:44:23,500 --> 00:44:28,867
will be a bit helpful if you practice them more
626
00:44:29,533 --> 00:44:36,000
If you look at an image and all the objects hold one language,
627
00:44:36,267 --> 00:44:41,967
in other words, if it holds somewhat similar curves,
628
00:44:42,600 --> 00:44:46,867
it would be best
629
00:44:47,367 --> 00:44:54,700
I’m also using the end of the curved part and working on it
630
00:44:55,333 --> 00:44:58,433
There is a bit of a stuffy feeling at the bottom where it is overlapped
631
00:44:58,667 --> 00:45:03,733
If you bring it upward slightly, then the lines
632
00:45:04,333 --> 00:45:08,667
form this flow and the middle theme part
633
00:45:08,867 --> 00:45:11,300
shows up a little more interesting
634
00:45:11,567 --> 00:45:17,400
It is quite hard to include spots here
635
00:45:18,333 --> 00:45:19,767
so I’m going to skip this part
636
00:45:22,667 --> 00:45:26,000
, but make this friend a little bit smaller
637
00:45:26,833 --> 00:45:30,933
Let’s change this object’s color
638
00:45:31,467 --> 00:45:33,967
Chang the color like this
639
00:45:34,833 --> 00:45:36,000
I’m going to check once more
640
00:45:36,133 --> 00:45:41,200
Check if there are any objects at the edges
641
00:45:42,033 --> 00:45:46,000
if it ends at the corners like this,
642
00:45:46,867 --> 00:45:49,367
this dislocated part
643
00:45:49,567 --> 00:45:51,700
Is it going to touch the edge
644
00:45:52,000 --> 00:45:54,800
or is it not Quite disturbing
645
00:45:55,400 --> 00:46:00,333
In that case, let’s make the distance a bit more
646
00:46:00,667 --> 00:46:02,967
Make it looks like it is definitely come apart from the edge
647
00:46:02,967 --> 00:46:05,233
Show it's not a mistake
648
00:46:05,733 --> 00:46:10,067
Show that the element is there
649
00:46:10,067 --> 00:46:13,967
to form this kind of lines
650
00:46:14,367 --> 00:46:18,900
So, I’ve just showed you how to make different ratios
651
00:46:19,400 --> 00:46:22,633
I tried cutting the recordings and showing you only one part
652
00:46:23,033 --> 00:46:24,867
, but I thought just showing you all
653
00:46:25,100 --> 00:46:28,133
could be a better help for you
654
00:46:28,500 --> 00:46:34,433
In the case right now, if the angle of the spline is high, the detail is gone
655
00:46:34,867 --> 00:46:38,167
so to make this part seem more soft,
656
00:46:38,700 --> 00:46:43,767
I’ve clicked spline and checked here in the angle to make it like this
657
00:46:44,433 --> 00:46:46,367
The smaller one did disappear
658
00:46:46,567 --> 00:46:49,867
, but here in the logo part is the spot element
659
00:46:50,167 --> 00:46:53,033
that stands out
660
00:46:53,900 --> 00:46:58,800
So, there are no objects close to the edges anymore
661
00:46:59,933 --> 00:47:04,600
There are no cornered objects, and as you can see here
662
00:47:05,200 --> 00:47:09,067
It follows the line, go the object theme part
663
00:47:09,500 --> 00:47:12,400
and come down again. these lines
664
00:47:12,967 --> 00:47:16,700
are embraced by the small objects here
665
00:47:17,067 --> 00:47:21,800
The small objects are placed in the space
666
00:47:21,967 --> 00:47:27,467
in front and back to help easily understand
667
00:47:27,800 --> 00:47:30,767
You should work like this too
668
00:47:31,200 --> 00:47:37,467
Change the colors of your preference when working
669
00:47:38,333 --> 00:47:40,733
and upload it on Instagram as much as you can
670
00:47:41,133 --> 00:47:44,567
So I can check that you all are doing your best
671
00:47:45,200 --> 00:47:48,800
Upload them more, challenge yourself
672
00:47:49,100 --> 00:47:53,500
, and find your own shape on Pinterest or other sites
673
00:47:53,867 --> 00:47:57,433
find it a lot and gather references If you want natural figures,
674
00:47:57,867 --> 00:48:02,033
do natural shapes If you want geometric figures,
675
00:48:02,833 --> 00:48:06,333
you can do geometric shapes But now, the watch itself
676
00:48:06,400 --> 00:48:11,967
is slightly circular shaped so it blends in
677
00:48:12,533 --> 00:48:15,133
with the rounded backgrounds
678
00:48:16,067 --> 00:48:19,100
So, we found out how to use spline
679
00:48:19,367 --> 00:48:22,167
and do the space configuration
680
00:48:23,133 --> 00:48:26,300
We can run the rendering and finish the work
681
00:48:27,567 --> 00:48:32,367
In case of rendering, look at the render setting at the upper part
682
00:48:32,767 --> 00:48:36,100
I\If you go in there, we can adjust
683
00:48:36,300 --> 00:48:38,367
values like size
684
00:48:39,300 --> 00:48:43,833
and to explain to those who have not rendered before
685
00:48:44,767 --> 00:48:48,233
If you go to a render settings like this
686
00:48:48,733 --> 00:48:55,567
, you can choose size and Time frame range in the Output
687
00:48:56,133 --> 00:48:59,533
, but this doesn’t matter because we are in still
688
00:48:59,600 --> 00:49:02,233
You can put it as Current frame
689
00:49:02,600 --> 00:49:07,633
If you check in the save here, a file path is generated
690
00:49:07,767 --> 00:49:11,033
As for me, I am using something called a token
691
00:49:11,767 --> 00:49:15,933
and the render folder for this work is generated
692
00:49:16,367 --> 00:49:20,467
I’ve set to be saved in the same name
693
00:49:20,900 --> 00:49:22,967
I’m working on
694
00:49:23,467 --> 00:49:27,300
I’ll be telling you about the token part later,
695
00:49:27,700 --> 00:49:30,900
but for now, run the render
696
00:49:31,733 --> 00:49:33,733
format is png
697
00:49:34,433 --> 00:49:37,767
For other parts, you don’t have to see that much for now
698
00:49:38,633 --> 00:49:40,933
in the Octane renderer, as you can see here
699
00:49:41,400 --> 00:49:45,767
the various settings will be dealt with in the next class
700
00:49:45,833 --> 00:49:48,467
and give you more detailed information
701
00:49:48,967 --> 00:49:54,833
but for now, use the saved setting and render
702
00:49:55,233 --> 00:49:58,833
how to do the rendering is, look at render here
703
00:49:59,133 --> 00:50:04,167
If you press the render button in the middle, it starts its job
704
00:50:04,600 --> 00:50:08,267
The specific render settings stuff
705
00:50:08,633 --> 00:50:11,133
will be explained later
706
00:50:12,667 --> 00:50:17,967
You can use tokens to render as the file name
707
00:50:18,633 --> 00:50:23,100
You can use your own spline shapes or colors
708
00:50:23,333 --> 00:50:29,467
and try on as many works as you can, and go into coloso site
709
00:50:29,767 --> 00:50:32,200
There is an event ongoing right now
710
00:50:32,733 --> 00:50:36,967
Hashtag coloso Woosung Kang
711
00:50:37,200 --> 00:50:40,100
Upload it on Instagram
712
00:50:40,533 --> 00:50:44,900
I am going to pick at most 3 people and give out coupons
713
00:50:45,367 --> 00:50:48,000
I hope a lot of you participate in this event
714
00:50:49,033 --> 00:50:51,400
This lecture took almost 1 hour
715
00:50:51,867 --> 00:50:55,767
talking about the basic figure menu, basic spline function, and Subdivision
716
00:50:56,067 --> 00:50:59,667
and Symmetry function, modeling using the spline and pen tool
717
00:51:00,100 --> 00:51:06,233
and how to arrange the space using the spline
718
00:51:07,433 --> 00:51:10,600
we’ve learned bunch of basic stuff today
719
00:51:11,067 --> 00:51:15,933
If you couldn’t understand anything from this class today
720
00:51:16,133 --> 00:51:19,867
, you should try doing it again
721
00:51:20,200 --> 00:51:23,233
If you feel vulnerable when it comes to rendering,
722
00:51:23,600 --> 00:51:28,267
I will be giving you lectures in class 5 to 7 on the Octane classes
723
00:51:28,633 --> 00:51:31,433
so you can learn them from there
724
00:51:31,667 --> 00:51:34,233
I will see you in the next class
725
00:51:34,500 --> 00:51:35,333
Thank you
56402
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