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These are the user uploaded subtitles that are being translated: 1 00:00:00,233 --> 00:00:04,733 If you want to turn off the subtitles click [setting]-[tooltips]-['on' for PC, 'close' for mobile] 2 00:00:05,300 --> 00:00:09,367 Today in class 3, the basic modeling class of Polygon and Nurbs modeling, 3 00:00:10,000 --> 00:00:13,833 we will find out the basic functions using the Polygon and Nurbs modeling 4 00:00:14,333 --> 00:00:17,433 how to use basic figures, spline, subdivision 5 00:00:17,800 --> 00:00:21,300 and Symmetry We will also learn the modeling method 6 00:00:21,333 --> 00:00:23,567 using the spline and pen tools 7 00:00:24,267 --> 00:00:28,167 Also, we will discuss how I’ve designed 8 00:00:28,500 --> 00:00:32,867 the space configuration using the spline 9 00:00:33,567 --> 00:00:35,667 The basic lectures are intended to explain 10 00:00:35,833 --> 00:00:38,967 very specifically and in details for the starters 11 00:00:39,500 --> 00:00:42,633 For the ones who have some level in modeling, 12 00:00:43,467 --> 00:00:47,933 you can speed up the lectures and check if you have any missing points 13 00:00:48,233 --> 00:00:51,600 and find out what you can learn from it 14 00:00:51,833 --> 00:00:56,100 First, let’s explain the fundamental functions from the top 15 00:00:56,633 --> 00:01:00,533 Those who lack basics should follow them one by one 16 00:01:01,033 --> 00:01:04,567 and make this time to lay the foundation 17 00:01:05,967 --> 00:01:09,433 Let’s start from the basic figures 18 00:01:10,067 --> 00:01:15,833 If I may explain, the number in the front is the number of the lecture 19 00:01:16,233 --> 00:01:21,167 and the numbers following that is labeled by the sequence of the class 20 00:01:21,567 --> 00:01:23,867 So, open all the files at once 21 00:01:24,133 --> 00:01:27,900 Click and select in the windows panel and open 22 00:01:28,367 --> 00:01:33,100 Click on the right button, press the dotted line on top and start 23 00:01:33,800 --> 00:01:38,433 I’m going to size up the icon size and see it together 24 00:01:38,800 --> 00:01:41,167 I have them all ready like this 25 00:01:41,967 --> 00:01:44,767 Let’s go to Display and change to Gouraud Shading 26 00:01:45,133 --> 00:01:47,000 We can see the Polygon 27 00:01:47,467 --> 00:01:49,033 Let’s first see from the cube 28 00:01:49,467 --> 00:01:52,167 In the case of the cube, this is the most used 29 00:01:52,500 --> 00:01:53,933 when doing modeling 30 00:01:54,500 --> 00:01:57,000 You can raise up the segments 31 00:01:57,500 --> 00:02:01,200 or you can press Ctrl and when all three yellow buttons are selected 32 00:02:01,367 --> 00:02:05,333 Press ctrl and pull it up to adjust everything at once 33 00:02:05,900 --> 00:02:09,067 Next, you can use Fillet, which the corner part 34 00:02:09,300 --> 00:02:12,167 can be rounded 35 00:02:12,300 --> 00:02:15,833 You can use Subdivision to determine how many curved surfaces 36 00:02:16,633 --> 00:02:20,000 you want to divide 37 00:02:21,300 --> 00:02:26,000 Next, the Corn Let me make it fullscreen by pressing Ctrl + S 38 00:02:26,900 --> 00:02:31,933 Top Radius Bottom, height, and high segment 39 00:02:32,767 --> 00:02:35,400 can be adjustable 40 00:02:36,100 --> 00:02:38,667 and caps is this part 41 00:02:39,033 --> 00:02:43,867 You can change this part like this 42 00:02:45,167 --> 00:02:49,500 Let me expand the Radius in the caps 43 00:02:49,767 --> 00:02:54,033 Then, you can make it into a more circular form 44 00:02:54,667 --> 00:02:56,700 Next is cylinder 45 00:02:56,933 --> 00:03:00,233 Cylinder also have the same functions 46 00:03:00,633 --> 00:03:05,167 The segment have cap parts and object height 47 00:03:05,733 --> 00:03:07,767 and can do it sideways like this 48 00:03:08,933 --> 00:03:10,133 Next is disks 49 00:03:10,700 --> 00:03:13,900 You can expand the inner part of the disk 50 00:03:14,533 --> 00:03:18,633 and cut here using the slice 51 00:03:19,400 --> 00:03:21,133 For plane, 52 00:03:21,533 --> 00:03:24,933 you can manage the segments 53 00:03:25,500 --> 00:03:28,667 For Polygon, I don’t use them all, 54 00:03:28,833 --> 00:03:32,067 but I can use them when you make triangles 55 00:03:32,600 --> 00:03:36,633 and segments can be divided like this 56 00:03:37,633 --> 00:03:42,100 For sphere, you can divide the segments 57 00:03:42,667 --> 00:03:45,333 There are lots of modes in type 58 00:03:45,833 --> 00:03:50,733 We can change the Polygon’s arrangement 59 00:03:51,300 --> 00:03:54,267 We will be using torus a lot 60 00:03:54,767 --> 00:04:00,533 Inner and outer size of the object can be adjusted 61 00:04:01,033 --> 00:04:03,633 , you can also slice it 62 00:04:04,100 --> 00:04:08,667 , slice in the capsule 63 00:04:09,100 --> 00:04:13,267 , and adjust the height of the object 64 00:04:13,800 --> 00:04:17,200 If the height is identical like this 65 00:04:17,567 --> 00:04:20,233 , it may seem like a sphere 66 00:04:20,900 --> 00:04:24,867 Then, for oil tank, the bulged part 67 00:04:25,200 --> 00:04:30,033 can be adjusted, and if you press the cap height, 68 00:04:30,167 --> 00:04:34,100 the bulged part can be adjusted 69 00:04:34,733 --> 00:04:38,600 Youu can also see that you can use slice 70 00:04:38,767 --> 00:04:40,000 like the others 71 00:04:40,433 --> 00:04:43,167 For tube, you can slice it too 72 00:04:43,600 --> 00:04:49,700 and we can control inside and outside parts 73 00:04:50,300 --> 00:04:53,733 For the pyramids, the segments 74 00:04:54,067 --> 00:04:55,667 can be divided into several parts 75 00:04:56,567 --> 00:04:58,400 In case of Platonic, 76 00:04:58,600 --> 00:05:02,200 you can make various polyhedral figures 77 00:05:02,633 --> 00:05:03,933 Next for figure, 78 00:05:04,500 --> 00:05:07,233 we use them a lot when we reference a human size 79 00:05:07,667 --> 00:05:12,467 Here is the height, and when we configure certain scene 80 00:05:12,867 --> 00:05:15,000 We use them when we check the size of the scene 81 00:05:15,567 --> 00:05:18,867 For landscape, we use them when we work on 82 00:05:19,233 --> 00:05:22,633 mountains on the back or making terrains 83 00:05:23,000 --> 00:05:25,567 or making space filled with obstacles 84 00:05:26,033 --> 00:05:29,567 You can adjust the segments like this 85 00:05:29,833 --> 00:05:36,900 If you control the segments, the detail of the terrain can be altered 86 00:05:37,200 --> 00:05:42,567 the ups and downs, other various options can be controlled 87 00:05:42,967 --> 00:05:44,633 Next, is Bezier 88 00:05:45,067 --> 00:05:51,400 In case of bezier, you can make it a point mode in the Bezier 89 00:05:52,133 --> 00:05:58,100 , change the shape, and control how many points you will distribute 90 00:05:58,633 --> 00:06:04,200 by changing the numbers and control the points 91 00:06:05,167 --> 00:06:07,600 to make the figure 92 00:06:08,133 --> 00:06:11,567 Here is the guide The guide also 93 00:06:11,833 --> 00:06:14,667 lets you control different types 94 00:06:15,300 --> 00:06:20,133 and look at sizes as a reference 95 00:06:20,367 --> 00:06:22,300 I hardly use them 96 00:06:22,800 --> 00:06:27,133 , but here was a quick review about the premitive 97 00:06:27,333 --> 00:06:29,100 and basic figures 98 00:06:29,600 --> 00:06:33,267 When we do Polygon modeling, we mostly start from here 99 00:06:33,567 --> 00:06:35,000 and work on the project 100 00:06:36,233 --> 00:06:38,167 Let’s pick the three 101 00:06:38,367 --> 00:06:40,767 and show you a simple modeling 102 00:06:41,900 --> 00:06:45,267 You have to make it editable in order to model 103 00:06:45,667 --> 00:06:51,000 If you want to take a cube and make it editable, select Polygon 104 00:06:51,300 --> 00:06:53,867 and Extrude tool, for example, 105 00:06:53,967 --> 00:06:56,733 if you press D, Extrude comes out 106 00:06:57,000 --> 00:07:02,733 and if you use Extrude, you can make it stick out outwards 107 00:07:03,133 --> 00:07:07,233 Now, I see there is something wrong with the Select tool 108 00:07:07,267 --> 00:07:09,300 I’m going to change everything to 000 and start again 109 00:07:09,867 --> 00:07:13,400 Next, I is the Extrude Inner 110 00:07:13,700 --> 00:07:16,767 You can make Polygon go inwards 111 00:07:17,367 --> 00:07:21,333 Press D again to put it inside 112 00:07:21,800 --> 00:07:25,433 If you tried this and it didn’t go inside like this 113 00:07:25,633 --> 00:07:29,000 , it may mean that Create caps is pressed 114 00:07:29,233 --> 00:07:31,867 In that case, you have to take this out 115 00:07:32,733 --> 00:07:37,100 Okay, so let’s start the modeling real easy 116 00:07:37,500 --> 00:07:40,767 If you press D, it will turn everything in general 117 00:07:41,700 --> 00:07:44,933 So, I’ll turn off the Preserve groups and set it like this 118 00:07:45,267 --> 00:07:47,800 Then, you can do the modeling like this 119 00:07:48,000 --> 00:07:51,067 Press I again to make it go inside 120 00:07:51,667 --> 00:07:55,400 and press D to make it go inwards once more 121 00:07:55,867 --> 00:07:59,333 Polygon modeling means you will be using Extrude 122 00:07:59,767 --> 00:08:03,600 and Inner Extrude so many times 123 00:08:04,033 --> 00:08:07,767 The other one that you will be using a lot is Subdivision 124 00:08:08,267 --> 00:08:12,300 There is a subdivision surface 125 00:08:13,400 --> 00:08:17,000 and if you click on cube and press Alt while clicking on the cube, 126 00:08:17,600 --> 00:08:18,867 it will go in as the parent 127 00:08:19,200 --> 00:08:24,733 Then you can see the objects divided into surfaces 128 00:08:25,200 --> 00:08:28,000 When the surfaces are divided, if you select the cube 129 00:08:28,700 --> 00:08:32,467 and select edge mode or click Polygon, 130 00:08:34,500 --> 00:08:37,367 you can check which Subdivision went in 131 00:08:37,667 --> 00:08:44,067 The Subdivision now divides this one surface into two in the editor 132 00:08:44,233 --> 00:08:46,533 and divide twice again in the renderer 133 00:08:47,133 --> 00:08:51,600 meaning, if this surface is divided, it becomes 4 134 00:08:51,833 --> 00:08:55,100 and 16 again, if you divide once more 135 00:08:55,533 --> 00:08:57,900 , you can see that it gets smoother 136 00:08:58,367 --> 00:09:05,600 So, if the lines get closer and closer, the edge part becomes steeper 137 00:09:06,267 --> 00:09:08,567 and further you go away from the line, 138 00:09:08,933 --> 00:09:12,800 you’ll see this part gets gradual 139 00:09:12,933 --> 00:09:15,900 So, if you increase this value in the Subdivision, 140 00:09:16,433 --> 00:09:20,033 we can get the figure we want 141 00:09:20,367 --> 00:09:24,767 Now, if we were to change this not so gradual, 142 00:09:25,267 --> 00:09:28,800 select cube There is something called KL 143 00:09:29,200 --> 00:09:35,267 KL means to cut It cuts by rotating the loop like this 144 00:09:35,567 --> 00:09:39,733 If the surface is cut by rotating, compared to other surfaces, 145 00:09:40,233 --> 00:09:45,267 you can see this part’s curve is steeper 146 00:09:45,800 --> 00:09:52,800 and more and more you become closer, and the gap becomes narrower 147 00:09:53,333 --> 00:09:57,667 and you can change the modeling like this 148 00:09:58,033 --> 00:10:03,933 The L button, is the loop cut 149 00:10:05,300 --> 00:10:09,433 If you can press Shift, and in here in the middle 150 00:10:11,700 --> 00:10:15,167 , you can cut it accurately and uniformly 151 00:10:15,367 --> 00:10:18,867 , so you should know how to do this too 152 00:10:19,300 --> 00:10:24,500 Now at the subdivision editor, divide 3 times 153 00:10:24,700 --> 00:10:27,367 and three more times in the renderer 154 00:10:27,500 --> 00:10:30,867 , but if this becomes 0, it looks like this here 155 00:10:31,067 --> 00:10:37,167 , but if we render, you can see it is not divided at all 156 00:10:37,967 --> 00:10:43,433 So, if you were to work on some heavy works, lower the Subdivision a little 157 00:10:43,933 --> 00:10:49,133 and see the results like this at the rendering part 158 00:10:50,233 --> 00:10:54,100 We went through the Subdivision a little 159 00:10:54,567 --> 00:10:58,100 Let’s press C and make the Corn 160 00:10:58,400 --> 00:11:00,933 editable and see what comes next 161 00:11:02,600 --> 00:11:05,867 When we select objects like this, 162 00:11:06,200 --> 00:11:08,733 the back part is not selected 163 00:11:09,033 --> 00:11:13,367 In that case, press Space twice, go to options 164 00:11:13,433 --> 00:11:14,567 and try this way 165 00:11:14,967 --> 00:11:19,267 If you turn off Only Select Visible Elements 166 00:11:19,467 --> 00:11:23,400 , the back part is also selected 167 00:11:23,800 --> 00:11:26,100 Of course, we can use something else than Line Selection 168 00:11:26,400 --> 00:11:27,967 such as Rectangle Selection 169 00:11:28,133 --> 00:11:31,300 You can do it like this as well 170 00:11:32,767 --> 00:11:35,433 Next, go to modeling axis 171 00:11:35,933 --> 00:11:41,200 Let’s see how much we want to move the axis in the selected region 172 00:11:41,267 --> 00:11:44,133 I’m going to scroll to the bottom 173 00:11:44,333 --> 00:11:49,233 then press T and size down the scale 174 00:11:49,433 --> 00:11:53,233 We can make this kind of figure so easily 175 00:11:53,567 --> 00:11:56,600 Let’s look at Corn here 176 00:11:57,667 --> 00:11:59,933 I made this Editable, but there is no Fillet 177 00:12:00,367 --> 00:12:03,600 If you want to make it more smooth but with no Fillet, 178 00:12:04,467 --> 00:12:06,533 you can use Subdivision 179 00:12:06,967 --> 00:12:08,467 Yes, you can use Subdivision 180 00:12:08,833 --> 00:12:12,000 , but there are ways without using Subdivision 181 00:12:13,233 --> 00:12:14,900 One of ways to do it is making something called Bevel 182 00:12:15,333 --> 00:12:21,967 Then what is Bevel Double click on edge and select loop 183 00:12:22,433 --> 00:12:27,167 Do UL and select like this or just from the select tool, 184 00:12:27,433 --> 00:12:29,867 and double click and get the selection 185 00:12:30,200 --> 00:12:35,367 If you right click on the mouse, there is something called Bevel 186 00:12:35,567 --> 00:12:41,333 Bevel is a function when you drag the edge and divide them again 187 00:12:41,433 --> 00:12:43,033 Here is Subdivision here again 188 00:12:43,067 --> 00:12:46,467 so you can divide only the Bevel part 189 00:12:46,833 --> 00:12:49,900 So, you don’t always have to use Subdivision 190 00:12:50,267 --> 00:12:51,867 yet add curves in the edge part 191 00:12:52,333 --> 00:12:56,467 with the method I just showed you 192 00:12:57,700 --> 00:13:03,000 We’ve seen how to use Bevel, use Extrude 193 00:13:03,467 --> 00:13:05,700 and how to use cuts 194 00:13:06,400 --> 00:13:10,033 Let me show you once again with a disk 195 00:13:13,133 --> 00:13:19,200 Let me click C and select, there is UL 196 00:13:19,633 --> 00:13:23,300 The UL is something where you select the Polygon in a loop 197 00:13:23,500 --> 00:13:29,667 so you don’t have to do this but press UL and select 198 00:13:30,633 --> 00:13:32,767 Let’s press D and try it like this 199 00:13:33,200 --> 00:13:35,233 , but I have this right now 200 00:13:36,233 --> 00:13:38,467 Let me try it again by setting Preserve Group again 201 00:13:38,767 --> 00:13:41,367 Then, you will have this clean result 202 00:13:41,467 --> 00:13:46,467 So when you make various circular figures 203 00:13:46,567 --> 00:13:50,800 like bolts or nuts, we use disks a lot 204 00:13:51,767 --> 00:13:55,467 So, we can do it like this way 205 00:13:56,667 --> 00:14:01,100 If you check out some of my works, I’ve made before in this method 206 00:14:01,967 --> 00:14:04,933 You can make this shape using Fillet 207 00:14:05,433 --> 00:14:11,700 and make other various design assets 208 00:14:13,333 --> 00:14:14,700 This friend here 209 00:14:14,967 --> 00:14:18,100 also is a fun modeling, let’s find out 210 00:14:19,867 --> 00:14:21,667 Plane, and Q 211 00:14:22,200 --> 00:14:26,733 You can turn on and off all the upper parents 212 00:14:27,667 --> 00:14:31,633 Then, you can see the shapes turn out like this 213 00:14:31,800 --> 00:14:33,033 How do you think I made this 214 00:14:33,600 --> 00:14:37,467 This is by bringing the plane here 215 00:14:38,900 --> 00:14:41,733 Xet the objects as 5, 5 216 00:14:42,300 --> 00:14:45,267 Press C to make it editable 217 00:14:45,500 --> 00:14:49,533 Dlete the ones in the middle like this 218 00:14:51,600 --> 00:14:52,367 This friend here, 219 00:14:53,067 --> 00:15:00,133 put this one up and put Subdivision on top 220 00:15:00,367 --> 00:15:02,300 Then, the results come out like this 221 00:15:02,633 --> 00:15:07,033 Select the Plane again, and press Ctrl + A 222 00:15:07,533 --> 00:15:12,467 to select all, press E, press Create caps 223 00:15:13,133 --> 00:15:14,500 and go like this 224 00:15:15,700 --> 00:15:19,467 Then, you can see the button like shape is complete 225 00:15:19,967 --> 00:15:25,167 Now, if you want to make the edge a little bit closer 226 00:15:25,833 --> 00:15:29,033 , let’s try them by selecting the edge 227 00:15:29,433 --> 00:15:32,567 Select the edges 228 00:15:33,333 --> 00:15:37,400 and press Ctrl to exclude them 229 00:15:38,033 --> 00:15:43,233 then you can scale them down Let’s see 230 00:15:43,667 --> 00:15:45,567 Here is the shape 231 00:15:46,200 --> 00:15:51,500 It doesn’t matter now, but if you want to reduce them not in the y-axis direction 232 00:15:51,933 --> 00:15:55,300 , but only in x and z axis direction 233 00:15:55,500 --> 00:16:01,033 Then click this band and press, this is the shape 234 00:16:01,467 --> 00:16:05,300 You can do the modeling this way too 235 00:16:06,267 --> 00:16:10,500 The next thing you use a lot is Symmetry 236 00:16:10,867 --> 00:16:13,833 This literally means it makes things Symmetry 237 00:16:13,967 --> 00:16:18,867 As you can see here, if you turn off the Symmetry, there is only one object 238 00:16:19,167 --> 00:16:23,167 , but if you turn on the Symmetry, the object is copied 239 00:16:23,467 --> 00:16:24,900 and it becomes symmetric 240 00:16:25,700 --> 00:16:30,300 In the case of Symmetry, depending on the axis you want to copy, 241 00:16:30,533 --> 00:16:33,800 it decides where the objects will be copied 242 00:16:34,300 --> 00:16:38,633 Let's open the Watch file and see Symmetry 243 00:16:39,033 --> 00:16:42,500 It would be nice if we do the modeling together right now 244 00:16:42,933 --> 00:16:45,233 , but the time is a bit too tight 245 00:16:46,133 --> 00:16:50,700 So, I’ll just tell you how it is used, if the Symmetry Subdivision is used 246 00:16:51,133 --> 00:16:54,467 and what are the pros and cons of that function 247 00:16:54,867 --> 00:17:00,067 Look here, select the band part, turn off the Symmetry 248 00:17:00,433 --> 00:17:03,433 Then, you can see that the object is symmetric 249 00:17:03,767 --> 00:17:08,000 with the axis right in the exact middle 250 00:17:08,367 --> 00:17:11,400 Symmetry is used when modeling these 251 00:17:11,833 --> 00:17:16,367 If you turn on the Subdivision, you can use the Subdivision 252 00:17:17,133 --> 00:17:20,667 when selecting a small object 253 00:17:21,967 --> 00:17:24,267 and still do the modification easily 254 00:17:24,633 --> 00:17:29,300 We should be using Subdivision when we want to adjust these curves just a bit 255 00:17:29,767 --> 00:17:32,967 to make the work more efficient 256 00:17:33,467 --> 00:17:36,800 For example, if you take a look at the object on the other side 257 00:17:37,167 --> 00:17:41,100 , there are too many points, so you have to select 258 00:17:41,433 --> 00:17:46,867 so much when you want to change a certain point or a certain region 259 00:17:47,000 --> 00:17:48,933 , and making the modeling more difficult 260 00:17:49,233 --> 00:17:52,333 Of course, you can use the select tool 261 00:17:53,700 --> 00:17:56,267 Press Soft Selection 262 00:17:56,767 --> 00:18:00,400 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 00:18:11,533 --> 00:18:18,767 This gets larger circularly, so when moving points in certain regions 266 00:18:18,933 --> 00:18:22,233 , there may be limitations 267 00:18:22,667 --> 00:18:24,067 Let’s turn off Soft Selection 268 00:18:24,733 --> 00:18:31,767 So when you do modeling, doing as simple as you can, using as few Polygons 269 00:18:32,133 --> 00:18:35,667 then making more details after you start 270 00:18:36,067 --> 00:18:39,967 maybe the best way to do the work 271 00:18:40,433 --> 00:18:43,300 In this class, we will be using basic figures 272 00:18:43,400 --> 00:18:45,600 and many works will proceed 273 00:18:45,900 --> 00:18:50,700 So, it would be best if you check out other examples too 274 00:18:50,933 --> 00:18:53,667 Next, let’s see the spline part 275 00:18:54,667 --> 00:18:57,800 Let’s find out what Spline is 276 00:18:58,233 --> 00:19:03,767 We will be looking at the basic shape, excluding the pen tool 277 00:19:04,133 --> 00:19:09,467 and see how these shapes go together with other create tools 278 00:19:09,767 --> 00:19:13,367 to do Nurbs modeling 279 00:19:14,500 --> 00:19:19,533 I am not select all of the functions one by one and find out 280 00:19:20,367 --> 00:19:23,600 , but I recommend you change them all 281 00:19:23,967 --> 00:19:27,333 Especially for those who lack basics, 282 00:19:28,567 --> 00:19:30,933 find out what kind of functions exists 283 00:19:31,567 --> 00:19:35,100 If I were to tell you how to use the functions on the right side, 284 00:19:35,467 --> 00:19:40,367 if there are two or more objects 285 00:19:40,633 --> 00:19:45,067 and you were to select more than two objects, you can add or delete 286 00:19:45,500 --> 00:19:49,533 or combine using those functions 287 00:19:49,767 --> 00:19:50,967 maybe even three 288 00:19:51,367 --> 00:19:55,600 Three objects can be combined like this 289 00:19:55,967 --> 00:19:59,567 , but if the space is different in the Z Depth 290 00:20:00,133 --> 00:20:02,567 that part may come out a bit strange 291 00:20:02,933 --> 00:20:04,800 You should consider these points 292 00:20:05,167 --> 00:20:09,400 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 294 00:20:14,067 --> 00:20:17,733 These are too much, and if we were to go through all of those 295 00:20:17,900 --> 00:20:20,733 it will take too much time so I won’t go through them all 296 00:20:21,167 --> 00:20:24,133 I will tell you the functions 297 00:20:24,467 --> 00:20:27,867 that is used quite a lot in the class 298 00:20:28,767 --> 00:20:31,200 and if you go to the right 299 00:20:32,233 --> 00:20:36,667 , you can see how the shape is made with a spline tool, 300 00:20:37,033 --> 00:20:38,467 combined with other functions 301 00:20:38,867 --> 00:20:41,133 Lets find out about Extrude 302 00:20:41,500 --> 00:20:44,867 open up a clean new window 303 00:20:45,400 --> 00:20:47,467 Let me simply show you 304 00:20:48,533 --> 00:20:51,933 I’m going to open n side 305 00:20:52,300 --> 00:20:56,467 Press Alt and then Extrude, then as you can see, 306 00:20:56,833 --> 00:21:02,433 you can go into Objects, adjust Offset to decide the thickness 307 00:21:02,800 --> 00:21:08,367 and if you go to Caps, you can stack up segments front and back 308 00:21:08,833 --> 00:21:13,700 like you’ve seen them before 309 00:21:14,600 --> 00:21:16,000 and give you a Fillet like effect 310 00:21:16,700 --> 00:21:22,000 and if you go to display, change into Gauraoud Shading(line) 311 00:21:22,067 --> 00:21:23,667 and see what happens 312 00:21:24,100 --> 00:21:28,333 You can see that Bevel goes in 313 00:21:28,533 --> 00:21:29,667 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 317 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 00:22:05,767 --> 00:22:10,067 I’m going to use three lines and make something 323 00:22:10,433 --> 00:22:13,000 Here, if you subordinate it below here, 324 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 00:22:18,000 --> 00:22:21,367 Make one more to get this shape 327 00:22:21,833 --> 00:22:24,300 click on Loft, go to caps 328 00:22:24,767 --> 00:22:28,500 Turn off the start and end of the cap 329 00:22:29,833 --> 00:22:33,767 Select the circle in the middle and expand 330 00:22:35,800 --> 00:22:40,333 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 339 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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