WEBVTT

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So today we're going to be looking at

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creating digital elements.

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We've looked at planning and production.

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We have our footage, we know what we're

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going to do, and now we have to create

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some digital elements. This is the next

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phase in the pipeline.

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Often times when you're working

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on a visual effects shot,

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When you have a visual effects shot

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that's going through the pipeline, you're

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going to need, we're going to end up

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needing some

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digital elements. So it's not just

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going to be compositing footage together.

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I mean, that does happen. Sometimes you

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do have a chroma keying shot. You

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already shot the background. It's not

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going to be a digital background, it's

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going to be a real background. Then you

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might not need any digital elements, but

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oftentimes. You're going to either be

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putting a digital object

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or character on a real background

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or a real

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character, a real actor on

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a digital background into a digital 3D

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environment. So some

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examples of just different digital

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elements that are used and that you

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might need to create. Are

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character models. So that could

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be stylized

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character models, that could be a

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cartoon character, it could be a digital

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double. So that's when there's

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a realistic model of an actor that they

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use, perhaps to perform stunt work

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or just to do things that would be

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dangerous or just impossible. Then

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there's 3D environments. Like I said

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before, that would be a 3D world.

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And then we see CGI props and CGI

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costumes. And this would just be for

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cases when the

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props and the costumes that you need for

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a movie for a specific shot

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cannot be created by the

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costume, the wardrobe team or the

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props team. When it's

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impossible to fabricate these,

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then you might have to. Create digital

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CGI props or costumes.

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In today's title you saw the word

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creating, creating digital elements. So

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how do you create these digital elements?

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And there's a few ways that we can do

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this, but the three ones that we're going

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to be looking at today are hard

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surface modeling, digital sculpting

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and photogrammetry. And

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there are other methods that are used,

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but. I feel like if you have

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these three, then there will be

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very few cases

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that none of these three

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options will be adequate to do the

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kind of work that you're needing to do.

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For today, we're just going to be looking

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at hard surface modeling, digital

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sculpting and photogrammetry.

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So of course we start off with hard

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surface modeling. How does hard surface

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modeling work?Well.

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In order to understand hard surface

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modeling, we have to understand what a

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model is made of. So over here you can

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see these three cubes and the

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first one you can see vertices. These

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vertices, these are the points or

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almost the corners of your model.

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And then secondly we have

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faces. So it's made-up of

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vertices. It's also made-up of faces,

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so. That is basically the sides of the

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cube, as you can see in red. So with the

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corners, the sides and

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lastly the edges. So you can see with our

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dotted line we have the edges. Every

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model, every shape has edges,

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except maybe no

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circles do have edges. Do circles have

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edges?I have no idea. So this form of

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modeling involves editing, so moving

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and manipulating those faces, edges and

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vertices that we just looked at to create

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shapes. So a little example, here's a

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cube. What we can do with that cube

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is we can

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create a little flat cube by

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taking maybe the top face, moving it

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down. Now we have a flatter cube, now we

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have a cube and a flat cube cube on top

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of a flat cube. Put another one and you

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have something like a table.

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So that's very simple. You can see that

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just by changing the scale,

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maybe moving the top face down a bit,

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scaling it out a little bit, making it a

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bit wider, a bit longer. So this is just

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simple manipulations of those faces,

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vertices and edges that you just saw.

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And then here's maybe a stool you could

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make like that. Remember, we looked at a

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cube, but a cube isn't the only

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primitive 3D object or

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mesh. As you can see here, we

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have a cylinder. You could also have a

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sphere. And using cylinders, spheres,

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cubes, planes, all of these, manipulating

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their geometry, their faces, edges and

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vertices, you can create quite

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complex shapes. So I don't have an

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example here, but look it up. You can

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make some cool stuff using hard surface

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modeling. It's called hard surface

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modeling because we're manipulating the

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surface of these objects.

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So now we're going to be looking at our

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second method of creating these

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digital assets or these models, and

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that is digital sculpting.

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Digital sculpting is very

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similar to actual physical

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sculpting, except that you're doing it

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inside of a computer instead of with

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physical clay. So it's a little bit less

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messy, but sometimes it can be a bit more

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technical and it can be

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done in softwares like Z Brush,

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Blender and Blender is the one that we're

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going to be looking at some examples from

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in just a bit. So

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these are some examples of different

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sculpting tools that you can use

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inside of the software. So we have quite

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a few

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so. If you look at the icon, you can

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kind of see what it's doing. Some

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of the ones toward the end

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are a little bit less self-explanatory.

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You can see there's a cloth brush, so

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that's if you're making some clothes or

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something, you can add some wrinkles,

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some creases using that tool.

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And yeah, there's a lot

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of different ones, adding ones,

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subtracting ones, so. You can make

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dents, you can make bumps,

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and using a combination of these tools

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you can create some quite

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elaborate sculptures. It is

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definitely a good way to be

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creating models because you can add a lot

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of different texture. And yeah,

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so here we have the Blender sculpting

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interface. It's not the only feature in

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Blender, the sculpting. But it is a good

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feature and someone that we're going to

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be looking at now. And as you can see

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here we have those tools from earlier.

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So these sculpting tools, we have

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those up here on the left

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and then this right here, this

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object is the digital clay.

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So that can be any object that has enough

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detail to be able to use those tools on

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it to manipulate it in a slightly

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different way. And then over here

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we have the settings panel. So as you

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can see, we have the draw brush selected.

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So this is the radius. So as you can

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see, these two blue circles are the

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brush. Obviously it's not moving around

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because this is just a screenshot. But if

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we were to change the radius and turn the

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radius up, then these would

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get bigger and the area that was affected

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by the brush would also get bigger

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accordingly. And you can change the

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strength to see how much it will affect

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it. And of course all of these other

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settings over here can also be edited.

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So this is just like any other brush

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that would be used, except

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it is manipulating our 3D

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digital mesh or our. Digital clay

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inside of the computer. Then this is just

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an example of what you can do with that.

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Obviously it's a bad example. I'm not

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good at sculpting. And I probably spent

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like 2 minutes on this, but you can

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create faces, you can create far more

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complex things in this part.

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And then as you can see down here, that's

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the brush. As you put it on the mesh,

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then you can see what area you're going

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to be affecting with whatever brush you

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use. As you can see, we

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use two different kinds of brushes. So

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this is a dent. It's like if you were

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pushing on your clay to create an indent

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and then this. Is more of a bump

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to almost extrude

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a little bit out of our

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imaginary clay or our digital

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clay.

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And then we have of course our third and

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final method. These three are not

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the only methods, but they are the big

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ones that we're going to be looking at

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and it is photogrammetry.

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Photogrammetry is probably my favorite.

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It is a little bit gimmicky,

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but if you do it right and if you do

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put a lot of work into it, you can get

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possibly the most realistic

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results if you're going for photo

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realism. So you know in

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photogrammetry what you have to do is you

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have to take pictures from all around a

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subject. So from all the different

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angles you're going to walk around in a

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circle around the object.

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Taking pictures different heights and all

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the different angles underneath. If you

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can get as many high quality pictures as

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possible. Minimal motion blur

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and you do want to be going round in a

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path. So not just one picture here, one

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picture here, you know one on the other

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side and back to this side. You do want

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to be going in a path so that the camera

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can reconstruct and

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more easily be able to tell oh this one

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is from here and the next one is from

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next to the. So that there's a little bit

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of a sequence and a continuity to those

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pictures. And then what you do is you

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feed those images into the computer.

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So then what the computer would try and

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do is, as you can see in this also

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this is a from blender. What it would try

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and do is it would try and the

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computer would try and reconstruct where

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each the camera was on each frame and

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then from that be able to build a mesh of

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whatever you're taking a picture of. So

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it's like. The first picture was taken

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from here and then because of

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perspective, next picture was here, a bit

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of a sequence all the way around. So now

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we know what every inch of

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surface on whatever the object

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is that you're trying to scan, photo

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scan. We know what every inch looks like,

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we know the texture, and now we can

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reconstruct it in 3D because of all of

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the data that we have. And then you

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can kind of just reconstruct the path of

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the camera and

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then create this this mesh over

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here. So here is an

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example of a pure photo

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scan.

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So it's it's a little bit

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messy, but

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you can kind of see what's going on,

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obviously what's being scanned.

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Isn't an object. This time it's an

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environment. So then you'd be inside the

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environment taking pictures all around

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you, rather than outside of the

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environment taking pictures

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inward. And

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this is why this result,

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which you can see it's a little bit

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janky, a little bit weird, but you can

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see the certain areas like over here

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that do look quite nice and could be

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used, but.

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This as a whole obviously isn't usable.

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That's why you get clean up artists. So

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those are artists who use sculpting, hard

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surface modeling, all of the other things

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we looked at. And then they say, well, we

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know what it looks like even though the

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computer got it wrong. We know what it

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looks like. We have these textures so we

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can manually fix

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some of the issues in the photo scan

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and then have a better result

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overall. But the computer

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does do a lot of the work

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and it will give very nice

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textures and very realistic

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geometry for things that could take a

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long time to model with

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hard surface or to sculpt. But

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then with a clean up artist you can get

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some really nice results. So something

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like this obviously looks a lot better

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if you look at just this area over here,

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so. This is a good example of

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maybe a better result that you could get

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with a little bit of clean up. This would

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be near perfect. And this

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is one of the softwares that you could

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use, programs that you could use. So

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down here we have all of the images. You

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can see there's a sequence, this image to

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this image to this image to this image

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all the way around. You can tell

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where the camera was and then you can't

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see all of it but over here. There

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would have been probably some coordinates

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from each photo of the camera

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coordinates. And then this is the

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reconstruction, the

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model that the computer came up with.

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And now we come to the final part and

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that is textures. So in photogrammetry

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you already saw some photo textures,

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but there are like with modeling, there's

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a few ways we can do textures. Textures

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are just the materials that we put on.

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Most of the things I showed you just said

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plain color, but in order to have realism

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then you do need textures. So some of the

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different types of textures or materials

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are the first one, photographic

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textures. So these would be captured with

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a camera and then mapped onto a model. So

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that's just mapping a photo saying we

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want this part of the image on this face

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and this part of the image on this face.

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And then you can take those photographs,

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put them on models that you modeled. And

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get a nice realistic result.

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And then we have stylized textures. So

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these are often drawn in a program

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like Photoshop, and then it's used for

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slightly less realistic style.

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So if you have a costume, I don't

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know, superhero costume or something,

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then maybe you would design that, you'd

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draw it inside of a software like

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that and use that. So that would

15:27.420 --> 15:29.260
be more of a cartoony kind of look, more

15:29.260 --> 15:30.780
of a stylized rather than a

15:30.780 --> 15:33.020
photorealistic approach.

15:33.940 --> 15:36.140
And then lastly we have procedural

15:36.140 --> 15:38.140
textures. So these are like a

15:38.140 --> 15:40.500
mathematical way. It's hard to explain,

15:40.500 --> 15:42.620
but these are like a mathematical way to

15:42.620 --> 15:45.260
generate a texture using a formula

15:45.740 --> 15:47.660
made-up of different things. So that

15:47.660 --> 15:50.420
could be like random noise, emission and

15:50.420 --> 15:53.260
other things. So you take all of those

15:53.260 --> 15:54.860
functions that you can use to generate,

15:55.220 --> 15:58.060
uh, this area should have this color, or

15:58.220 --> 16:00.140
you can generate smudges or all of those

16:00.140 --> 16:01.820
kinds of things using mathematics.

16:02.380 --> 16:05.340
Usually softwares, different

16:05.340 --> 16:07.340
programs do have easier ways to maybe

16:07.340 --> 16:08.940
look at it in a more visual manner than

16:08.940 --> 16:10.700
having to like maybe type out some code.

16:11.580 --> 16:13.940
So using node based systems, I know

16:14.060 --> 16:17.020
Blender has a nice one, but then what you

16:17.020 --> 16:19.740
say is for Lava, you'd be like, OK, we

16:19.740 --> 16:22.300
want. A glowing

16:22.540 --> 16:25.500
orange kind of a texture,

16:25.500 --> 16:26.980
but we don't want it to be just glowing

16:26.980 --> 16:28.940
in orange. We want to break it up with

16:28.940 --> 16:31.500
maybe some areas that have

16:32.140 --> 16:33.660
cooled down a bit and they're more like

16:33.660 --> 16:36.500
rock basalt or that. So

16:36.540 --> 16:39.340
then what would happen is we would say we

16:40.300 --> 16:42.420
just have the base layer of the

16:43.260 --> 16:45.420
hot lava and then over that we use some

16:45.420 --> 16:48.300
noise to just choose random areas.

16:48.620 --> 16:50.940
To put another texture, that would be a

16:50.940 --> 16:53.500
salt texture. So random places on it

16:54.060 --> 16:56.940
have almost hardened. And

16:57.580 --> 16:59.260
then because these are generated, these

16:59.260 --> 17:00.700
aren't images you're putting on some

17:00.860 --> 17:03.460
picture of lava. It's almost the formula

17:03.460 --> 17:06.300
of lava. There's no limit

17:06.300 --> 17:07.660
on their resolution. You can just

17:07.660 --> 17:10.060
generate more for however big the object

17:10.060 --> 17:12.860
is. However, it can be hard to make them

17:12.860 --> 17:15.500
realistic enough for close-ups because

17:15.740 --> 17:17.420
it's not based off of photos. It's not

17:17.420 --> 17:19.780
based off of. You know, the real world.

17:20.220 --> 17:22.700
So yeah, so that was

17:22.780 --> 17:25.580
creating digital elements. We

17:25.580 --> 17:28.060
looked at hard surface modelling, we

17:28.060 --> 17:30.300
looked at sculpting, we looked at

17:30.300 --> 17:32.900
photogrammetry, and then we looked at how

17:32.900 --> 17:35.620
to apply different materials, different

17:35.620 --> 17:38.540
textures to those models that

17:38.540 --> 17:40.700
we created for

17:40.860 --> 17:43.580
varying levels of realism.
