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hey everybody
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and welcome to class 5 of Nuke 2:14 here on FX PhD
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in class 5 which is part one
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of creating a still life in motion
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we're gonna be taking uh
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this photo that that I've taken
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and turning it into kind of a
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little motion piece
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a short shot
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with a moving camera and
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we're going to be accomplishing that
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by using a lot of the skills that we
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picked up in the previous classes
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we're going to be using projections
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clean plate techniques
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and we're going to be adding the skill of
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projecting onto
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complex or irregular geometry uh
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so we're not gonna be using many primitive um
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geometric objects in this class
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um like the ones that generally come with nuke
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instead we're going to be using a 3D application
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to create geometry that we can project onto
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to create some
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some parallax
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and so we can extract some other information
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uh out of the scene
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we're gonna be
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ending up with something that looks a little
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bit like this
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um I chose this photo just because it's a uh
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I don't know
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it's a it's a nice photo
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I think I think it's pretty
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um I took it a long time ago
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kind of always
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had the intention of doing something like this with it
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so I'm going to be sharing this photo with you
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and also some of the techniques that uh
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that I used to create it
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uh so class 1 is gonna be focused primarily on um
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on doing the prep work necessary to
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uh bring the
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bring it into nuke
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I'm going to be using Maya um
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but I wanna stress that you can
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really use any 3D application
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um on the market um
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to generate this geometry uh
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so if you're more comfortable in another one
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by all means
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please go ahead and use that one um
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but I'm most comfortable in Maya
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so I'm gonna be using that
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all that really matters is the technique um
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that you use to create the geometry
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so I'll be focusing heavily on
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uh you know
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on best practices for
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for generating uh
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geometry for
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for this kind of application
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some other more practical applications of
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of this technique um
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are things like product photography
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so I've just taken a quick detour onto um
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Zero's website um
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and you can check this out on a real um
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that we've done some um
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you know like replacing existing objects um
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with with other objects
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so in this example we model the cucumbers um
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in this example we
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uh we used um
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some animating geometry to uh
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to replace the
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the dialogue that this uh
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the that this guy was saying and
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and also some replacing some labels
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label placement
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label replacement is a
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is a huge part of
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of the work that we do at zero
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on all the commercial work that we do um
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so you can use these techniques that will
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be picking up in this class to
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to hone those skills and
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hopefully use it in your everyday work
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so with that um
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let's just jump right in and
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and get started
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so before we get started
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um modeling
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we need some information about about our image
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so um first
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first things first
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we need to grab the resolution of our source image
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in this case
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my camera took it at 3,088 by 2,056
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so go ahead and make a note of that in fact
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I'll just use it a sticky note
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to keep track of that stuff so um
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resolution is 3,088 by 2,056 and um
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the other piece of uh
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very important information that we need is um
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is the focal length of the uh
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of the lens that took the image
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um so if um
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so most cameras keep track of things like that
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like f stop and everything like that
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so if we use the view metadata node
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hopefully your
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your images will have uh information like this
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uh so it just has all kinds of information
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um in a little table uh
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you know things like exposure time um
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you know the file size
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and this is the one that we're really interested in
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the focal length
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so I'll go ahead and Mark that down
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focal length is 55 millimeters
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so um just make note of of all this information
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and we're going to use that as soon as we get into Maya
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so I've gone ahead and opened up Maya
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so first let's just let's make a plane that we're going
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going to model to now
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the best way to go about doing this is
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you know just make a plane and
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and now to um
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we want the uh the ratio if it's uh
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if it's a known ratio aspect ratio
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then that's great but if not you can just uh
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divide the um X resolution by the y whoops
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by the uh y resolution and you'll get 1.5
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that makes sense
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so I'm going to actually change this to um
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1.5 1 and one
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so now we have a uh
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a plane that is going to be the right aspect ratio
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for the image that we're gonna be putting on it
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so I'm doing some
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you know Maya things if you're not familiar with Maya
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don't worry about it too much um
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you know use whatever 3D application
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you're most comfortable with
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um and you'll do
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you'll do fine um
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so basically what I'm doing is I'm just making a shader
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that's a surface shader
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so it's just plugging in pixel values one for one
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and I'm going to tell it to use a file
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and that file lives in our image directory
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in our plates folder
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and it's flower dot E x r
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and actually um I wrote out a JPEG
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um which might be a better choice for working in Myers
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cause we don't really need the bit depth for uh
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um for modeling the modeling the flower
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so there's my plane
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but that looks pretty blurry
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so I just need to oops
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I closed the out here it is
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just going to the surface shader
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and change the hardware texturing options
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there we go
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until it to use the color
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and the highest resolution possible
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there we go
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still a little hazy but you know welcome to Maya um
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you know and if you are familiar with Maya
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you know there's
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hundreds of different ways you could do what I just did
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again just do what do it feels best to you
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so I'm just gonna scale that up
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so it's the size of our grid and
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and move it back by what is that like
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twelve oops
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negative twelve
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and now we uh can go ahead and create our camera
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so here's uh where we can plug in oh
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before I do that um
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I'm sorry I want to change our
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resolution to 3,088 by 2056
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and panels camera 1
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and turn on our resolution gate
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and um
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nope
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nope
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and just line it up um
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you don't have to be pixel perfect accurate on this um
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this is not
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this is going to be just used for projection
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so uh you know
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don't worry about it if uh
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if you're off by by a slight amount um
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just make sure that it fits um
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and then we'll
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we'll go from here
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so I'm just also gonna lock
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this so I don't move the camera by accident and lose my
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lose my position
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so to start out with what we want to do is just kind of
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get something in there to block
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to block in what we're doing so we can get an
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get an idea of
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how much detail we really need to go into
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so this looks like a
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looks like a sphere
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so I'm gonna go ahead and make a sphere
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also I'm going to make a render layer
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so that I can
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do that
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and you can use um
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the x ray function if you like um
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I usually prefer to just go the simple route and
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and change the surface shader to be semi transparent
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I'll just keep that window minimized
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so I can go back to it if I want to
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but um X ray is a great way to uh
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is a great way
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you know to see kind of behind the object that you're
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that you're working on at the moment
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um so at so for this sphere that's pretty good for
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the shape of the snow
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I'm gonna rotate it so that um
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so that this plane is uh
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so that this edge loop here is kind of in line with
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the rough border of of where I want the snow to be
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so I'm just gonna rotate that a little bit more
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and um I'm gonna delete the bottom half
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cause I'm gonna do the flowers separately
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cake
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good so you may be asking yourself well
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that isn't very detailed what's going on um
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since we're projecting onto this
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we can have a lot of control over uh
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over the alpha channel and what gets projected onto it
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so um and again
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you know this isn't the first step of
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of probably many iteration so uh
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we're gonna go back to this a number of times before we
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end up with uh
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with the final um
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with the final geometry so
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we're just trying to get the shape of it at this point
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just to start working so we can get something going
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because just like
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you know everything else
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just like roto and other things
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someone might
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someone might be expecting to get started on
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the next task
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the actual compositing thing
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so you want to be able to to work
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um you wanna be able to work iteratively
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so that you can deliver something at any point in time
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so next I'm gonna make one that is the
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that we're gonna use to project the flowers onto
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so something like that looks pretty good
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I'm just gonna rotate it similarly and oops
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cake
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and now we need the stem
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and um just from experience I know that in my anyway um
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take a look at the UVs and these are
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you know not terribly useful
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so uh I also know that I don't need the caps
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of this thing at all so I'm gonna go
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ahead and get rid of those
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and um actually before I move it oops
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before I move it
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I'm gonna lay out uh some new UVs really quickly
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so create UVs on a cylinder
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and there we go good
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that just puts them all um
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makes nice clean UVs that uh
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you know I don't know if we'll
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if we'll need to uh
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00:13:41,066 --> 00:13:42,000
paint on this later
279
00:13:42,000 --> 00:13:44,366
but it's just good to do now before you
280
00:13:44,400 --> 00:13:46,133
create some complex piece of geometry
281
00:13:46,133 --> 00:13:49,866
that you'd have to go back and layout uvs the hard way
282
00:13:49,866 --> 00:13:53,366
so just things like that take care of early um
283
00:13:53,366 --> 00:13:55,966
even if you don't think you'll need to use the UVs
284
00:13:55,966 --> 00:13:57,900
just do it anyway cause it's always
285
00:13:58,000 --> 00:13:59,100
always a good idea
286
00:14:03,700 --> 00:14:06,633
so before I make it you know super tiny
287
00:14:06,766 --> 00:14:09,533
um I'm going to oh
288
00:14:09,533 --> 00:14:10,300
you know what I can do
289
00:14:10,300 --> 00:14:13,200
I can turn on this fancy high quality rendering
290
00:14:13,200 --> 00:14:13,966
there we go
291
00:14:13,966 --> 00:14:16,266
now I have a nice little nice um
292
00:14:16,866 --> 00:14:17,966
now I have a nice view
293
00:14:17,966 --> 00:14:19,666
sharp view of that um
294
00:14:19,666 --> 00:14:22,300
so before I make that as thin as it
295
00:14:22,300 --> 00:14:24,033
event will eventually need to be
296
00:14:24,066 --> 00:14:25,600
I'm gonna um
297
00:14:25,733 --> 00:14:30,433
just get it roughly into position first of all and uh
298
00:14:32,200 --> 00:14:34,533
and one a little trick you can do um
299
00:14:34,533 --> 00:14:35,300
since we can't
300
00:14:35,300 --> 00:14:37,233
you know move the camera around
301
00:14:37,300 --> 00:14:38,366
um because I locked it
302
00:14:38,366 --> 00:14:40,500
and we also don't wanna move the camera around
303
00:14:40,500 --> 00:14:43,366
because if I do then we'll lose our perspective um
304
00:14:43,366 --> 00:14:45,633
you can use the um
305
00:14:46,300 --> 00:14:49,066
the post scale um
306
00:14:49,266 --> 00:14:50,800
by holding apple
307
00:14:50,800 --> 00:14:51,366
you can drag
308
00:14:51,366 --> 00:14:53,200
any of these boxes by holding apple in the middle
309
00:14:53,200 --> 00:14:54,700
mouse button and dragging
310
00:14:54,900 --> 00:14:57,300
so let's get that right
311
00:14:57,300 --> 00:15:02,100
and use the film translate to move this way
312
00:15:02,166 --> 00:15:03,666
so when we're done doing this part
313
00:15:03,666 --> 00:15:07,200
we can just turn these values back to 1 and 0 um
314
00:15:07,200 --> 00:15:09,966
and we haven't destroyed the position of our camera
315
00:15:09,966 --> 00:15:12,066
so now we're just zooming in right here
316
00:15:12,066 --> 00:15:14,166
and now I can start putting in uh
317
00:15:14,200 --> 00:15:15,900
putting in edge loops um
318
00:15:15,900 --> 00:15:17,800
where I where I think I'll need them
319
00:15:19,600 --> 00:15:20,866
one right there
320
00:15:22,533 --> 00:15:26,900
so I'm just gonna try and define this define this shape
321
00:15:53,700 --> 00:15:55,000
I have a feeling that
322
00:15:55,000 --> 00:15:58,366
the forums are gonna be a buzz with talk of uh
323
00:15:58,366 --> 00:15:59,733
what 3D app to use
324
00:15:59,733 --> 00:16:00,900
which one's better
325
00:16:01,066 --> 00:16:03,333
uh for this type of thing um
326
00:16:03,333 --> 00:16:06,000
I'm gonna stay out of that conversation because I
327
00:16:06,000 --> 00:16:07,600
um you know
328
00:16:07,600 --> 00:16:10,800
I know how to use Maya um
329
00:16:10,866 --> 00:16:13,166
I wouldn't consider myself the best 3D
330
00:16:13,166 --> 00:16:14,233
artist in the world
331
00:16:14,300 --> 00:16:16,466
but I know my way around um
332
00:16:16,800 --> 00:16:17,900
so you know
333
00:16:17,900 --> 00:16:21,066
I would say that the best 3D app is the one that
334
00:16:21,066 --> 00:16:22,500
that you're most comfortable with
335
00:16:22,500 --> 00:16:24,200
so if you're more
336
00:16:24,200 --> 00:16:26,666
comfortable doing this kind of thing in cinema 4D
337
00:16:26,666 --> 00:16:28,066
or if you think you
338
00:16:28,400 --> 00:16:30,733
you know know a better way to uh
339
00:16:30,733 --> 00:16:34,366
to quickly generate geometry for this kind of purpose
340
00:16:34,366 --> 00:16:35,500
by all means um
341
00:16:35,500 --> 00:16:36,200
please share it
342
00:16:36,200 --> 00:16:38,533
um and you know
343
00:16:38,533 --> 00:16:40,200
this isn't the only way to do it
344
00:16:40,200 --> 00:16:41,766
but this is um
345
00:16:42,366 --> 00:16:45,433
this is definitely the way that uh that I use
346
00:16:45,700 --> 00:16:49,433
um to get it done quickly and um
347
00:16:50,166 --> 00:16:51,866
and as accurately as possible
348
00:16:53,500 --> 00:16:56,300
so it's uh it's worked for me and um
349
00:16:56,300 --> 00:16:57,300
I don't have any
350
00:16:57,300 --> 00:16:59,200
too many complaints about it I mean
351
00:16:59,200 --> 00:17:01,200
you might have some issues with
352
00:17:01,366 --> 00:17:03,333
all the buttons I have to push to do things
353
00:17:03,333 --> 00:17:04,533
that should be really simple
354
00:17:04,533 --> 00:17:05,766
but you know if you're
355
00:17:05,766 --> 00:17:07,566
if you've worked in my before
356
00:17:07,566 --> 00:17:08,366
you should be
357
00:17:08,466 --> 00:17:10,400
kinda used to that and uh
358
00:17:10,400 --> 00:17:12,933
everybody kinda has their own different ways of uh
359
00:17:12,933 --> 00:17:14,166
of working in Maya
360
00:17:14,300 --> 00:17:14,800
um you know
361
00:17:14,800 --> 00:17:16,766
I don't have too many um
362
00:17:17,866 --> 00:17:20,500
custom hot keys or or anything like that just because I
363
00:17:20,500 --> 00:17:23,133
I jump around from computer to computer so much
364
00:17:23,133 --> 00:17:25,466
I uh find it useful to kinda
365
00:17:26,600 --> 00:17:30,166
to keep myself used to working uh
366
00:17:30,166 --> 00:17:31,766
with the default settings uh
367
00:17:31,766 --> 00:17:33,866
just cause I find it uh
368
00:17:34,700 --> 00:17:36,466
find it difficult to have to migrate
369
00:17:36,466 --> 00:17:38,766
all my settings from computer to computer
370
00:17:38,933 --> 00:17:42,400
so um now that's a pretty good stem um
371
00:17:43,133 --> 00:17:45,766
let's just now is a good time to check
372
00:17:45,933 --> 00:17:48,866
where all this stuff is in Z space so clearly
373
00:17:49,066 --> 00:17:53,100
the stem in the image is on the front side of
374
00:17:53,500 --> 00:17:57,000
the snow so we're gonna have to move that this way
375
00:17:57,000 --> 00:17:59,100
and since we don't have like a top view of this thing
376
00:17:59,100 --> 00:18:01,700
we kinda have to just eyeball it and do our best
377
00:18:01,800 --> 00:18:03,600
so that's not
378
00:18:04,533 --> 00:18:06,300
doesn't look too bad um
379
00:18:06,300 --> 00:18:08,466
but now since we've changed that um
380
00:18:08,466 --> 00:18:09,400
have to look back here
381
00:18:09,400 --> 00:18:12,500
and you can see it's also moved in uh
382
00:18:13,800 --> 00:18:14,733
it's also changed
383
00:18:14,733 --> 00:18:18,333
you know how our thing is oriented to the rest of it
384
00:18:18,333 --> 00:18:20,766
so just kind of muscle that back into place
385
00:18:21,266 --> 00:18:24,066
and let's take a look a little closer
386
00:18:28,733 --> 00:18:29,533
oops
387
00:18:32,566 --> 00:18:33,666
ah what happened
388
00:18:38,900 --> 00:18:40,766
so the more accurate you make this
389
00:18:40,766 --> 00:18:43,366
um obviously the better um
390
00:18:44,300 --> 00:18:45,933
but don't worry if uh
391
00:18:45,933 --> 00:18:46,900
if it's not
392
00:18:47,900 --> 00:18:49,300
you know perfectly accurate
393
00:18:49,300 --> 00:18:51,866
because actually you want to um
394
00:18:51,866 --> 00:18:53,800
model it slightly
395
00:18:53,800 --> 00:18:56,400
slightly wider then
396
00:18:56,466 --> 00:18:59,800
then the object actually is because it's kind of
397
00:18:59,800 --> 00:19:02,366
it's easier as you'll see
398
00:19:02,366 --> 00:19:06,066
to kind of go backwards or sorry
399
00:19:06,066 --> 00:19:08,733
it's actually easier to um
400
00:19:08,733 --> 00:19:11,666
to take stuff out of a projection than it is to put
401
00:19:11,800 --> 00:19:15,666
things um in that you didn't model in to begin with
402
00:19:19,766 --> 00:19:21,100
so that's pretty good
403
00:19:21,100 --> 00:19:23,733
and now I like that little ice chunk so uh
404
00:19:23,733 --> 00:19:26,500
so let's go ahead and put that in
405
00:19:28,200 --> 00:19:30,000
before I model that
406
00:19:30,000 --> 00:19:33,066
I'm gonna move it right on top of the thing there
407
00:20:25,700 --> 00:20:28,666
and I'm just gonna push these vertices
408
00:20:30,766 --> 00:20:35,433
in so that kind of marries it to the to the stem
409
00:20:37,600 --> 00:20:40,500
that's fine just squeeze those a little bit
410
00:20:43,966 --> 00:20:44,966
so like I said
411
00:20:44,966 --> 00:20:47,600
the geometry can be um
412
00:20:48,533 --> 00:20:49,600
really forgiving when
413
00:20:49,600 --> 00:20:52,666
you're doing a projection work like this um
414
00:20:55,000 --> 00:20:56,766
so just kind of get the general idea
415
00:20:56,766 --> 00:20:58,400
and if you have to go back and fix it later you
416
00:20:58,400 --> 00:21:01,033
have to go back and fix it later um
417
00:21:02,666 --> 00:21:03,666
not a big deal
418
00:21:09,166 --> 00:21:10,033
alright
419
00:21:12,166 --> 00:21:13,100
so that's pretty good
420
00:21:13,100 --> 00:21:17,500
um now let's just go through and uh and name everything
421
00:21:18,300 --> 00:21:19,766
that's our model plane
422
00:21:21,900 --> 00:21:24,900
this is our projection camera
423
00:21:27,900 --> 00:21:30,166
our snow object
424
00:21:32,766 --> 00:21:34,300
our flower object
425
00:21:36,133 --> 00:21:42,166
our stem and this is our ice chunk cool
426
00:21:42,500 --> 00:21:44,700
um so now um
427
00:21:44,700 --> 00:21:50,000
we can now we just need to export this stuff into um
428
00:21:50,366 --> 00:21:53,100
into readable formats for nuke uh
429
00:21:53,100 --> 00:21:53,766
and then uh
430
00:21:53,766 --> 00:21:56,400
we'll go ahead and import that stuff into nuke
431
00:22:00,533 --> 00:22:01,666
so like I said uh
432
00:22:01,666 --> 00:22:04,400
nuke can read uh
433
00:22:04,566 --> 00:22:06,766
OBJ files it can read um
434
00:22:07,466 --> 00:22:09,366
it can read uh
435
00:22:09,566 --> 00:22:10,166
what's it called
436
00:22:10,166 --> 00:22:12,266
FBX files um
437
00:22:13,166 --> 00:22:19,166
there's a whole class on FX PhD all about taking 3D um
438
00:22:19,300 --> 00:22:21,400
3D models and 3D information into nuke
439
00:22:21,400 --> 00:22:23,166
so I'm not gonna go into great detail about
440
00:22:23,166 --> 00:22:26,500
the advantages and disadvantages of each um
441
00:22:26,500 --> 00:22:28,300
I will say that uh
442
00:22:28,566 --> 00:22:32,066
that the tried and true method is using OBJ files
443
00:22:32,900 --> 00:22:34,300
over FBX files
444
00:22:34,366 --> 00:22:38,366
just because the FBX format seems to change quite a bit
445
00:22:38,366 --> 00:22:42,100
I prefer OBJ files just because they tend to be smaller
446
00:22:42,100 --> 00:22:43,600
they tend to be simpler
447
00:22:45,100 --> 00:22:50,266
and that makes for a lot less overhead in
448
00:22:50,566 --> 00:22:52,566
in nuke when you start to work with it
449
00:22:53,000 --> 00:22:56,200
the less stuff Newcastle load the better so
450
00:22:56,700 --> 00:22:57,533
and as you can see
451
00:22:57,533 --> 00:23:01,600
I'm exporting each of these separately um
452
00:23:01,600 --> 00:23:03,166
this is a course is a script
453
00:23:03,166 --> 00:23:04,966
scriptable thing in Maya um
454
00:23:04,966 --> 00:23:06,366
if you had you know
455
00:23:06,466 --> 00:23:09,266
100 pieces of geometry that you needed to export
456
00:23:09,266 --> 00:23:11,300
I definitely don't recommend doing it
457
00:23:11,300 --> 00:23:13,300
one by one like this um
458
00:23:13,300 --> 00:23:15,400
you might want to um
459
00:23:15,400 --> 00:23:16,366
script this process
460
00:23:16,366 --> 00:23:17,900
which is definitely possible
461
00:23:33,933 --> 00:23:37,666
so the uh the camera is a special case um
462
00:23:37,666 --> 00:23:39,800
since you can't have a camera in an OBJ file
463
00:23:39,800 --> 00:23:41,500
to the best of my knowledge um
464
00:23:41,500 --> 00:23:43,333
we have to use an FBX file
465
00:23:43,333 --> 00:23:47,366
so I'm gonna just export the camera um
466
00:23:48,500 --> 00:23:49,966
to an FBX file
467
00:23:50,400 --> 00:23:53,100
and I find that the default options work best
468
00:23:53,133 --> 00:23:54,766
um so just uh
469
00:23:54,766 --> 00:23:57,366
leave it alone and um
470
00:23:58,100 --> 00:23:59,400
and yeah go for it
471
00:23:59,766 --> 00:24:01,366
so this is what is this project camp
472
00:24:01,366 --> 00:24:03,700
oops I changed it FBX export
473
00:24:06,666 --> 00:24:08,666
so I'm gonna leave my open um
474
00:24:08,666 --> 00:24:09,566
running in the background
475
00:24:09,566 --> 00:24:12,366
just because I might wanna go back um
476
00:24:12,366 --> 00:24:15,166
back and forth a little bit and change the way things
477
00:24:15,166 --> 00:24:16,466
are organized
478
00:24:17,966 --> 00:24:21,866
um so so yeah
479
00:24:21,866 --> 00:24:23,533
so I'm gonna leave my open uh
480
00:24:23,533 --> 00:24:25,600
running in the background while I
481
00:24:25,766 --> 00:24:28,166
bring the stuff into nuke and start to
482
00:24:28,166 --> 00:24:30,700
start to work with it and line it up
483
00:24:30,700 --> 00:24:32,466
and make sure that everything is uh
484
00:24:32,466 --> 00:24:34,000
is looking right um
485
00:24:34,000 --> 00:24:35,366
because I might wanna go back
486
00:24:35,366 --> 00:24:37,800
and revise something a little later if I notice uh
487
00:24:37,800 --> 00:24:40,900
I did something wrong um or
488
00:24:41,733 --> 00:24:42,800
and I don't wanna have to
489
00:24:42,800 --> 00:24:44,100
you know reopen Maya
490
00:24:44,200 --> 00:24:46,366
uh so I'll uh
491
00:24:46,366 --> 00:24:48,666
I'll just start up nuke and I'll meet you
492
00:24:49,866 --> 00:24:51,900
meet you back here when I've done that
493
00:24:53,300 --> 00:24:54,333
already here we are
494
00:24:54,333 --> 00:24:57,066
so I just decided to keep working with the uh
495
00:24:57,066 --> 00:24:59,400
with the file that we've been working with
496
00:24:59,400 --> 00:25:01,566
um or that we started to work with
497
00:25:01,566 --> 00:25:04,266
so uh just like uh image files
498
00:25:04,266 --> 00:25:07,166
nuke has a uh read geometry node
499
00:25:07,366 --> 00:25:10,066
so let's just start with uh start with that
500
00:25:10,066 --> 00:25:12,800
so let's navigate to our
501
00:25:16,266 --> 00:25:18,466
to our folder here oops
502
00:25:21,533 --> 00:25:23,300
start with the snow
503
00:25:23,533 --> 00:25:24,466
how about that
504
00:25:24,933 --> 00:25:26,566
and now if we switch to 3D view
505
00:25:26,566 --> 00:25:31,500
um once again the hockeys for that are option
506
00:25:32,866 --> 00:25:34,466
left click to rotate
507
00:25:34,466 --> 00:25:37,666
option right click to zoom in and out and option
508
00:25:37,766 --> 00:25:39,200
middle click to pan
509
00:25:39,666 --> 00:25:40,800
uh so here it is
510
00:25:40,800 --> 00:25:42,933
that's our uh that's our snow object
511
00:25:42,933 --> 00:25:43,966
looks familiar
512
00:25:43,966 --> 00:25:47,533
um and I'm gonna go ahead and bring in the rest of them
513
00:25:47,533 --> 00:25:49,733
actually to save myself some clicking
514
00:25:49,733 --> 00:25:54,066
I'm gonna copy them and uh do it this way
515
00:25:59,100 --> 00:26:01,100
and I'm gonna put them
516
00:26:01,133 --> 00:26:02,700
I'll plug them into
517
00:26:02,700 --> 00:26:05,766
into a C node just so we can look at them
518
00:26:05,766 --> 00:26:08,800
all at the same time without having to have each one um
519
00:26:09,966 --> 00:26:11,300
open at once
520
00:26:24,700 --> 00:26:29,466
alright so that's the stem ice chunk
521
00:26:30,466 --> 00:26:31,966
snow and flower good
522
00:26:31,966 --> 00:26:34,233
and now let's bring in that camera
523
00:26:34,266 --> 00:26:37,600
and to uh to bring that in just make a regular camera
524
00:26:37,800 --> 00:26:40,500
and click the read from file button
525
00:26:40,566 --> 00:26:44,166
um so that's gonna override any user values that we set
526
00:26:44,466 --> 00:26:48,300
and uh read it from whatever file we tell it to use
527
00:26:56,966 --> 00:27:00,600
proj cam and I do want it to reset any data
528
00:27:00,966 --> 00:27:03,500
so now if we uh
529
00:27:03,600 --> 00:27:06,033
if we take a look through that camera
530
00:27:07,733 --> 00:27:10,266
and open up the C note that looks about right
531
00:27:10,266 --> 00:27:12,066
and now if we uh
532
00:27:14,333 --> 00:27:18,900
if we check it by making a scan line render
533
00:27:23,933 --> 00:27:25,500
just put that as the background
534
00:27:25,800 --> 00:27:27,966
great so that's covering it up uh
535
00:27:27,966 --> 00:27:29,633
nicely and uh
536
00:27:30,500 --> 00:27:32,500
now I'm just gonna since some
537
00:27:32,700 --> 00:27:34,700
Charles is gonna do a lot of the compositing in
538
00:27:34,700 --> 00:27:35,733
uh in Class 2
539
00:27:35,733 --> 00:27:38,133
I'm not gonna go into uh
540
00:27:38,133 --> 00:27:41,466
great detail with um
541
00:27:41,533 --> 00:27:42,933
with the new script at this point
542
00:27:42,933 --> 00:27:43,900
I'm just gonna set it up
543
00:27:43,900 --> 00:27:45,733
so that he doesn't have to think about it to
544
00:27:45,733 --> 00:27:46,700
get working
545
00:27:46,766 --> 00:27:48,700
um it's just gonna be a little
546
00:27:49,666 --> 00:27:50,733
it's basically like a
547
00:27:50,733 --> 00:27:52,166
like a precompositing task
548
00:27:52,166 --> 00:27:55,200
so uh he doesn't have to set all this stuff up himself
549
00:27:55,200 --> 00:27:56,266
when he wants to start working
550
00:27:56,266 --> 00:27:57,800
he can just do it uh
551
00:27:57,800 --> 00:27:58,533
right off the bat
552
00:27:58,533 --> 00:28:00,200
and this is also a great way
553
00:28:00,200 --> 00:28:02,700
this is also going to be how we'll uh
554
00:28:02,700 --> 00:28:03,866
we'll check our work
555
00:28:04,000 --> 00:28:05,733
um against uh
556
00:28:05,733 --> 00:28:06,800
what we've modeled
557
00:28:07,133 --> 00:28:10,633
so I'm gonna copy the plate um
558
00:28:11,933 --> 00:28:13,400
and copy the camera
559
00:28:15,500 --> 00:28:18,300
and I'm gonna call this the projection cam
560
00:28:21,500 --> 00:28:22,666
and let's start with the snow
561
00:28:22,666 --> 00:28:25,666
so make our Project 3D node
562
00:28:25,766 --> 00:28:28,900
and tell it to use the camera and
563
00:28:30,466 --> 00:28:34,266
um and the image and then just plug it in
564
00:28:34,266 --> 00:28:35,866
so that worked pretty good
565
00:28:36,133 --> 00:28:39,500
and rinse and repeat for the rest of them
566
00:28:50,300 --> 00:28:53,800
and I'm a stickler for uh
567
00:28:53,800 --> 00:28:55,433
organizing my scripts
568
00:28:55,466 --> 00:28:57,066
so uh you know
569
00:28:57,066 --> 00:28:59,800
you don't have to be as uh
570
00:29:00,333 --> 00:29:02,633
as anal as I'm being about this stuff
571
00:29:02,733 --> 00:29:05,266
um but you know it always helps to
572
00:29:06,566 --> 00:29:09,800
uh to keep things organized
573
00:29:24,466 --> 00:29:27,100
just hate the diagonal lines can't stand them
574
00:29:49,666 --> 00:29:50,466
excuse me
575
00:29:51,733 --> 00:29:53,766
so if we take off our background um
576
00:29:53,766 --> 00:29:55,533
now we can also see that um
577
00:29:55,533 --> 00:29:57,000
that our uh
578
00:29:57,000 --> 00:29:58,966
format is not uh
579
00:29:58,966 --> 00:30:00,366
not correct um
580
00:30:00,366 --> 00:30:02,666
so we can fix this one or two ways
581
00:30:02,700 --> 00:30:04,266
first we can go into our
582
00:30:04,266 --> 00:30:08,000
root project settings and set it to the resolution of
583
00:30:08,000 --> 00:30:09,333
um of our source image
584
00:30:09,333 --> 00:30:09,933
and now it's
585
00:30:09,933 --> 00:30:10,600
it's you know
586
00:30:10,600 --> 00:30:11,300
it's correct 30
587
00:30:11,300 --> 00:30:13,566
88 by 20 fifty six um
588
00:30:13,566 --> 00:30:16,400
but since I wanna render this out at HD
589
00:30:16,400 --> 00:30:19,233
I want the root format to be HD
590
00:30:19,533 --> 00:30:21,066
so if I change it to HD
591
00:30:21,266 --> 00:30:23,266
now the scanline render is
592
00:30:23,266 --> 00:30:24,500
is rendering to the wrong thing
593
00:30:24,500 --> 00:30:27,900
even though that's eventually what I want it to be um
594
00:30:27,900 --> 00:30:30,900
so in order to force it into uh
595
00:30:30,900 --> 00:30:32,966
rendering the resolution we want
596
00:30:32,966 --> 00:30:36,333
which is right out to the original um cameras
597
00:30:36,333 --> 00:30:37,400
we can make a constant
598
00:30:37,400 --> 00:30:38,733
it doesn't matter what color it is
599
00:30:38,733 --> 00:30:39,833
black is fine
600
00:30:39,966 --> 00:30:45,866
um and just change its format to uh 30 88 30
601
00:30:45,866 --> 00:30:49,366
88 by 20 56 and plug that into the background
602
00:30:49,666 --> 00:30:50,633
and there we go
603
00:30:50,900 --> 00:30:54,500
um and now um
604
00:30:54,600 --> 00:30:56,533
if we wanna kind of look around and
605
00:30:56,533 --> 00:30:58,400
and just make sure that everything's kind of working
606
00:30:58,400 --> 00:30:59,900
properly um
607
00:30:59,900 --> 00:31:02,766
I'm going to check unread
608
00:31:02,766 --> 00:31:04,600
I'm gonna uncheck read from file
609
00:31:04,600 --> 00:31:06,100
so keeps the information there
610
00:31:06,100 --> 00:31:08,300
but it's no longer linking it to that file
611
00:31:08,300 --> 00:31:09,666
so it won't
612
00:31:10,666 --> 00:31:12,433
so if I update that file
613
00:31:12,500 --> 00:31:15,466
um I won't lose any information that I set here
614
00:31:15,533 --> 00:31:17,833
and a quick way to
615
00:31:18,200 --> 00:31:20,666
to like kind of orbit around um
616
00:31:21,666 --> 00:31:23,933
anything is to make a access node
617
00:31:23,933 --> 00:31:25,833
and I'm gonna plug that into the camera
618
00:31:25,966 --> 00:31:27,100
so if you can
619
00:31:27,100 --> 00:31:29,466
if we go into 3D mode and uh
620
00:31:30,166 --> 00:31:31,566
we'll see what that does
621
00:31:32,700 --> 00:31:34,900
that basically makes a uh
622
00:31:36,400 --> 00:31:38,333
makes uh it's kind of like a group node
623
00:31:38,333 --> 00:31:41,266
I guess or a null object it just makes a uh
624
00:31:42,933 --> 00:31:44,866
a node uh that
625
00:31:44,866 --> 00:31:47,833
you can kind of move the camera around um
626
00:31:49,966 --> 00:31:51,233
so I'm just gonna
627
00:31:51,733 --> 00:31:54,233
you know change the
628
00:31:54,533 --> 00:31:56,833
the y rotation and um
629
00:31:57,600 --> 00:31:59,666
we can see that already
630
00:31:59,666 --> 00:32:01,466
we're getting some nice perspective here
631
00:32:01,800 --> 00:32:02,666
so that's very cool
632
00:32:02,666 --> 00:32:05,466
obviously we still have uh
633
00:32:06,300 --> 00:32:08,966
you know we have extra stuff that we need to cut out
634
00:32:10,100 --> 00:32:12,800
but I'm you know feeling pretty good about
635
00:32:12,800 --> 00:32:14,466
about where we are so far
636
00:32:14,766 --> 00:32:16,400
but I realized that the
637
00:32:16,666 --> 00:32:18,566
that the flowers are
638
00:32:18,966 --> 00:32:20,200
you know not looking
639
00:32:20,266 --> 00:32:21,500
not looking too hot
640
00:32:21,500 --> 00:32:24,800
they kind of just look flat um
641
00:32:24,800 --> 00:32:28,333
which makes sense considering they are uh
642
00:32:28,333 --> 00:32:30,700
their honest fear so um
643
00:32:32,333 --> 00:32:34,266
so I'm gonna go back into uh
644
00:32:34,266 --> 00:32:37,800
Maya and just model a couple of these flowers
645
00:32:37,866 --> 00:32:39,066
not gonna go too crazy
646
00:32:39,066 --> 00:32:40,500
um if you want to you know
647
00:32:40,500 --> 00:32:43,133
you can go in and model each one of these flowers
648
00:32:43,133 --> 00:32:45,600
and that would look fantastic um
649
00:32:45,600 --> 00:32:48,166
so but right now I'm just gonna start with a couple and
650
00:32:48,166 --> 00:32:51,066
uh we'll see what that looks like and hopefully um
651
00:32:51,400 --> 00:32:52,500
hopefully we like it
652
00:32:52,500 --> 00:32:55,866
so first I'm just gonna make this guy a little tighter
653
00:32:55,866 --> 00:32:58,166
since we don't need to cover as much area with it
654
00:32:58,333 --> 00:33:02,466
and uh I'll just make a plain and
655
00:33:03,766 --> 00:33:05,600
um model the flowers
656
00:33:22,366 --> 00:33:23,166
yeah
657
00:33:28,766 --> 00:33:31,000
of course my mouse decides to
658
00:33:32,700 --> 00:33:35,466
act up there we go
659
00:33:59,766 --> 00:34:01,500
so I'm just gonna you know
660
00:34:01,500 --> 00:34:04,433
approach it the exact same way as everything else
661
00:34:04,500 --> 00:34:06,800
just gonna roughen the position of everything
662
00:34:06,800 --> 00:34:08,033
first of all whoops
663
00:34:09,766 --> 00:34:11,166
actually gonna hide that
664
00:34:11,200 --> 00:34:14,633
roughen the position and refine as necessary
665
00:34:26,500 --> 00:34:29,766
I think the thing that I like most about this is uh
666
00:34:30,933 --> 00:34:31,800
you know it
667
00:34:33,300 --> 00:34:34,433
it uh
668
00:34:36,333 --> 00:34:38,800
it looks really good for the uh
669
00:34:38,966 --> 00:34:40,466
for the amount of 3D work that
670
00:34:40,466 --> 00:34:41,666
that actually goes into it
671
00:34:41,666 --> 00:34:43,033
you know I'm not uh
672
00:34:43,133 --> 00:34:45,500
obviously I'm not spending a uh
673
00:34:45,500 --> 00:34:47,166
a great deal of time
674
00:34:47,566 --> 00:34:49,366
uh on this uh
675
00:34:49,600 --> 00:34:51,966
on this model but um
676
00:34:54,533 --> 00:34:56,500
I know that once we
677
00:34:57,166 --> 00:34:59,466
get it into nuke and once we can start working on it
678
00:34:59,466 --> 00:35:03,200
it's gonna start looking really good really fast um
679
00:35:03,700 --> 00:35:05,366
so hopefully you can take
680
00:35:05,600 --> 00:35:08,733
some of these approaches and apply them to um
681
00:35:08,733 --> 00:35:11,766
to some of your 3D work um
682
00:35:11,766 --> 00:35:14,833
that you're doing and hopefully speed some of that up
683
00:35:14,900 --> 00:35:15,866
cause the fact
684
00:35:16,566 --> 00:35:18,933
cause uh you know
685
00:35:18,933 --> 00:35:20,633
cause I really feel that uh
686
00:35:21,533 --> 00:35:23,300
at least at this point in time
687
00:35:23,600 --> 00:35:27,900
um photography still has it over 3D
688
00:35:27,900 --> 00:35:30,500
um there's just no contest
689
00:35:30,700 --> 00:35:32,366
um when it comes to
690
00:35:33,266 --> 00:35:36,166
um the photography over CG
691
00:35:36,300 --> 00:35:39,233
I mean it's always getting better but uh
692
00:35:39,333 --> 00:35:41,266
personally I just like to use
693
00:35:42,133 --> 00:35:44,366
real photography whenever I can
694
00:35:44,933 --> 00:35:46,266
so that's looking okay
695
00:35:46,266 --> 00:35:48,500
I just don't like that geometry there
696
00:35:48,500 --> 00:35:50,600
so I'm gonna turn it into triangles
697
00:35:52,166 --> 00:35:53,666
shh don't tell anybody
698
00:36:06,333 --> 00:36:09,900
get probably do the same here just because
699
00:36:10,666 --> 00:36:13,266
nobody likes weird looking faces
700
00:36:42,400 --> 00:36:46,900
alright and let's just get that stem in there so
701
00:36:50,266 --> 00:36:53,100
this is a super cheap way of doing it
702
00:36:53,866 --> 00:36:56,366
don't tell your 3D department
703
00:37:08,066 --> 00:37:08,866
hey
704
00:37:24,866 --> 00:37:25,766
alright
705
00:37:34,133 --> 00:37:35,766
cool so now let's uh
706
00:37:35,766 --> 00:37:38,733
move those into place so that it makes sense in
707
00:37:38,733 --> 00:37:40,400
uh in depth
708
00:37:41,000 --> 00:37:43,233
cause right now they're just in the middle of the thing
709
00:38:03,533 --> 00:38:04,333
oops
710
00:38:19,966 --> 00:38:20,766
take
711
00:38:29,933 --> 00:38:31,500
2 3
712
00:38:36,000 --> 00:38:36,800
cake
713
00:38:45,966 --> 00:38:47,433
so it's definitely a little
714
00:38:47,466 --> 00:38:48,966
bit of a back and forth process
715
00:38:48,966 --> 00:38:49,900
um you know
716
00:38:49,900 --> 00:38:52,600
manipulating things so they look good in one view
717
00:38:52,600 --> 00:38:53,466
and then finding out that they
718
00:38:53,466 --> 00:38:55,700
don't work in another view um
719
00:38:55,700 --> 00:38:57,266
but if you do this a lot
720
00:38:57,266 --> 00:39:01,766
um you'll start to kind of get used to it and uh
721
00:39:01,766 --> 00:39:03,866
and learn ways and uh
722
00:39:04,733 --> 00:39:06,066
and little tricks that
723
00:39:06,066 --> 00:39:09,600
that can help that go a little faster um
724
00:39:10,900 --> 00:39:14,100
but the effort is definitely worth the reward
725
00:39:22,066 --> 00:39:22,866
cake
726
00:39:33,600 --> 00:39:35,233
and move those out again
727
00:39:40,133 --> 00:39:41,000
up again
728
00:39:49,533 --> 00:39:51,000
now we're starting to get there
729
00:39:52,466 --> 00:39:56,500
so I look in perspective
730
00:39:56,700 --> 00:39:59,033
so that kind of makes sense I'm not too
731
00:39:59,100 --> 00:40:01,133
not too worried that that's poking through a little bit
732
00:40:01,133 --> 00:40:03,900
um we can fix that income later um
733
00:40:03,900 --> 00:40:05,533
or if it does cause a problem
734
00:40:05,533 --> 00:40:07,066
I'll just go back and uh
735
00:40:07,066 --> 00:40:07,733
and remodel it
736
00:40:07,733 --> 00:40:11,666
so let's just take another check in my before I uh
737
00:40:11,666 --> 00:40:12,866
export that stuff
738
00:40:20,900 --> 00:40:24,400
good those are still over the thing uh so
739
00:40:26,866 --> 00:40:30,000
the only things that I changed were actually
740
00:40:30,000 --> 00:40:31,400
let's see what did I change
741
00:40:31,566 --> 00:40:35,466
I changed the flowers and I changed the um
742
00:40:35,800 --> 00:40:39,466
and I added two leaves so gonna name these things oops
743
00:40:40,866 --> 00:40:42,866
leaf one and
744
00:40:44,366 --> 00:40:47,400
Leaf 2 and do as I say
745
00:40:47,400 --> 00:40:48,266
not as I do
746
00:40:48,266 --> 00:40:52,400
we should have been saving scenes a lot more frequently
747
00:40:52,400 --> 00:40:58,066
so I'll just name this flower scene and
748
00:40:59,800 --> 00:41:01,833
now I can export that
749
00:41:08,666 --> 00:41:09,866
now um if somebody
750
00:41:09,866 --> 00:41:12,866
had already started working with this um
751
00:41:13,800 --> 00:41:15,900
I will I would save uh
752
00:41:15,900 --> 00:41:16,466
new versions
753
00:41:16,466 --> 00:41:17,400
but since um
754
00:41:17,400 --> 00:41:18,966
I haven't handed this off to anybody yet
755
00:41:18,966 --> 00:41:20,466
I'm still checking my work
756
00:41:20,466 --> 00:41:22,466
I'm just gonna go ahead and uh
757
00:41:22,466 --> 00:41:23,800
and write over this file
758
00:41:27,766 --> 00:41:30,566
but if uh if someone had already started working on it
759
00:41:30,566 --> 00:41:31,800
and I was asked to go change it
760
00:41:31,800 --> 00:41:34,666
I would absolutely save um
761
00:41:35,333 --> 00:41:38,966
save a new version just because I don't want to um
762
00:41:39,133 --> 00:41:40,600
to wreck anybody's script
763
00:41:40,600 --> 00:41:42,200
uh previously
764
00:41:42,200 --> 00:41:43,300
you know if a client says
765
00:41:43,300 --> 00:41:44,000
oh you know
766
00:41:44,000 --> 00:41:44,800
I changed my mind
767
00:41:44,800 --> 00:41:46,666
I really liked the one that you did
768
00:41:46,666 --> 00:41:47,900
uh last week
769
00:41:48,100 --> 00:41:50,900
except make this small change um
770
00:41:50,900 --> 00:41:53,733
if you don't have the files
771
00:41:53,733 --> 00:41:55,766
that made what they saw
772
00:41:55,766 --> 00:41:58,233
um that first time readily available
773
00:41:58,300 --> 00:41:59,466
it's going to be
774
00:41:59,466 --> 00:42:02,000
really difficult to recreate that later
775
00:42:02,266 --> 00:42:04,433
so make sure that uh
776
00:42:04,966 --> 00:42:05,700
that you know
777
00:42:05,700 --> 00:42:07,766
you save versions of new scripts of course
778
00:42:07,766 --> 00:42:11,333
but also make sure that any file like geometry or
779
00:42:11,333 --> 00:42:13,566
or precomps or anything like that um
780
00:42:13,566 --> 00:42:17,366
those are saved in a previous version state as well um
781
00:42:17,366 --> 00:42:20,800
so now I'm just gonna add two more um
782
00:42:22,133 --> 00:42:22,933
oops
783
00:42:31,566 --> 00:42:32,500
we've won
784
00:42:36,766 --> 00:42:37,766
and leaf too
785
00:43:23,900 --> 00:43:28,233
alright so now let's see if we get anything uh
786
00:43:29,466 --> 00:43:31,000
we got anything out of that
787
00:43:34,800 --> 00:43:36,966
oop and uh I forgot um
788
00:43:36,966 --> 00:43:39,333
we changed the flower so I don't have to
789
00:43:39,333 --> 00:43:40,333
since I overwrote that file
790
00:43:40,333 --> 00:43:41,666
I don't have to uh
791
00:43:42,600 --> 00:43:44,133
you know go through that whole process again
792
00:43:44,133 --> 00:43:45,500
all I have to do is just uh
793
00:43:45,500 --> 00:43:46,566
click the reload button
794
00:43:46,566 --> 00:43:50,566
and that reads the file again so now
795
00:43:53,600 --> 00:43:54,533
that's kinda nice
796
00:43:54,533 --> 00:43:56,000
we've got um
797
00:43:56,600 --> 00:43:59,133
we've got a nice little bit of perspective there now
798
00:43:59,133 --> 00:44:01,533
so when we rotate the thing um
799
00:44:01,533 --> 00:44:03,033
we can see it uh
800
00:44:03,733 --> 00:44:05,766
see those leaves kind of move um
801
00:44:05,766 --> 00:44:07,400
separately from the rest of the
802
00:44:07,400 --> 00:44:09,466
from the rest of the flowers um
803
00:44:09,466 --> 00:44:10,766
so that's gonna be kind of nice
804
00:44:10,766 --> 00:44:13,833
um you know I'm not expecting that that will go
805
00:44:14,800 --> 00:44:17,700
you know to to such an extreme um
806
00:44:18,966 --> 00:44:20,966
as as this since um
807
00:44:20,966 --> 00:44:24,666
you know the texture really starts to stretch um
808
00:44:25,066 --> 00:44:27,066
especially when we get to the side of it um
809
00:44:27,066 --> 00:44:29,133
but this method isn't supposed to be you know a
810
00:44:29,133 --> 00:44:31,533
a solve all for uh
811
00:44:31,533 --> 00:44:33,166
for the entire thing um
812
00:44:33,166 --> 00:44:35,700
it's just supposed to get us kinda subtle motion that
813
00:44:35,700 --> 00:44:37,500
uh that you might find in a nice
814
00:44:37,500 --> 00:44:39,800
like product shot or something like that
815
00:44:43,933 --> 00:44:45,666
so the next thing I'm gonna do
816
00:44:45,700 --> 00:44:48,966
to get this ready for Charles is at a ground plane
817
00:44:50,366 --> 00:44:53,233
or is at a background plane
818
00:44:53,966 --> 00:44:56,800
so I'm gonna start with a card um
819
00:44:58,200 --> 00:44:59,133
just so we can
820
00:44:59,133 --> 00:45:02,066
kind of block it in there and see where we are um
821
00:45:02,066 --> 00:45:04,266
and the the card um
822
00:45:04,500 --> 00:45:07,033
doesn't really have to be uh
823
00:45:08,166 --> 00:45:10,233
projected since uh
824
00:45:11,066 --> 00:45:12,966
well let's make sure that it's uh
825
00:45:14,933 --> 00:45:15,766
big enough
826
00:45:20,733 --> 00:45:22,400
so the card comes in the uh
827
00:45:22,400 --> 00:45:23,800
the right size um
828
00:45:23,800 --> 00:45:25,133
as whatever is plugged into it
829
00:45:25,133 --> 00:45:27,700
it's already got the aspect ratio um
830
00:45:27,700 --> 00:45:28,566
and you can change that
831
00:45:28,566 --> 00:45:30,933
if you want it to be square by default or
832
00:45:30,933 --> 00:45:32,700
or ignore yeah
833
00:45:32,700 --> 00:45:34,133
so if you want it to be square
834
00:45:34,133 --> 00:45:35,966
um which we probably don't in this case
835
00:45:35,966 --> 00:45:38,366
you can just uncheck that um
836
00:45:38,533 --> 00:45:40,600
uh otherwise it'll just assume
837
00:45:40,600 --> 00:45:42,733
the shape of whatever is plugged into it
838
00:45:42,733 --> 00:45:44,300
so let's move that back
839
00:45:44,300 --> 00:45:45,000
um you know
840
00:45:45,000 --> 00:45:48,000
an appropriate distance away that we think the uh
841
00:45:48,000 --> 00:45:49,066
the background really is
842
00:45:49,066 --> 00:45:50,633
so something like that maybe
843
00:45:50,700 --> 00:45:51,700
um you know
844
00:45:51,700 --> 00:45:54,633
the trees probably this far back um
845
00:45:55,900 --> 00:46:01,700
and make it uh you know make it as big as a frame
846
00:46:06,866 --> 00:46:09,766
there so now when we orbit around
847
00:46:12,100 --> 00:46:12,900
oops
848
00:46:18,600 --> 00:46:20,633
you see the background good
849
00:46:22,100 --> 00:46:24,066
and it may be a little weird to look at it like this
850
00:46:24,066 --> 00:46:24,800
but um you know
851
00:46:24,800 --> 00:46:26,300
just keep in mind that um
852
00:46:26,300 --> 00:46:28,100
that we're gonna be doing clean plates
853
00:46:28,200 --> 00:46:29,966
for each of these projections
854
00:46:29,966 --> 00:46:31,866
um in the uh
855
00:46:31,866 --> 00:46:33,133
in the next class um
856
00:46:33,133 --> 00:46:33,700
and if you want
857
00:46:33,700 --> 00:46:34,466
you know you can all
858
00:46:34,466 --> 00:46:37,600
you can go ahead and get started on that um
859
00:46:37,700 --> 00:46:40,000
but Charles is gonna show you some of the things that
860
00:46:40,000 --> 00:46:41,600
might not be readily apparent
861
00:46:41,666 --> 00:46:42,466
um you know
862
00:46:42,466 --> 00:46:44,566
like how to get rid of the uh
863
00:46:44,666 --> 00:46:46,633
the space in um
864
00:46:48,600 --> 00:46:50,400
the space in here so you know
865
00:46:50,400 --> 00:46:54,900
we're gonna have we're gonna talk about uh ways to um
866
00:46:55,533 --> 00:46:57,366
about ways to kind of uh
867
00:46:57,366 --> 00:46:59,900
crop it to the areas that you need
868
00:47:08,533 --> 00:47:10,133
so I also noticed um
869
00:47:10,133 --> 00:47:11,900
now that one more thing
870
00:47:12,333 --> 00:47:14,166
just because um
871
00:47:14,166 --> 00:47:15,966
I noticed that this geometry is
872
00:47:15,966 --> 00:47:17,933
definitely not where it needs to be
873
00:47:17,933 --> 00:47:21,400
it really should be over here um
874
00:47:21,400 --> 00:47:24,833
that stem is apparently a lot closer um
875
00:47:25,733 --> 00:47:26,800
on the sphere
876
00:47:26,966 --> 00:47:29,666
uh than I thought it would be so we can try
877
00:47:29,666 --> 00:47:31,400
I'm gonna try and uh
878
00:47:31,400 --> 00:47:33,533
and accomplish this by um
879
00:47:33,533 --> 00:47:36,433
using a transform geonode um
880
00:47:37,166 --> 00:47:39,200
but I'm really not sure if this is gonna work
881
00:47:39,200 --> 00:47:40,266
let's just see
882
00:47:42,000 --> 00:47:45,100
if that can do the job so I'm gonna move it uh
883
00:47:48,733 --> 00:47:49,900
in little steps
884
00:47:52,400 --> 00:47:54,233
oops that wasn't a little step
885
00:48:00,466 --> 00:48:04,866
till it looks about right
886
00:48:08,466 --> 00:48:11,800
so again this is another reason why it's usually
887
00:48:11,800 --> 00:48:13,200
it's really important to make
888
00:48:13,200 --> 00:48:16,433
your geometry just slightly bigger than the
889
00:48:17,366 --> 00:48:22,833
than the object that uh that you're projecting um
890
00:48:23,200 --> 00:48:27,366
because now we can move this around a little bit and uh
891
00:48:30,733 --> 00:48:32,500
and we still have room to work with
892
00:48:42,733 --> 00:48:44,733
so it doesn't look like that's gonna work actually
893
00:48:44,733 --> 00:48:46,666
because no matter if I if I move it
894
00:48:46,666 --> 00:48:47,800
you know into place
895
00:48:48,000 --> 00:48:49,233
it's clipping
896
00:48:49,400 --> 00:48:50,600
this area a little bit
897
00:48:50,600 --> 00:48:51,466
which I don't want
898
00:48:51,466 --> 00:48:52,433
and it's also
899
00:48:52,666 --> 00:48:55,333
gotten really big because we moved it closer to camera
900
00:48:55,333 --> 00:48:56,933
so this is another instance where
901
00:48:56,933 --> 00:48:58,633
I'm gonna have to go back into Maya
902
00:48:59,166 --> 00:49:01,400
and just change the position of this a little bit
903
00:49:01,700 --> 00:49:05,066
so good thing I still have it open
904
00:49:10,666 --> 00:49:11,500
I'm gonna put these
905
00:49:11,500 --> 00:49:13,633
two in a group so that I can move them together
906
00:49:52,200 --> 00:49:56,133
so now the it's touching the edge of the
907
00:49:56,133 --> 00:49:58,633
sphere right around there
908
00:50:00,466 --> 00:50:04,766
which pretty close let's just get it a little closer
909
00:50:14,466 --> 00:50:17,266
I do want it to overlap a little bit so
910
00:50:20,933 --> 00:50:21,733
oops
911
00:50:27,100 --> 00:50:29,500
alright and everything else looks to be
912
00:50:30,100 --> 00:50:31,200
still in the same place
913
00:50:31,200 --> 00:50:33,233
I'm just gonna tighten this up a tad
914
00:51:06,266 --> 00:51:08,366
good that's looking okay
915
00:51:08,366 --> 00:51:10,666
and now let's just reset our view
916
00:51:16,133 --> 00:51:16,933
cool
917
00:51:19,166 --> 00:51:23,200
alright so now let's re export these two objects
918
00:51:24,766 --> 00:51:26,500
export selection
919
00:51:27,566 --> 00:51:30,000
oops actually I want to do one at a time
920
00:51:35,966 --> 00:51:38,200
stem and ice trunk
921
00:51:44,200 --> 00:51:47,966
okay and now go back to nuke
922
00:51:52,166 --> 00:51:53,933
and get rid of that transform Geo
923
00:51:53,933 --> 00:51:55,433
cause that didn't work out
924
00:51:56,966 --> 00:52:02,033
and reload the stem better and the ice trunk
925
00:52:05,800 --> 00:52:08,566
take a look at that stuff oops you see
926
00:52:09,933 --> 00:52:10,966
what is that
927
00:52:11,300 --> 00:52:12,366
oh that was a
928
00:52:12,366 --> 00:52:14,900
I guess it was just a UI bug or something like that
929
00:52:18,166 --> 00:52:23,766
yeah weird sometimes things like that happen
930
00:52:23,800 --> 00:52:27,100
oh you see I did mess up a little bit um
931
00:52:27,100 --> 00:52:31,233
I didn't check my work carefully enough um in Maya
932
00:52:34,400 --> 00:52:36,766
so just before I forget
933
00:52:36,766 --> 00:52:40,500
I'm just gonna move that onto the stem
934
00:52:58,800 --> 00:52:59,600
it's good
935
00:53:12,566 --> 00:53:15,633
alright now we're cooking ah
936
00:53:17,266 --> 00:53:18,166
and again
937
00:53:20,933 --> 00:53:23,866
see it's good to do things quickly
938
00:53:23,866 --> 00:53:27,766
of course not good to rush when you really shouldn't
939
00:53:30,300 --> 00:53:32,766
so that's lined up to the camera
940
00:53:33,866 --> 00:53:37,400
and it's lined up to the stem good
941
00:53:38,966 --> 00:53:41,033
gonna push one more vertex in
942
00:53:45,500 --> 00:53:47,666
and export that one more time
943
00:53:55,266 --> 00:53:56,066
good
944
00:54:02,300 --> 00:54:03,100
excellent
945
00:54:04,933 --> 00:54:06,900
so now our stem is uh
946
00:54:06,900 --> 00:54:09,966
is properly positioned um
947
00:54:10,366 --> 00:54:12,433
right to about where it's supposed to be
948
00:54:13,300 --> 00:54:15,200
and our snow is looking good
949
00:54:15,533 --> 00:54:17,066
our flowers are looking good
950
00:54:17,066 --> 00:54:18,400
our leaves are looking good
951
00:54:19,500 --> 00:54:21,266
so now at this point I'm uh
952
00:54:21,266 --> 00:54:23,100
I'm about ready to uh
953
00:54:23,100 --> 00:54:24,866
hand it off to Charles um
954
00:54:24,866 --> 00:54:27,300
and what Charles is going to do is uh
955
00:54:27,300 --> 00:54:28,433
is take this
956
00:54:28,733 --> 00:54:32,500
this comp that I've done and animate the camera move
957
00:54:32,500 --> 00:54:35,766
and start generating clean plates
958
00:54:35,900 --> 00:54:38,466
and basically just comping it together
959
00:54:38,900 --> 00:54:41,200
and making it look really pretty
960
00:54:41,200 --> 00:54:43,200
so thanks for joining me for class 5
961
00:54:43,200 --> 00:54:44,600
class 6 is gonna be a lot of fun
962
00:54:44,600 --> 00:54:46,233
we're gonna take this and
963
00:54:46,333 --> 00:54:48,766
bring it the rest of the way home um
964
00:54:48,766 --> 00:54:50,133
generating clean plates
965
00:54:50,133 --> 00:54:51,366
doing some really cool
966
00:54:51,366 --> 00:54:53,100
um depth of field effects
967
00:54:53,200 --> 00:54:54,300
um and other
968
00:54:54,300 --> 00:54:55,600
other little things to
969
00:54:55,600 --> 00:54:58,566
uh to make this comp look super pretty
970
00:54:58,733 --> 00:55:01,400
so looking forward to it and um
971
00:55:01,766 --> 00:55:03,700
and I'll see you in the forms bye
67939
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