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These are the user uploaded subtitles that are being translated: 1 00:00:02,880 --> 00:00:10,880 Hello, Manu here! in this tutorial we will talk  about stylization of shape. we will start off   2 00:00:10,880 --> 00:00:18,880 with the basic properties of lines and shapes such  as roundedness or hardness, then we will apply this   3 00:00:18,880 --> 00:00:26,320 concept to sculpting a rounded mountain in Blender  and then on the contrary, we will make our mountain   4 00:00:26,320 --> 00:00:34,080 angular and hard edged. after doing this basic  exercise on shape language we will move on   5 00:00:34,080 --> 00:00:42,640 to a more complex example of mixing the shape of  a tree with a cube and a sphere, so when we say   6 00:00:42,640 --> 00:00:49,680 'stylization of shape' we usually mean that  each shape can have its own character and   7 00:00:49,680 --> 00:00:56,960 basically all shapes in our composition or 3d  render can follow a certain visual language or   8 00:00:56,960 --> 00:01:04,880 visual flow. in this image for example i tried to  keep all the lines flowing, a little bit swirly and   9 00:01:05,440 --> 00:01:13,040 how should i say, liquid. and once we establish  a certain visual language we just follow along   10 00:01:13,040 --> 00:01:21,120 with it and all the new shapes and lines that  we add to our composition also conform to this   11 00:01:21,120 --> 00:01:28,480 style, meaning the style of lines and shapes and  to show the opposite example, let's have a look   12 00:01:29,280 --> 00:01:36,400 of Brian Miller's artwork, here we can see that  the lines and shapes follow a totally different   13 00:01:36,400 --> 00:01:45,840 visual language or visual flow, to the contrary of  what we saw before, the lines here are all angular,   14 00:01:46,720 --> 00:01:54,800 very hard edges indeed and if we see something  rounded like the clouds it only serves the purpose   15 00:01:54,800 --> 00:02:02,000 of accentuating the hardness of all the other  lines and shapes. that's a matter of contrast. 16 00:02:04,080 --> 00:02:12,560 so the stylization of shape works in this image  in such way, so all the elements of the composition   17 00:02:12,560 --> 00:02:19,280 become sharp and angular and everything that  you will decide to add to this composition will   18 00:02:19,280 --> 00:02:27,920 also take this shape, unlike this type of the shape  stylization which obviously is a complete opposite,   19 00:02:27,920 --> 00:02:36,800 rounded smooth and pretty calm overall. now let's  do a quick stylization of shape exercise to try   20 00:02:36,800 --> 00:02:44,800 these concepts out. i will start with the cube  S and then Z to scale it down on the Z axis   21 00:02:45,440 --> 00:02:52,720 Ctrl A to apply the scale to make sure that we  can sculpt on it, then i'm going to jump into the   22 00:02:52,720 --> 00:03:01,760 sculpting mode and choose a brush. let it be the  clay strips brush as the most basic, one i will also   23 00:03:01,760 --> 00:03:08,240 go ahead and enable the Dynamic Topology at the  top of the user interface and we'll change the   24 00:03:08,240 --> 00:03:14,800 detail size to 8 just to give it slightly more  details, the dynamic topology feature means that   25 00:03:14,800 --> 00:03:22,720 the topology of the mesh will be updating on the  fly as we are drawing on it, or rather sculpting   26 00:03:23,440 --> 00:03:31,440 and if you wish you can preview the wireframe  here in the viewport overlay settings. i'm using a   27 00:03:31,440 --> 00:03:37,920 tablet for sculpting, but you can do the same thing  with the mouse if you don't have a tablet around,   28 00:03:38,480 --> 00:03:46,160 so i'm trying to sculpt a simplified mountain  with keeping the rounded shape in mind,   29 00:03:46,160 --> 00:03:51,760 i'm trying to filter all the shapes that we  need to sculpt through the filter of that   30 00:03:51,760 --> 00:03:59,120 roundedness and softness. imagine that this is  like a grammatic rule that we try to follow in   31 00:03:59,120 --> 00:04:07,760 designing all the 3d forms in our scene. this is  also kind of dominant stylistic element of how   32 00:04:07,760 --> 00:04:14,560 we treat the shape language. you can write down  the keywords that will help you to arrive at   33 00:04:14,560 --> 00:04:22,720 this key feature that you would like to implement,  for example roundedness also means that   34 00:04:22,720 --> 00:04:31,760 we can distribute the colony of the spores that  that have a spherical shape on top of our mesh   35 00:04:31,760 --> 00:04:39,280 because that roughly corresponds to the shape  idea that we are pursuing and this is an example   36 00:04:39,280 --> 00:04:45,520 of adding some very basic property to our  model something like smoothness, in this case   37 00:04:46,080 --> 00:04:52,640 but practically this property that we choose,  it can be anything and we will explore   38 00:04:53,280 --> 00:05:00,640 some options later on in the tutorial, but for now  let's render this mountain out, but first actually   39 00:05:00,640 --> 00:05:06,960 maybe we can do something else with the shape,  maybe we can shade it smooth, probably no need   40 00:05:06,960 --> 00:05:14,240 as the hard triangles caused by the flat shading  mode create a nice contrast to the overall   41 00:05:14,240 --> 00:05:24,880 fluidity of the shape, i like it a lot, contrasts  are still important. ok what else can we do? maybe   42 00:05:24,880 --> 00:05:31,680 we can apply a little bit of spiral rotation if  we can put it like that to the model and what if   43 00:05:32,400 --> 00:05:39,360 we want to make things a little bit swirly? we can  do it as well, we can get as creative as we like,   44 00:05:39,920 --> 00:05:46,400 chances are it will push the shape in  an unexpected direction, but let's try it   45 00:05:47,120 --> 00:05:53,440 by using the Rotate brush i am adding a little  bit of swirliness to the whole thing, i think   46 00:05:53,440 --> 00:06:00,160 the result is quite nice, but anyway i have  chosen not to go with the spiral thing for the   47 00:06:00,720 --> 00:06:08,480 final render. yeah so here is a quick sculpt of the  mountain which has the shape language like that   48 00:06:09,200 --> 00:06:14,960 you name it very flowing rounded, a  little bit twisted, something of that sort   49 00:06:16,000 --> 00:06:22,400 and now let's try i wanted to say a  more mechanical shaped language, but   50 00:06:22,400 --> 00:06:31,040 rather hard-edged shape language, a little bit  more rocky. i will start off with extruding a   51 00:06:31,040 --> 00:06:38,320 polygon in the edit mode and then extruding it  a few times more until i get this spike made of   52 00:06:38,320 --> 00:06:45,920 a few polygons and then i will extrude some  more edges out to give it a little bit of depth.   53 00:06:46,640 --> 00:06:54,720 you can press S to scale up and down the edges, R  to rotate them G to move the vertices and edges   54 00:06:55,360 --> 00:07:02,720 very quick operations indeed and i'm trying to  keep a minimal number of polygons here just to   55 00:07:02,720 --> 00:07:08,720 demonstrate the concept of keeping the shape of  this mountain very sharp. imagine that this is   56 00:07:08,720 --> 00:07:15,840 our dominant stylistic direction and we are trying  to follow it faithfully and we are trying to avoid   57 00:07:16,480 --> 00:07:21,920 the smooth shapes like a plague, just  for the purpose of this exercise,   58 00:07:22,960 --> 00:07:29,760 so i'm imagining that this could be claws of  some mythical creature or something like that   59 00:07:29,760 --> 00:07:33,120 everything that helps you  to arrive at a certain mood,   60 00:07:35,120 --> 00:07:43,760 keeping the model relatively low poly or actually  very low poly really helps with maintaining the   61 00:07:43,760 --> 00:07:50,720 sharpness, we can even fracture the form of this thing by copying this spike a few times   62 00:07:50,720 --> 00:07:59,840 because fractured also makes it look sharp i guess  so that also helps. so here is a mountain made in   63 00:07:59,840 --> 00:08:07,200 a different technique, poly-modeling instead of  sculpting, but mainly what's important it follows   64 00:08:07,200 --> 00:08:14,640 a different shape language, this stylized mountain  is made out of triangles, sharp angles and pointy   65 00:08:14,640 --> 00:08:22,240 tips, i hope you enjoyed this exercise, here is a  quick comparison of the different attempts at   66 00:08:22,240 --> 00:08:30,560 stylizing the shape in totally different ways  i should say. well stylization of shape can be   67 00:08:31,360 --> 00:08:38,560 more complex than that, for example you can  add some weird properties to the original idea   68 00:08:39,120 --> 00:08:48,560 for example you can mix the shape of a tree like  Braydan Barrett did uh with some other elements   69 00:08:48,560 --> 00:08:56,400 like i don't even know what is it exactly, some  guts, it's a matter of blending the original idea   70 00:08:56,400 --> 00:09:02,880 with some unexpected shape to create a highly  stylized version of the original thing, the bowel   71 00:09:02,880 --> 00:09:10,640 shaped tree, why not. or a spaghetti shaped tree  for that matter, the concept still remains the same   72 00:09:10,640 --> 00:09:18,720 you take the idea of a tree and you add the shape  properties of some other object, spaghetti   73 00:09:18,720 --> 00:09:25,600 in this case, to create a spaghetti tree, it's a  little bit more complicated than adding a simple   74 00:09:25,600 --> 00:09:34,320 characteristic to the original shape, but not that  much complicated, actually it's a very fun process.   75 00:09:35,200 --> 00:09:43,200 or how about the tree mixed with a cube? well you  can say with a default cube, if you work in Blender   76 00:09:43,920 --> 00:09:50,720 so the shape of a tree blended with the shape of  a cube may produce something like a cubic tree   77 00:09:51,360 --> 00:09:59,360 that is deeply exciting if you ask me, a brilliant  example of stylization of shape by Brayden Barrett   78 00:10:00,160 --> 00:10:03,840 actually why not do something  like that in our next exercise 79 00:10:06,080 --> 00:10:12,800 so here we go, let's have some fun with stylizing  the shape of trees, you'll just need Blender and   80 00:10:12,800 --> 00:10:19,520 some time at your disposal and these are some  sketches, you can use them if you wish or you   81 00:10:19,520 --> 00:10:25,520 can create your own blocky tree, basically the  point of this exercise is to go beyond a simple   82 00:10:25,520 --> 00:10:32,720 characteristics like smoothness and angularity  and combine the totally different unexpected   83 00:10:32,720 --> 00:10:40,640 things together. how would the tree look if this  tree was made of cubes or not necessarily made   84 00:10:40,640 --> 00:10:48,240 of cubes like in Minecraft, but what if the  idea of a tree was processed using the shape   85 00:10:48,240 --> 00:10:54,960 of the cube as the main rule of how its shape  is stylized something along these lines i guess. 86 00:10:57,920 --> 00:11:05,520 feel free to use imagination and don't hesitate to  show us the results of this quick little exercise   87 00:11:05,520 --> 00:11:13,280 we would be stoked to see your vendors and models.  even feel free to upload them to Sketchfab so we   88 00:11:13,280 --> 00:11:20,560 can have a look in 3d. oh! it will be awesome, i hope  you will have fun with creating the cubic trees   89 00:11:21,920 --> 00:11:27,120 i have created something like this after trying  a few times and i have rendered it using the   90 00:11:27,120 --> 00:11:37,040 isometric camera. okay, well and if you still feel  uh that you may want to explore an opposite idea   91 00:11:37,760 --> 00:11:43,360 then do the same thing, but this time take a  sphere as the key idea of stylizing the shape,   92 00:11:44,080 --> 00:11:51,280 make a gorgeous spherical tree to really nail  down the concept of the shape stylization. again   93 00:11:51,920 --> 00:11:58,480 i have created something like this and it brings  us to the conclusion. thank you so much for   94 00:11:58,480 --> 00:12:05,040 watching this tutorial on stylization of shape  from the creating stylized 3d art course by me   95 00:12:05,040 --> 00:12:08,840 Manu Järvinen, Gleb Alexandrov and  Aidy Burrows for creativeshrimp.com 13179

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