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Exploring the Environment:
Reference Material
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In this lesson,
I'll cover gathering references
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as inspiration for your final project.
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We'll start by sourcing
from the real world around you
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through photo walks in nature.
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Then, we'll look at work
that exists in real stuff
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like architectural design work,
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as well as sourcing inspiration
from sites like Reddit and Instagram
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as you build designs in your mood board
for your final project.
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One thing that is so important for me
as I'm beginning any render
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is observing the real world around me.
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I always take the time
to stop, listen, and observe
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as I walk through nature.
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I like to take a camera with me
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and snap images of how light interacts
with the surfaces.
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I take close up looks
at things like leaves
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and see how light filters
through the forest and onto the floor,
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observe textures
like looking at the soil or sand
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and seeing
how there are different color variations
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in the individual grains of sand,
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as to if they're getting
a bit of wetness from the ocean
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or if they're dry
and exposed to the sun.
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Even looking at the sky itself too.
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Often people think the sky is one color.
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If you ask what color is the sky,
"sky is blue,"
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but if you look closer,
there is so much variation,
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almost a wonderful grading of colors
across the sky as you look closely.
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Whenever you're building a render,
it's vital to look at the real world.
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It's done the hard work for you
and shows you how to represent things.
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If you're ever stuck, take a pause
and observe the real world around you.
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For my final project,
I'll work on a beach scene,
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as that's where
I sourced my inspiration from,
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but feel free to observe
anything around you in the real world
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and try to source that
as you create your scene,
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building out textures
inspired by the real world
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and looking at lighting that imitates
the lighting you'd see out in the wild.
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Another set of inspiration for me
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is paintings
and works of art that exist.
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I'm a fan of impressionistic work.
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Often, when I'm building my designs,
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I go for representing a feeling
as opposed to the real thing,
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which is what impressionistic painters
sought to represent.
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If you look at Claude Monet's works,
he'd do a lot of lighting studies.
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He'd go to the same scene in real life
repeatedly at different times in a day
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and observe how the lighting
changed in the scene
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and represent that through his works.
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I often source that inspiration
when I'm building my works
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and experiment with the lighting.
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This is something I focus on
in great detail
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and I hope you do the same
as you build your projects and beyond.
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Another source of inspiration for me
is content that is available online
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at sites like Reddit,
Unsplash, and Instagram.
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I like to look at some work
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that artists like myself
are putting together
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to get some inspiration
for architectural design,
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to see what elements and furniture
work well in the scene
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to create a sense of harmony
in their piece.
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I'll browse through sites
like Reddit's Analog Community
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to see the film photography work
that folks are doing out there
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because you get an idea
of the textural feel
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of how photos are edited
and put together.
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It's nice to source that inspiration
once again from a real representation
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as you build your scene.
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For my project, I'll be gathering
a lot of references from the beach
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that I'll be bringing into Blender
as textures.
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For example, I'll be looking to get
some cool images of crashing waves
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and then recreate that in 3D.
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Feel free though for your own project
to source inspiration and real images
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from whatever you find around you.
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As an added bonus, if you want to take
your photo walks a step further,
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there's a fantastic app
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I've been experimenting a lot with
on my phone called Polycam
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that allows me
to scan the environment around me.
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I'm able to take my phone
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and walk around a rock,
root, or a trunk, for example,
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taking pictures along the way,
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and then the app
will build out a real 3D object
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that I can import into Blender
and use in my projects.
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That's for you if you're curious
about how to do that,
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I'll walk through that
as we store inspiration
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from the real world around us later.
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One of my favorite things
to create in 3D
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are these tropical lush landscapes.
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If you look at my Instagram feed,
you can see that inspiration
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from my various travels coming through
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in these lush environments
that I like to create.
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It's tons of tropical plants
and crashing waves.
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There's the presence of water
in many of my renders
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or nature intersecting
with the built environment.
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For our project,
I'll create a similar thing
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and show you the process
of texturing something like this,
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making a cool lush scene
and tying it all together
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to make an inviting dream space
for your viewers to sit in.
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This scene you see on the right
is the one we'll create,
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this beach home oasis.
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It's a fun project
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and it will go through
many different techniques,
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like how to photograph your environment
and bring these textures into Blender.
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These waves I created here,
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I photographed these in real life
by walking around on the beach
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and got them into Blender.
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We'll texture the sand,
make it look realistic,
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like you see this wetness
of the waves crashing
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as it transitions up to the surface.
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How to add assets
and scatter them across your scene
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like these plants you see here
created in the Blender scene.
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Our focal element,
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I'll walk you through creating
the built environment you see here,
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the staircase, the handrails,
all the columns, and whatnot.
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Also, how to tie your scenes together
by adding assets
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from libraries like BlenderKit,
built into Blender,
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like creating the bed, chairs, and lamps
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and then making them your own in a way,
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so retexture them
and bring them to life.
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What I always focus on so much
with my renders is the lighting design.
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We'll see how to add extra details
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to guide your viewer's eye
into the scene,
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like these candles on the surface
are shimmering reflections on the water
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and also our overall lighting
of the sky here through HDRIs
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and creating our background scene.
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This is a fun project.
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All my projects,
as I've mentioned before,
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start with references.
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It's so important
to gather great references
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when you're working in 3D
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and always sourcing from nature as well
if you get stuck.
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It's important to return
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to something that is created in nature
when you're building your renders
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to strive for photorealism.
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For this project, I'll have you download
a cool software called PureRef
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that allows you
to create these awesome mood boards.
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With a lot of different photos
and stuff you've captured,
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you can quickly put them in here
and then export this out
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and bring it into Blender
as a reference on the side
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or keep it up on a second monitor
as a reference throughout your project.
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I encourage you to go for a photo walk,
even if you don't live near the beach,
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grab a camera
and observe your environment,
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see how the lighting interacts
with the surfaces.
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Take pictures
of how it's reflecting through plants
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and how it's diffusing
through curtains and stuff like that
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onto the surface of your scene.
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Then, take those pictures
and bring them into your PureRef board.
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If you aren't near a beach
and need inspiration,
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it's easy enough
to search online as well for things now.
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There are so many
great images out there.
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If I ever get stuck,
like I don't live in the Mediterranean,
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I'll search up images online for things.
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One of the places I go to is Instagram.
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I have a bunch
of great saved photos here
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I found through the Instagram explorer.
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I found a whole bunch
of awesome renders and photos
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and stuff that I'll screenshot
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and then bring into PureRef
to have up as references.
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I also use a site called unsplash.com.
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We'll use this
to gather some of our skies.
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It's a royalty-free site
with great images
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and a great search engine
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where you can search
a variety of keywords.
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Here, I searched
Mediterranean architecture
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to see some of the architecture
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that'd be present in a scene
like the one we'll design here.
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You can save these images
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and bring them easily
into your PureRef mood board,
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which is awesome.
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There's good old-fashioned Google.
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This is a lovely national park
I've spent time in Southern France
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called Calanques National Park.
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It has crystal-clear blue water.
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I've sourced many images from here
in the past for many of my renders
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as inspiration
for how the surfaces look.
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When we're thinking about water,
we think it's blue,
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but there are so many colors
going on in here
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impacted by rocks and different depths,
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parts of this are deeper or in shadow
by the rocks and stuff around.
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I'll look at this as I'm building
the subsurface of my water.
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We'll talk about that as well
as we go through our scene design.
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I go through a few different
subreddits too for inspiration.
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A great one is Vaporwave Aesthetics,
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which has a lot of cool retro scenes
and stuff like that
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that you can look through
for some inspiration
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in terms of color palette as well.
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Another one
I source a lot from for inspiration
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is the r/AnalogCommunity.
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This is all film photography.
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Film has this characteristic
of a bit of graininess
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and strong color palettes to it.
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It's a beautiful piece of artwork I feel
with film photography
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and it always has
a nostalgic feeling for me.
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I always try to channel that
in my renders as well.
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It's nice to look through here
and see some of the photography
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that's being done with real film cameras
and then try to emulate that
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with the lighting design
and texturing in our scenes.
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Once you get the images
and bring them into PureRef,
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you can organize them
like how I've done here.
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I have a bunch from photo walks
and stuff I've been on in the past year
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for overall inspiration
for scenes and composition,
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having these mountains
and water designs here.
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I also have a few inspirations here
for building design.
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A lot of those Mediterranean-style
buildings that I've saved here.
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This is a render I created before
in the style I'm going for.
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You can see
a bunch of different images here
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but the theme throughout them
is the color palette.
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You have this vibrant green,
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this turquoise,
bluish-greenish water here,
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and then the white,
clayish buildings here
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with maybe a touch of orange
from the terracotta
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or different chairs, tables,
and stuff around it as well.
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I've screenshotted some mood boards here
for the color palette too.
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To look up color palettes,
there are different sites too.
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One I go through a lot
that's linked here is Coolors,
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C-O-O-L-O-R-S.
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You can screenshot
and search for color palettes here.
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I'm going for this darkish blue,
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more like night mode
that you see in our render.
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Then, for our sand,
we have a bit of a muddy brown
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and then some yellowish colors
coming at the midground here as well.
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I've also sourced a bunch of images
from a few beach trips I've been on
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where I've taken
a bunch of images of the shoreline.
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This is how I've recreated it in 3D
to the best of my ability
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to show you how to displace
the terrain here
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and also to try to mimic
as much reality as possible here.
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You see quite a bit of variation
in color and texture throughout here.
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You even have some sea shells
and stuff scattered here
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that I've tried to scatter as well
in the render.
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We'll source some of these images
when creating these textures
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and I'll show you how to do that later.
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This is fun to have up here.
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I encourage you to take as much time
as you can for this first step
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and continue to consult your references
as you go through,
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not only in this project
but any project you approach.
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Having references up
and sourcing from nature
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is essential for photorealism.
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I can't stress that enough.
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With 3D, it's all too easy
to create something
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that's perfectly rounded,
perfectly smooth,
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like our default cube here.
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Rarely in nature will you ever see
perfectly crisp, smooth edges
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or perfectly similar colors,
like everything is the exact same color.
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00:11:55,120 --> 00:11:57,695
There are always subtle variations
240
00:11:57,695 --> 00:12:00,815
that you'll want to keep note of
as you create your renders.
241
00:12:00,815 --> 00:12:03,718
Even zooming in
on this clay here, for example,
242
00:12:03,997 --> 00:12:06,993
there are many variations
in color and also texture here.
243
00:12:06,995 --> 00:12:09,820
You see these bumps and ridges
throughout it as well.
244
00:12:10,332 --> 00:12:13,770
Observe that in your references
and also in the world around you.
245
00:12:13,772 --> 00:12:16,320
Going on your photo walks,
look at things closely.
246
00:12:16,320 --> 00:12:19,408
Take the time
to study the world around you.
247
00:12:23,510 --> 00:12:26,898
In the next lesson, I'll map out
my final project with a sketch.
248
00:12:26,900 --> 00:12:30,812
It's OK if you're not the best artist,
I'm also not the best hand-drawn artist.
249
00:12:30,813 --> 00:12:33,217
This is to give us an idea
of what to work with
250
00:12:33,218 --> 00:12:35,415
as we start to build out
the 3D scene later.
21078
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