3D Environment MasterClass VOL. 3 | DETAIL is Photorealism

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[Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] [Music] so [Music] [Music] [Music] [Music] [Music] [Music] [Music] yo what's going on everybody shout outs to everyone joining me live here this saturday on the cg live livestream welcome welcome everyone um so today we are continuing the art um continuing our submissions for the alternate reality cg challenge if you guys don't know what it is at this point you know um welcome to the channel i've issued y'all basically a uh an animation and in this animation i'm asking you guys to replace the character and replace the environment and just have a blast with it you just can't touch the camera you can't touch the characters like you know animation body position kind of stuff um and yeah you just fill it out and do some cool stuff we have 122 submissions so far and yeah i've been working on mine for the last two weeks or so you guys been doing the same and we're just gonna we're gonna hop into it let me let me switch over here what's going on everybody welcome welcome welcome today ah it's good to see you guys um yeah yeah i've been i've been working on my my art this week i spent all of wednesday like the entirety of wednesday probably 12 plus hours just working on this trying to get this sewer system looking correct um so i want to talk to you guys about how i did that and how i created this like endless looking texture um i went outside i took a bunch of pictures processed them and kind of turned it into a really cool looking uh sewer here so i want to show you guys how exactly i accomplished that um and how powerful that is for basically anything you want you can create any texture you want obviously you can see here that like certain parts are more uh more reflective and more rough and i'll show you guys how to process all these textures and stuff in photoshop it's really fun very simple in a very satisfying process that if you guys hadn't created your own textures before it's gonna be really cool um so let's uh let's hide the fog so we can get a little bit more render quality on this you guys also can see i have this giant like dirt pit which right now currently in the render as is is not really selling and i need to i just need to do a better job of i don't know framing it or i don't know it's gonna be a tough one it's gonna be a tough one i have to figure out how that's exactly gonna go but yeah right now we're gonna focus on just this sewer system i'm gonna show you guys how i made these custom textures and um there's no looping here it's just like really a really long image that just it just goes um and this is the short version of it too it's pretty insane um yeah so i'll show you guys how to make those textures and then i'm just going to detail the crap out of this sewer system i'm going to put a bunch of junk in the corners i'm going to put a bunch of like uh shrubs and plants here building up in the center where the water is based off of reference imagery i took and really just trying to work out my foreground here we got a couple missing textures i have to relink here but yeah how are you guys doing how's everyone doing today thanks for hopping in the stream welcome happy saturday to everyone i hope you guys are having a good time oh got some peppermint tea very nice i went rock climbing yesterday um it was it was it was difficult it was very difficult i learned how to tie anchors which is like a very a very i don't say stressful process but it's like um i don't know if you get the anchors wrong you will die so you better not mess up your knots and you better not mess up the position of your carabiners and all that stuff um so it was really cool my buddy jan taught me how to do all that stuff and we climbed some really tall rocks freaking awesome so i am very sore today i am extremely sore but it was so worth it it's really nice to get outside and climb some rocks man it feels good it feels really good yeah um so how did i create this endless texture let me show you guys this endless texture if we get in close here we can see that it's pretty darn detailed right and i actually just well here's here's here's exactly what happened here's exactly how i did this so there is a place um that i will not mention because you all have to find your own wall here but there's a place i went to um somewhere in los angeles oh i can tell it's a little stretched i might have to stretch that back there um yeah there's a place i went to in los angeles it's essentially you know like the la river i basically found a spot somewhere in the la river that had vertical 90 degree walls just like this and what i did was basically went into this you know i don't i don't know the technical name for this kind of like wash or la river i don't know it's definitely not a river it's like an overflow thing from the mountains to the ocean uh i don't know exactly what that's called but i went through with my iphone and i just took pictures making sure that each image overlapped a little bit so like if i were to take a shot here with this like yellow let's say i took a shot here with the yellow piece on the left side i would move over and take a shot here so that yellow piece is in both of the pictures and i just you know kept going kept going so i'm looking at this streak or this streak here on the left move over yep there's that streak on the right now so you just want to keep going and keep shooting these images with a little bit of overlap and what i did let me open up lightroom because what i did is i took all those images from my iphone let's see here let me yeah here we go here we go all right one moment all right a ravine a waterway something like that yeah something like that you know i took all these pictures just going from let's see let me get rid of this second window screen mode normal yeah i just kept going through taking pictures and the original image i believe if i were to take off the crop looks a little something like this um i also adjusted like the transform values and i adjusted the camera calibration let's see the transform values and the lens correction so since i shot on an iphone i enabled the lens correction you know remove chromatic aberration and i chose the apple profile and it removes the basically like the distortion that you get from on you know from shooting on your iphone and then i went through and i actually let's see if i can get rid of this crop for a second um as shot yes please so i went through and i took this transform value and i basically straightened out my edges all right since it's a wall you know i want to be able to make sure it's as uh perpendicular and parallel and 90 degrees as possible so let's see if i can't reset this so that's off and this is on and what i'm doing is going through and i'm adding these little like these little rulers essentially or these guides and i'm saying i'm drawing a line from this side to this side and maybe i can just delete see if i can't delete these guys and do it with you and show you how i'm doing this so basically i took a picture of my wall to turn this into a 3d texture i just want to straighten it out a little bit so we'll grab this little top left button right here this is our guides and if you let's see you should be able to click and drag yep and you'll just tell the program what are you know the horizontal lines the vertical line so i'm getting the top and i'm getting the bottom you see what you see how it stretched it out and it matched it perfectly so now the top and the bottom of this concrete wall is flush with the top and bottom of the frame and you do the same for uh the vertical lines so i'm seeing these vertical lines up in here so i'll grab that one and i'll grab this one right here and that will perfectly align your 3d or essentially that will align your image to be as flat as possible you don't want any weird angles if you want to stitch all these images together so i did that i cropped it propped it down making sure to actually maintain the original aspect ratio so i'm just bringing these in like this boom and that's the image and i did that for all 50 of these pieces of wall right just going through and getting this whole thing there's so much detail and texture there's no way i could do this like manually or not manually i couldn't do it automatically i couldn't go to qixel bridge and do all of this i needed to actually take the pictures myself to get the look i wanted to get so once i have all this let me open up photoshop and i'll show you guys how i stitched all these things together and how i created a normal map you can also create a roughness and specular map too so i'm going to show you guys exactly how i did that right now thanks for joining me y'all thanks for joining me on this saturday we're doing it uh we got a freaking cg live stream going right now let's see if i can't open up some images here all right so let's um let's see let me bring this on over for y'all and let me open up some of these images all right let's find on the navigate here's the art vfx you got to keep your folders organized here so you know where your stuff is endless concrete and we want the processed you know i just put them in the processed folder and we'll go with the yeah let's go with the wall there's a lot of images here so let's see if we can't find like just five images or something these five and i'll just demonstrate on these five images you can go as long as you want like i'll show you guys my final image let me let me show you how ridiculous this final image is it's too it was too long it was honestly it had no business being this long so this is the full length of i think this is half though hold on no that's the full amount or maybe i s maybe i saved over it um but that's basically yeah i think i did save over it because it was just too long it was um it was like double or triple this length but if you go to 100 you can see the whole wall is stitched together and you have a big old big old wall to work with super cool really awesome i made sure to include like the the nasty water on this side freaking awesome okay so let me show you how i stitch these together really quick so i have all my images here in photoshop what you can do actually is you can go to file automate photo merge and you can select auto here add open files to the stack you have all these let's go let's just check vignette removal and geometric distortion correction i don't think we need to do geometric distortion correction because we kind of already like i'm wondering what that is i'm wondering if it fixes like the apple profile or if that actually tries to mesh the images into each other but let's give it a shot let's see what this does then we should just get one long image if we're lucky okay so it you know this one it looked like this one was kind of missing and this was a thing i had to do this manually for all these images but you guys get the idea kind of brought everything together and what we can do here is actually merge all this stuff control e and we can crop it down let's see get width and height resolution why sometimes i don't know how to use photoshop um where are you at ratio no we don't want a ratio i just want to go off the god dang y'all are probably screaming at me right now like dude it's so easy what are you doing here i'm gonna do it the cheat way we'll do that and then i'm just gonna i'm gonna trim it so if we go to image trim it'll get rid of all the transparent pixels except for the ones like it's not gonna crop the image obviously but here's what you can do you can control click your image in the layer here and it should yep highlight your image you guys can probably see this little selection going around here if you hit ctrl shift i you'll invert the selection and shift backspace will pop up this fill option if you select select content aware fill and hit ok photoshop will do its best to fill in these missing pixels and that's not that bad of a job there that is not that bad you could also like liquefy it you know and merge this so basically you could do something where you like uh let's see if i wanted to there's probably a better way to do this but if i want to use the liquify tool i can kind of just move this down a little bit you guys get the idea right you see how i'm like stretching this to hit the border and to be generally flush here with the image then we can hit ok and we can try trimming it again get rid of all those transparent pixels and from here you could either crop it or you could try the content aware fill thing again but in this case i would probably just crop it so you said hold shift is that is that the key what the heck holding shift does not do what i want it to do yikes i should know this stuff right see even even i'm a noob at photoshop i'll do it the cheat way i'll take it and i'll just kind of scale it up a little bit holding shift bring those up there bring those down there and that's looking good yo we got our first super chat of the day i believe i don't think i missed any uh jones lab thank you for the super chat you say what up finishing my submission after about 100 hours today dang dude that is awesome um graphic designer for 10 years this is my favorite project ever thanks for the motivation dude thank you for um putting all of your hard work into this thing um the more you guys put into your submissions the more awesome the final montage is going to be combining all these images and all these renders together is going to be truly epic um so i actually got the 122 submissions so far and i put them out into da vinci and i have a musician working on some music right now so i popped in his temp music and sat back and it's it's incredible already it's seriously incredible already without the final music and without all the renders it's so cool to watch it syncs up and it's amazing so i can't wait to show you guys that final montage which will be middle of june middle of june so june 1st is the deadline for the submissions that's going to be a tuesday i believe that saturday i'm going to have myself and a couple guest judges going over i believe the top 100 renders because there's just depending on how many there are there's just going to be too many to do we'll see though we'll see how many there are um so we'll select the winners immediately right right after the june 1st delivery on tuesday that saturday that weekend the next live stream will be um the the i'll choose the winners that's two live streams from now after that will be montage yes i am so excited i'm so excited so guys keep up the hard work um i'm gonna be cranking on my render today here on the live stream and i know you guys will be too so thank you for joining me so guys we're talking about how to make custom textures right now though we just stitched these concrete images together in photoshop using the file automate photo merge option we had all of our images that we took on our iphone i shot all of these on my iphone brought them into lightroom and cropped them and warped them so that they were flush 90 degree perpendicular lines here we don't want any warped lines we want everything as upright and square as possible that way we can merge them together properly here just like this so we got everything merged here now the next thing that we want to do is let's go and select this and let's duplicate it ctrl j and we want to make a normal map all right so this is your diffuse map right we'll throw this down on a let's do it let's freaking do it let's hop into into c4d i'll make a new file control n and let's go ahead and render this let me save out this image i'm just going to go straight to the desktop because this is just a a demonstration so we'll call this diffusion bam all right i'm going to take note of its dimensions okay so we hover over this you can see 1919 by 330. all right so in c4d let's make a plane and it'll be 1919. by 330. and if i make a new octane material and i drop that diffuse texture or that diffuse uh yeah diffuse texture technically that is correct into the diffuse channel and drop that onto the plane then you'll see we have a brick wall that just kind of goes right but what if i want to load let's go ahead and load a an hdri image here i'll link the texture to hdri link let's open that up just so we can get uh i don't know church entrance all right let's select church entrance that's blown out so we need to select the image and set it to linear that's gonna smooth it a little bit okay so you see how it's super reflective like it's a wet like wet pavement well we don't want that right now we actually want to give it a little bit more depth we want some bump map we want specular map roughness normal all that good stuff right you guys know how to build textures at this point so back in photoshop i didn't know this i watched a win bush tutorial um and it blew my mind so if you go to filter 3d generate normal map it'll do exactly that it'll generate you a normal map boom look at that freaking awesome you can select whether you invert it or not so you can be like okay i know that the paint here they were trying to get rid of some graffiti so they're adding on to it so you want to invert it so it looks like it's popping out at you um and then you can mess with all these settings here like the detail scale you can bring this down make it not as intense you can crank it up and like go to town with it that's going to be crazy but i think somewhere here is probably nice and then you can work the low values and try and like bring out a little bit more of the low end maybe the medium scale here not doing too much the high end again not doing too much but maybe if we come all the way up with the low end this is a weird thing sometimes these sliders don't work so if i hit cancel and we try that one more time filter 3d generate normal map right try typing in these values like 50 percent and the medium goes to like 50 percent and the high just 50 percent everything straight 50 but i think it gets a little bit more detailed when you like drop it down so let me try taking all this stuff down to 20 and you see it didn't change let's hit okay and see if it yeah let's try it again filter 3d i think that's just a bug let's bring the detail scale up just a little bit right and this is fine this is fine you guys can mess with all these settings we'll hit ok and we're going to save this out as our normal map um jpeg yeah whatever normal usually it'd be like a tiff or like a png or something um dang son mr hanshauser bosch back in the house with the freaking super chats my god um dropping bombs here man thank you for that my goodness thank you sir thank you thank you that's going to help me pay for some of the the cg assets i've had to purchase to create my render um man that's awesome so you say can't wait to see everyone's projects come together i agree it really is special there is nothing like this right now where everyone is putting all this work into their one render and com we're combining all of it into like so many hours of work it'd be cool to actually take a tally and say like how many hours of work this is total like that would be cool like we have the stats how much render time how many hours of work um how many frames total like that'd be sweet and mr hans hauser bosh had a good time participating as well so thank you for that super chat man very generous of you always always um very much appreciated um i'm glad you had a good time with it yeah let's get back to it guys indie story i'm excited to see your render dude very excited to see yours you're very very talented very good with unreal engine and hey by the way guys by the way this is very important if you're using unreal engine um to create your alternate realities render then please make sure you check the info channel on my discord server the alternate realities you know channels and download the unreal engine update okay you can either download the new project file or you can just type in the data manually basically what happened is the camera was off so if you render your final submission with the camera in the wrong place that's no good so make sure you guys check the info channel if you're using unreal engine to create your art check it and just change two values it's all in there okay it's very simple you gotta go in the sequencer and change two values all right so make sure your your camera is in the right place if you're using unreal engine and glenn thank you for the super chat as well much appreciated um heck yeah dude anything is helpful anything is helpful you rock man thank you for the support i appreciate you glenn heck yeah let's get back to it all right so our normal map all right let's load on our normal map into c4d and see what it looks like so let me just hop into here and i'll just put this up into here so we have a little bit more room um and let's see if we can't just uh drag this image that normal map right in and let's see what it does so take a look at the render view drop the normal map in and yeah it does a little something it's a little too glossy right now so i think it needs um it needs a roughness and a specular channel working on it um however it's pretty low res i'm not gonna lie it's pretty low res but that's because i took the pictures with my iphone um so if i'm do i'm actually going to go back and redo this with my dslr and i think i'm i think my next texture pack is going to be it's going to be called endless concrete and i'm going to just do a bunch of these for you guys and i'll have it on gum road for i don't know something affordable absolutely and i think i'm going to put together a video on the process uh some fun vlog video where i go out and i shoot all this stuff i show you guys how i'm doing it and then i show you the exact process in photoshop and i'll sell sell the pack at the end very similar to the service imperfection video and and john johnson yo thanks for the super chat man heck yeah uh cool beanie i'm glad i'm glad you like the beanie um i like it too thanks for the drink money man i appreciate it i'll get some tea maybe i'll get some uh some kombucha maybe i'll get who knows man maybe some wine or something yeah um thank you thank you sir okay so let's let's create uh our specular and our uh our roughness channel here so let's come up in here and i'm going to simply make a black and white adjustment layer here uh where are you black and white bam so this can pretty i mean this can easily be your um your your specular channel here we can say that the graffiti is like the paint over the graffiti could be more reflective than the actual concrete wall and the like these these areas where oh god dang it i did it i did it again so the paint where the graffiti is can be more reflective because it's whiter right so black is going to be non-reflective and white is going to be reflective or the other way around but i'm pretty sure that's correct so we can say that the graffiti areas are going to be a bit more reflective because you know they're paint it's paint so it catches a bit more light and then the areas that are darker here like this crack will be less reflective in the wall itself it'll be a series of grays and darks and lights so i think this is actually pretty nice i'm gonna go ahead and save this as our specular and let's see what it looks like back into cinema we'll try and get a nice reflective point like yeah here we go here we go something like this and let's go ahead and drop that image in here bam and guys remember if you're in octane i don't know if any other renderers do this but if you're an octane and you want to save vram so that you can make your scenes more complicated um take your black and white images set the type to float and that's basically by default octane is assuming that all of your textures are color textures and there's more data more bits and bytes in color textures than there are in black and white textures so don't have your black and white textures um be color textures you're just wasting space so yeah let's put that into the specular and then you can see it's kind of it's doing a little thing here let me see here if um some contrast could help so i'm going to go to color correction drop a color correction node and i'll just boost the contrast by 20 or something and there you can see it's we're getting these nice streaks here and yep this is very reflective here on the little paint areas so it looks pretty darn cool to me now what we could do is basically work in a roughness of roughness texture so one way to do it is just go to the roughness and set it to like point two or something so it all kind of gets smoothed out equally which isn't that bad and it's a little reflective so maybe we can take uh the specular channel the float and just take that down by half maybe or am i on the wrong let's see am i wrong no that should be correct let's see we go to specular and we take the float all the way down to zero why is that still reflective oh because it's i see it's because it's um is it getting the the color correction node if i were to plug this specular in let's take that roughness down to zero and then let's try that again is it the mix that needs to come down interesting all right so let's try that again bring the mix down so it's just not as intense um and let's try using the same image as the roughness i'm just going to ctrl drag drop that into the roughness channel and see what happens um indie story yo dude thank you for the super chat your stuff is so good i can't wait to see your submission um yeah you're welcome i think this challenge is a really cool way for people to get inspired and create cool stuff and you're saying that it really made you push yourself in unreal and learn new things yes that's the whole point we gotta learn new stuff i haven't done a um a custom texture before so i'm in the same boat dude we're all learning and growing together and that again is the whole point of this channel is so we can learn and grow together um so you say you barely get time after work but gets you excited to stay up late and create new worlds heck yeah dude me too man me too thank you for that super chat thank you for the support and thank you for participating in the challenge man i can't wait to see your final all right what if we invert this roughness uh i see let's maybe give this a color correction node too and crank the let's crank the gamma see what happens we crank the gamma down feel like it just needs to be really subtle contrast let's try 20 on the contrast and maybe i'll take the the noise or the um the normal texture and bring it down by half and then let's also take uh the specular and bring that down by half so it's just a bit more subtle and you know if you do these right if you do this with a dslr it's really going to look nice but yeah for what i'm doing i was fine to use my iphone um because in my in my my render it's not going to be super close up yeah and then the bump channel i mean you could also go back into photoshop and start messing with let's duplicate this one more time i think it actually has a displacement option so you can go filter 3d generate bump or height map so let's see what this does it looks a little blurry but let me let me just try this let me see what this looks like um let's hit okay on this and let's let's save it out see what it looks like so i'll desktop it jpeg and we'll call this um displacement and let's drop it in isn't it really cool that you can do all this from photoshop i never knew it until i watched winbush's tutorial let's drag this placement out get displacement node drop that on and it's going to do a thing so we can do let's see in the displacement mid level is always 0.5 and let's just set it to 4k resolution and we'll set it to like 20 or even 100 so we can get an idea of what's going on okay so it looks like the edges are a little weird but if we set the height to maybe like yeah 20 we can get a little something out of that just a little something very cool now it might be a little heavy on these painted parts so you'd have to go back in there and essentially like tone them down so this white is coming up a little too much so you need to come in here with like a gray brush and and get those back down to be more of the gray of the background itself and that's where and why custom textures can be expensive because there's a lot of manual detail work that goes into making this look nice for example the water spot you know i had that water streak coming down that i had to make sure i had to basically do like custom roughness custom specular maps um on that just because you know water is reflective it's not the same as the concrete so yeah um scorn yo michael scorn dude thank you for the super chat you really enjoyed the challenge couldn't manage to get a 4k render done as needed um the pc for other things also learned so much yeah it's all right all good dude uh the 1080p is totally fine um but you're looking forward to the next one then and the next one is coming around the corner all right and it's going to be very different from what we're doing on this one it's going to be very fun it's already in the works and i'm just excited for you guys to get into it yeah it's going to be sweet what's up ronin we got ronin the moderator up in here holding it down um thank you i appreciate you for that man okay so while octane thinks really hard here we go so i'll show you guys that little water spot that i did yeah this one here i i need to uh tile this a little bit differently it looks a little stretched doesn't it see if i can't just drop this length that feels a bit better yeah so you can see it's a bit more reflective at certain parts um more reflective than the wall itself a better example honestly is this ground so the ground here for this what i did was i actually went underneath a bridge and i took a bunch of shots again with my iphone um of the ceiling of the bridge and it's these giant concrete structures um and i stitched them together the same way and then i took a basically a reference picture of this drain and i took the water from it and i brought that into photoshop and combined this texture of this the underneath of the bridge with this water and i made sure that the water was more reflective you know again going back to like that custom nature of these textures i made sure that the water was going to be more reflective than the concrete itself so yeah that's that's essentially what i did to make this custom bridge or waterway drain i don't know um to create this look and it really works it's super solid and i'm really really happy with how it turned out so what's the meat of this stream what are we gonna do um i'm gonna build out this sewer with a bunch of like mud and uh foliage a bunch of shrubs a bunch of uh what else are we gonna do we're gonna do like some garbage in the corners and we're really gonna make it look nasty and muddy and i'm just gonna detail this out like i detailed out my foreground last week the background buildings i'm probably going to save for this week i'm going to work on them this week and probably touch them up this weekend on the final stream um and then i'll get into character stuff over the weekend as you guys are submitting your final renders shout out to visual another one of our moderators um but honestly the dude is just uh he's much more than a moderator as all the moderators are they're not just moderators they're fantastic artists so um it's cool to cool to have you guys up in here um and i appreciate your guys's help so visual thank you so much sir faraz yo what's going on dude welcome thank you for joining yes visuals starting his entry today yo better late than never um i feel like i still have a lot of work on mine a lot of work on mine like i'm not to be honest with you i'm not really liking my render right now remember how i was talking about it yesterday or last week i was saying how ah you don't like it but then you spend more time on it and you start to like it i'm i'm in that zone right now where it's like i'm i'm i'm back and forth up and down on this one i'm like i don't know i don't know once the whole thing comes together then i can start shaping and really getting the visual contrast and the visual um composition down that's the thing that i'm not digging right now is the visual composition and the color but i know that once i get to an end point once i have the buildings in there once i can actually see kind of like a near final looking image i'll be able to come in here and start tweaking stuff to really make it shine and really have the render feel as good as possible and i am going to do a breakdown of this render like i did with the car next to the ocean with the you know foggy factory i'm gonna do one for this too so i wanna talk to you guys about everything that just is going through my mind while i'm doing this in a compact form but yeah zerge is correct just gotta keep going just gotta keep going all right so let's build out this uh this sewer system thingy it'd be cool to have some pipes coming out of the side of the wall um it would be cool to have maybe some like shafts and tunnels potentially we'll see how that could go um it would be sweet to have a bunch of like shrubs growing down the middle and growing down like different little strips of this thing it would be cool to have a bunch of dirt and like old wet paper and mud and grime collected in the corners maybe with some dead leaves and sticks and rocks in the corners and depending it would be really cool to have a uh i don't know maybe some sort of like robot or car or something down here like some sort of like eye-catching little visual piece of contrast it would be cool so let us begin also i might have i'm just realizing this right now um let me pull up my pref stuff for you guys how crazy is this huh look at this so scary what the heck i'm stuck why am i stuck why can't i zoom out anyway um like this right here that this is a dude that's a dude and i might do something similar with my um with my render here instead of a giant hole in the background i might actually just have the sewer go into a giant like wash pit thingy i think that would be sick i'll be super sick this is the same one isn't that terrifying that's like that is the the creepiest thing i've ever seen in my life and i want i just want more of this i want more of this i want to do a render very similar to this in the future i think that could be really cool i showed you guys this stuff on the last stream and here's an example of kind of like the sewer here it's like another sewer but again i don't know what this is it's not the river it's not the la river even though i took the shots in the la river um but i don't know what this is a wash of who knows what else do we got what else do we got yeah i think that's that's good for the for the reference i just wanted to show you guys that one all right so where do we begin we could start with man it would be cool to have just that giant hole but for now i think let's just start with like some corner detail all right so let me let me make my render a little larger and let's scale this up technology within us that's a funny question that's a very funny question thank you visual i appreciate you i'm not answering that that's a personal question son getting back to it all right um let's uncheck the check camera option let's hop out of camera view let's save our work and let's start creating all right so the ground plane here's what i want to do i essentially want to make some topography to clone some stuff onto all right so um basically these little like the gutter what is it like the gutter ball when you get the gutter ball in bowling it's the one that goes to the side and gets stuck in the gutter yeah i want my little gutter polygons here because i'm going to be able to create some stuff off of that so i'll select the floor here and let's go ahead and let's grab bam bam and bam bam we'll grab both of those just like that yep i'm gonna hit up that's breakup up that's gonna disconnect those pieces yeah from the drain okay so let's group this let's call this uh main drain and this will be our corner scatter name your stuff gotta name your stuff oh visual that's funny dude um let's get rid of these little edges we don't need these edges uh m n m n i'm just gonna get rid of that we don't need it all right corner scatter let's hit up let's hit up the mega scans assets and let's see if we can't find um some mud nah let's hit rd textures let's just drop some mud up on that and we'll render region so we're only rendering what we need awesome okay it's actually let's see what this one i know that we had like this guy bam this guy right here from last week the ground edge mud this one here it was a rubble floor too there it is rubble floor two let's try rubble floor two right up on that as very reflective um so i think what we'll need to do is just make a new texture maybe this concrete what is this concrete rubble um these are all yeah okay okay trying to figure out what texture works the best oops i didn't mean to do that go back to our little gutter corner scatter here we go and i'm just trying different different textures ooh that one's not bad that one's not bad at all it feels like real slimy and nasty so we can take that and that corner scattered let's go ahead and grab these edges and bring them down and then bring the whole corner scatter thing up so it just kind of goes down into the concrete you see that look at that that's nice so before and after so without and with you're getting a little bit of that nastiness just a little bit of that nastiness you know it's really nice and it adds so we're going to keep adding on to this so let's duplicate the corner scatter and let's get something a little little chunkier up in the mix bam drop that guy in there i like how it's a little wet very nice we can potentially bring this up and let's like bring let's bring these guys in towards each other so i'm going to just kind of scale them in towards each other and we'll bring that down just a little bit so maybe it's too much maybe it's too much maybe we just need a little bit of chunkage up in the corner so i'm gonna undo what we did there bam let's actually do the opposite let's scale them out so it's just a little tiny piece a little strip of that chunkiness yeah you see that now it's like you start to see that wet nastiness collect up in the corners that's good that's good we could also let's duplicate that texture and i'm going to call this mud and then i'll call this one [Music] mud mud dry maybe because it's a little i don't know that's a little intense but it looks i don't know it looks good also what i'm gonna do let's go to displacement i just want like little pieces popping up through um the ground so i'll set the displacement to 30. and the reason i duplicated it is because um i don't want like we're using this main mud we're using this in our foreground and i don't want to mess with the way it looks so i'm duplicating it so that i can actually get a a different look out of it let's make sure the mapping is correct on that so maybe i'll set this to cubic mm-hmm and i'll scale it up we're going to tile it point one times no maybe i need to get up in here probably the best way to do it yeah that seems right sweet okay back to camera view just render region and i'm going to just drop it down again it's so subtle it's very very subtle but that's okay that's that's really what we want let's see negative 281 negative 280 yeah that comes up a little bit yeah very very subtle and let's take the specular and just drop the specular down a little bit awesome okay william what's up dude hey good to see you man your render is looking insane um holy crap i don't know if you submitted yet but keep it up dude keep it up that's amazing all right so i think let's try and get maybe a little bit of how do i want to do this i think it's going to be wise to have some plants and shrubs down the middle of this thing because that was actually happening in real life let me show you guys the reference image uh where are we at the art vfx assets endless concrete raw here we go so you guys will notice that these bushes here are kind of chilling right up in the middle where the water is they're growing where the water is you also have some shrubs right along the these like little cracks also where water probably pulls into these cracks and grows some some weeds and shrubs and stuff and then there's a lot of like stuff collected in the middle or on the edges these are a bunch of leaves from the trees up here um but we don't have any trees in our scene really and we don't have dead leaves but we can have rocks and rubble you know again collecting in the corner and kind of scattered throughout this whole thing so this is definitely where we'll be using this as a reference to you know to really max out our our little scene here all right so bushes and shrubs you know a lot of that you can use from the mega scans library there's a lot of good stuff there but i'm probably going to be using full um forester for my stuff just because it's easy it's quick here so what i'm going to do is i'll still have those edges there those little planes that we have as a scatterable kind of uh kind of surface for our plants to be scattered and spread out on so i need to do that for the middle too so let's see if i can't let's lock that let's hop out of our camera and do this you know very similar thing that we did before let's grab these middle pieces up we'll break them up and let's just name our stuff here this is wall one wall two middle yeah middle i guess uh this is our floor that's our corner scatter and this is our middle scatter okay so let's find the plants and the shrubs that we want to [Music] distribute along our uh along our sewer here i also want to make sure that i'm not scattering yeah that's actually perfect that is perfect if i hit shift v or no alt v we can go to save frames set save frames and you can actually see where this cuts off so we actually don't need any of this in the foreground we don't need to scatter on that at all so i'm going to actually delete those polygons so we don't get confused we don't need to waste any computer juice at any point during this render because it's going to start getting really rare let's go to the drain the middle scatter okay we can delete that and the main drain the main drain we can delete all that the walls i'll leave the walls for now and the corner scatter i will actually clip as well so kl is your cut tool bam we'll just get those and delete what we don't need whatever you don't see there's no need to see it now technically you don't want any light influencing your scene from the bottom so what we can do is actually put a a plane down here with like a gray solid on it that way it's stopping any light from coming in where you don't want it but i'd rather use this than you know a bunch of detail and shrubs that you don't see in the frame right so we can just get like a non-descript matte middle gray kind of texture for that plane there maybe even a little darker so it doesn't bounce a bunch of light you know what i mean fabian yo welcome welcome to the first ever live stream i'm glad you're joining me very cool stuff all right let's populate this thing with some rubbery so um like i said i'm using forester so let's go to extensions where are you forrester and we'll do a multi flora is that what we want do we want a flower as long as it's like a weed you know we want like a little weed um let's go to [Music] the material selection no the library we want the library yeah this is what we want so looking at my reference let me go back to this reference here just to get an idea of what kind of stuff we're seeing um very sparse it's very sparse not super detailed and it might be wiser to be honest with you guys it might be wiser just to use the mega scans shrubs and stuff because they're gonna be they're gonna be a lot more render friendly and i might use let me okay so while i'm here i'll populate the middle section with bushes and stuff that you can't really get with mega scans so let's do that at least and for the bushes i think what we can do is actually use a tree instead and turn a tree into a bush so we'll go forester forester tree and let's drop us down here and let's see if we can't do the tree library and let's hit up something that looks like a bush um hmm a sycamore i don't know uh pseudo camellia prospius so you can't really see the leaves in here but if we go to tree parameters and we change the viewport level a little higher you should be able to see some greenery it's really thinking hard here it's just very render intensive right now there you go that's a lot isn't it that's a whole lot a lot of stuff we don't need so what we can do is take the tree growth to like point one and it's thinking really hard hopefully this thing will get a little smaller yeah forester is totally worth it 300 bucks for forester absolutely um it has a wind option and it's just it's just the best i really do enjoy it so this is taking a long time it's really thinking very hard i'm wondering if we can just use mega scans for this let me open up mega scans here and let's hit up these 3d plants hmm ferns i do love me some ferns um so weeds we'll get some of that some grass we'll get some of that let's try ferns and see what they have you can have this stuff growing out the middle let's see what else they got maybe some grass perhaps some wild overgrown grass i think will definitely be a part of our scene so maybe some of these like small guys here these wild little wild grass pieces let's download the 8k and we'll export the 2k version because they're going to be very small and that's going to come right into c4d let's get rid of this tree and let's take a look at these shrubs these little grassy grasses all right so if we re-render our scene hopefully we should be able to see these things here how many more days you have left for the challenge i think there's like nine days left or something nine days in like eight hours dang did octane crash what's going on maybe it did let me let me just restart let me restart cinema here absolutely save my work that's the name of the game y'all sometimes yep that's an octane crash for you computers are computers a little tricky sometimes they crash you know that's just the way it is for whatever reason cinema never opens for you you can hit a control shift escape if you're on pc and it's probably because you're running cinema in the background it'll say cinema 4d somewhere up in here and you just want to make sure you close it out but we don't need lightroom anymore we don't need photoshop anymore i did it again didn't i yeah control shift escape and in your processes if you see cinema 4d down here in the background processes and it's not booting for you that means you're still running it so you can just make sure you close it out all right we will render our scene and once we can see these shrubs we'll start uh scattering them in the little gutter areas and maybe we can scatter them on some other tiny little strips of uh of concrete that can act as like the cracks in the ground and stuff flow ed thank you sir that's very very kind of you i appreciate it man i'm glad you enjoy the streams all right when you see your bright yellow updating that means you're close and it should yeah here we go so what we want to do right we got our little shrubbies our shrubby shrubs let's go ahead and go into our actual scene here scene view let's open this up just a bit oh no oh my god no no not four that would be very bad and i'm just going to render this region here that's all we need to see is this the corner bits awesome okay and we'll uncheck check camera so we can hop out of this view and create so what i want to do essentially is just take all of these guys and scatter them wait why did it stop again did octane crash again anyway let's let's try this all right let's take all these i can use an octane scatter if i wanted to and i think that's probably what i'll do is i'll do it with an octane scatter yeah so let's go ahead and make an octane scatter object you know by going to objects octane scatter and i'm just gonna drop all these guys in that octane scatter and in the octane scatter options the count is already at a thousand i'm gonna set it to just a hundred and it's looking for a surface all right and we wanna put it on the surface of this surface and the surface will be our the corner scatter like we had selected right corner scatter one and i think that's yeah corner scatter is totally fine so let's go ahead and select octane scatter let's drag our corner scatter bam into the surface and you can see that we have these lines that are basically our little shrubs let's hop back into camera view try re-rendering octane i don't know why it crashed again mason thank you for joining it's your first time welcome welcome um we got a lot of a lot of newcomers today guys that's awesome yeah it looks like i'm getting some weird octane issues that's no good apologies y'all i'ma try it one more time yep another octane bug let's give it the ol open up c4d again and we'll try one more time if you guys are enjoying yourselves and having a good saturday give me a thumbs up in the live chat it's always good to see y'all all right let's try this one more time bam i know i need a better processor i really do ah man i am so sore from rock climbing yesterday we went for like five hours or so and i was telling you guys earlier in the stream i learned how to set anchors and tie you know tie the the ropes and all the knots up top and it was a little stressful it was a little stressful don't want to mess that up no siree not at all all right let's try to render region one more time looks like it's working i'll uncheck the check camera option and we'll hop out of the camera hopefully it looks like it's working okay so um let's try and now these big ones these little big bushes are a little too much okay so i'm gonna scale down these big ones i don't want it to be too intense there on the edges sweet and we want to add a random effector to the mix here because we want to randomly rotate these shrubs we don't want them all in the same orientation so uncheck position and we'll check rotation and we can look at these splines just as reference here so if i rotate and it looks like nothing's happening that's because they're rotating on the y-axis these other axes oh okay so nothing's happening that's because the octane scatter needs to you need to drag the random effector into it then it'll start working so yep that will actually orient these plants hopefully 1080 and then let's go a little bit a little bit of angle on these guys bam all right that looks good and i think i actually think octane is bugging out on me when i'm doing like this whole combination of uncheck check camera render region um i think that's the issue which is unfortunate so we're going to go one last time and just make sure we don't do that again sorry guys hope you're all still enjoying yourselves what does gi clamp do that's a good question um the biggest use for gi clamp is by default it's set to a million and you're gonna get a lot of fireflies a lot of hot pixels a lot of little white dots that just don't look right in your render and the easiest way to get rid of those is by taking your gi clamp to one so by default i'm always setting my gi clamp to one and you can actually go window customization save as default scene and that will have that fix for you every time you open c4d so gi clamp bam set to one and that essentially like i don't know exactly but it has something to do with like the light and how far the light is traveling to reference your stuff and you don't need it you don't need to go in a million points in that direction you just kind of want it to focus on i don't know i i can't explain it i hadn't looked at the documentation so i can't i can't really explain it but let's render our scene again global illumination clamp nice that's what it stands for okay yeah so it's like how much light how much how how far do you want to illuminate things a million points in that direction or just one point in that direction i'm gonna say that direction it's a it's a global thing it's like a sphere do you want your sphere of light to be a million times large or just one times large and for most scenes one times large is just large enough all right let me test this out and see if this works render region let me start messing with these settings yeah that looks like it's working all right so octane scatter let's try 200. we're getting like a bunch of grass up in the corner there and the random let's go like 40 degrees 40 degrees so they're kind of all over the place a little bit and we can mess with the size as well so in the random effector we can check the scale we can do uniform scale we'll definitely want uniform and we can set it to one so it'll either scale up by one or down by one i wonder if we type negative one [Music] and we can again hit t and scale all this stuff down so it's a little smaller and i want i want some more shrubs coming into the foreground a little bit so i need to see like what is that scattering on it's scattering on this bit i can just mess with the seed so the seed is gonna distribute these plants a little bit more randomly you can just like switch through the seed here get a different look you set that to 400 if you want you know really like you have a bunch of stuff coming out there 300 maybe and you see how they're going like too far into the actual concrete so we can scale that back by duplicating the let's see the corner scatter or even taking the corner scatter and kind of scaling it in a little bit we'll grab both of those hit t and just kind of bring them in a touch wow but i like the look of that so here's what we'll do we'll duplicate corner scatter we'll call this um corner shrub scatter and we'll use that instead so that we're really just trying to get as much control over all these individual elements as possible nice very nice cool that that totally works yeah we have a little bit more shrubs there in the corner then and then another thing we could do actually this is actually uh i think a pretty cool technique hopefully this doesn't crash octane again we will see but let's create like a series of little cracks and stuff like here you can see that this this crack goes along down the uh the path here and there's different little shrubs growing within that so i want to see if we can't uh replicate this kind of look so what we'll do for that is essentially create um let's make a plane now in fact let's not let's not make a plane let's select this ground here the floor all right we're going to duplicate the floor and we're going to use this to kind of like chop up and let's go ahead and like let's solo it and let's make some cuts so kl and we'll make a cut here we'll make a cut here and we're just kind of making some grooves going down this concrete make a cut there there and we'll do like a couple that go horizontally down this thing so we can kind of get a little sense of depth we'll equally space these out a little something like that and we can scatter these plants along these pieces all right so let's go ahead and select all these little grooves that we made so ul is a loop selection tool we'll go into edge mode or face mode and we'll select all of these little like channels these runways and we gotta get in there and these are the these are the little like cracks and strips where our grass and our weeds are going to grow perfect so from here we can hit ui and then delete everything else so we just have this little bit here we can name this let's see let's name this um i don't know um [Music] ground crack scatter i don't know that works and let's start with the shrubs that we already have okay we can actually take that ground crack scatter and we have this texture that is that we have on it we can duplicate that texture and we can actually make it darker to appear like there actually are cracks in the ground so let's take the brightness down to like point one hop out of the solo mode and see if this works let's bring the ground crack scatter up out of the floor by like one point so 52 so that we actually see it yep now that now we actually see them running down the length of that's perfect wonderful wonderful and we can make them a little darker too so we can do like negative 0.02 they're really dark awesome and now all we need to do is let's duplicate the scatter that octane scatter and let's point it to this little ground crack system that we set up yeah that's super cool and what we could do is actually scale down let's try scaling all these guys down just a little bit so it's a bit more subtle and let's go ahead and see if we can't distribute these shrubs with some noise all right so let's set it to a thousand so there's a lot of shrubs going down all these little channels and yeah it's basically to just make it not as uniform um so let's see let's see if we can't select that let's go to distribution we'll go to the shader will throw in a noise let's set the contrast to a hundred and we'll set the scale global scale to a thousand and see if that does anything it doesn't look like it's really doing anything um maybe the up vector normal align [Music] the count 500 maybe maybe we just do less count maybe just go 200 it'd be nice to get this to work i think i've never really like solved this one it's always been a thing for me that's why i always use the random effector as opposed to all these guys but you should be able to get them to not be in certain parts based off of this noise map yeah i think i'll have to do a little bit more research with that one vertex map use it in scale all right let's see let's try it shader noise this looks to work um contrast 100 yeah that's working global scale let's take the count up to a thousand yeah that looks like it's working we can also do it with size too i know that is we are in scale okay so maybe instead of a hundred contrasts we do 90 contrast mess with the brightness a little bit that kind of works you can adjust the scaling of some of these guys awesome feels pretty nice yeah that's awesome okay so from here we want to have some bushes and shrubs down the middle as well so let's go ahead and scatter let's go ahead and grab a couple more bushes from the mega scans gallery hmm i think you can like switch out a bunch of different variations too some dead stuff would be nice that this is actually some good stuff some like thatching grass yeah let's try this um looks like i already have it i can export the 2k version um one second guys hold on one second i gotta move my car i will be back give me two minutes see you guys in a second [Music] so [Music] [Music] so [Music] so [Music] so [Music] [Music] [Music] all right y'all back to it back to it so yeah we just exported some of this grass here let's see if we can get one more if it's for the middle we want it to be a little bit larger um because the middle is actually going to grow a little bit more because that's where all the water so let's see if we can't go ground cover maybe hmm [Music] herbs a bunch of mint leaves some sage up in there interesting um a ginger plant huh okay weeds because technically they would be really tall weeds so it could be a mix of stuff here we could do like some cheese weed um maybe a little bit of this prickly lettuce i want something pretty full you know we'll probably have a few different types oh this is nice sidewalk vegetation yeah dry plant set and sidewalk let's get these two this is nice this is like exactly what we want for uh for like the ground cracks and stuff so maybe we'll use this for the ground cracks or we'll mix this we'll just mix it all in dry plant set this is great for corners too so we'll export both of these 2k versions definitely don't need the 4k versions because there's just going to be a lot of them we want to save as much as possible and this one is nice too i'll download this and export the 2k all right let's grab all this stuff there's a lot wow that's a lot geez okay we should have done this one at a time um let's go let's take things behind the camera and see if we can't sort all this stuff out variation 1 through 12 13 14 15 16 70 wow that's a lot so we got that stuff we have this other stuff variation one through fourteen and one through eleven and one through three okay cool so let's deal with these one at a time here this stuff is the fresher stuff that i think we can pile up into the middle of this okay so let's go ahead and and set that up yeah so i'll make a scatter i'll drop those three into the scatter and i'll tell the scatter to scatter on the let's see ground or no it's the drain middle scatter bam and instead of vertex it's going to be the surface and we have yep a lot of the same plant so what we could do is use that same random effector to mess with the orientation we want to mix up that orientation and obviously it's way too uniform and there's just too many pieces being scattered let's try a hundred and it looks a little too dark you know we can take these the tall weed here and set it to glossy and octane same for the dry plant in the sidewalk we'll just set all the stuff to glossy and octane and what we can probably do is have a couple different middle scatter pieces so this middle scatter we can actually take and crunch it down a little bit and then we could have uh middle scatter 2 be a little bit wider and middle scatter 3 just be the full wide that way we can kind of taper off these shrubs and have them just be a little bit taller in the middle let's go to that octane scatter let's go to the scale we can actually scale them all up by hitting t we'll scale them up and we want to distribute these a little bit more randomly so like we learned we'll go to that scale option we'll drop in some noise we can set the contrast to i don't know 50 percent contrast so that way you have full size ones and then half size ones and then all throughout actually just to see what it's doing i'll set it to 100 and i'll set the global scale to 500. let's work the seed we can take the global scale to 500. i want to find one that's a little bit more broken up like this is pretty nice yeah maybe something like that we can set the global scale to 50. and they're a little too small so i'll take this scale on the random effector down oh ian hubert up in here dude what's up ian yo is that the true ian hubert that is the question um ian all right let's let's find out if it is indeed i don't think i don't think so though is it really ian is it really ian because ian i have a question for you i have a question for you ian and this will be the ultimate test to see if this really is true ian hubert that only an ian hubert and i could know the answer to um when huh okay okay what is what is the question only ian knows the answer to um [Music] let's see when i came up to seattle to visit you last time no no ian ian ian what food do you have to get every time you come down to los angeles when you visit there's like that one food that you're like yo this is the one that i need to get every time what is that food this is the ultimate test yeah it's yeah that's the right answer noodles sweet dude what's up ian good to see you dude freaking great to see you thanks for hopping in man people uh people are really excited about this that's awesome you're making a lot of people's days so i'm working on my render right now um it's a big old render and i'm trying to like populate this sewer to look uh to look nice trying to make it look grungy and nasty and we're just scattering some plants and shrubs right now hmm let's see what should we do here what should we do i need a little bit more oh i need that sidewalk nastiness that's what we need is the sidewalk stuff um let's try dropping in another chunk of of plants here so let me take all of these out and let's see if we can't pop these guys in and see the difference hmm okay kind of difficult to tell maybe we'll do these ones here and let's try all these guys ah they're so tiny they're so small let's try flipping these out again the answer to everything is noodles the answer to everything is noodles but you can't you can't overdo it you know i had some of those noodles last night ian and my goodness they're delicious they are the they are the best man yeah maybe i'll get rid of the noise up in here i'll just clear that out so it's full let's see what we're dealing with here we got these guys we got this grass this is the stuff right here dude these are the ones i want to scatter that all up in it and then we have these guys the dead the dead stuff so i want to mix probably these and these guys this dry thatching i don't know yeah it's all i like these colors here the dead stuff and this stuff right here like this stuff that's not bad but let's see if we can't get these guys working variation 1 through 14 um let's get these guys up in scatter number one very nice um i'm just gonna make sure and if it's really you send me a text message right now just to be sure just to be super sure i'm sure it is dude have a good one peace out dude later you never know you gotta be extra careful these days you know what i mean gotta be extra careful all right but you only had noodles once in la dude it's all good there's a lot of food in la there's a ton of food okay back to it you know i get a little distracted but it's all good we're gonna we're gonna keep going so we have scatter one scatter two scatter three let's kind of take it back take it back to scatter one and let's get some of that dead stuff up in there so i'll switch that out for this one through fourteen sweet and i'll scale that stuff up that's nice that's pretty nice something pretty subtle and maybe we try that in the the cracks here dude if that if that i don't know if this ian is real or not but if they if they just randomly got the noodles question right that's that's impressive we'll see i i have no text from ian yet i'll just text let me text him let me see all right the word's been sent out he's a busy man i don't know if he'll get this but the text has been sent we're gonna get verification here pretty soon i know it would have been one heck of a guess huh all right let's see let's grab i'm just you know this is just the stream today y'all we're just trying to make this stuff look nice spending those detail points so i'll do an octane and a universal material type so that we can come up in here and we can plug the let's see transmission yep that's right it's got a transmission section there and we can take the specular down just by half maybe and we can probably take the brightness up to two maybe the saturation down a touch just the touch 0.8 or something see they seem too dark to me so maybe we can take the gamma down 0.7 let's grab some more of like the dead stuff and let's put the dead stuff in the corner all right so let's see we can't find this so this stuff right here hmm let's copy this not copy it we'll drag it into scatter number one the original scatter boom hey that looks pretty nice actually i like that that feels dirty and kind of gross and overgrown i'm feeling that that's looking sweet nice okay and then the middle let's have the middle section be a combination of both of those so i'll control drag that into scatter 2. and let's grab all these other variations i'll just get these out of here and then we'll do let's see scatter one yeah scatter one we'll grab those we'll copy these ctrl drag drop it into scatter 2 as well dang did octane crash again i think so shoot but i think we can let's try and scale these up because i know we're going to scale these up anyway before we reset everything i want to get them about the same the same size yeah something like that awesome we'll save that i'm gonna save it as a new one actually and we'll restart yeah agreed a little bit of rocks some some dirt small rocks and i think it'll be looking nice so i got a question for you guys would you prefer i had music playing this whole time or would you prefer it's silent like it is so you can play your own music if you would prefer for me to have music on the stream give me a thumbs up if you would prefer to me if you would prefer me to keep it as is with with just silence so you can play your own music give me thumbs down let me know what you guys think and i would love to do some polls on this kind of stuff eventually there's just a lot of business to do you know a lot of business in the day and let's render that yeah i pro honestly i prefer the silence that way you guys can actually play your own music if you would choose to because then you have an option you know ronan votes for the thumbs up with a little bit of music but you know what i mean it's like without music you guys have the option to play whatever you want but you also have the option to keep it silent too if i have music then you can't stop the music it's just like dude i'm getting tired of this music but i don't know i don't know it's mixed i see i see it's mixed a lot of thumbs downs though you guys enjoy the silence i like i like the silence too we don't have enough silence in our life constantly full of music and talking and noise and all that good stuff you know it's nice to just chill out take a break all right let's take everything in the middle and scale it up and let's also give it its own random effector i'm gonna make a new one and we'll throw that down i'll get random two out of there random three will be for this one and we want random three to have the you know full 180 degrees of rotation we'll go 40 and 40 degrees dude octane freaking crashed again oh my god what the heck that's so jacked what is going on like i have a i have plenty of room left i don't understand why it's freezing up on me like that so weird all right so this is it right now if i throw in the safe frames 100 you guys can see what it'll look like minus the floating plant sweet let's see if we can't grab like a pipe or something um but we need the rocks we need the scattered rocks and we need maybe some dirt let's grab let's grab some scattered rocks uh 3d assets will go nature rock is there a scatter option yes there is and we can find some rocks small rock pack that's easy here's some sticks and rocks some rubble scattered stuff could be cool too like concrete debris or something small rocks pack this is the one i use for my for my uh car on the beach render scatter granite rocks scatter mossy rocks i like this one let's download these and we'll scatter these guys about bam we just need the 2k versions and we'll export those all right c4d is thinking really hard hopefully not crashing on me i think i think qixel i think they have poop they just have a steaming pile of poop they have horse poop yep classic definitely want to save that for later oh come on c4d dying on me what the hey something's going on why don't i use s24 man that's a good question it's because i've been working on this freaking render for so long i don't want to switch versions in between um giant renders so once this one's done i'll get started on s24 also i think i don't know if octane is out for s24 yet so yeah gotta get my octane all right let's see if we can get those rocks up in here them scatter rocks poop um let's do 3d assets nature rock scatter all the way to the bottom the way to the bottom and we'll grab this guy right here we'll export that let me type in let me just see what they have when i type in scatter debris because i feel like there'd be a lot of stuff down there there'd be like sticks and freaking tree sticks there'd be trash there i feel like there would definitely be some trash down there some cans and all that stuff some pipes maybe but let's start with the rocks and you know what i'm not even going to scatter them with the octane view right now because i'm just going to look at it and just make it work here we go rock pack bam all these guys um let's throw it in an octane scatter and let's scatter it on to the entire floor which is where would you be the floor yep octane scatter on to the floor we want probably 200 rocks on the surface and you see all these tiny little dots those are all the little rocks so i'll let that do its thing and i'm going to organize all this so we can clean it up a little bit later so this is our rock scatter the scatter 2 is our center scatter scatter one is the crack scatter and then we have corner scatter bam and i am going to group all of this stuff into one folder here let me also just double check what the heck this stuff is all right those are plants boom all right we can just let those chill for a second um anthony cavill yo thank you thank you for the super chat i appreciate you man you have a question how do you decide if you want to download a 2k or 8k version of an asset and mega scans i finally started my part my participation by the way congrats on starting sometimes it's the hardest part is to get started so good job on that and that is a very good question how do you decide whether you download um a 8k version or 2k version and how do you decide if you want to export an 8k version or 2k version so basically here's the way i think of it right now um i have infinite hard drive space if you guys are really crunching on hard drive space i would really recommend if you're doing this as a 3d artist invest in some hard drive space so always download the 8k version always download the biggest version you can um because you're future proofing yourself you want to make sure that you have the highest res version if you need it now when it comes to exporting what you have downloaded you can export the 8k version the highest res version or you can export a 4k or a 2k version the way i think of it is there's a couple a couple couple things so you want your render to look as high-res as possible right but you also want to balance um performance at a certain point your computer is going to explode if you have too many 8k photo scans in your scene so what i do is ask myself um well by default i'm kind of like exporting the lowest res versions so i'll export 2k versions 4k versions of all these photo scans and all these textures and assets because it's going to be easier to go back and replace the ones that are closer to camera with 8k versions then it's going to be to like have to redo everything because your computer's crashing because everything's 8k and you have to go back and like change it all out again so just start low and then work up um to the 4k and the 8k versions once you're kind of looking at your full complete render i would rather get all the way to the end with a 2k setup basically than to 20 percent or 30 percent 40 of all 8k and then it starts crashing on me then you have to kind of redo everything so that's the way that's the way i think with the rocks and the scatter i know i'm going to leave that stuff 2k um i'm trying to save as much computer juice as possible with the rocks and the grass and the scatter you're never going to see that detail but for the foreground elements the dirt that is right up in your face the like you know the train little train wheel that's sitting right there or like your rubble that's right in the foreground i know that stuff is going to be 8k eventually so i'm downloading the 4k versions just to get everything placed and once i have everything locked in i'll start switching them out for the ak versions until my computer explodes then i'll undo one of those so that it's not exploding and then i'll render it hopefully that makes sense to you guys all right so we have our rocks scattered um there's going to be some trash let's let's get some trash going um i know let's see let's see trash scatter hmm so i want the actual 3d objects versus these little like cards these are just cards so we could do trash and we'll look in the 3d assets and we'll scroll down and see what we can find this rusty container this rusted metal can this paint bucket this is all good stuff yeah rusty container let's do it download the 4k export the 2k same for the paint can let's actually you know let's see let's see here we have hmm the rusted can what is this metal containers i like this it's like dirty oil canister that's very nice i'm gonna download that one but actually you know i think i got the pack so i might just work with that pack that i have and scatter those around let's get the can you know you gotta you gotta get your rusted uh can of beans for sure up in the scene we'll export the 2k and if you guys have any computer information if you guys are known wanting to know what cards i have or what ram sticks all that good stuff it's in the description you guys just drop down the description you can see the stats my pc stats all right and maybe a cigarette box download the 4k to future proof it in case you ever need the 4k and then export the 2k because we don't need all that data up in our scene you know what i mean sweet how many points do i have left i'm i'm probably riding it pretty close i'm still good i'm still good all right sweet okay so we want to scatter some trash let me see if i can't find where would you be the scattered trash um scattered plastic bottles all of these guys yep all right i'm gonna control drag these out so we can use them bam got a bunch of bottles here oh you know be good with some tires man yeah you need a couple like nasty tires a pile of tires or something but yeah we can get all of these i like the yellow one um let's see the yellow one the gray one here and maybe the hmm yeah let's grab these guys one two and three awesome sweet and i might actually like hand place these but we'll see um we got a couple other things here we have it's like a cigarette box we got what is that that's the cigarette box this is our can of beans and this is our random canister and those are the rocks that we are scattering currently and i can move all of those rocks back to our asset pile that's behind camera same for the other stuff here let's move all this stuff back and out of frame so i just want to go really easy with this um and scatter these things pretty strategically again i might have to hand place this just because of the size but let's at least get it going all right so i'm going to get the gizmo oriented properly on all of these pieces so that they're sitting on the ground and i'm using the axis center tool to do exactly that so for this one i'll probably flip it on its side like this and i'll re-orient the axis with the axis tool over here and then let's just go ahead and drop that down to the bottom so it's going to be sitting flush on the floor this can these cans probably will not be sitting upright so i'm going to actually rotate them 90 and then make sure i undo the gizmo so that's sitting upright and then drop the y down to the bottom same for this can here rotate it so it's sitting on its side and we'll basically drop this down to the bottom sweet this guy as well i'm just gonna copy these three and this white one as well and we'll do the same deal we're gonna take all of these we're gonna rotate them let's go ahead and rotate these guys per object manipulation will check that so they all rotate like this 90 degrees we will undo that gizmo so they're all just about the same and then with all three selected we can execute this function here so that the gizmo is right on the bottom there cool so now when i take all of these little trash pieces here here and here and we'll grab one two three four basically all this stuff we're going to scatter right and i'm going to hold ctrl alt i'll drop it into a scatter and we're going to scatter it onto this ground here we want it on the surface we probably want 20 of these tops we don't want to overdo this and i will select the floor so that they are scattered on the floor i'm also going to want to randomly orient all these as well so we can grab um these random modifiers i think random two yeah random two let's drop that onto the rock scatter as well as the trash scatter and random two is just getting our orientation we can probably ease up on this or nah we'll make our own i think we need to make our own scatter for these now the trash scatter yep that's working properly we can get rid of the random the rock scatter is going to be fine as is trash scatter let's go ahead and make a new one random effector we'll drop that in there and this random effector will not be a position one but will be a orientation we can probably do like three degrees on each one of those that looks about right mr sai sharon welcome welcome back thank you again for the chat i appreciate you man you missed the past two hours but it's good to see ya um i'm happy to see you here as well how was the climb dude it was sick man yeah we went up to a place um very very tall rock climbing wall with a little bit of a slant to it positive slant forward it was really good to get back into it i've rock climbed a whole lot for years and years and years a few years ago but you know when the pandemic hit and everything i actually stopped climbing a little bit before then i used to go like to the gyms and stuff here in la um but yeah it was sick man rope rope climbs are serious business learning how to tie them in yourself too is even more serious business so it was a good time very fun all right so we have a rocks and we have our trash i think it's time to hit render on this thing tinum no real ian did not confirm yet i don't think it was really ian though i i don't i don't think it was really in and there's a couple there's just a couple things a couple reasons to why i believe that but until he hits me up i'll let y'all know because if i go on about why it wasn't really in he hits me up he says actually yes it was i'd be like god dang it how you guys doing everyone doing okay thumbs ups if you guys are following along still enjoying the stream thank you guys for hanging out with me through all the crashes we got a lot of crashes today sweet thank you all good times sweet that's pretty nasty down there i'm a fan oh snap bonsai yo thank you that is very generous of you you say you've been a fan for 12 years and you've been working with blender for five months and this challenge is the biggest one you've worked on yet and you're learning a lot dude that's great thank you thank you for that it's very generous of you i appreciate you very much and i'm glad that you're learning a lot i know we all are we're all learning so much on this thing and it's really cool it's very very cool to see you guys um learning as much as you can that's the way to go all right so i'm just trying to like clean up the middle i think the middle is a little too spread out so i believe it was a random three that was getting us that spread so we just kind of bring it in a little closer together and i'm going to take all of these pieces here and make sure they're set to rock scatter yeah all this stuff all set to glossy and octane sweet very nice yeah you gotta have the tire in there somewhere i don't think mega scans has tires but i will double check nah maybe in time that's something i'll go to cg trader for let me reconnect these freaking fence textures here it's been long enough um let's go ahead and do a little organization let's add this to the mega scans layer we can delete those um this will be its new layer let's add this to a new layer that's called uh cg trader and let's reconnect these guys i don't know why sometimes these textures just get lost when you start up c4d again but man it happens metal fence pole all right let's find it i have a video that i still need to edit it's just going to take forever because i interviewed basically everyone i could i interviewed beeple ian hubert um blender guru andre lebrov a whole bunch of people almost a year ago asking them about their techniques when it comes to organizing their files so i wanna i wanna finish that video for you guys because it's very very important um and it's really important to work as efficiently as possible the more time you could spend creating versus looking for files then you're just going to be more efficient so i want to finish that one it's just a long edit all right let's see if we can find our 3d models cg trader uh date modified yup chain link fence and i believe that should load properly sweet all right we got our chain link fence going so part of me kind of wants to have this like this concrete wall this concrete sewer end similarly to the way uh this is ending here like this where it just goes off into a scary pit i kind of want that vibe going and i think it's going to work a little bit better than this hole in the background because this hole in the background isn't really selling as a hole in the background it's kind of just more so a a wall it looks like a wall i'm not really feeling it so maybe i try and make this work here maybe we see if we can't do like a little creepy tunnel system that just like gets buried down i'm gonna give it a shot let's see what we can do here i'll uncheck the check camera octane's probably gonna crash again but we'll do what we can now what i want to do here let's go ahead and take this floor hmm what's the best way to do this so i have these side walls here both of these guys and i kind of want them to continue do a little bend modifier action on these things have them just kind of go into the depths of the earth all right how are we going to do this simon how are we going to do this simon thank you for the super chat simon it's been five times um and i tried to like the stream just to realize i already did so i had no choice dude thank you thank you so much man i appreciate you simon heck yeah shout outs man shout out to simon good times have i ever used blender ariza asks have i ever used blender apologies if i got your name wrong yeah i've used blender just a little bit more so to demonstrate things how things can be done in other programs i've never seriously used blender to create stuff um c4d that's that's the main love right now it's you know i can't i can't i can't do both right now i feel like it would be it'd be bad to do both not bad it won't be bad to do both i've talked about this before it's the idea of using your left hand versus your right hand no hand is better than the other right i'm right-handed because i've been using my right hand for my whole life so i'm gonna keep using my right hand um you know if you're crazy for whatever reason you're gonna say hey i'm gonna challenge myself i'm using my left hand only for the rest of my life so then you'd switch to some other 3d program that you you know you're already a master no hey hold on hold on i'm no master all right i'm no c4d master i'm pretty good but i'm no master i just know how to use the program pretty well there's a lot of things i don't know how to use but i know it well enough right it's my right hand it's my right it's the main program why would i switch to a program that i don't know how to use and handicap myself you know i would rather switch to unreal engine but i use the word switch to very sparingly i don't want to say i switch to unreal engine i'm going to learn unreal engine because unreal engine i feel is a it fills a hole it fills a gap in my 3d workflow that c4d cannot fulfill c40 cannot do real-time game style stuff um you can't make games in c4d and you can't send out exe files for people to play and have a good time with so yeah i'm gonna stick with c4d no real reason for me for me to switch to blender if i'm gonna spend a ton of time learning something new i would rather that time be spent learning something um that fills a new hole you know like spend the time learning substance painter i would definitely do that rn tape what's the difference between 3ds max and blender or sorry 3ds max and c4d it's the same thing basically man 3ds max is owned by autodesk i think is the company and cinema 4d is owned by maxon they both do very similar things c4d is just newer 3ds max that hasn't had an update and i can't remember how long i i don't know maybe it's been updated and i just forgot about it but i used to use 3ds max for six years actually but i switched back to c4d because c4d was the first 3d program i started in the first real one rather the first one was wings 3d that was the first one i ever used all right let's see if we can't get this uh this guy going off into the abyss here so what i'll do is i'll take the floor i'll ctrl drag it let's see yeah i'll control drag it out and flip it around whoa 180 degrees and i'll control drag it up flip it 180 degrees so it's a tunnel situation going on here and then let's grab these side walls and let's see grab the side both of the side walls one and [Music] two turn off this per object what's going on here i'm just let's see let's control wall one wall two control drag it up and out so we can mess with it up here i am going to delete these polygons delete these polygons i just want the straight wall and i'll center up the axis bam while one wall two good to go take those and let's see actually maybe before i center up the axis bits yeah i'll just move that down this way we'll take the other wall we'll move that down this way and then i'm just going to use l and center up those those mid points there so now we have a tunnel situation going now i want to bend this downwards essentially i want to bend this downwards um and i want it to bend over kind of a long period of time so hopefully a bend modifier will do the trick for us let me save this and grab these floor pieces we'll drag these up and out just so we can mess with them here bam very nice okay let's um let's make a new project file and let's see if we can't make sense of this bend modifier so i'm going to make a plane and we'll kind of replicate what we have that's our floor all right and let's um let's see if we can get this bend modifier working it's the first one right up in here the bend modifier right at the top of the stack and let's set the strength to 90 degrees we want a 90 degree bend and we need to make the bend i believe the parent no the child perhaps the plane you can see it's not bending properly i've always had trouble with the bend deformers um dominic dude freaking awesome man thank you for that really really nice of you uh you say you love the content and the challenge your scene got very big the render will take a week yeah dude seriously my render is gonna take about a week too one question you want to change the arms watch the tutorial but the arms always snap back um in the position in r23 yeah you just want to make a keyframe you got to make a starting keyframe on those arms so that they can uh you know remember where they were so make sure you make that keyframe um for the either the position the rotation whatever you're trying to mess with hopefully that should work for you if not like send me a dm on on uh on discord maybe we can't help you with that all right fit to parent let's see fits the parents uh where'd the bend modifier go you said try rotating the bend uh-huh but yeah it's not [Music] ah okay bend modifier fit the parent it totally disappears very strange i don't i don't get the bend modifier i don't get why that works so if i wanted to bend over a longer period of time uh very interesting angle uh-huh i mean i guess that this could work because technically we're not seeing it but if i wanted to like i guess i would just have to scale it up i'd have to scale it all up i'm wondering if i could do very basically this wall 90 degrees on that boom let's just pretend like we have our little tunnel system like this and we group it all together we drop that in and yeah that totally works okay so that's the answer definitely the answer let's go back into our render let's group all that stuff together we'll call this tunnel and let's throw that bend modifier down shall we so we'll make the bend modifier we'll pop that in there and let's try fit to parent and we want 90 degrees and we'll rotate that 90 degrees the reason it looks wow the reason it looks so bad we need to scale this up something like that and we also need geometry on our floor that's gonna help so what we can do is just uh hit kl for a loop cut and make a cut and just add a whole bunch we'll do 15 cuts okay so that actually goes down just like that and then we'll do the same for the ceiling boom 15 cuts or so sweet now it's just darkness which is creepy but i i want to be able to see into that just a little bit more same for the walls the walls need to have a bit more yeah just a bit more cuts in here so we'll go one i wonder if this will work nah okay so we need to and do this for every single one that's crazy cool not bad not bad same for the other wall just to a certain point awesome all right so yeah it's definitely a creepy tunnel i'm kind of digging the creepy tunnel vibe more so than the the giant hole in the background but i kind of want to make this a little bit bigger and i'm wondering if like we can cut some holes in the ceiling of this to give it a bit more light um let's see we want the floor yeah we want this guy and we'll cut like some holes up in here no that's not really helping we need we need to see the ceiling we need to see the drop and i think the reason we're seeing it in this render is just because so much of it is in daylight and is being bounced around [Music] yeah you want that gradual transition to just a dark pit so we can i wonder if it's best to like have this open up and get a little bit larger as it goes back towards the back here hmm yeah because this is certainly tapered off that this is the most terrifying thing i've ever seen in my life though could you imagine falling into that oh my god a fire drum yeah a fire drum would work for sure absolutely yeah we could we could cheat right we could cheat make a light if if octane and c4d wants to work that'd be chill it's frozen dang what the heck all right we ain't crashed let me try one thing all right we're in business so let's yeah let's try making a light and we could simply just illuminate this tunnel a little bit um we'll turn off visibility in the light tag way too intense way way too intense and we could take this light down to like 20 percent yeah but i think what we need if we want to get that effect i don't think the light is going to help us too much i mean we could try to illuminate well if i if i undid that we brought the light back in you know we could simply do something like this if we wanted to pretend that you know this tunnel system had lights up on the ceiling and it was going down into it would be a move but i feel like that would be not as creepy as that reference image so i can make an instance of this light and start moving these guys back and hoping that like the bounce light will give us a little something but i don't know it's also taking forever and a day to render too so not ideal yeah i don't think that one's the move either the normals are correct normals are certainly correct i think it's just them it's just how i have the ceiling here so the ceiling would essentially need let's see let's see all right we can take those and then we can move them uh soft selection radius 1000 and we'll set it to bell now we want dome or do we want bill 2000 so i switch back to linear and i'm just kind of like peeling this back little by little yeah i would need a light essentially coming from the other side just too backlit i think that's the thing could also take up the brightness of that texture too claudio uh i appreciate the super chat man yeah i think the the normals are probably fine um they're certainly facing the right way i know i need to get rid of this water streak on that uh on that texture there but i think it's probably just a matter of let's control drag this this is my concrete i need this guy let's add this to the custom thing here we'll duplicate it and we'll make this a little bit brighter so we can potentially take this up to like 1.5 and we'll try that let's try that it helps a little bit i think it's just the angle too the angle doesn't really help um it'd be it'd be better if we were like right up in here you know what i mean so you see like down into this pit just a little bit if the slope wasn't so steep okay so if you're saying like just the 20 degree or even 15 degrees all right let me take the roof let's try this again let's bring this up control drag this guy up and we can take all of these points ctrl a and hold shift whoa make sure they're all sitting flush and maybe there's a way to have some light shining into that area somehow it's a bit more natural maybe it starts a little later the ceiling part let's push back a little bit no that doesn't help that's just that's interesting though yeah i'll definitely mess with that and see how that works emissions alongside the rail oh you know be interesting hmm maybe like glow sticks or something like people have gone down there or like maybe there's like maybe it's reversed maybe there's just a really bright light source coming from the bottom of that tunnel i don't know if that would look good let's try it we're here to experiment so what really works here is if i actually select that light and i go to cameras and i use set active object as camera i am now the light so i can position the light based off of you know where i'm at in the scene here something like this maybe and then that's obviously like really blowing out so let me switch back to active camera and we can turn that light way down um we can get up in here potentially and open it up and then just turn it down and i think i'm going to make a new version of the texture so let me open up photoshop real quick and do a version without the the water streak down the middle all right so let's open up let's see one of these is the one i need all right not that one ah nice okay so i i definitely i took care of myself i have the version already amazing amazing amazing all right let's uh control drag this out this is the version without the water because i added the water after the and i'll just search for the bridge version and i'll set the specular to the correct version as well there we go and i'll apply that to the ceiling and maybe we'll tone down the specular the mix the roughness is probably fine as is and that light is not gonna be daylight let's have it be warm light mr flank cobra thank you for that super chat much appreciated support and love from lithuania very cool i've never been but you know i love to travel so that'd be cool uh do i need to rig my character before changing the default one or can i leave it boneless my character will need more bones for pistons and stuff i don't think you can leave it boneless and skinless you're gonna need that full on bony skinned uh chicken breast if you want to apply a new character if you follow my tutorial there's like it's two videos ago i posted it last week and it's how to take any 3d character and apply it to any custom 3d rig any like custom mocap data and basically what the way i know to do it there there are probably other ways to do it let me just preface with that okay but the way i know how to do it is to you want to t pose both your skeleton and the character you want to throw on to the animated mesh and t pose them like i'm assuming you need bones to do that i honestly don't know of any other way but if you find a way to do it let me know i'm all ears i don't know cinema 4d in its entirety you know i probably know a good 30 40 of cinema 4d maybe 50 of cinema 4d other than that dude there's so much stuff that i just don't know um so good luck with that uh i know it's kind of a difficult thing um to switch out the character there's just a bunch of different programs that people are in but let me know hit me up on discord if uh if you have a specific issue with that flank cobra but until then best of luck to you thank you for the super chat let's get back to it greats for rain from above would allow light to pass through i like that yeah very cool um there is a movie called uh let me see if i can pull it up for you guys it's one of my favorites it's called stalker and there's a scene stalker um there is a scene what is it stalker sewer scene that looks absolutely beautiful of them just going through this sewer like this and you have these little light shafts from above and you can tell they're blasting the side of this with a uh with a light that's just off frame but man does it look nice yeah see they're hitting it with a light just off frame to get this glare off the wall but these little bits here are drooping down and getting you these nice little light shafts inside here so maybe i'll do that yeah this movie is beautiful have you guys ever seen this movie yeah this is this is oh so good so good um the cinematography in this movie is top notch look at this yeah if you guys hadn't seen stalker definitely definitely check it out uh it's a long movie it's very heady it's a tarkovsky film um but man is it beautiful absolutely beautiful all right so maybe that maybe that could be a good way to do things xavier yo dude thank you for the super chat you're wondering if your specs are good enough for 3d an i7 64 gigs of ram rtx 2080 yeah dude you're good i was rendering on a 1070. um about a year ago i was rendering on a 1070 and um 64 gigs of ram i think is what i have currently yeah dude you're good don't let your computer stop you from rendering cool stuff all right so i like this vibe a lot i think it's a really cool vibe i think however i think the way to get a little bit more light into this tunnel is to probably just open it up a little bit two times the size two times the savings um let's get this floor piece looking right um n c n d and c yes the way to go let's select all these hit t for scale hold shift just get the y axis bam actually you know what i'm not going to do that i'm going to grab just just these ones out here and i'll scale those ones down because i still want a little bit of like drainage central drainage piece there zero percent awesome we'll bring that up cool and the walls themselves let's see the walls will probably need to be scaled um scale them up scale them up wow very interesting that's really cool there's a lot of depth in that you know i might have it be the double sized wall i like that a lot because that'll kind of line up here with my spherical element which is definitely something to work on but i like that that's really cool there's like different levels to the level you know what i mean gradual curvature you think a little bell shape to the floor and probably the ceiling maybe the ceiling is straight up just a little hemisphere so the ceiling could do a little something like we grab this soft selection circle and we go i don't know 400 500 like that and we kind of yeah do a little something like that perhaps and then throw the bend on it ah i like i like it flat i think flat is nice and this could potentially be some sort of road up here a bridge yeah i like the idea of a road being up here that's really cool yeah i think i could work with that and add a couple fun little elements to that you know this light here could be very small maybe tiny little light just hitting the highlights of that so maybe we can come into the specular channel give it a give it some contrast not 200 that's a little intense and we could bring this up just peeking just peek in just a little bit move it back point it up to the ceiling i feel like that's what you kind of need you need like tilted up towards the ceiling just off frame that's a tough one i want to spend a little bit more time on that however i do like this kind of setup with this stuff going off into the background i think that's really fun really really nice what we could do here is actually extend this middle scatter area and just kind of push that out a little bit into the darkness so we're scattering a little bit let's see that not the one um center scatter yep middle scatter that yeah i think that's what we want yeah so they just kind of the plants go a little bit into into that darkness just just a little bit sweet ninja is listening while driving be careful my friend be careful thank you for the super chat man that's awesome hope you were at a red light working great dude heck yeah yeah it's looking really good dude it's looking good we got a nice tunnel system going and i can't wait to figure out how to like accentuate what is inside this tunnel that'll be good let's try that grading thing again maybe we can figure that one out maybe we select the roof and we grab like this first little bit we can delete it let's see how do we want to do this let's just extrude it no caps bam and then delete the top and we'll do this let's actually select all the bits we want first extrude it delete it bend it ah interesting i feel like you would need a little bit of fog in there to get some light shafts coming in let's see let's see about that let me just throw on the fog real quick i'll let that go for a second these plants need to get out of here all right um and then we still have some more plants somehow there we go yeah the fog definitely adds that is that is certain the fog adds this render is going to be insane when it's done i can't wait very nice yeah i think the shrubs up in there look really good i'm very happy with how those turned out and the reflection is looking really nice too yeah that's going to be good that's going to be really nice uh let me try changing the contrast on the reflection for this guys let me hit uh boom 20 on the contrast oh not for the not for the actual texture but for the specular let's try and get a little bit more highlight and dry parts out of it sweet yeah there we go you can see how like it's a bit more wet and dry now a little bit more contrast on that looks really good the light shaft's not a fan of yet so i'll actually walk those back sweet it's starting to shape up you know there's a lot a lot of little things we got to do but let's let's try and get some graffiti on the wall maybe i don't know if that'd be too much um let's try it though so we got it's going to be under decals and they have graffiti they also have leakage which is amazing and i'm wondering if we can get any leakage up in our scene we might touch it up with some of that a little bit later but they got some good stuff concrete leakage but we want uh let's try graffiti let's see what they got [Music] street boys fish boy um i don't want anything too cheesy and cliche you know i could also do my own graffiti too that would be pretty sweet hmm yeah a warning message pointing towards the the tunnel could be sweet actually i'll try this one for now just as a test and we'll export the 2k version kombucha for life graffiti dude yeah so this just gets i think scattered onto a uh or paste it onto a plane so we can very easily make a plane drop that onto the plane and we'll just have to line the plane up with the wall and that'll be that so we'll just want to line this up as close as possible so it's sitting right on the wall we go to like a top view or something just to match it up as close as possible that's very subtle yeah and then on the right you can see there's a little bit of graffiti action going on but subtle is good i love me some subtle and let's change this up let's do glossy octane and get it as close to the wall as possible we don't want to drop shadow on it yeah there's still a little drop shadow that's tough this is really easy in unreal engine but in c4d it just it is not easy 97.6 nah the other way 97.8 97.7 hmm 97 point uh i'm just trying to get as flush as possible point six five now the other way seven five is there a way to make it not cast a shadow a great great question dude um i think so i think so yeah let's give it a let's give it a test so select a plane pull it off the wall just a touch we can see it's got a shadow there if we right click it we can give it an octane tag and visibility will say shadow visible uncheck it ah i thought that would work hmm so that's camera visible shadow visible yeah i'd have to make the wall shadow uh uncheck shadow visibility on the wall but i don't think that's gonna happen that is close enough right there that is darn close enough sweet a compositing tag okay um shift c find our compositing tag let's try it again let's bring it out yep there's the shadow and we can uncheck cash out ah it doesn't work because it's octane probably because it's octane that's what i'm assuming why not just make the plane on that wall with local axis and put the texture on that plane yeah that would be a way to do it for sure um but i mean i had it lined up close enough that totally sells right here so i'll just leave that as is for now yeah unreal engine makes it so simple i wonder if there's something in c4d you could do but yeah i don't know so i'm digging how this render it has two versions of the render there's like the first part and the second part first part's all muddy and gross and destroyed and the second part reveals this giant sewer wait so you say that i can drag the the material itself onto the wall and it'll just work that way that's interesting once octane decides to stop or start here i will try that yes redshift is a render engine so is arnold so is cycles and eevee those are all render engines and so is octane we have we officially octane just crashed right now so let me save and we'll open it up one last time and then i think we'll call it quits pretty soon here can i upload files to the chat ah i can't i was gonna get i was gonna try and give these to you guys dang well soon there will be a place for that i'll have a place where i can get you guys all my materials and assets and files and all that stuff very soon all right so uh i guess in these last 10 minutes here i will answer any questions you guys have if you want to at me here in the live chat i will uh i'll do that i'll render the the image here kind of give you guys a preview of what we did but in the meantime these last 10 minutes i'll just answer some questions because i'm hungry i'm hungry i hadn't eaten today thank you all for joining me on this saturday i appreciate y'all really every saturday you guys have been here every single saturday uh is this still the same render with the circle shape white space in the sky it is yes it is it is that same render i'll be working on that uh throughout this week and um you know next saturday is the last chance basically the last stream on this render and then we have to deliver on tuesday june 1st yeah what are my tips for photo realism well i'd say attention to detail is certainly one of them and it really depends on what you're doing but be sure to include surface imperfections that's a big thing you know smudges on the glass scratches wipes all that good stuff i have a surface imperfection pack if you guys want to check that out the link is in the description on my gum road i also have an hdri pack but that service imperfection pack is definitely something you guys want to do if you're trying to make things look more photo real a lot of first time 3d artists they will just you know render the image clean but there's a lot of things you got to do to dirty it up and that's really my favorite part so service imperfections is huge for that using an hdri uh spherical environment to light your scene helps with photorealism a whole lot um beveling your edges helps with photorealism a lot believe it or not um because there's no such thing as a 90 degree perfectly sharp edge in real life everything every edge is beveled just a little bit um the attention to detail like the grass in the cracks on the sidewalk that kind of stuff that will help your guys's photorealism so much i promise um what else adding a little bit of camera schmutz you know some grain maybe a little smudge maybe a little blur here and there some bloom but it's very easy to go overboard on that stuff so don't don't go overboard on it it'll make your render a little bit of it will make your render really nice and it'll blend in and it'll look perfect but too much of it will ruin your render so be careful with that stuff go easy on it is there any way you guys can look at the submissions right now no i am saving the submissions for uh two streams from now all right once all the submissions are in myself and a couple guest judges we're going to um basically show you guys all the submissions live and then we're going to come out with the montage the following week all right so i want to save those for you guys um for the montage video it's going to be amazing and it'll be worth the wait i promise how did i get my name very good question um so when i was in middle school i got together with a group of friends and we used to just you know goof off roughhouse and wrestle and uh you know we were fans of a show called pure ownage it's my favorite web series it is the original web series i think it was like the first web series and it's about a group of socially awkward gamers um and it's the it's the best show ever and the main character was the ponerer and we all had in this little wrestling group you know it was just three of us goofing off at my friend's house we all had different names so there was the grand master pwn there uh there was the poner and then i was the punisher so that's how that's how i got my name because i love pure ownage that show so much what am i going to eat i'm going to get some italian food mr hallow dream a luxury yeah let me get some italian food [Music] what else do we have let's scroll down let's see what we got is it okay to upload your own submission to youtube yeah sure i don't care you know i don't mind at all um [Music] i would probably yeah i'd probably wait though until the montage give me at least to the montage and like you guys are you guys are proud of your work you know share your work with your friends and stuff but really it comes down to the montage i'm going to pack them all together and show show the world all the sweet renders so it'll be sweet it'll be really really cool um what else do we got yeah i'm gonna keep doing challenges i have a challenge planned for after this challenge so you guys guys will definitely be ready for that it's gonna be a good one i'll have news on that pretty soon um after this challenge here yeah you guys will you guys will feel it out it'll be cool hmm any tips for compositing the final animation in uh blender compositor i don't use blender compositor i use after effects so i don't have any blender compositor tips but i do have after effects composition tips and that is to render out a z depth pass use your z depth pass to comp in smoke fire fog all that good stuff that just takes up too much computer juice uh in the render so that's a good one don't forget your z depth pass it'll definitely help you all out will every render be featured i think what i'm going to do is do like a top 100 and then i'm going to do every single render so there'll be two essentially two render montages because i want to show everyone's i would feel bad if i didn't show everyone's but everyone's together to be so long it's going to be impossible to get custom music written for it and i think the best way to go is the top 100 and then basically everything so i think that's the way we're going to do it just depending on how many submissions we get right now we're already at 122 submissions um probably more since uh you know since we started this whole thing oh hold on we got a japanese comment here what does this say uh something oh uh i don't that's not is that not do i understand japanese a little bit i don't know i don't know i'm still learning i'm still learning a little bit japanese once a week for the last year and a half yeah but i think that's not i get gnaw and saab mixed up um but any you guys don't even know what i'm talking about i'm saying random stuff over here do i have a tutorial on the node editor for octane you know i have a couple tutorials that mess with the node editor for texturing and stuff if you guys look at the how to turn yourself into a robot there's a whole texturing segment i do on that i also have a tutorial called my full vfx workflow and it's of like a newspaper stand i go into full texturing workflow on that as well so i really dive into the octane node graph editor a little bit on those he asked if i speak japanese hi um uh let's see sakoshi nihango uh i get the order mixed up a little bit ah let's see hi um i'm speaking japanese on the stream right now this is ridiculous it's very fun i enjoy it a lot and i hope to be very fluent one day you know i'm i'm listening to my japanese podcasts um let's see do i have a course in my plan is there a course in the stars a punisher course there will be eventually but it's going to take a while to make so very busy right now and i think in time maybe end of this year beginning next year i'll have a full-on vfx course or something i know a lot of you guys have been asking about that um what languages do i speak just a little bit of japanese obviously i speak english i know a little bit of spanish just a little bit just barely um so yeah i don't know i just love i love japan man i've been obviously you guys can't tell by the freaking things over here um i've been there twice i love the culture i love the country so it makes sense i i don't know maybe i'd learn chinese next if i had to pick another language to learn but what else do we have a couple more questions i'm gonna bounce i gotta get some food um [Music] do i have a spotify playlist or two well there's one linked in the description and it may not be the playlist actually it's like the early early streams if you look in the description of the er my earliest live streams um like a year ago i'll have my ambient music for vfx and reflection or something like that uh for editing and vfx in the description of some of my streams the early ones so i'll have to probably um i'll have to probably add that to these descriptions because dang they are good but i do have my favorite ambient artist who just recently passed away a month ago from kovit he was 27 years old that sucks so much we're gonna do a video together but i'm still gonna do a little something for him i'm gonna do a little tribute tribute thing for mount shrine so check out his music um which japanese podcast dude i'm on like easy japanese it's like let's see what am i doing i'm doing the [Music] easy japanese it's called literally called easy japanese and then i'm doing a japanese podcast for beginners and those are the me oh and uh let's learn japanese from small talk those are the three that i'm listening to every night falling asleep i had my first dream in japanese this week so that was pretty sweet i want to get to that point where i'm just like you know just consuming as much as possible um a couple more here do you think 3d prop making will eventually die out with scanning getting more mainstream no not at all because people still need to create um like mesh perfect props for video games um until you can photo scan something and have the mesh just be perfect then i think custom uh modeling and all that stuff will always be around absolutely it's just really fun to do too it's really fun to make stuff you know all right y'all my tummy is a grumbling it has been a stream y'all thank you so much for hanging out with me guys i really appreciate you guys thank you so much let me show you what we got just before i dip this is the render this is the first part of the render here and we do a little scrolling over and you get to let's see the second part which is the sewer system that we just did very it's very widescreen very very widescreen so i still have a lot more work to do seriously i got a lot of work to do this week i got the whole background to do but i got a plan for the background i do have a plan for the background but y'all thank you so much for your time definitely um hang out on the discord i'll be there this week crunching on my render um good luck on your guys's final submissions if you're looking to submit definitely hit up the discord the link is in the description there is an alternate realities uh series of channels and in the info channel you guys will find a submission link you'll also find a submission link if you click on the little timer that's counting down you'll find that submission link as well you only get one chance to submit all right you get locked out after your first submission because i i can only handle so many files so make sure you guys do it right don't upload any works in progress please don't do that just need those finals but y'all thank you so much have a good saturday have a good weekend and i'll uh yeah catch you guys on the discord server next week is the final live stream where you have like two or three more days to finish your render all right so that you guys should have your renders near final and if you guys are looking to if it's going to take you like a week to render then plan for render time please do or use a render farm one of the two but thank you guys have a good one i will see you soon peace out y'all later
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Channel: pwnisher
Views: 316,247
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Id: O74VUvDQFdQ
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Length: 238min 55sec (14335 seconds)
Published: Sat May 22 2021
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