All language subtitles for 08 - Wrinkle, Blemish, and Imperfections Removal - Smoothing out the Skin - Part 2

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These are the user uploaded subtitles that are being translated: 1 00:00:00,566 --> 00:00:01,699 welcome back 2 00:00:01,700 --> 00:00:02,733 and in this clip 3 00:00:02,733 --> 00:00:05,999 we gonna continue tweaking or smoothing effects 4 00:00:06,700 --> 00:00:07,966 as you can see 5 00:00:09,800 --> 00:00:15,633 some of these areas lose way too much edge detail 6 00:00:15,700 --> 00:00:18,533 would like to call it like the teeth here and the mouth 7 00:00:18,533 --> 00:00:20,366 and where there's a lot of contrast 8 00:00:20,800 --> 00:00:22,466 it becomes more blurred 9 00:00:22,466 --> 00:00:24,666 and this obviously is not gonna work 10 00:00:24,666 --> 00:00:26,466 it looks like a blurred image 11 00:00:27,300 --> 00:00:28,766 so what we need to do 12 00:00:28,766 --> 00:00:31,999 we need to isolate these areas 13 00:00:32,000 --> 00:00:34,833 and exclude them from our math 14 00:00:35,600 --> 00:00:38,700 from there the road to we did for the overall face 15 00:00:38,766 --> 00:00:40,233 so everywhere 16 00:00:40,866 --> 00:00:45,633 where we don't want the smoothing effect applied 17 00:00:46,133 --> 00:00:48,199 we're gonna have to roll to some 18 00:00:48,600 --> 00:00:52,033 so I'm gonna just go back to the stabilized image here 19 00:00:53,533 --> 00:00:55,599 and we create another rhodo 20 00:00:56,166 --> 00:00:58,533 just make sure I'm on the right reference frames here 21 00:00:58,533 --> 00:01:02,766 okay 84 85 and 22 00:01:03,966 --> 00:01:06,699 we're just gonna do some really rough shapes now 23 00:01:06,700 --> 00:01:09,200 because I'm gonna go back and tweak these 24 00:01:11,000 --> 00:01:12,166 show you the end result 25 00:01:12,166 --> 00:01:14,333 but just so you get an understanding 26 00:01:14,333 --> 00:01:15,866 on what we working on here 27 00:01:16,666 --> 00:01:18,866 I will do one for the eye here 28 00:01:18,866 --> 00:01:21,533 and if you had a lot of imperfections 29 00:01:21,533 --> 00:01:23,199 you wanted to remove here 30 00:01:23,600 --> 00:01:26,400 you will obviously maybe do it like that 31 00:01:26,400 --> 00:01:28,700 or you will do another layer 32 00:01:28,700 --> 00:01:31,166 another row to here and cut this part out 33 00:01:32,266 --> 00:01:33,666 but now we just gonna do 34 00:01:33,666 --> 00:01:36,266 like the really rough ones here 35 00:01:37,200 --> 00:01:42,100 just go very along this detailed edges 36 00:01:43,733 --> 00:01:45,666 and also we wanna make 37 00:01:45,666 --> 00:01:50,166 maintain the contrast in these areas 38 00:01:52,466 --> 00:01:56,766 the mouth is tricky because we gonna 39 00:01:56,966 --> 00:01:58,533 we wanna apply it on the skin 40 00:01:58,533 --> 00:02:01,766 but we also wanna even out her lips here 41 00:02:01,766 --> 00:02:05,166 because her lips are pretty dry in this photo 42 00:02:05,700 --> 00:02:07,566 so we want kind of 43 00:02:07,566 --> 00:02:10,766 that even lip gloss type of lips here 44 00:02:10,766 --> 00:02:12,099 look kind of moist 45 00:02:13,500 --> 00:02:17,900 just gonna do the outer mouth shape here 46 00:02:19,900 --> 00:02:22,366 follow the contour of the lips 47 00:02:23,100 --> 00:02:25,300 and then we can do another layer 48 00:02:27,133 --> 00:02:31,999 one nice thing about working in layers inside the Roto 49 00:02:32,000 --> 00:02:34,600 is that you can exclude 50 00:02:35,733 --> 00:02:38,933 this area or this row from that row 51 00:02:38,933 --> 00:02:43,099 so if I change the layer landing mode here to minus 52 00:02:44,400 --> 00:02:48,300 it's actually gonna exclude that if we take a look here 53 00:02:48,966 --> 00:02:54,099 you can see if I disable my exclude area can see 54 00:02:55,300 --> 00:02:57,600 so we copy in our tracker here 55 00:02:58,533 --> 00:02:59,966 set it to match move 56 00:03:02,166 --> 00:03:04,433 and I'm gonna take a look here 57 00:03:06,200 --> 00:03:08,800 where the two images are combined 58 00:03:08,800 --> 00:03:11,833 the bump layer and the blurred one 59 00:03:12,200 --> 00:03:13,966 and we gonna stencil 60 00:03:15,400 --> 00:03:17,933 or math yeah 61 00:03:17,933 --> 00:03:20,066 and just short on stencil 62 00:03:20,066 --> 00:03:23,799 stencil is the best blend mode to cut mats and rotos 63 00:03:24,266 --> 00:03:27,833 because it always makes sure that the result is 64 00:03:28,166 --> 00:03:30,766 is it's not float 65 00:03:31,100 --> 00:03:34,200 it's maximum 1 or minimum 0 66 00:03:34,200 --> 00:03:37,066 it cannot go below or above that 67 00:03:37,066 --> 00:03:39,899 and it's important to maintain that 68 00:03:39,900 --> 00:03:42,566 when you talking about maths and alpha channels 69 00:03:43,333 --> 00:03:45,566 so here you can see we cutting it 70 00:03:46,566 --> 00:03:48,599 and we enable and disable this 71 00:03:48,700 --> 00:03:52,233 can clearly see now we back right 72 00:03:52,966 --> 00:03:54,666 so down here 73 00:03:54,666 --> 00:03:59,999 I think we can just disable this layer or 74 00:04:00,000 --> 00:04:00,900 or let's do like this 75 00:04:00,900 --> 00:04:02,900 we're gonna treat these separately 76 00:04:03,666 --> 00:04:05,699 the mount layers we're gonna do are 77 00:04:06,900 --> 00:04:09,100 separate operations for 78 00:04:10,366 --> 00:04:12,199 so we copy them in here 79 00:04:14,133 --> 00:04:17,199 gonna do a separate one for the lips 80 00:04:18,800 --> 00:04:20,400 and in this one 81 00:04:21,866 --> 00:04:23,999 just gonna make sure 82 00:04:24,300 --> 00:04:26,133 actually I did not have to cut them out 83 00:04:26,133 --> 00:04:27,566 we're gonna make sure 84 00:04:28,100 --> 00:04:30,966 that we exclude them out in this operation 85 00:04:32,400 --> 00:04:38,000 and then of course it's a matter of adding some blurs 86 00:04:40,166 --> 00:04:42,433 I like to use filter around 87 00:04:42,566 --> 00:04:45,399 because as you can see on the other edge here 88 00:04:45,700 --> 00:04:48,333 it's blurring too close to the edge 89 00:04:48,333 --> 00:04:52,433 so we wanna pull this overall shape in a bit 90 00:04:53,300 --> 00:04:55,033 oops putting out 91 00:04:55,466 --> 00:04:56,899 putting it in a bit 92 00:04:57,466 --> 00:05:00,899 and then I like to use the gosh and filter for this 93 00:05:01,333 --> 00:05:05,466 that basically gives you a road in with a feather 94 00:05:05,466 --> 00:05:06,566 the Blur Edge 95 00:05:10,100 --> 00:05:12,833 and then for these exclude areas 96 00:05:13,333 --> 00:05:15,899 they have way too hard edges here 97 00:05:16,500 --> 00:05:19,266 so we gonna add a blur there 98 00:05:20,400 --> 00:05:25,700 blur that out quite a bit just to blend them together 99 00:05:28,066 --> 00:05:31,266 and then we gonna do a separate one 100 00:05:34,566 --> 00:05:35,899 for a lips actually 101 00:05:35,900 --> 00:05:38,000 I think I might want to dial 102 00:05:40,766 --> 00:05:44,266 this smoothing effect down on the mix of it 103 00:05:44,666 --> 00:05:47,866 I like to blend back some of that detail you know 104 00:05:51,366 --> 00:05:52,966 and for the lips here 105 00:05:55,566 --> 00:05:58,699 gonna do a separate amount 106 00:05:59,100 --> 00:06:01,033 we don't wanna do it too much 107 00:06:01,700 --> 00:06:04,800 but we don't wanna do it as much as the other layer 108 00:06:05,466 --> 00:06:08,199 I think maybe somewhere along that line 109 00:06:09,966 --> 00:06:12,233 gonna put a blur there as well 110 00:06:13,500 --> 00:06:16,000 so if we disable and enable this 111 00:06:16,800 --> 00:06:19,100 can see that we're smoothing out her skin 112 00:06:19,100 --> 00:06:21,000 in a major way now 113 00:06:21,466 --> 00:06:25,299 a lot of these problem areas are disappearing 114 00:06:27,500 --> 00:06:29,266 starting to look pretty clean 115 00:06:30,000 --> 00:06:31,900 can bump up the lip here a bit 116 00:06:34,600 --> 00:06:35,700 actually as you can see 117 00:06:35,700 --> 00:06:38,900 we have one pretty major area still left here 118 00:06:38,900 --> 00:06:41,933 and it does not come in the bump map 119 00:06:41,933 --> 00:06:43,999 that's why we haven't gotten rid of it 120 00:06:44,366 --> 00:06:46,366 it's actually in the blur layer 121 00:06:47,000 --> 00:06:49,233 and you can take a 122 00:06:50,666 --> 00:06:51,966 extra look can confirm that 123 00:06:51,966 --> 00:06:54,299 just by blurring this side more 124 00:06:56,600 --> 00:06:57,533 and as you can see 125 00:06:57,533 --> 00:07:01,199 we still have a problem area here on the shin 126 00:07:02,866 --> 00:07:05,799 and that's probably a combination of both 127 00:07:06,533 --> 00:07:07,999 the blurred layer 128 00:07:08,000 --> 00:07:09,500 as you can see a hinter 129 00:07:09,800 --> 00:07:11,266 and also the bump 130 00:07:12,533 --> 00:07:18,066 we're just gonna do a quick rotor shape for that area 131 00:07:21,200 --> 00:07:22,766 gonna do like this 132 00:07:24,266 --> 00:07:26,333 we do it watching the tracker 133 00:07:26,333 --> 00:07:28,899 so we can apply the tracker on top 134 00:07:31,100 --> 00:07:32,966 switch it to much more 135 00:07:34,933 --> 00:07:37,466 and go back here 136 00:07:39,900 --> 00:07:43,900 we take a look here do a new blur 137 00:07:46,700 --> 00:07:48,800 apply it to our bump layer side 138 00:07:50,133 --> 00:07:51,299 tweaked it up 139 00:07:51,400 --> 00:07:51,900 can see that 140 00:07:51,900 --> 00:07:54,400 we blurring away a lot of that problem area 141 00:07:55,800 --> 00:07:56,966 but there's still 142 00:07:57,333 --> 00:07:59,399 I don't wanna go higher than 20 143 00:07:59,400 --> 00:08:00,966 think it gets too blurry 144 00:08:01,300 --> 00:08:03,100 but there's still a bit there 145 00:08:03,100 --> 00:08:06,033 so I think that's actually in the blur area 146 00:08:06,966 --> 00:08:10,666 see if we can blur on that side also yeah 147 00:08:11,900 --> 00:08:14,433 that pretty much smooths it also 148 00:08:15,166 --> 00:08:18,199 and just to get rid of those edges 149 00:08:18,600 --> 00:08:21,200 apply another blur for the growth to itself 150 00:08:22,066 --> 00:08:23,233 tweaked it out 151 00:08:23,966 --> 00:08:28,866 and I think we went slightly too high on that 152 00:08:28,866 --> 00:08:32,633 need to maintain a bit somewhere along that 153 00:08:34,200 --> 00:08:37,466 so can easily just enable disable this 154 00:08:38,533 --> 00:08:40,633 can see it's adding a pretty 155 00:08:41,300 --> 00:08:43,900 major skin smoothing effect 156 00:08:45,966 --> 00:08:47,799 and I think there is some areas 157 00:08:47,800 --> 00:08:50,066 you might want to consider isolating 158 00:08:50,066 --> 00:08:51,166 and tweaking further 159 00:08:51,166 --> 00:08:55,366 and like this specular highlight here 160 00:08:56,500 --> 00:08:59,100 we kinda don't want it to get blurred like this 161 00:08:59,100 --> 00:09:02,566 we want to maintain some detail here 162 00:09:02,566 --> 00:09:07,266 so there's many ways you could get this back by 163 00:09:07,266 --> 00:09:08,366 for example 164 00:09:08,500 --> 00:09:11,233 keying out only the highlights 165 00:09:11,900 --> 00:09:14,966 using them as a mat and applying in the end 166 00:09:14,966 --> 00:09:19,266 or you simply wrote them out by hand 167 00:09:19,500 --> 00:09:22,600 and exclude them from our smoothing operation 168 00:09:23,766 --> 00:09:27,133 but that is definitely one area we want to look at more 169 00:09:27,133 --> 00:09:30,099 but if we apply the grain here in the end 170 00:09:31,466 --> 00:09:34,466 you can see a massive difference 171 00:09:34,466 --> 00:09:38,599 and now it looks really nice here in the skin 172 00:09:38,933 --> 00:09:43,666 looks very even but you still have detail and grain 173 00:09:43,666 --> 00:09:49,766 and basically it's very solid way of working like this 174 00:09:49,900 --> 00:09:52,366 this is just to see closer 175 00:09:53,600 --> 00:09:57,900 enable disable you can see what you really doing here 176 00:10:01,066 --> 00:10:04,033 if we compare with the original plate 177 00:10:06,500 --> 00:10:09,566 we made a pretty substantial difference here 178 00:10:10,100 --> 00:10:13,266 in smoothing out these imperfections 179 00:10:13,266 --> 00:10:18,966 and other problem areas in the forehead and the chin 180 00:10:20,300 --> 00:10:23,666 and of course you can go many iterations on this 181 00:10:24,300 --> 00:10:25,700 treating different details 182 00:10:25,700 --> 00:10:28,500 and you also have to make sure that your rotors stick 183 00:10:29,266 --> 00:10:30,799 the entire way here 184 00:10:30,933 --> 00:10:33,033 which are pretty much do 185 00:10:33,600 --> 00:10:35,500 some of them have slided out a bit 186 00:10:35,500 --> 00:10:37,866 but we didn't make keys for all of them 187 00:10:37,866 --> 00:10:39,966 because I will go back and tweak them annually 188 00:10:39,966 --> 00:10:42,399 but you can see that it works even better to 189 00:10:42,400 --> 00:10:43,466 to note toys 190 00:10:43,466 --> 00:10:46,766 that we currently watching this at the Super High game 191 00:10:47,000 --> 00:10:48,300 and the gamma crushed 192 00:10:48,300 --> 00:10:52,900 so the real image or plate looks like that 193 00:10:54,200 --> 00:10:55,833 and then it's really 194 00:10:57,400 --> 00:10:59,233 really smooth and clean 195 00:11:00,566 --> 00:11:05,266 next I'm gonna go ahead and clean up this skin 196 00:11:05,600 --> 00:11:06,966 a bit more in detail 197 00:11:06,966 --> 00:11:09,566 and make sure our rotors and tracks 198 00:11:09,766 --> 00:11:11,166 stick as they should 199 00:11:11,166 --> 00:11:14,199 and everything looks pretty perfect 200 00:11:14,733 --> 00:11:17,966 I skip this minor stuff to show you guys 201 00:11:17,966 --> 00:11:22,899 and you can just investigate this new script later 202 00:11:22,900 --> 00:11:25,033 at your own convenience 203 00:11:27,900 --> 00:11:29,466 so in this module 204 00:11:30,066 --> 00:11:33,266 we removed some problem areas in the grain 205 00:11:33,566 --> 00:11:35,199 such as imperfections 206 00:11:35,200 --> 00:11:37,700 and other blemishes that we could find 207 00:11:37,700 --> 00:11:40,200 we isolated the skin detail 208 00:11:40,200 --> 00:11:43,166 and extracted a bump map from it 209 00:11:43,533 --> 00:11:44,999 that we could further use 210 00:11:45,000 --> 00:11:48,433 to isolate problem areas and remove them 211 00:11:48,466 --> 00:11:52,366 we applied blur operations to smooth out skin detail 212 00:11:52,366 --> 00:11:53,699 in this bump map 213 00:11:54,333 --> 00:11:58,266 and just created a much cleaner bump map 214 00:11:58,266 --> 00:12:00,066 and detailed surface 215 00:12:00,266 --> 00:12:01,499 and at the very end 216 00:12:01,500 --> 00:12:04,200 we merged all our passes together 217 00:12:04,300 --> 00:12:07,066 to end up with a complete image 218 00:12:07,200 --> 00:12:10,033 with the plate grain applied on top 219 00:12:10,166 --> 00:12:11,699 so all for this module 220 00:12:11,700 --> 00:12:14,500 where we worked on cleaning up her skin 221 00:12:15,366 --> 00:12:16,599 in the next module 222 00:12:16,600 --> 00:12:19,200 we gonna look at some different techniques 223 00:12:19,200 --> 00:12:23,366 to effectively key this image 224 00:12:23,366 --> 00:12:26,966 without actually doing much keying at all 225 00:12:27,500 --> 00:12:29,166 I'll see you in the next module 16311

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