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These are the user uploaded subtitles that are being translated: 1 00:00:05,120 --> 00:00:07,680 Alright now that we have fun of some of the 2 00:00:07,936 --> 00:00:13,568 Basics of blender down I want to talk a little bit about the work flower going to be using 3 00:00:15,360 --> 00:00:16,128 The news 4 00:00:16,640 --> 00:00:18,944 I'm creating this flowchart here 5 00:00:19,456 --> 00:00:23,552 General overview of the steps of creating an asset 6 00:00:23,808 --> 00:00:24,576 For a game 7 00:00:25,600 --> 00:00:27,648 Some of these we have done already 8 00:00:28,160 --> 00:00:34,304 So back at the course we spent a good deal of time on our Concepts are planning in our reference gather 9 00:00:34,816 --> 00:00:35,328 Now 10 00:00:36,352 --> 00:00:41,472 This is specifically with individual acids in mind however the 11 00:00:41,728 --> 00:00:44,800 Works well does sort of apply to creating a 12 00:00:45,568 --> 00:00:47,360 A game level as a whole as well 13 00:00:48,640 --> 00:00:53,504 In this phase the concept including phase we did our level design we did our walk through 14 00:00:54,272 --> 00:00:57,088 We also dead or asset less and 15 00:00:57,344 --> 00:01:00,269 Reference Gathering for some of those assets 16 00:01:00,271 --> 00:01:03,003 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 17 00:01:03,004 --> 00:01:05,024 We then moved into the prototyping phase which we did in unreal 18 00:01:06,048 --> 00:01:07,840 For each of the 19 00:01:08,096 --> 00:01:09,888 Individual pieces that we 20 00:01:10,400 --> 00:01:11,424 In Our Time 21 00:01:11,936 --> 00:01:12,960 We went through 22 00:01:13,472 --> 00:01:17,056 Basically this look right here so we asked herself is 23 00:01:17,312 --> 00:01:23,456 The Pisa or making an ineradicable peace and for things like the walls and the Four Seasons 24 00:01:24,224 --> 00:01:27,808 We are sort of stool out with those pieces right here 25 00:01:28,576 --> 00:01:31,904 That's for the pieces that were interactive all such as the traps 26 00:01:32,416 --> 00:01:38,560 Yes so from there we went into our functionality which for us was scripting in 27 00:01:38,816 --> 00:01:40,864 Unreal Engine blueprints 28 00:01:41,632 --> 00:01:44,960 Test of the scripts by playing through level 29 00:01:46,240 --> 00:01:50,080 Evaluated if they met the functional 30 00:01:50,336 --> 00:01:56,480 That we needed if they did not we went back and we fix any errors or problems that we had on our design and then we can 31 00:01:57,504 --> 00:02:01,088 Loop through until the answer was yes 32 00:02:02,112 --> 00:02:05,440 Now that brings us to where we are in the course right now 33 00:02:07,488 --> 00:02:13,632 From here on this whole section is about creating the Ark assets that are going to replace our 34 00:02:14,912 --> 00:02:19,008 Now I have broken down into sort of subcategories of the workflow 35 00:02:19,520 --> 00:02:25,664 I just wanted to give you an overview so you can see where we're going with each of these pieces of work anime 36 00:02:26,176 --> 00:02:30,528 I start with some basic modelling to get the general form of our piece 37 00:02:31,040 --> 00:02:36,160 And then organised asked if we need sort of a higher resolution version 38 00:02:36,416 --> 00:02:38,720 Smoothly run in the game engine 39 00:02:39,232 --> 00:02:42,560 If the answer is yes if we need more detail 40 00:02:43,072 --> 00:02:47,168 Going to sculpt a high resolution version of our mesh 41 00:02:48,704 --> 00:02:50,752 From there we will need to apologise 42 00:02:51,008 --> 00:02:52,032 We will make it down 43 00:02:54,080 --> 00:02:59,712 Really clean really nice version of the mash running smoothly in a real time 44 00:03:00,480 --> 00:03:05,088 Now if this is gibberish you don't worry that was because we have 45 00:03:05,344 --> 00:03:06,880 Done this portion of the course 46 00:03:07,392 --> 00:03:12,768 But this is where we are going to model a proper Dua 47 00:03:14,560 --> 00:03:18,656 Break it down to a low res version and texture 48 00:03:18,912 --> 00:03:21,984 A the way that we want in our game engine 49 00:03:22,496 --> 00:03:24,544 Now all of this orange section right here 50 00:03:25,056 --> 00:03:27,104 Is a portion we will be doing in one day 51 00:03:27,872 --> 00:03:33,504 Finished game we're going to bring it back into and rail to replace our prototypes 52 00:03:33,760 --> 00:03:37,856 In from there will look at how to get materials properly setup server 53 00:03:38,112 --> 00:03:40,416 That they appear correctly in the unreal Engine 54 00:03:41,184 --> 00:03:42,720 And then we will finish 55 00:03:44,512 --> 00:03:46,048 That is a general overview 56 00:03:46,560 --> 00:03:49,632 How you go about 57 00:03:50,400 --> 00:03:51,168 Developing 58 00:03:51,424 --> 00:03:52,960 4 games 59 00:03:53,472 --> 00:03:53,984 So 60 00:03:54,240 --> 00:03:57,312 For our first example we are going to be doing 61 00:03:58,080 --> 00:03:59,104 Unique 62 00:03:59,360 --> 00:04:05,504 The workflow for these types of pieces is the simplest and here's most 63 00:04:05,760 --> 00:04:06,784 Just waiting this chat 64 00:04:07,552 --> 00:04:09,088 The first thing we need to do 65 00:04:09,344 --> 00:04:13,440 Which piece we are going to create a 66 00:04:13,696 --> 00:04:14,976 Finish at 4 67 00:04:16,000 --> 00:04:16,512 Now 68 00:04:16,768 --> 00:04:22,911 In this case I'm going to be doing the assets for these following blocks here so he will call we have these 69 00:04:23,167 --> 00:04:23,679 Sharks in our 70 00:04:24,191 --> 00:04:29,055 What was that fall down when we went through them so we're going to be replacing 71 00:04:29,567 --> 00:04:35,711 Leave for the very boring blank cubes with something a little more polished 72 00:04:37,503 --> 00:04:39,295 The first step 73 00:04:40,831 --> 00:04:42,111 Creating something like this 74 00:04:42,879 --> 00:04:45,951 Is to refer to our references that we get there 75 00:04:46,207 --> 00:04:49,023 We did this at the beginning of the course 76 00:04:49,791 --> 00:04:50,815 But if 77 00:04:51,071 --> 00:04:52,607 For some reason you did not work 78 00:04:53,119 --> 00:04:59,263 You need more specific reference now by the time to go and find specific reference 79 00:05:00,031 --> 00:05:00,543 4 80 00:05:00,799 --> 00:05:02,847 What we are going to put here 81 00:05:03,359 --> 00:05:05,151 And really develop the idea for 82 00:05:08,735 --> 00:05:10,271 So4 83 00:05:11,039 --> 00:05:17,183 Specifically I am going to make something along the lines of these olmec head 84 00:05:18,207 --> 00:05:22,303 Let's talk about how we would go about doing this in blender 85 00:05:23,583 --> 00:05:27,423 So I'm going to start with a new blender file here 86 00:05:27,935 --> 00:05:31,007 And this is just the general template of 87 00:05:32,287 --> 00:05:32,799 Now 88 00:05:33,055 --> 00:05:37,407 Just because I often find that they are in a way I am going to delete my life 89 00:05:38,175 --> 00:05:39,199 In my camera 90 00:05:41,503 --> 00:05:45,855 We can leave it for now because we're actually going to use it as a jumping off point 91 00:05:46,623 --> 00:05:50,463 For our model but I'm going to hide it in the viewport 92 00:05:50,975 --> 00:05:54,559 Just clicking this I icon in the outliner here 93 00:05:54,815 --> 00:05:56,095 You can also press 94 00:05:56,607 --> 00:06:00,191 Age to hide things quickly from a keyboard shortcut 95 00:06:00,703 --> 00:06:03,519 And bring everything back that is hidden with all 10 96 00:06:03,775 --> 00:06:04,799 Each on the keyboard 97 00:06:08,383 --> 00:06:13,503 Because the first thing I will actually want to do is bring some of these reference images 98 00:06:14,015 --> 00:06:15,807 Into blender itself 99 00:06:17,343 --> 00:06:23,487 So the first thing you need to know about bringing reference images into blender is that they must be saved 100 00:06:23,743 --> 00:06:28,351 Your hard drive in order for them to be loaded into blender 101 00:06:28,863 --> 00:06:30,399 If you are using 102 00:06:30,655 --> 00:06:31,679 The way I am here 103 00:06:32,703 --> 00:06:37,823 Gareth is great for really quickly accumulating a lot of images 104 00:06:38,079 --> 00:06:41,919 These images are not saved individually to my hard drive anyway 105 00:06:42,687 --> 00:06:44,479 Sell it order to do that 106 00:06:44,735 --> 00:06:46,271 If you are using curious 107 00:06:47,295 --> 00:06:48,831 All you need to do is select 108 00:06:49,343 --> 00:06:51,647 The image that you wish to save to your hard drive 109 00:06:52,415 --> 00:06:53,439 Right click on it 110 00:06:55,743 --> 00:06:57,023 In export 111 00:06:57,279 --> 00:06:59,583 And then just choose a selected images 112 00:07:00,351 --> 00:07:06,239 From there you'll get a file browser in a use have to choose the location where you wish to save it 113 00:07:07,007 --> 00:07:09,567 Select folder and then you can give it a name 114 00:07:17,759 --> 00:07:20,575 So none of this image is saved 115 00:07:21,599 --> 00:07:22,879 To my 116 00:07:24,927 --> 00:07:27,743 Save to hard drive 117 00:07:27,999 --> 00:07:30,047 In the location and I selected for 118 00:07:31,839 --> 00:07:34,655 Now I don't know where we can bring it in the blender 119 00:07:41,055 --> 00:07:45,919 There are a couple different ways of going about this in it will largely 120 00:07:46,175 --> 00:07:49,247 Rely on personal preference that I'm going to show you 121 00:07:49,503 --> 00:07:55,135 Two ways that are pending for getting references into 122 00:07:56,671 --> 00:08:01,535 First way is to put your reference images directly into your 3D viewport 123 00:08:02,047 --> 00:08:03,839 What's the weather going to do this is in 124 00:08:04,607 --> 00:08:07,935 Is in the 3D viewport going to press shift in a 125 00:08:09,215 --> 00:08:12,799 And actually let me pull up my keystroke 126 00:08:13,055 --> 00:08:18,943 Display so I'm impossible but now I have a sort of display of my keystrokes 127 00:08:19,455 --> 00:08:22,271 To help you sort of for long because 128 00:08:22,527 --> 00:08:26,111 Wanda is a very hockey heavy program 129 00:08:26,879 --> 00:08:30,719 They use a lot of keyboard shortcut 130 00:08:31,487 --> 00:08:32,767 Play Marlon Brando 131 00:08:33,279 --> 00:08:39,423 Unfortunately it is does not capture anything that I clicked like a right click on it won't 132 00:08:39,679 --> 00:08:41,215 Play this right here but I will do it 133 00:08:41,983 --> 00:08:48,127 In what I'm doing in what buttons I'm pressing so that you can follow along easily but just keep in mind 134 00:08:48,383 --> 00:08:49,407 I'm going to have my keys right 135 00:08:54,271 --> 00:08:57,343 Menu in Barnet 136 00:08:58,623 --> 00:09:02,975 Instead of doing a mash what we are actually going to do is come down here and select image 137 00:09:03,743 --> 00:09:07,583 Now there's two different types of energy you can select recipe 138 00:09:07,839 --> 00:09:09,375 Or background 139 00:09:10,143 --> 00:09:14,495 These are functionally basically the same thing they just have different settings 140 00:09:15,263 --> 00:09:18,591 Preset settings I should say so 141 00:09:19,103 --> 00:09:22,175 You can choose a reference and fill with the settings and 142 00:09:22,431 --> 00:09:27,295 Basically give it the same settings as a background and vice versa so it largely doesn't matter 143 00:09:28,063 --> 00:09:32,671 If you want to see the difference if you just having your cursor over it says a reference image 144 00:09:32,927 --> 00:09:35,999 Will be added to the theme between Arms 145 00:09:36,767 --> 00:09:42,143 In a background image will be behind object so basically if I have my cube up here 146 00:09:42,655 --> 00:09:43,679 Visible 147 00:09:45,727 --> 00:09:51,871 A reference image if the image itself is in front of the cube it will be displayed as 148 00:09:52,127 --> 00:09:53,407 Being in front of the queue 149 00:09:53,919 --> 00:10:00,063 However if I use a background image in will always be shown as behind the cube no matter what angle I 150 00:10:00,345 --> 00:10:03,144 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 151 00:10:03,145 --> 00:10:05,183 Background image 152 00:10:05,439 --> 00:10:09,023 And we're just going to navigate to the location 153 00:10:09,279 --> 00:10:11,839 Where we saved our image 154 00:10:13,375 --> 00:10:19,519 And there we have it now you'll see because I was viewing this queue at an angle my image has come 155 00:10:19,775 --> 00:10:20,543 In a line 156 00:10:20,799 --> 00:10:22,591 How my view was 157 00:10:23,359 --> 00:10:25,663 My camera view I should say 158 00:10:26,687 --> 00:10:28,223 Sell this is 159 00:10:28,735 --> 00:10:34,879 Inherently very youthful especially if your reference images are orthographic ones you want to align 160 00:10:35,903 --> 00:10:37,439 The world space here 161 00:10:37,951 --> 00:10:40,767 Clear the rotation by hitting altenahr 162 00:10:42,559 --> 00:10:44,607 I've just got an appointment to straight up 163 00:10:45,375 --> 00:10:48,447 From here I can rotated 90 degrees to be 164 00:10:48,703 --> 00:10:50,239 Facing forward 165 00:10:50,495 --> 00:10:51,775 Temperature for star 166 00:10:53,055 --> 00:10:55,103 Accidentally 167 00:10:57,663 --> 00:11:00,223 G and Y can you get back on the way 168 00:11:00,991 --> 00:11:07,135 And here I have my reference image all ready to go right next to what will be 169 00:11:09,695 --> 00:11:13,791 So full especially if you have orthographics references 170 00:11:14,303 --> 00:11:18,399 Because I can do from here is press one to look at it in the fridge 171 00:11:19,167 --> 00:11:21,727 And you know if this image was one that 172 00:11:21,983 --> 00:11:24,543 Viewed from straight and I can basically 173 00:11:24,799 --> 00:11:25,823 Model over 174 00:11:26,591 --> 00:11:27,615 Imagine 175 00:11:28,127 --> 00:11:30,943 That is a really useful way to add images 176 00:11:31,711 --> 00:11:33,247 Pesakit way is if you have 177 00:11:34,271 --> 00:11:38,623 Something like this 178 00:11:39,135 --> 00:11:43,999 And the other way that is a good way to add a reference image in the blender 179 00:11:44,767 --> 00:11:47,327 Is I'm going to delete this from the viewport 180 00:11:48,607 --> 00:11:49,375 We don't need 181 00:11:49,631 --> 00:11:51,423 I'm going to do as I'm going to bring 182 00:11:52,191 --> 00:11:53,983 My menus over here 183 00:11:54,239 --> 00:11:57,311 I'm going to create a new window right here by 184 00:11:57,567 --> 00:11:59,615 Putting my cursor down into the corner 185 00:12:00,127 --> 00:12:02,687 Until I get the cross hairs and Dragon 186 00:12:04,735 --> 00:12:06,527 3 instead of 2 187 00:12:07,039 --> 00:12:12,159 Leave windows in blender are completely configurable so you can set up your workspace 188 00:12:12,415 --> 00:12:13,439 Anyway that you choose 189 00:12:13,695 --> 00:12:16,511 I'm just leaving it at the default for the sake of simplicity 190 00:12:17,535 --> 00:12:23,679 Now I have two copies of my properties window here so I want to change this one to be an 191 00:12:23,935 --> 00:12:24,447 Image viewer 192 00:12:25,215 --> 00:12:27,263 So I'm just going to hit the strip down here 193 00:12:28,287 --> 00:12:30,591 How many counted into image editor in C 194 00:12:31,615 --> 00:12:33,407 That will give you this window here 195 00:12:34,431 --> 00:12:40,575 Display any image that you said to display in it right now it is blowing so 196 00:12:40,831 --> 00:12:41,599 Image 197 00:12:42,879 --> 00:12:44,671 So the way that you would 198 00:12:45,183 --> 00:12:47,999 Open fire 199 00:12:50,559 --> 00:12:52,095 Navigate to 200 00:12:52,863 --> 00:12:53,887 Replace on you 201 00:12:54,399 --> 00:12:56,703 Computer real estate agent open at 202 00:12:58,239 --> 00:13:02,335 And now we can just view it for them off to the side as we model 203 00:13:03,103 --> 00:13:04,383 Over here 204 00:13:05,151 --> 00:13:08,991 Alternatively if you already have your Image loaded 205 00:13:09,503 --> 00:13:12,319 Into blender it remembers that cell 206 00:13:13,087 --> 00:13:17,695 Because I already brought the image in once if I just clicked a strap down here 207 00:13:17,951 --> 00:13:21,535 You can see my image is already saved in it remember that 208 00:13:22,815 --> 00:13:23,583 So 209 00:13:23,839 --> 00:13:26,143 That is how you bring reference image 210 00:13:26,399 --> 00:13:27,679 Directly into blender 211 00:13:28,191 --> 00:13:34,335 In a course alternatively if you have a second monitor is always helpful to have your reference images after the 212 00:13:35,103 --> 00:13:36,895 In another program or 213 00:13:37,151 --> 00:13:39,967 Something like having your period bored after the side here 214 00:13:40,479 --> 00:13:41,759 Is as helpful as well 215 00:13:42,527 --> 00:13:48,415 We're going to take a quick break here and when we come back we are going to actually starting modelling this piece 17350

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