1 00:00:00,820 --> 00:00:01,359 Hello, guys. 2 00:00:01,370 --> 00:00:03,610 So we are done with the texturing. 3 00:00:03,760 --> 00:00:10,510 Let's go to flat over here to see the results and set it to texture. 4 00:00:10,990 --> 00:00:14,200 Now you can see the of the variation. 5 00:00:14,200 --> 00:00:16,180 We add that to the surface. 6 00:00:16,630 --> 00:00:24,160 We have painted some variation to the surface and made it more interesting. 7 00:00:24,580 --> 00:00:28,060 Okay, so now we can go and start to sit here. 8 00:00:28,540 --> 00:00:36,250 But now I want to light the scene because when I go to rendering and we. 9 00:00:38,520 --> 00:00:40,290 The scene doesn't look interesting. 10 00:00:40,320 --> 00:00:41,550 Everything's so bland. 11 00:00:41,550 --> 00:00:45,780 Everything's so, uh, not interesting. 12 00:00:45,930 --> 00:00:47,340 Everything's so boring. 13 00:00:47,910 --> 00:00:49,360 So I'll fix this. 14 00:00:49,380 --> 00:00:50,910 Let's go to lights. 15 00:00:51,480 --> 00:00:54,270 And I want to delete this light, actually. 16 00:00:54,990 --> 00:01:02,640 Okay, so now we have only ward lights, which is our zero. 17 00:01:02,700 --> 00:01:08,070 Or here, this is our issue we connected to. 18 00:01:08,760 --> 00:01:09,630 Well, it's a bit. 19 00:01:10,790 --> 00:01:11,580 Uh. 20 00:01:12,830 --> 00:01:13,820 Light the scene. 21 00:01:14,930 --> 00:01:18,230 You can see we can bring this up or bring it down. 22 00:01:18,710 --> 00:01:21,140 It depends to us, but I'm going to leave it as that. 23 00:01:21,620 --> 00:01:25,400 So this acts in the movie specifically. 24 00:01:26,030 --> 00:01:26,360 Okay. 25 00:01:26,540 --> 00:01:32,090 Sure works better with its cycles. 26 00:01:32,090 --> 00:01:42,190 If I changed it to cycles for you to see works better with cycles and cycles better process, it's horrible. 27 00:01:43,010 --> 00:01:55,610 But for me we just use it as a base lighting to bit give clarity to our okay but we can go and have 28 00:01:55,610 --> 00:01:56,630 the lights are shut. 29 00:01:56,630 --> 00:02:03,650 You about to keep on lighting so I'm not going to explain the basics, but basically I'm just going 30 00:02:03,680 --> 00:02:07,430 to add before adding anything. 31 00:02:08,030 --> 00:02:15,410 Okay, if I go to France for you and I measure my character, it's going to be a very big character, 32 00:02:15,450 --> 00:02:19,670 say 90, 19 meters. 33 00:02:20,600 --> 00:02:21,590 And that's a lot. 34 00:02:21,680 --> 00:02:24,380 And that makes things the harder than it should be. 35 00:02:24,380 --> 00:02:33,620 So, for example, even adding a lights, okay, it's not lighting the scene as I want it. 36 00:02:34,130 --> 00:02:44,270 They have to go here to power and crank it up so high to get the lighting wants and others of children. 37 00:02:44,270 --> 00:02:45,740 You're exporting your character. 38 00:02:45,740 --> 00:02:49,880 It's better to stick to the real word sizes. 39 00:02:50,480 --> 00:02:53,660 So let me do it like this. 40 00:02:54,080 --> 00:03:02,750 So let me bring the three the cursor to the word origin and make it cue for you. 41 00:03:03,440 --> 00:03:09,740 So any priming objects in blender is two meters if I go to. 42 00:03:12,290 --> 00:03:20,930 I did morts and if I were to overlay and enable Ich lynch, you can see that every every edge is two 43 00:03:20,930 --> 00:03:21,480 meters. 44 00:03:23,060 --> 00:03:24,730 All right, here it is, two meters. 45 00:03:24,740 --> 00:03:27,740 And it works for other of these measures, too. 46 00:03:27,770 --> 00:03:29,480 They're all two meters. 47 00:03:29,480 --> 00:03:36,600 So we can use a simple Q guide to make our character little. 48 00:03:37,130 --> 00:03:37,490 All right. 49 00:03:37,940 --> 00:03:42,340 So I'm going to first, this deletes these things that we're not going to use anymore. 50 00:03:42,380 --> 00:03:45,390 So this is a care we use for our cares. 51 00:03:45,410 --> 00:03:46,310 We don't have any care. 52 00:03:46,340 --> 00:03:48,080 Now, these are needed. 53 00:03:48,380 --> 00:03:50,720 This is an empty object. 54 00:03:50,780 --> 00:03:51,470 We don't need it. 55 00:03:51,480 --> 00:03:52,520 Let's do it. 56 00:03:52,520 --> 00:03:52,850 This. 57 00:03:53,510 --> 00:03:54,340 And also this. 58 00:03:54,350 --> 00:03:55,760 Delete our camera. 59 00:03:55,760 --> 00:03:56,900 We don't need this right now. 60 00:03:59,060 --> 00:04:02,270 So now we have everything we can select. 61 00:04:02,300 --> 00:04:06,950 Everything's okay with control a with a actually. 62 00:04:07,490 --> 00:04:08,330 With a select. 63 00:04:08,330 --> 00:04:08,870 Everything. 64 00:04:09,110 --> 00:04:09,820 These select. 65 00:04:11,780 --> 00:04:14,940 The Q a select the ground level. 66 00:04:15,880 --> 00:04:19,430 Then I want to go up here and set the 3D cursor. 67 00:04:19,430 --> 00:04:24,380 So just make sure that the pivot point of our scale is going to be a 3D cursor. 68 00:04:24,800 --> 00:04:31,560 And because the to the cursor is on the origin, it's going to scale it based on the through the cursor. 69 00:04:31,580 --> 00:04:39,750 So I'm going to press as scale down like this and I'm going to look at my cube over here and press dots 70 00:04:39,980 --> 00:04:43,550 on the impact to zoom in on my character. 71 00:04:43,550 --> 00:04:47,330 And now it is much more better. 72 00:04:47,480 --> 00:04:50,900 As you can see, even the tiles are now. 73 00:04:52,090 --> 00:04:55,570 Uh, right now in the right direction. 74 00:04:56,050 --> 00:04:59,200 Every time is also around. 75 00:04:59,650 --> 00:05:02,200 It's also 111 metres. 76 00:05:04,680 --> 00:05:15,240 So you can now we can simply if you want to move it one tile, we can simply now press gx1 that's going 77 00:05:15,240 --> 00:05:20,220 to go one tile in any direction he wants. 78 00:05:20,280 --> 00:05:23,700 It's much simpler in any that you want to do, actually. 79 00:05:24,420 --> 00:05:25,130 It's much simpler. 80 00:05:25,130 --> 00:05:33,240 And I recommend to you that you sculpt down your character and you press control a scale all the way 81 00:05:33,240 --> 00:05:36,510 as we scale down the character in. 82 00:05:38,760 --> 00:05:39,750 In object mode. 83 00:05:40,080 --> 00:05:42,260 It makes scale things. 84 00:05:42,300 --> 00:05:43,130 The difference. 85 00:05:43,140 --> 00:05:44,580 We need to make it universal. 86 00:05:45,180 --> 00:05:45,890 Always do that. 87 00:05:45,990 --> 00:05:50,660 You can also go ahead and make it even more accurate. 88 00:05:50,670 --> 00:05:51,570 So I don't want to do that. 89 00:05:51,930 --> 00:05:59,190 They can select measure over here and go over here to here and measure it and do it accurately. 90 00:05:59,190 --> 00:06:00,540 So right now is one meter. 91 00:06:00,540 --> 00:06:01,290 I said six. 92 00:06:01,920 --> 00:06:04,350 Maybe this character is one meter 16. 93 00:06:04,380 --> 00:06:06,090 So you can escalate down further. 94 00:06:06,660 --> 00:06:07,800 But I'm not going to do that. 95 00:06:08,700 --> 00:06:09,810 I'm okay with this right now. 96 00:06:10,410 --> 00:06:11,460 So now let's go to. 97 00:06:15,190 --> 00:06:18,970 Let's go and make another save. 98 00:06:20,290 --> 00:06:23,140 Whenever we make major changes. 99 00:06:23,350 --> 00:06:24,550 I tend to save. 100 00:06:25,630 --> 00:06:27,310 Now we can get the lighting. 101 00:06:27,320 --> 00:06:30,340 As I was saying, everything is so bland. 102 00:06:30,520 --> 00:06:33,230 Right now we don't see anything interesting. 103 00:06:33,250 --> 00:06:38,260 Even though we texture our character well, we can see those textures too. 104 00:06:38,500 --> 00:06:41,350 Good stuff isn't appealing to us. 105 00:06:42,460 --> 00:06:47,770 So I'm going to show you how lighting can help us bring life to the character. 106 00:06:47,860 --> 00:06:52,920 So let's go to Top Field with seven and I'm going to make some lights. 107 00:06:52,920 --> 00:07:00,010 So let's make our first light and bring it to around this area. 108 00:07:00,010 --> 00:07:03,370 So this is called a key lights. 109 00:07:06,210 --> 00:07:10,050 I'm going to add it to my light collection over here. 110 00:07:10,260 --> 00:07:12,420 I have created my key light. 111 00:07:12,810 --> 00:07:18,690 Key light from the top of the top for you is going to be like in a 45 degree like this. 112 00:07:19,410 --> 00:07:19,660 Okay. 113 00:07:20,580 --> 00:07:27,870 In the side view, it should be above a little bit above character and it should have a little bit of 114 00:07:27,870 --> 00:07:28,980 distance like this. 115 00:07:29,280 --> 00:07:30,240 Something like this. 116 00:07:31,620 --> 00:07:33,510 So I'm not going to go into fundamentals. 117 00:07:33,720 --> 00:07:39,870 I explained about the lighting, these things in the last chapters and remodel the character so good. 118 00:07:40,380 --> 00:07:49,950 But so I'm going to go faster because I want to prolong this a little more longer like this and more 119 00:07:49,950 --> 00:07:50,250 so. 120 00:07:50,760 --> 00:07:56,330 This was shifting to bring this to our character. 121 00:07:56,340 --> 00:07:58,800 We can also use this one to move it around. 122 00:07:59,250 --> 00:08:08,250 So shifting to bring it to the face, I want the face to be the main thing and then I want it to when 123 00:08:08,250 --> 00:08:09,780 this thing to be. 124 00:08:11,650 --> 00:08:12,480 It's a bit. 125 00:08:14,530 --> 00:08:18,040 Rotates or rotates to be. 126 00:08:19,680 --> 00:08:21,790 So the disk, the shape of. 127 00:08:21,960 --> 00:08:24,630 Of the thing would be more. 128 00:08:26,940 --> 00:08:34,470 Rates like this can also change the shape over here to a rectangle if you want to keep it. 129 00:08:36,870 --> 00:08:39,780 And now I'm going to work with this light. 130 00:08:40,110 --> 00:08:46,980 But for that, let's let us disable our water lighting. 131 00:08:47,430 --> 00:08:56,010 So now I have to say, without lighting and the only light I have now is mine is this light over here. 132 00:08:56,070 --> 00:08:59,190 I'm going to disable flowers and create as well. 133 00:09:00,300 --> 00:09:00,660 Okay. 134 00:09:02,280 --> 00:09:03,810 It's disabled access. 135 00:09:04,290 --> 00:09:04,780 No. 136 00:09:04,800 --> 00:09:07,650 Only have my character and my lights. 137 00:09:08,610 --> 00:09:10,050 So now is the time to. 138 00:09:11,710 --> 00:09:13,330 Do some adjustments. 139 00:09:13,540 --> 00:09:17,660 As you can see, we turning around this area. 140 00:09:17,950 --> 00:09:19,150 It's going to make some changes. 141 00:09:19,630 --> 00:09:29,110 It is a lot acts like it points light, but it is toward something that we would get assigned to and 142 00:09:29,290 --> 00:09:31,690 then we can increase the strength. 143 00:09:32,650 --> 00:09:43,780 I think I want it to be more toward the character this this life, and I want it to be a scaled down. 144 00:09:45,130 --> 00:09:56,380 So what it's going to down, I'm making it's more I'm making it to be more focus on one area and the 145 00:09:56,380 --> 00:09:58,240 light with wouldn't be too spread out. 146 00:09:58,450 --> 00:10:04,300 If I make it scaled down like this is more focus to where I'm pointing the lights at. 147 00:10:05,080 --> 00:10:06,550 But this is too much. 148 00:10:06,550 --> 00:10:08,950 So I'm just going to make it like this. 149 00:10:11,860 --> 00:10:12,320 So. 150 00:10:15,010 --> 00:10:16,120 Yeah, that's correct. 151 00:10:24,040 --> 00:10:32,650 So just I just want the lights to get the light with light a once the main features to be available. 152 00:10:35,750 --> 00:10:36,110 Okay. 153 00:10:36,500 --> 00:10:37,730 So now that's the key light. 154 00:10:37,850 --> 00:10:45,020 So I'm going to go to Top View again and I'm going to duplicate this shifty, shifty and then bring 155 00:10:45,020 --> 00:10:52,280 it over here and let us enable X and y axis or here to see the axis. 156 00:10:54,180 --> 00:10:58,220 Now we have another light over here, this one that's going to be field length. 157 00:10:58,820 --> 00:11:01,460 So now I'm going to adjust this lights separately. 158 00:11:01,820 --> 00:11:05,870 So just disable or he'd hit the key light. 159 00:11:06,980 --> 00:11:12,700 And of this light it's going to be a field light for light in the light that is going to make the areas 160 00:11:12,700 --> 00:11:17,660 that are not to to clear to be more clear. 161 00:11:18,170 --> 00:11:27,290 The purpose of this light is to add more clearness and always enable custom, custom distance. 162 00:11:27,290 --> 00:11:31,220 But cut, contact shadows, contact shutter. 163 00:11:31,250 --> 00:11:38,090 So we have some contact shadows over here also for the key light to as you can see, we have now some 164 00:11:38,090 --> 00:11:47,750 contact shadows which gives more interesting shadows to see and now is just full of lights. 165 00:11:58,570 --> 00:11:58,870 All right. 166 00:11:58,870 --> 00:12:03,730 Now, this enabled killer to see them both together. 167 00:12:04,330 --> 00:12:14,830 So on the flight to be much less as you can see with the threat of this film, I can control the shadows. 168 00:12:14,840 --> 00:12:17,680 Look how much I want to show and how much I want to show. 169 00:12:18,730 --> 00:12:22,900 I can control the shadows and make a much more interesting scene. 170 00:12:22,900 --> 00:12:28,600 I want to bring it out a bit toward the axis and then shifty. 171 00:12:33,760 --> 00:12:34,350 I'm jealous. 172 00:12:34,360 --> 00:12:35,560 Mick likes something like that. 173 00:12:37,530 --> 00:12:37,900 All right. 174 00:12:38,710 --> 00:12:43,440 So we're focusing on this side of the body and. 175 00:12:45,370 --> 00:12:50,020 We're making this side as a bit more shadow and a bit more dark. 176 00:12:50,500 --> 00:12:54,610 So context contrast makes it much more interesting. 177 00:12:55,930 --> 00:13:02,250 So these two needs to be applied for the mirror most for now. 178 00:13:03,500 --> 00:13:04,120 Actually, this. 179 00:13:04,120 --> 00:13:04,830 Under that. 180 00:13:04,960 --> 00:13:05,630 And the. 181 00:13:07,760 --> 00:13:09,880 School and body. 182 00:13:26,550 --> 00:13:28,800 I should set it to check it. 183 00:13:32,750 --> 00:13:34,010 And now the supply line. 184 00:13:35,570 --> 00:13:35,990 All right. 185 00:13:36,470 --> 00:13:38,690 So now let's get better lighting. 186 00:13:40,340 --> 00:13:41,720 Now we have our kilowatt. 187 00:13:41,720 --> 00:13:43,250 I don't feel right now. 188 00:13:43,310 --> 00:13:51,470 I want to do I want to make go to a preview again and duplicate the slides once more and bring it to 189 00:13:51,470 --> 00:13:53,390 the back of the character. 190 00:13:54,390 --> 00:14:02,030 Let's just say, you know, shifty to to the character and let's turn these lights off. 191 00:14:02,570 --> 00:14:07,790 So this slide is called green lights and red lights. 192 00:14:08,180 --> 00:14:16,610 The purpose of room light is to make the edges, the silhouettes of our character, a more pronoun, 193 00:14:16,730 --> 00:14:20,090 to make it more clear to to the viewer. 194 00:14:21,080 --> 00:14:28,520 So if we don't have the room lights, all right, if we only have kind of feel like these edges are 195 00:14:28,520 --> 00:14:36,950 not going to be seen or is is going to look weird because these edges are kind of important. 196 00:14:36,950 --> 00:14:41,480 But if we enable green lights now this is just are 197 00:14:44,210 --> 00:14:50,360 more clearance is much more realistic and looks much more appealing a safe. 198 00:14:52,980 --> 00:14:55,830 And now let's adjust the rim laser. 199 00:14:55,830 --> 00:14:59,210 The rim light should not be, uh. 200 00:15:00,030 --> 00:15:09,540 See, some people adjust adjusting the rim lights innocently behind the character like this. 201 00:15:10,950 --> 00:15:11,340 Okay. 202 00:15:16,030 --> 00:15:17,950 Let's set this to medium. 203 00:15:19,570 --> 00:15:21,070 Now we can rotate us. 204 00:15:31,380 --> 00:15:35,490 The city's immediately behind the character in my work. 205 00:15:35,820 --> 00:15:37,670 It might work in some cases. 206 00:15:37,680 --> 00:15:37,950 All right. 207 00:15:37,980 --> 00:15:41,700 It all depends on the case and the character and how it looks. 208 00:15:42,720 --> 00:15:46,410 But I find it that this display, it always looks the same. 209 00:15:46,410 --> 00:15:53,280 Then you don't have much control, then given a little bit of angles. 210 00:15:53,700 --> 00:15:59,950 I try to I tend to bring it to the middle of the character and then move it in that X axis. 211 00:16:00,010 --> 00:16:01,530 Oh, it's a bit all right. 212 00:16:01,530 --> 00:16:02,190 Not too much. 213 00:16:02,190 --> 00:16:04,170 I don't want it to be, like, here, all right. 214 00:16:04,560 --> 00:16:05,970 Or even, like, the key. 215 00:16:05,990 --> 00:16:14,790 Like to be a 45 degree or something between 45 degree and like 25, particularly his say. 216 00:16:17,410 --> 00:16:21,850 Something like that should be behind the character. 217 00:16:21,850 --> 00:16:26,500 And I tend to make this square bigger like this. 218 00:16:27,660 --> 00:16:28,070 Okay. 219 00:16:28,080 --> 00:16:38,310 So you would make something like this that would take the knife out, look from the front and to separate 220 00:16:38,310 --> 00:16:38,970 these lines. 221 00:16:39,000 --> 00:16:41,330 Now you can see the silhouettes of the carriage. 222 00:16:41,340 --> 00:16:47,610 So even though we don't have any lines where we see a shape here, we see how the character looks. 223 00:16:48,060 --> 00:16:55,290 So one of the other aims now is to make these silhouettes over here, more up here. 224 00:16:55,290 --> 00:16:56,790 And now we have these silhouettes. 225 00:16:57,690 --> 00:17:01,650 Okay, let's we don't have the silhouettes. 226 00:17:03,410 --> 00:17:04,339 In these parts. 227 00:17:04,760 --> 00:17:07,180 We're going to do that and other rights. 228 00:17:07,190 --> 00:17:09,380 I'm going to duplicate this shift. 229 00:17:09,650 --> 00:17:11,780 They bring it here. 230 00:17:13,780 --> 00:17:14,140 Okay. 231 00:17:15,550 --> 00:17:16,069 Again. 232 00:17:16,510 --> 00:17:22,420 25 degree angle and shifty too pointed toward the character. 233 00:17:22,579 --> 00:17:25,690 I want it to be in the middle like this. 234 00:17:26,710 --> 00:17:28,870 I want this one to be in the middle. 235 00:17:30,010 --> 00:17:32,270 And now let's look at our character. 236 00:17:32,270 --> 00:17:37,570 And now you can see that we see the Reims much more nicely. 237 00:17:40,060 --> 00:17:40,930 As you can see. 238 00:17:43,370 --> 00:17:44,390 It's much more nicely. 239 00:17:44,690 --> 00:17:45,620 And now if I. 240 00:17:47,010 --> 00:17:51,510 Now, he says the political figure is at the front of the court is not clear. 241 00:17:51,960 --> 00:17:56,520 Now we can turn on the key lights and then the fuel lights. 242 00:17:57,210 --> 00:17:57,600 All right. 243 00:17:58,050 --> 00:18:01,160 And then now it's kind of complete. 244 00:18:01,280 --> 00:18:06,240 Now you can see that the carousel looks much more interesting. 245 00:18:07,020 --> 00:18:11,040 It's now much more appealing the what it was before. 246 00:18:11,490 --> 00:18:17,160 And it's it's more it's more awesome. 247 00:18:18,690 --> 00:18:21,150 But it's still not still there. 248 00:18:21,410 --> 00:18:26,880 That's because one of the main rules of bright lighting is clarity. 249 00:18:27,030 --> 00:18:31,950 And I don't see enough clarity in this area. 250 00:18:32,970 --> 00:18:34,470 Well, what's happened here? 251 00:18:36,770 --> 00:18:38,390 Maybe because of the scaling. 252 00:18:42,980 --> 00:18:44,300 All right, let's delete that. 253 00:18:46,750 --> 00:18:47,350 Hopefully. 254 00:18:48,280 --> 00:18:50,650 Thankfully, it didn't happen. 255 00:18:51,910 --> 00:18:52,790 So this show. 256 00:18:58,210 --> 00:18:58,930 Let me fix this. 257 00:18:58,930 --> 00:18:59,920 There, quick. 258 00:19:10,930 --> 00:19:15,730 Now what I'm saying from this angle, I have my killer story. 259 00:19:15,910 --> 00:19:19,960 I have a few lines which make some interesting shadows in this area. 260 00:19:21,430 --> 00:19:23,200 But then I have clarity. 261 00:19:23,710 --> 00:19:25,300 The shorts are not. 262 00:19:25,630 --> 00:19:27,280 I don't see anything of the shorts over here. 263 00:19:27,280 --> 00:19:33,160 And the shoes are also not do not see the textures, all the textures we did. 264 00:19:33,580 --> 00:19:40,380 So you could throw away all your efforts of texturing, modeling, which is lighting. 265 00:19:40,390 --> 00:19:45,760 So if this area doesn't have enough lights, you don't see it. 266 00:19:46,180 --> 00:19:49,210 So a simple so as simple as that. 267 00:19:49,450 --> 00:19:51,910 So let's go to light and make point light. 268 00:19:51,920 --> 00:19:52,660 So in this. 269 00:19:56,430 --> 00:19:59,550 In this part I have added on my three point lightings. 270 00:20:00,010 --> 00:20:08,420 I did a light point slide to like this and bring it to the areas that needs more clarity than the scaled 271 00:20:08,430 --> 00:20:09,120 down. 272 00:20:10,680 --> 00:20:13,680 Or go to the light over here and change the radius. 273 00:20:15,060 --> 00:20:19,170 Something like this and bring down the power. 274 00:20:20,790 --> 00:20:21,120 Okay. 275 00:20:25,520 --> 00:20:28,520 Now we're going to call it shoes. 276 00:20:30,280 --> 00:20:31,120 Clarity. 277 00:20:35,640 --> 00:20:38,520 Now the shoes are much more clear. 278 00:20:39,390 --> 00:20:42,060 Now we see the shoes in a much more clear way. 279 00:20:43,380 --> 00:20:46,590 You can do the same for the shorts over here. 280 00:20:47,580 --> 00:20:55,680 And as I explained before, the number one rule in lighting is don't add a lot of lights, just add 281 00:20:55,740 --> 00:20:57,060 the necessary lights. 282 00:20:58,500 --> 00:21:00,560 Do not add all the lights you're seeing. 283 00:21:00,570 --> 00:21:02,700 It's going to make you miserable. 284 00:21:03,180 --> 00:21:03,630 So you. 285 00:21:05,900 --> 00:21:11,090 So now I want the Volcker area to be more clear. 286 00:21:12,320 --> 00:21:13,730 And around this area. 287 00:21:14,180 --> 00:21:16,070 So I'm going to move my lights. 288 00:21:19,360 --> 00:21:20,500 Something like theater. 289 00:21:21,400 --> 00:21:21,850 All right. 290 00:21:21,850 --> 00:21:27,640 To lighten up the buckle and then I'm going to increase this. 291 00:21:28,950 --> 00:21:31,530 And let's turn on context shadow. 292 00:21:31,590 --> 00:21:33,750 Let's turn our context for this one to. 293 00:21:38,620 --> 00:21:43,550 And then let's decrease the radius or actually increase the radius. 294 00:21:44,770 --> 00:21:46,390 To make the shadows more soft. 295 00:21:46,810 --> 00:21:50,110 So the more your radius are. 296 00:21:51,290 --> 00:21:54,810 Lord like this, the shadows are going to be more sharp. 297 00:21:55,220 --> 00:22:00,260 But if you make it bigger, the shadows are going to be much softer. 298 00:22:01,550 --> 00:22:01,880 Okay. 299 00:22:02,240 --> 00:22:08,870 Well, now it seems like there is a there's a light hidden in this part. 300 00:22:09,080 --> 00:22:10,090 So we don't want that. 301 00:22:10,100 --> 00:22:19,400 We need to make it that this is being I mean, this is just like this area has to show some clarity 302 00:22:19,640 --> 00:22:22,990 to show this is stuff that we did and all of us. 303 00:22:23,630 --> 00:22:26,720 So now that's distance. 304 00:22:26,720 --> 00:22:32,300 I think that is much more that's our much busier we can call it 305 00:22:34,670 --> 00:22:37,490 shorts classy. 306 00:22:39,910 --> 00:22:40,600 I misspoke. 307 00:22:40,640 --> 00:22:41,140 I was just. 308 00:22:41,140 --> 00:22:41,590 Okay. 309 00:22:41,710 --> 00:22:45,880 So what's another one, too, for the lake area? 310 00:22:45,880 --> 00:22:50,980 And I wanted to make it to where it is really a little bit bigger than it is. 311 00:22:52,180 --> 00:22:52,570 All right. 312 00:22:54,620 --> 00:22:56,660 Make it between them. 313 00:22:56,660 --> 00:22:58,940 They are actually in front of Alex. 314 00:23:04,070 --> 00:23:09,290 And make the trench mate power down. 315 00:23:10,310 --> 00:23:14,240 So if I go and turn it off on, you can see the difference. 316 00:23:14,270 --> 00:23:16,550 There is more clarity in this area. 317 00:23:17,180 --> 00:23:23,600 Also it short attention to what happens to the lighting. 318 00:23:23,600 --> 00:23:25,700 And I turn this off and on. 319 00:23:27,190 --> 00:23:35,530 I turn it any of on the you can see how much you need to add to this change or reduce this rate of power. 320 00:23:39,560 --> 00:23:47,210 Something like that for the shoe store can now sit strange to whatever we want. 321 00:23:48,290 --> 00:23:54,290 So just a little bit like this amount of light will make a lot of difference. 322 00:23:55,340 --> 00:23:58,070 Make it more clear. 323 00:23:59,680 --> 00:24:00,010 Okay. 324 00:24:00,130 --> 00:24:07,000 Now the light is good, but it is much better than what we had. 325 00:24:07,570 --> 00:24:10,000 But now we need a bit more. 326 00:24:10,020 --> 00:24:13,210 It's just if think that we can get that with colour. 327 00:24:13,610 --> 00:24:15,160 So I want to go to my room lights. 328 00:24:15,190 --> 00:24:16,770 This is my first in my life. 329 00:24:16,780 --> 00:24:22,230 I'm going to go to the front of you and I'm going to give it a red colour. 330 00:24:22,570 --> 00:24:24,700 So pay attention to what happens. 331 00:24:25,210 --> 00:24:27,160 Let me turn off any other colour. 332 00:24:29,050 --> 00:24:35,530 Pay attention to what's happens to the rim, to the borders of the character. 333 00:24:35,530 --> 00:24:36,670 It becomes red. 334 00:24:37,390 --> 00:24:43,730 Now let me turn on my other real colour light and it is a white colour. 335 00:24:43,750 --> 00:24:50,890 Now I can produce a contrast with this colour, so I'm going to turn it to blue. 336 00:24:52,990 --> 00:24:53,320 No. 337 00:24:53,680 --> 00:24:54,280 This one. 338 00:24:54,290 --> 00:24:56,030 I'm going to turn it to orange. 339 00:24:56,170 --> 00:24:56,530 All right. 340 00:24:56,830 --> 00:24:58,150 Something or something. 341 00:24:58,840 --> 00:25:00,310 There aren't orange and red. 342 00:25:01,030 --> 00:25:01,600 And this one? 343 00:25:01,600 --> 00:25:03,910 I'm going to turn it to blue. 344 00:25:16,180 --> 00:25:17,080 Something like this. 345 00:25:17,290 --> 00:25:20,710 And now you can see the contrast is making some interesting. 346 00:25:21,960 --> 00:25:22,950 Testing shapes. 347 00:25:23,580 --> 00:25:26,580 It's bringing out the shapes for me. 348 00:25:26,580 --> 00:25:31,370 Even now, turn on the lights and see the difference. 349 00:25:31,380 --> 00:25:35,100 Now we can see much more interesting shapes. 350 00:25:36,090 --> 00:25:38,010 These areas are much more interesting. 351 00:25:38,010 --> 00:25:42,010 And they're not just whites color lighting. 352 00:25:43,020 --> 00:25:47,330 You can do the same thing now with these lights are more subtle. 353 00:25:47,400 --> 00:25:57,270 So I'm going to go and make this little a little bit toward yellow, not too much, because too much 354 00:25:57,270 --> 00:26:04,260 is going to change the color of the scene itself, but a little bit is going to add more wrongness to 355 00:26:04,260 --> 00:26:04,790 the scene. 356 00:26:04,830 --> 00:26:06,750 So the scene is now more warm. 357 00:26:07,800 --> 00:26:09,990 And for this one, I can make the opposite. 358 00:26:09,990 --> 00:26:15,210 It can make the scene a little bit more cold. 359 00:26:16,900 --> 00:26:18,910 If I go over here, it's going to be too much. 360 00:26:19,120 --> 00:26:20,770 Pay attention to these areas. 361 00:26:21,850 --> 00:26:25,510 So I'm going to turn this off so you can see the results. 362 00:26:26,590 --> 00:26:31,690 The goal here is too much cold, but something around this year is going to be cool. 363 00:26:32,810 --> 00:26:39,310 Also, I think I need to add a little bit to this light. 364 00:26:40,000 --> 00:26:46,420 So more feel like, well, let's turn this on and you can see the difference now. 365 00:26:51,780 --> 00:26:52,230 All right. 366 00:26:53,190 --> 00:26:56,490 Now we have some contrast in our lights as well. 367 00:27:01,990 --> 00:27:06,430 We can do the same thing for our other areas. 368 00:27:06,440 --> 00:27:08,170 So for the shoes, for example. 369 00:27:09,340 --> 00:27:19,330 Select a color that you think is better fits with the shirt area so we can do that with just going around. 370 00:27:20,050 --> 00:27:30,370 It's better to turn off every other color and just work on this area and just see what color fits best 371 00:27:31,120 --> 00:27:32,130 with this area. 372 00:27:34,350 --> 00:27:36,210 Some thinking, something warm. 373 00:27:37,990 --> 00:27:42,190 Or something close to reddish color. 374 00:27:42,340 --> 00:27:43,280 Something like this? 375 00:27:43,870 --> 00:27:47,350 Not too much, but something like this. 376 00:27:49,630 --> 00:27:51,880 So something like this works better. 377 00:27:52,810 --> 00:27:54,220 Let's see the other colors. 378 00:27:54,850 --> 00:27:55,120 Yeah. 379 00:27:55,420 --> 00:27:56,620 I think this works better. 380 00:27:57,520 --> 00:28:00,580 So our school and our other. 381 00:28:03,310 --> 00:28:03,910 Lights. 382 00:28:03,940 --> 00:28:05,100 Let's save first. 383 00:28:06,650 --> 00:28:11,660 Now let's go and change the color of this one as well. 384 00:28:11,680 --> 00:28:15,610 So for this area, let's use. 385 00:28:17,780 --> 00:28:19,910 More bluish color. 386 00:28:21,550 --> 00:28:28,930 So this is this this is why this is there isn't behind this is that these kind of colors don't attract 387 00:28:29,020 --> 00:28:29,680 attention. 388 00:28:29,680 --> 00:28:33,790 But if I change the color to something like this, it's going to attract attention. 389 00:28:34,270 --> 00:28:37,900 It's a little bit of a composition, but you need to. 390 00:28:39,590 --> 00:28:50,060 You need to take into account that these colors, how they're going to attract the eye of your viewer. 391 00:28:52,350 --> 00:28:57,510 And because of that, I'm going to change it to something more toward. 392 00:29:00,490 --> 00:29:01,270 To a green. 393 00:29:02,140 --> 00:29:05,420 Let's turn every other color on to see the results. 394 00:29:05,960 --> 00:29:12,010 And as you can see, this area is really good, lit and clear. 395 00:29:12,040 --> 00:29:15,730 Now, if I turn it off, you can see it's not clear. 396 00:29:15,730 --> 00:29:16,930 If I turn it on, it's clear. 397 00:29:17,340 --> 00:29:21,550 And with that green color, it made some real good changes. 398 00:29:23,190 --> 00:29:23,390 Scott. 399 00:29:24,000 --> 00:29:28,870 The last lights were here between the knees. 400 00:29:30,040 --> 00:29:31,750 We're going to increase it a little bit. 401 00:29:32,680 --> 00:29:33,040 Right. 402 00:29:33,550 --> 00:29:34,270 Just so. 403 00:29:37,010 --> 00:29:39,410 I increase the shorts. 404 00:29:39,600 --> 00:29:41,480 So this increased this one. 405 00:29:42,790 --> 00:29:43,480 Well, it's a bit. 406 00:29:45,000 --> 00:29:45,630 And. 407 00:29:48,310 --> 00:29:50,650 Thinking on the move it's out towards. 408 00:29:52,640 --> 00:29:53,270 This. 409 00:29:57,590 --> 00:29:59,600 And this is good enough. 410 00:30:00,320 --> 00:30:02,480 But now we need to change the color. 411 00:30:03,810 --> 00:30:07,020 And I want to make it more. 412 00:30:08,450 --> 00:30:10,130 More toward yellow. 413 00:30:10,220 --> 00:30:12,410 So yellow and green. 414 00:30:13,310 --> 00:30:15,350 These two would make a good. 415 00:30:16,780 --> 00:30:17,440 Much. 416 00:30:21,100 --> 00:30:22,990 And that only raises so much interesting. 417 00:30:22,990 --> 00:30:23,230 Right. 418 00:30:23,320 --> 00:30:33,910 So this area is in the lower parts of the shorts in the ne parts is more yellowish behind the rim lights. 419 00:30:34,630 --> 00:30:36,010 It's more reddish. 420 00:30:36,010 --> 00:30:41,710 But I think it shouldn't be like that because we should have more. 421 00:30:43,610 --> 00:30:48,170 Uh, should have more, uh, blue in this area. 422 00:30:48,170 --> 00:30:52,190 So let's take light over here. 423 00:30:52,190 --> 00:30:52,550 Which is. 424 00:30:52,760 --> 00:30:55,790 It has a blue color and, uh. 425 00:30:59,400 --> 00:31:03,570 You know, it's very shifty in the spring. 426 00:31:03,690 --> 00:31:05,640 It's this area. 427 00:31:10,970 --> 00:31:12,350 An increase. 428 00:31:17,370 --> 00:31:17,700 Yeah. 429 00:31:17,700 --> 00:31:28,800 Increase the power for that one that rim lights so I make the back to let's be careful of that so it 430 00:31:28,800 --> 00:31:30,030 doesn't make it to it. 431 00:31:36,100 --> 00:31:36,700 And. 432 00:31:37,000 --> 00:31:37,300 Yeah. 433 00:31:39,700 --> 00:31:40,390 That's right now. 434 00:31:40,540 --> 00:31:46,540 So as you can see, we have some red and bush color in here, some rhythm, bluish color in here. 435 00:31:47,200 --> 00:31:49,360 Now we have a really great contrast. 436 00:31:49,870 --> 00:31:53,080 So now we have red in these in these rooms. 437 00:31:53,080 --> 00:31:54,250 Blue in these rooms. 438 00:31:54,700 --> 00:31:56,110 In these lines over here. 439 00:31:57,640 --> 00:32:00,130 So, yeah, room lights are my favorite. 440 00:32:00,280 --> 00:32:07,120 That's so much to the scene, to the character and how it looks like, you know, from the back side, 441 00:32:07,130 --> 00:32:09,220 it looks much better. 442 00:32:10,060 --> 00:32:14,980 So the problem over here, there's a myriad. 443 00:32:15,070 --> 00:32:16,990 The first bring it up. 444 00:32:18,280 --> 00:32:18,890 And. 445 00:32:25,190 --> 00:32:25,590 All right. 446 00:32:26,840 --> 00:32:31,040 To solve problems occur occur because of this killing. 447 00:32:31,040 --> 00:32:32,390 So we cover off them. 448 00:32:32,420 --> 00:32:38,450 And when you do go down and they do, they control a scale. 449 00:32:38,960 --> 00:32:40,250 Always check your character. 450 00:32:42,410 --> 00:32:50,060 So now I think now I have to go around to see what else I can do. 451 00:32:50,130 --> 00:32:51,020 I think that's fine. 452 00:32:51,500 --> 00:32:59,300 Other thing we can do is remember the ground makes a lot of difference to your scene. 453 00:33:01,910 --> 00:33:02,240 Okay? 454 00:33:03,110 --> 00:33:05,570 The ground here makes a lot of difference. 455 00:33:05,960 --> 00:33:11,660 If I press e and y, I'm bringing it up like this. 456 00:33:12,410 --> 00:33:12,680 Okay? 457 00:33:15,420 --> 00:33:16,560 No see. 458 00:33:18,860 --> 00:33:19,240 Okay. 459 00:33:20,650 --> 00:33:26,590 Now let's select this adjust to adjust and press control. 460 00:33:26,620 --> 00:33:33,460 Be the bool and press and scroll the mouse mouse. 461 00:33:36,050 --> 00:33:36,800 To make it. 462 00:33:38,690 --> 00:33:39,770 Make some edges. 463 00:33:45,380 --> 00:33:46,130 I should. 464 00:33:46,170 --> 00:33:47,240 It shows what it. 465 00:33:56,090 --> 00:33:58,580 So the same thing for the other one. 466 00:33:59,120 --> 00:34:00,650 I hope these two idiots 467 00:34:04,700 --> 00:34:05,930 think I didn't do it. 468 00:34:08,929 --> 00:34:14,469 There is enough symbolism and lots of bits so we can add more edges. 469 00:34:14,480 --> 00:34:15,440 Control be. 470 00:34:16,600 --> 00:34:17,260 And. 471 00:34:20,710 --> 00:34:22,480 The site is still. 472 00:34:38,690 --> 00:34:44,060 So I selected these two ages and this one went to see Control B and. 473 00:34:46,010 --> 00:34:47,840 Defined as you need. 474 00:34:52,909 --> 00:34:58,070 Show this method and the subdivision little or something. 475 00:34:58,310 --> 00:34:59,210 And we're good. 476 00:35:22,100 --> 00:35:31,160 Let's add some loops around these areas so these areas won't be too affected by the subdivision. 477 00:35:35,520 --> 00:35:40,740 So now they can see me as though there is a little instant faith in it. 478 00:35:40,740 --> 00:35:41,340 Too much so. 479 00:35:42,270 --> 00:35:45,630 As I was saying, now we have something like this. 480 00:35:46,020 --> 00:35:46,810 But now we. 481 00:35:47,250 --> 00:35:48,600 Let's not stop there. 482 00:35:49,230 --> 00:35:51,120 We have an option here, Bloom. 483 00:35:51,330 --> 00:35:52,770 But we don't need it right now. 484 00:35:53,280 --> 00:35:59,850 But when you have an object that has emission emission material, it helps a lot. 485 00:36:01,620 --> 00:36:09,930 So with a depth of field to turn on a scan of space reflections. 486 00:36:13,640 --> 00:36:14,300 So. 487 00:36:18,340 --> 00:36:19,510 You don't need that. 488 00:36:20,850 --> 00:36:22,020 Were the shadows. 489 00:36:22,320 --> 00:36:26,520 The casket size is for the sun, shadow or sunlight. 490 00:36:27,060 --> 00:36:32,210 The cube size is for other lights. 491 00:36:32,600 --> 00:36:32,880 Right. 492 00:36:33,300 --> 00:36:37,770 The higher it is, the better the quality is going to be. 493 00:36:37,830 --> 00:36:40,210 So make it as high as you can. 494 00:36:40,230 --> 00:36:48,480 If your computer can handle it, of course you can go to color management and set it to very high contrast 495 00:36:48,480 --> 00:36:52,530 if you want to make it even more contrast. 496 00:36:55,040 --> 00:36:59,630 I think high contrast works better with exposure here. 497 00:37:00,260 --> 00:37:05,570 I recommend not to play around with it, but if you increase this exposure, it is going to increase 498 00:37:05,570 --> 00:37:07,490 the whole scenes lights. 499 00:37:08,690 --> 00:37:10,490 So the more students. 500 00:37:13,460 --> 00:37:13,760 Player. 501 00:37:13,760 --> 00:37:14,890 Only time will come. 502 00:37:16,390 --> 00:37:18,310 It can also add more. 503 00:37:20,370 --> 00:37:23,610 Contrast or reduce contrasts. 504 00:37:31,920 --> 00:37:33,690 So the default one is one. 505 00:37:34,170 --> 00:37:36,570 I think I'm going to decrease the gunman a little bit. 506 00:37:40,410 --> 00:37:42,780 Something like 0.8 is good. 507 00:37:50,520 --> 00:37:58,170 And now, of course, our character is in number one in each of these accessories. 508 00:37:59,760 --> 00:38:00,270 We can. 509 00:38:03,140 --> 00:38:08,600 There's an option here in the rendering called Simplify. 510 00:38:08,690 --> 00:38:09,110 All right. 511 00:38:09,890 --> 00:38:11,090 Don't enable it. 512 00:38:11,570 --> 00:38:11,990 Okay. 513 00:38:12,500 --> 00:38:18,050 But they can go here and set the viewpoint around their next subdivision of all the objects over here. 514 00:38:18,080 --> 00:38:24,700 So if I go over here and set it to for all the objects over here is going to increase the subdivision 515 00:38:24,710 --> 00:38:29,480 little to four or anything that is below that. 516 00:38:29,870 --> 00:38:35,540 If it's below like, for example, shoes or things, tree is going to get subdivided, the tree is going 517 00:38:35,540 --> 00:38:37,640 to subdivided to the highest number. 518 00:38:37,760 --> 00:38:41,690 So this should have things for I shouldn't want to do that. 519 00:38:41,720 --> 00:38:46,340 You can actually use it for the other side too, so you can set it to one. 520 00:38:46,420 --> 00:38:49,490 So every object is going to be, you know, once up. 521 00:38:49,490 --> 00:38:51,830 There's a little or one more. 522 00:38:52,020 --> 00:38:52,890 There is a little. 523 00:38:53,690 --> 00:38:54,320 It's the same. 524 00:38:55,000 --> 00:38:58,250 We want to set it to four and click on Simplify. 525 00:38:58,430 --> 00:38:59,810 Don't forget to save. 526 00:39:01,090 --> 00:39:05,780 Now, objects over here are now in the highest. 527 00:39:07,380 --> 00:39:09,420 Self-delusional is no. 528 00:39:09,420 --> 00:39:12,750 It is more with higher resolution. 529 00:39:16,160 --> 00:39:16,460 Okay. 530 00:39:17,630 --> 00:39:21,470 So now let's set it to one because I don't want the to. 531 00:39:26,130 --> 00:39:27,270 Now it's zero. 532 00:39:27,270 --> 00:39:29,040 So it's a21. 533 00:39:29,970 --> 00:39:31,200 Everything is in one. 534 00:39:31,500 --> 00:39:32,490 Now what? 535 00:39:32,490 --> 00:39:33,860 I want to do it. 536 00:39:34,200 --> 00:39:36,360 I think we should. 537 00:39:36,360 --> 00:39:45,870 And in the very last case, which is I think you guess said right now it's a volume. 538 00:39:47,070 --> 00:39:57,180 So this makes the volume of scope, the material, you know, the principal material and go to volume, 539 00:39:57,600 --> 00:40:01,920 click on this and other volume, scatter and default. 540 00:40:02,010 --> 00:40:07,830 This is always too much, but it is something like points one. 541 00:40:16,970 --> 00:40:19,810 Now it's looking much better. 542 00:40:20,260 --> 00:40:29,560 So now if I click on our box over here, which we can go to your display and set it to be displayed 543 00:40:29,590 --> 00:40:30,800 as via. 544 00:40:31,870 --> 00:40:32,170 All right. 545 00:40:32,170 --> 00:40:37,510 It just makes it that if when we are in the shady mall, we could watch the character too, because 546 00:40:37,510 --> 00:40:39,200 there is nothing worries it. 547 00:40:39,360 --> 00:40:42,400 It's on a solid so we can see the character. 548 00:40:43,060 --> 00:40:51,550 Now we can go and change the color of this volume to it. 549 00:40:52,090 --> 00:41:00,580 But remember, depending on the density and or here, if you change the color to something to make to 550 00:41:00,580 --> 00:41:04,960 a saturated over here, it's going to change scene too much. 551 00:41:04,960 --> 00:41:09,160 So we are now I mean some blue colors you have some red colors. 552 00:41:09,760 --> 00:41:15,820 Let's if I go here and change it to something like this, it is changing the whole scenes. 553 00:41:16,060 --> 00:41:17,320 Lighting's right. 554 00:41:18,370 --> 00:41:19,870 So be careful of that. 555 00:41:20,080 --> 00:41:24,130 I suggest you add a very subtle color over here. 556 00:41:24,940 --> 00:41:25,990 Something. 557 00:41:27,120 --> 00:41:29,400 That matches the character. 558 00:41:30,420 --> 00:41:33,240 Maybe a little bit of redness. 559 00:41:35,840 --> 00:41:36,680 What, Red? 560 00:41:37,990 --> 00:41:39,040 Something like this. 561 00:41:40,420 --> 00:41:49,570 Right now it has a lot to the scene can also go and increase albeit a bit of that volume. 562 00:41:50,780 --> 00:41:51,140 Okay. 563 00:41:54,340 --> 00:41:55,270 That's too much. 564 00:41:55,900 --> 00:41:58,180 Let's bring it back two points. 565 00:41:58,180 --> 00:42:06,430 One, and now one thing remains is that we can improve the scene with TV is that it can make it light 566 00:42:06,430 --> 00:42:06,880 for all. 567 00:42:09,540 --> 00:42:12,720 Which without parole, bring it up. 568 00:42:24,030 --> 00:42:29,370 And be careful that these students are not inside the mesh. 569 00:42:29,460 --> 00:42:32,970 It's going to make some problems for us. 570 00:42:33,780 --> 00:42:36,460 So I suppose these dots are not inside the mesh. 571 00:42:37,520 --> 00:42:45,450 Now we can go and sit still a bit better on this, bring up skills and bring it up. 572 00:42:46,260 --> 00:42:49,950 And now it contains the whole scene, I think. 573 00:42:51,690 --> 00:42:55,320 Now let's go to Abby and. 574 00:42:57,520 --> 00:43:02,480 We can now go to Eva and under. 575 00:43:07,890 --> 00:43:12,180 Indirect lighting under interior lighting and make indirect lighting. 576 00:43:12,750 --> 00:43:17,430 It's going to take a while to bake it based on the scene, how much geometry you have. 577 00:43:19,860 --> 00:43:21,810 But it is always worth it. 578 00:43:21,870 --> 00:43:26,460 It makes a lot of the shadows are much more. 579 00:43:28,330 --> 00:43:31,270 Softer and much more realistic. 580 00:43:31,810 --> 00:43:34,090 So let's fight for it to finish. 581 00:43:39,790 --> 00:43:40,720 And I was finished. 582 00:43:41,290 --> 00:43:50,260 And now, as you can see, it's much more much rather like now we don't have such. 583 00:43:51,450 --> 00:43:53,400 Sharp shadows. 584 00:44:03,200 --> 00:44:03,590 And. 585 00:44:03,590 --> 00:44:03,980 All right. 586 00:44:05,840 --> 00:44:15,350 So that's all the think I want to show you about lighting the scene, but that's not enough for making 587 00:44:15,350 --> 00:44:17,390 the character to stand out. 588 00:44:18,380 --> 00:44:18,800 All right. 589 00:44:19,430 --> 00:44:20,330 All this work. 590 00:44:21,530 --> 00:44:29,420 This is these are the last hours that you need to spend time to make sure that all your homework is 591 00:44:29,420 --> 00:44:30,080 going to pay off. 592 00:44:30,770 --> 00:44:32,560 And that is presentation. 593 00:44:32,570 --> 00:44:39,440 Right now we are in the first step of presentation and that is lighting and that we're kind of done 594 00:44:39,440 --> 00:44:40,300 with that from now. 595 00:44:40,300 --> 00:44:45,350 We are we need to make it more interesting with the character because right now it is in the papers 596 00:44:46,190 --> 00:44:48,360 and it's not interesting. 597 00:44:48,380 --> 00:44:56,780 We need to record and pose it to an interesting pose to make make the case more interesting. 598 00:44:58,190 --> 00:44:59,400 So, yeah, now that's. 599 00:45:00,200 --> 00:45:00,620 That's it. 600 00:45:01,610 --> 00:45:10,660 Uh, and I just wanted to show you how you can load the character in a proper way in every and a real 601 00:45:10,670 --> 00:45:13,010 time engine and make it more interesting. 602 00:45:13,460 --> 00:45:17,150 You can also increase this viewport over here. 603 00:45:17,150 --> 00:45:20,090 It's not going to make too much difference. 604 00:45:20,300 --> 00:45:20,780 All right. 605 00:45:20,810 --> 00:45:27,350 In every I always find that 16 is always like enough. 606 00:45:28,450 --> 00:45:28,720 Right. 607 00:45:29,260 --> 00:45:30,990 Can you in 1064? 608 00:45:31,000 --> 00:45:32,350 It doesn't make any difference. 609 00:45:32,350 --> 00:45:33,970 We can render rendered in 16. 610 00:45:34,000 --> 00:45:35,040 Give us the same thing. 611 00:45:35,050 --> 00:45:39,790 Like the whole idea about it is that it's real time, so it doesn't make any sense. 612 00:45:40,240 --> 00:45:52,330 The increase in the sample too much but so save this and second go to cycles to see with these lighting 613 00:45:52,330 --> 00:46:00,700 setups what we we get it cycles is always a little bit difference we always need to make more adjustments 614 00:46:00,700 --> 00:46:06,080 in cycles when we go from these to cycles because how different they work. 615 00:46:06,750 --> 00:46:09,430 Uh, but, but. 616 00:46:09,430 --> 00:46:09,700 Yeah. 617 00:46:11,660 --> 00:46:17,670 As you can see, it's much harder to to prepare the lighting. 618 00:46:17,670 --> 00:46:27,840 And so because it takes a very long time to light the scene in cycles and also the volume for cycles, 619 00:46:27,840 --> 00:46:31,800 it doesn't work how it works with. 620 00:46:34,930 --> 00:46:39,940 With every so now I'm slicing the volume, as you can see, is noticeable. 621 00:46:39,940 --> 00:46:50,830 The aim is to low right now, so the volume is likely to be much higher for it to work for it to have 622 00:46:50,830 --> 00:46:51,520 the effect. 623 00:46:51,960 --> 00:46:53,500 Right now we see something. 624 00:46:53,500 --> 00:46:56,170 Now we see some some depth. 625 00:47:10,040 --> 00:47:10,510 All right. 626 00:47:10,810 --> 00:47:16,650 But still, we need to do a lot of changes to rim lights over here are not. 627 00:47:16,710 --> 00:47:19,990 Not in the right amount of power and all. 628 00:47:20,680 --> 00:47:29,350 Well, yeah, if you want to render it in circles, I you have to do, you have to do your changes in 629 00:47:29,350 --> 00:47:38,320 cycles, but it's not going to be as fast as if you even I just saw what was turning these lights off 630 00:47:38,320 --> 00:47:41,380 and constantly without any delay. 631 00:47:41,770 --> 00:47:48,400 Well, with cycles, if I turn off one light, it's going to make a lot of time for me. 632 00:47:48,700 --> 00:47:49,000 Just. 633 00:47:49,000 --> 00:47:51,520 I have to wait to see better. 634 00:47:51,520 --> 00:47:57,220 Look how this looks and how I need to adjust the lights, the power of the lights, the radius of the 635 00:47:57,220 --> 00:47:59,410 lights and all those things. 636 00:48:00,220 --> 00:48:00,520 All right. 637 00:48:00,880 --> 00:48:08,230 And also, we have cycles over here that gamma is too low for the cycles. 638 00:48:08,590 --> 00:48:11,210 So this is for easy for you. 639 00:48:12,070 --> 00:48:16,810 I said it back to the default for the year now and looks much better in cycles. 640 00:48:17,140 --> 00:48:18,820 As you saw in TV. 641 00:48:19,720 --> 00:48:22,330 This number was always a bit better, I think. 642 00:48:25,200 --> 00:48:27,860 Send it back to Evie. 643 00:48:27,860 --> 00:48:33,770 And for the key of Vista, let's rename it to volume. 644 00:48:43,800 --> 00:48:48,900 I have this sent back to points to. 645 00:49:07,170 --> 00:49:10,160 Now I'm thinking that this is too pink. 646 00:49:11,040 --> 00:49:12,930 It's turned down the volume. 647 00:49:20,600 --> 00:49:24,110 Now this cranks up the density because. 648 00:49:25,730 --> 00:49:28,790 And need to make these kind of changes. 649 00:49:29,850 --> 00:49:37,380 So I want to make situations something like this and make the value to be a little bit dark. 650 00:49:43,590 --> 00:49:48,050 So let's this it up so we don't see these edges. 651 00:49:49,770 --> 00:49:51,860 This is going up all the way over here. 652 00:50:23,090 --> 00:50:23,320 Yeah. 653 00:50:23,570 --> 00:50:24,620 I'm going to leave it as that. 654 00:50:25,250 --> 00:50:31,220 So, yeah, it's very fun doing the lighting of a scene in Blender especially. 655 00:50:32,150 --> 00:50:34,920 It's, uh, it's a very fun activity to do. 656 00:50:34,940 --> 00:50:41,710 And also, if you want to rotate around your character, just press shift. 657 00:50:41,720 --> 00:50:45,980 And the key is both sitting around other means. 658 00:50:46,760 --> 00:50:53,270 I mean, just walk around the character and the rotating walk around your character, press hold shift 659 00:50:53,270 --> 00:50:56,840 and the key above tap key as an awesome name of it. 660 00:50:57,080 --> 00:51:02,210 The key both top key and to the left of the number one key. 661 00:51:02,900 --> 00:51:04,670 So shift and that's key. 662 00:51:05,030 --> 00:51:08,270 And now we are in the working more bit. 663 00:51:08,420 --> 00:51:17,430 Deputy SD We can go and just walk around the character like in a first person way. 664 00:51:18,140 --> 00:51:19,730 And if you want to go back to the. 665 00:51:20,880 --> 00:51:22,470 Uh, location. 666 00:51:22,470 --> 00:51:26,070 You were just press right click, and you would just go back. 667 00:51:26,610 --> 00:51:38,460 Also, if you go to preferences and go to system, I think, or actually it's on navigation. 668 00:51:39,330 --> 00:51:39,630 Yeah. 669 00:51:40,110 --> 00:51:49,770 So navigation on the walk, you can set some of the settings like work speed, sensitivity and all that. 670 00:51:50,100 --> 00:52:01,320 But what I'm interested in is in this one, if I turn on gravity now, if I turn on my shortcut for 671 00:52:01,320 --> 00:52:08,670 walking shift and the queue of time, I'm going to fall down because the gravity now has been activated. 672 00:52:08,670 --> 00:52:09,810 So that's right. 673 00:52:09,810 --> 00:52:10,410 Click on that. 674 00:52:11,160 --> 00:52:15,410 If I go over here, which have a ground in this area, the shift. 675 00:52:17,910 --> 00:52:18,480 Shift. 676 00:52:19,940 --> 00:52:22,160 Let's not be above the character itself. 677 00:52:22,160 --> 00:52:22,820 So it doesn't. 678 00:52:25,210 --> 00:52:25,980 No, it doesn't. 679 00:52:26,390 --> 00:52:31,210 Or maybe we need a refill on this surface. 680 00:52:31,210 --> 00:52:33,670 I think we fall on this surface. 681 00:52:34,420 --> 00:52:36,490 So the school and the. 682 00:52:39,330 --> 00:52:47,730 Let's go back and make a plane over here so we have a ground. 683 00:52:50,380 --> 00:52:51,370 Now we have the ground. 684 00:52:52,870 --> 00:52:54,910 Now we can press the button. 685 00:53:02,000 --> 00:53:02,320 All right. 686 00:53:02,330 --> 00:53:06,020 Now standing what is a tall, though. 687 00:53:07,200 --> 00:53:11,060 So it's like a first person game. 688 00:53:11,060 --> 00:53:11,810 That's your. 689 00:53:13,810 --> 00:53:19,820 During a game and just looking around the character, we're really told. 690 00:53:21,970 --> 00:53:25,450 So they can make something like this and go around your character. 691 00:53:25,840 --> 00:53:27,730 And now I fall down. 692 00:53:28,340 --> 00:53:32,920 That's a really cool thing we can probably make out of self. 693 00:53:40,390 --> 00:53:43,030 Shorter or we can't. 694 00:53:46,080 --> 00:53:48,090 Can even jump to this space. 695 00:53:49,020 --> 00:53:52,020 And also, we can fly to set it free. 696 00:53:52,740 --> 00:53:53,640 Press the key. 697 00:53:54,540 --> 00:53:56,010 I can now fly. 698 00:54:18,120 --> 00:54:19,320 So it doesn't mean to fly. 699 00:54:19,350 --> 00:54:23,310 It's just this means to rotate around the character. 700 00:54:24,060 --> 00:54:32,270 But that's one cool thing about Blender that you don't find in any other application, because we have 701 00:54:32,270 --> 00:54:35,910 the real time machine. 702 00:54:36,120 --> 00:54:37,500 Real time engine. 703 00:54:39,860 --> 00:54:46,850 I actually feel like this ground over here, I'm going to give it a blue color. 704 00:54:49,820 --> 00:54:53,960 And a very, very low roughness. 705 00:54:56,940 --> 00:54:58,500 Let's give this one. 706 00:55:00,930 --> 00:55:02,520 More subdivision. 707 00:55:04,930 --> 00:55:05,260 No. 708 00:55:06,280 --> 00:55:07,060 Skip this one. 709 00:55:07,060 --> 00:55:09,940 Also quite black colour. 710 00:55:10,510 --> 00:55:13,740 As you can see, the ground changes the scene. 711 00:55:13,750 --> 00:55:17,260 How looks to play around with the ground to. 712 00:55:18,540 --> 00:55:19,190 I know this. 713 00:55:20,930 --> 00:55:22,270 I don't want to make it. 714 00:55:22,540 --> 00:55:25,470 It's how it metallic changes the scene too much. 715 00:55:26,310 --> 00:55:31,110 But I am going to make it more rough to. 716 00:55:43,180 --> 00:55:46,990 So let me just close rough ground. 717 00:55:48,010 --> 00:55:49,030 Now, as you can see. 718 00:55:49,480 --> 00:55:51,030 It has changed. 719 00:55:52,410 --> 00:55:53,800 The seen so much. 720 00:55:54,100 --> 00:56:01,390 I think the volume is making a lot of noises around the scene right now. 721 00:56:12,020 --> 00:56:13,580 And that's going on right now. 722 00:56:15,440 --> 00:56:22,520 And that's what we get from lighting the scene and doing some simple lighting techniques. 723 00:56:22,670 --> 00:56:23,000 All right. 724 00:56:23,300 --> 00:56:24,260 So that's it. 725 00:56:24,440 --> 00:56:30,320 Until next time that we are going to rig our character and impose our character. 726 00:56:30,620 --> 00:56:31,160 Goodbye.