C4D Redshift / Material Tips: LIVE TUTORIAL

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how's it going everyone how's it going just make sure we're up and running sweet gonna make sure we can get a good old Facebook on here here we go antastic up sorry guys good she's gonna wait a sec for some people to join you know it's kind of a odd time we're doing this but I wanted to do I wanted to do a stream a little bit earlier unfortunately I was not able to so we're just gonna deal this time see who's jumping on cool awesome awesome so I'm just gonna jump into it and then people show up oh we got some people from YouTube how's it going grant welcome team wnj how's it going welcome to the stream guys we're gonna be having some fun in cinema 4d redshift feel free to ask questions we're me talking about some material tips because we've had some people that are having some issues with some material so this is some basic stuff but and I'm not gonna have a super long tutorial but this should be good it should be sweet to the point and hopefully we'll get your minds thinking about some other ways to do some stuff so oh one frame hey welcome back you guys can see now well when I poke the other one out you'll see that you can see who donated and one frame donated last name so thank you I was awesome first first donation ever I was so cool so cool I also want to show you guys some cool stuff I want to show you a little sneak peek into the crash course basically we've been shooting a lot of videos for the crash course coming out at the effects and VFX central done hat and we did a so I created a animatic for what we're filming for the shoot and I'll show you the animatic just a sneak peek and I'm basically the course will teach you how to make the animatic and then we're gonna make the final shot so maybe I will get that set up and show you guys what that's looking like let me just get this this is a quick animatic so this is just to help you communicate with the director it's ep get the idea so I'll jump over to set the screen we'll get started as well and again feel free to ask questions feel free to you know chat among yourselves so here we go so here's the animatic that it's really simple and we teach you how to make something like this come with the idea and then we teach you how to execute this in the crash course which is so fun so this is new this is not the final render this is just for an animatic before you even shot and this will really help your directors in you know capture their vision and so obviously there's a lot to do here but we're shooting this scene and then we're gonna create something that's even better-looking than this so look forward to the crash course I've been working very hard on that so alright without further ado we are going to do this quick tutorial on some of the material stuff so and again if you have questions feel free to ask some questions so I found this pretty simple model right here and we're going to be creating some materials around we're gonna be using some different techniques to create materials in certain areas this way you you can do this procedurally you don't need to jump into substance even though I recommend you learn substance painter this is just a simple way to texture objects and make them look pretty good really fast so really quick we're just gonna start for the very beginning how about that how about that we're just gonna delete everything we have in here and I'm even going to delete all these materials so we're gonna start from scratch so here we have this object pretty simple and first things first is let's create a material let me drag this I believe on top there we go and we need to I always like to name the objects will just call this the main make sure your name your materials I can get crazy and you can also let's see here one second yeah you can also make layers and assign objects to layers this is super helpful if you start you know if you have a ton of materials make sure you're creating a later structure super helpful and that way you can just see which things are no layer you can see all down here materials the very bottom yep you guys can see that so this is helpful if you were just wanting to it like called use this is all for metal boxes major putting these in layers it just helps you stay organized so just quick tip so back to the material let's open up the shader graph your redshift and sorry guys we're getting some it looks like we have some people on a Facebook awesome welcome everyone who's on Facebook as well sorry I'll make sure I pay attention you guys as well so some there's a couple of tools in here that we've talked about we've talked about the round corners that you connect to your bump map that's gonna help you know bevel those edges procedurally which is awesome and then we've also talked about the curvature we're gonna mess with a curvature again which is great for making like dirt if you use octane it's like the dirt so what we haven't really talked about is the that's a try planer I believe yes try planer plane are this one's awesome this is a really good way to do a couple of other quick effects so I'm just going to drag this in here and a quick way here's another tip to speed up your process and check your masks and check the things you're using is sometimes you can bypass this material and just plug this directly into your object so if I plug this into oh now we got to make sure sorry guys going a little bit slow a lot a lot of windows up and so if you plug this directly into the output you can see what this is do really quickly for example the curvature if I plug this into the surface we can see all those edges so this is just a fast way to preview any of the effects you're making you eat and you can see right here if I mess with you know the radius of that you have the concave so so it's inside of those edges and that one's on the outside this is again just a fast way of previewing what these utilities and other things do so just keep that in mind so we can just plug this the tri planar back in and hello Vivek Vivek on YouTube welcome and here's what we can do and here I was messing around with this thing and I first said only I was like why is this thing red well right now it's just looking at one axis it's looking at the x-axis and so it colors it red if I uncheck that now we get this crazy pattern of different colors and what it's essentially doing is one is for Z so it's coloring it's almost like projecting this blue color in z space and so anything that's facing this way it'll on the Z it'll be blue and then anything on the X same thing and anything on the Y same thing so what you're getting on each of these surfaces is doing this procedurally which is awesome so then you can use all of these as masks pretty easily so if we wanted a certain material dust snow something like that only on the surface there's a way we can do that what I like to do there's different ways of doing this but this is just a quick way to do it sometimes you can just simply make whatever you don't want black and whatever you want white that's pretty much what masks are so if we want the green we're just make that white and now this is a mask so now we have this you know mask that we can use between two materials like so and so to show you what this is doing we're gonna create two materials so we have one maybe we'll make this one the light blue this will be like our base color and then we're going to add another material in here like that and we'll make this one maybe oh I don't know we'll just do this one like more of a white color and then what we need to do is a material blender so we need to put something in that's going to blend the two materials and then we need up in put a mask to help us mask between the two oh hello Claude erm from Brazil hello welcome to the stream glad you're here so we add this material blender in here and again a lot of this we've done before this is just another tool another trick so let's plug in our base color let's sweep let's say we want this to be the blue one and then let's plug in the white color which is maybe what we want to be the top so let's put that in layer one now what we need to do is we need to plug our mask in basically telling this how we want whatever is white we want to we want it to stay or wait for the layer 1 and where's black we're gonna gone so let's plug this into blend color and make sure you plug this output back into the surface there you go so now we can start messing around with some fun things like this so now we have we can texture things in totally different ways that procedurally which is super helpful normally you have to paint this and if you were gonna paint something like this you'd have to get down in this these areas or you have to select certain polygons get down in there but we can do this procedurally and the nice thing is you have different types of objects it'll just do it for you so soo super super helpful so that's our blend object and then what we can start doing is we can start mixing these things together so we could take the curvature that we had before and we can mix it with the Tri planer so what that will do is we can do like a multiply we'll take the we'll multiply the Tri planner by the curvature and that way we'll get just the curvature just the edges only in those top areas super helpful super quick way to procedurally create some of these materials so let's look for a mult vector multiply put this top one in here and we'll put the bottom one right here and then we'll go to the out now right now our radius is not that intense on the curvature so we could mess with some of the parameters in here there we go starting to get it back but we can see that this curvature is only where a tri planar was that we assigned so that's very very helpful to have the power to be able to do that the next thing we can do sorry guys let me move this thing up so you can see again ask questions if he has have any love to help you out when I can so next we can just think of these as different layers like in Photoshop so we're just pretty much like mask we're masking our masks we're just masking and keep adding and adding these different layers of detail so another fun thing we can do let's say we're like the edges just feel a little too like they don't feel organic they're just like a little too linear we can break it up with some noise just grab some noise and we get another multiply so that vector moult let me just move these over trying to be as organized as I can but still kind of a mess then we're gonna plug this out into the n1 and we're gonna plug this noise into input two and we'll plug this in there and what we're gonna start getting look if once we mess with some of this noise what we should be getting is breaking up these edges with some noise so it doesn't feel as is boring let's just make sure that's doing what we want let's double check there we go I can see it now it's broke it's breaking up a little bit more so let's turn that up so now we have this kind of little variation like so and that was pretty quick so these are all quick ways of texturing procedurally and it's super super helpful so the next thing I want to talk about which is an interesting technique and it's usually used I would say for a specific type of shot like in VFX or matte painting which is you can project textures so we're gonna do that we're gonna project a texture and we'll see how this goes so let's actually open this thing back up and what we're gonna do is we're going to add a camera map so let me grab my camera map oh there is gosh so this is the camera map texture and this is basically it's going to ask for texture and it's going to ask for a camera and we'll create a separate camera that it's going to project from from that certain angle so you could do some cool mode some graphic a stuff where maybe from one angle it doesn't look like anything the camera moves and then you see it's like some image or whatever you'd want right there so for this example let's just pull in I have this crash course logo but I'm gonna see if we can find something a little bit better let me go back a page you know what's right we'll try our the logo we'll see if that that doesn't look like it came in correct so we'll try to make this one work now let's try something out let's go back let's see if this nuke symbol works this may work let's make sure that we have so now let me just turn that off the render and what we're gonna do is I'm gonna show you what's happening so this camera right here is our camera that we're looking through our prospective camera I guess what I did is I went ahead and made a second camera in called the proj projection camera so we're gonna project from this angle right here onto this object you know what we may want to move it down so this thing isn't so huge and you know we could or we could have it above yeah that's fine anything like that looks looks good enough so yeah let's just go from that angle so this is what a projector is going to put the image on from from this angle let's go back to our main camera and let's maybe I'm just going to move this angle a little bit so we can see what's happening then what we do is in this camera picker we need to drag our progeny R so we have that all set up believe properly let's just see if we plug this into the surface and see what's happening let me just quit click render and bam there it is so that looks so terrible but if you look from this angle it's actually that logo being projected perfectly so there's some things you can do obviously to make this look a little bit better um match render size let me let's just do a couple things I think my let me go back to actually let's do this let's go out of this perspective for a second so you guys can see what's happening this is a little bit more helpful and maybe this projector camera maybe we don't that as an 85 but a 24 and we want to move it in closer and we can do this I believe I don't know how to do cubic sorry guys UV see you can see it's kind of becoming a mess let's turn off the tiling it didn't look like you did it maybe it's in these attributes again was definitely off on that see where the UV so you can do it this way or you can use the cinema 4d projector but basically then we can mix this with another material it's gonna see if we can get this to look right usually you can scale this thing but we're not having the success we we wanted that let's go back to this material and to try this one other way we're gonna do this one other way when try a just a traditional projection technique so let's try that screen new material wretched materials and let's trying the best way to do it thought it was this is the right way but it's looking a little janky see if we can get two materials to go on top we have to do this the traditional projection way which is basically you take this the assignment in here you go to camera mapping so this way looks like it may work a little bit better that's okay so the other way to do this texture it could just plug a texture in like this now we're gonna choose we'll try the nuke one again and what we're gonna do is we're going to sign this the projection cam projection right there calculate so it is doing it maybe just this projection looks like garbage it's really big that's probably the other reason why so yeah you can project from that angle stripe 50/50 yeah that's not gonna change it oh it did there we go 50 it's doing some interesting-looking stuff that's for sure I do need to make sure that this is this has the right alfe on let's go into the shader what we can do is plug this into actually if we plug this into diffuse into here this overall opacity so now we're getting some weird stuff in there trying to figure out what happened to there's a way to blend these on top of them I swear so yeah projections is another way to do things but again this is usually when I use the projection for for matte painting not really texturing as much and if I do I'll usually paint from one angle maybe that's a better way to do this is paint from one angle and project that same angle so what I mean by that is let's delete that guy because he's not being helpful so if we had from this angle and we had some stuff we wanted specifically on this object what you could do is render out a frame of this right so I would maybe lock the camera in this position keep a keyframe there render this one frame out take it in Photoshop do some painting and maybe can go back and do that let's see if we can do something really quickly to show you what I mean and we'll probably just do like a PNG because we don't need this to be super high quality we just need it to be good enough so let's open up let's just put this on our redshift and call this crate make sure we're just doing one current frame so yeah we'll just take this one frame we'll do this pretty quick and then we'll do a little paint over in Photoshop we'll just draw something project that and it should be good to go the one thing I was noticing I was having some problems with was the Alpha wasn't coming through which I don't know if that's a bug or what because usually what I was trying to demonstrate was you can have an image that is projected projecting a texture with an alpha and it'll it works like a charm so well that's opening let's open up Photoshop if we have any questions while we are opening this go ahead shoot we're good let's see how many looks like we have people on Twitch YouTube awesome yeah okay let me you find that file little really fast here we go okay so what you can do is create a new layer let's just unlock this and we're just gonna take a brush and we're gonna you could just paint over this however you wanted or if you had a logo you could Bend something in that perspective oops we were painting on the wrong layer so make sure you're painting on the layer with the transparency because that's no that's so good hi and then maybe we'll mmm there we go okay so we can save this image out we're nah this should work should work the way I want it to I did test this before so let's do save as copy not all layers save it's gonna ask you know compression and transparencies on save that okay let's close this down so now I'm gonna delete that this has pretty much become our new projects in camera so we're just gonna aim this oops proj and now what we're gonna do is we're gonna try that same technique so let me open up this guy this time we're gonna just try to go directly we're going to try the camera map direct in let's find that image that we just did it's my red shift folder so there it is so this one looks like it came with an alpha we'll see what we'll see what happens so now that's where you have to plug in our camera picker like so and let's apply this create see there is the issue and so maybe as we have to enable the alpha it's in the right spot hmm so it looks like we're having some issues with the alpha not coming through it's kind of frustrating that's there's texture mat you're undersized yeah it's um let me check the oh that's what that's doing so that's that is affecting it so now we need to figure out how to get the Alpha out of there so maybe if we take the camera map plug this into a sprite and then into the surface we'll be able to get that to work properly that one is not working either sprite looks like it wants its own texture so we got to figure out I guess this is where you just learn a lot this is supposed to work one other thing we could do really what we could do is go back into our main texture actually let me see if I can copy this guy over we could just do a copy let's see if it we got a little less paste this in here yes it does and we could add this in this way we'll see if it will let us layer this in here let me turn that off let's try layer one so you can see it it is in there let's put this one and layer one let's put this one and blend color too let's see if we can get this thing to give us an alpha I hope there is kind of I think what we'd have to do is do a color correct or something like that let's go into color correct for our alpha so one of these needs to go into here this is going to go into the blend color and maybe what we need to do is crank up gamma there we go so we're projecting basically a texture on here if you can figure out how to get the Alpha to work properly apparently we're having some issues in that but let me just move this perspective and kind of show you what this did so you can see from an angle it's smearing and it looks like all distorted and isn't working but from that angle that we project it we were able to like put this texture on there which is pretty cool super helpful so yeah that's just another quick technique its projection texturing and again I'm gonna do some research I did have it work before and for some reason we are having some issues with the the alphas not coming through which is kind of a pain so if any of you have a solution that please one other thing I wanted to do and maybe ask you guys if you've had some issues with this is recently an X particles I did a test where the particles were driving a wet map let me show you what what I mean is driving a wet map and then from the wet map we were trying to have like maybe some smoke or something come from come off into that area so let me just show you really quickly and demonstrate this that this effect I was going for so I'm just gonna do it on this want to create a wait wait map air of that vertex weight map so get a select all my polygons oops let's go back so let me just select all of these and create a weight so there's the weight and then what I was gonna do is let's create a X particle system and let's just move this thing over a little bit so if any of you have messed with this is really cool now it's really handy a little technique so make sure I have this all okay good all right um so then what we do is we assign the wet map to this object so we go in here and we're gonna even add a little Collider so it's gonna so that when our particles hit it'll collide with them just to make sure that's working here just got a little bit slower now let's also make sure I'm deleting come on now delete that hello and nullify on YouTube welcome to the stream so let's see these should be bouncing off you have a lot of things running right now so it's my computer is kind of hating me so right now these are going to bounce off but we now need this to affect the weight your vertex the vertex weight map so what we need to do is add a let's go to the wet map and we need to plug the vertex out we need to say source is the particles and the last thing that a lot that I forget sometimes that I think a lot of people forget to check this is render only if you don't do that you don't realize what's happening so let's see if my computer's about to crash okay maybe just for demonstration purposes let me quit Photoshop that's probably taking up a ton No okay let's um make this emitter come on now Ted too many things open at once here we go come on now wow it's really it's really struggling right now I'm gonna quit some other things to add bridge open so come on now a fire extinguisher I'd really need one it's going so slow this doesn't even make sense I think it's because I turned the I was on this problem the other day what what I may need to do is just do this on a simpler object because I think I have just too much too many things open right now and and sometimes OBS and all these streaming things slow my computer down if this thing will come alive cuz holy crap we're gonna delete that system if they help give me the chance sorry guys this is definitely not what I wanted to have happen yes that was going too slow you know we're gonna do guys just for you we're gonna open up a new project because that was kind of a nightmare let's start simpler sometimes that's the way you got to do it alright so you have this object select all the polygons you go to vertex weight map you set the vertex weight map now you add X particles and you see if this crashes your computer and holy cow maybe it will okay it's going a little bit better let's see where this thing's gonna fall apart then we're gonna add a Collider tag and we're gonna do the what map there we go so we're gonna add in the vertex out the source is the X particles and we're gonna make sure that so we can preview this that the render only is off and what I like to do is I so I can mess with the parameters in here is I lock this so it stays here but then I click on my wait map and there we go so now you can see this is affecting it pretty cool and the fun thing with the wait maps is let's make this emitter even smaller so me don't check that make the emitter let's do a circle because I like the circle better and we're gonna have a lot more particles and we're gonna add some gravity just so it feels right we're always jumping into X particles somehow oops that is just like a pathetic will stream let's crank up the speed okay so now if you go in here lock the web map you click on that fun thing is you can mess with things like distance and all that good stuff so right now the distance it won't be as effective I crank this up watch what its gonna do it's gonna affect it a lot more so this will help you kind of fine-tune what you want happening there's a resolution so if you want to have this look a little bit nicer it will slow things down and it's you know part of its based on your poly count so the other fun thing is you can do fades so you can have this thing fade away after a certain time crank up some of these variation things so it's spread rate so it can spread slowly all these fun things so now it's slowly actually growing it's hard to tell spread distance I can turn this up even more and we'll reset anyway so what I was going to get to is you can use this to drive some of your materials which is so cool for example and again make sure this things gosh it always goes to that let's add a new material team when J this is what you can do so let's just say I'm just gonna play where's gonna hypothetical you have this particle beam right so maybe let's make this these particles are some crazy incandescent beam and we're gonna add the redshift object and we're gonna uncheck this and we're gonna say particles points so right now you have this this beam that's hitting the object well let's say we wanted the object with this particles are hitting it's like starts melting right and you want it to get like really hot where where that is hitting so you can use your weight map to like be a point of you could even add some displacement you can use the this weight map to drive color and all these other things so this is just like another mask and so I'll show you how to do that so let's apply this material on here go into the shader and then we type vector I think it's user data is that what it is where's it the weight let's just double-check vector map and we can have two like we did before do some material blending and let's do it that and there this will be our base color let me assign that to the base color like so and then we'll add another material maybe we'll have this material look just red hot I mean you'd make this obviously glow and I'm probably doing emissions and all that fun stuff and we'll sign this to the layer two and this one's going to be your blink color now if we did this correct which apparently we did not and it may be because we need to cache the particles you just double-check this make sure we have vector yeah that should be it okay let me just we'll do a quick cash make sure we're getting that in there and we're gonna in cash just do like 50 frames for this purpose and let's go to others and sometimes if you're having some issues with X particles do quick cash if it's I driving a lot of different things and see what I see what's happening it's good way to make to see if it's just something you need to cash or whatnot so so now this should have it fully cached see we're still not getting that in there let's figure out what happened me maybe plug this hmm I have done this before literally just did this at work vertex attribute I think it's vertex set oh maybe it is the vertex map there we go my bad it was vertex sorry guys so now you can see that I need to read better it's not vector its vertex and you plug in the vertex attribute and so if you go back you can see that when the particles hit and you move this out of the way when those particles hit right there it's starting to turn red and you can mess with your material so now you have completely control you can have this be the melting metal so we'll call you know we could go in here and say the in the overall area emission wait mission color make sure you turn a color on maybe this is gonna emit purple and if these spheres had a different material like let's just throw I'm just gonna throw a normal material on these particles really quickly and right now we don't have any lights which also does not help and lastly we're gonna turn on our GI because this is gonna make it so that it looks like that thing is being a lit by the purple things so we go back to this first material and if you crank this weight up let's say just 100 so now you can see and this is looks like garbage let's do something more like that looks fiery something like that so there you go this is a procedural the I guess the word procedural way to have your textures change based on your vertex vertex map so it's pretty sweet because you can do a lot of fun stuff with this and really quick just because I'm being nitpicky I'm gonna also make my other material the same thing sparks 100 you know this one fifty twenty ten so yeah this is just a great way to be able to do some fun stuff like that and see how it's enough it's affecting it now and if you go back before the particles even hint you don't think it's being lit by is the particles that are coming towards it and as it hits now it's gonna grow and you can basically tell the vertex map to expand based on this weight attribute so really cool way to control that then you can pretty much you could add in like a displacement map this could drive displacement so wherever this hits we could have this layer have a displacement map that's being masked by it so telling the different cool ways to apply it the last thing I was gonna do and I wanted I'm not sure if this is gonna work cuz I've been having a lot of technical issues obviously and the last thing I wanted a CD is if we can use this weight map to drive explosion and have some smoke come off of that so let's just see if we can get that to work we won't be able to render it because you'd have to bake it out and open VDB for redshift but let's just see if we can get this to work really quick really and I also need to make sure I'm reading some messages these videos can be viewed online for after Francisco yes week you can view these after 100% you can check these out on our all of our different platforms so yeah feel free to watch these later if you can't stick around Oh miss yeah sorry guys had some windows closed alright so let's try to do something with explosion so we have the particles going there looking good let's go in here add a container so we have this great container and next we need to is say what object is going to take on or it's gonna be emitting the explosions there the fire or whatever you're doing so we'll say the sphere is the source and this is where else having some issues because right now if I hit play it's working great and if you toggle down these these little things you can put in a vertex map and last time I did this at home it didn't work now but at work it did work so we're gonna see see it's not working again so we got to get that fixed but I notice if I turn that on now it's working so it's very odd thing but the problem is it starts emitting before even that hits yeah so it is emitting from it but that's not what I want I want this to only emit once the particles hit I don't know if that's an X particles update they need to fix but basically if I hit render only now it starts working which is it's whatever so that would be nice if that gets fixed X particles if any one works that X particles or whatever company is that'd be sweet so be cool because then you can you know make these things look like they're interacting and as soon as that hits it's using the wave map and it starts it starts emitting from that I tried for hours to get that to work properly unfortunately it was not working for me but now that we just have this I made cash this guy build a new cash and we're gonna do we're gonna change this to an open VDB and let me assign a new area for this I'm gonna put it in the mmm do red shift we'll call it test okay we're gonna build a quick cache of the smoke and then we'll render that um new cache so now this should build a new cache just for the smoke and everything else should be good any questions as we're going along obviously we were having some technical issues sorry about that everybody so now I'm noticing now I'm not even seeing my my my explosion so let's do another cache and overwrite that one maybe that will get it to work so we're still having that issue let me see if it even did anything so let's go to redshift tag and we'll go objects volume this is where you choose your VD B's explosion test explosion see if this did anything you know long as two kilobytes so I don't think it did anything which is a bummer yeah it didn't catch anything out so this is definitely something they need to fix in X particles so I don't know why it's doing that it should work maybe I'll delete all of my cash I'm gonna clear it yeah see now we're still not getting anything at all it's a very odd thing sometimes this thing works and sometimes it doesn't it it looks like it recognizes that I did put a tag in here it unfortunately just isn't working so that's that's something they're gonna need to fix we'll try one more thing see it just starts so fast and that's not it shouldn't do that it should start basically when the particles hit it should be starting we can try one more thing I guess we could try to do the web map oops sorry about that we could try to add in like this web map and see if that if it accepts it but I don't think it will let's try this one more time yeah see it doesn't it doesn't understand that so the vertex map is what it's supposed to use and unfortunately it looks like it's still can't read it so for some reason at work it did it accepted it and it worked great got home and doesn't like it so if any of you have a solution to that it'd be great I am running the latest one I check for updates and it looks like it's just a bug so once they fix that that'll be awesome because imagine being able to use this wait map or this sorry this vertex way map to drive your material displacement pretty much anything it's just a mask so when you're when you're doing these materials just to kind of wrap this all up look at all of these different things you can use as masks like you do Photoshop so when you're messing around in your materials and in here and you're blending them like in the other project let's just go back to that guy really quick like in this project when you're messing around with some of these materials just think of everything as masks and being able to manipulate those masks and do things like that because that's really gonna help you guys out when you're when you're creating these materials that sometimes you want procedural so yeah it just says I hope this was a helpful tip it wasn't that long maybe it was an hour so but yeah just think of masks think of how you can use these in different creative ways and the last tip I gave at the beginning is drag some of these in and go straight to your output so you can see what it's doing it's a quick way to see what's happening so if there's any questions I'd love to answer some questions if you guys have questions about the crash course that's coming out yeah Tim WJ have you tried turning it on and off turning it back on yes I have tried that as well my particle so yeah any other questions I answered some of those questions the crash course is coming along it's been a lot of work if you guys wants an update it's been pretty crazy maybe I can throw you guys a quick discount go to the effects central net and if you guys sign up and you get an email you get a discount code but I'm just gonna tell you discount code let me just get one up for you guys that you guys can use on all of these what is the structure of your the course coming out so the structure of the course is I'm gonna be taking you guys from pre-production planning a VFX job we'll talk about the business side of things working with clients getting clients getting inspired all those things the very beginning pre-production creating concept art we're going to do it all together and I'm gonna walk you through it we're gonna use Photoshop cinema 4d we're using octane in this course in the crash course and After Effects and a few and the course after that we're going to be using redshift nuke so that one's gonna be a little more advanced though of course after that this first course though is going to be fun because we create a shot an animatic and then we take that animatic we shoot it we show how to work with the DP and the gaffer and all them and light it and make it look really cool so it's a lot about prepper and preparing for your shots and this is gonna be super helpful super super helpful if you are someone that is a one-man team freelancer a youtube or someone that is an aspiring thea effects artist it's really gonna help you get the skills you need to get the jobs just from me knowing the things that I'm going to be sharing recently I've been able to work with Disney I've been able to work with ILM xlab's I work at the void tons of opportunities have come from the skills that I have and being able to understand the whole process from pre-production to post-production so the production stuff we talked about we show you how we're gonna light the scene and then we're going to take that into post-production where we show you things you need to do before you compose it like cleaning up the shot removing grain or noise and grain stabilizing certain tips and tricks to help you guys get better tracks I'm going to show you some secrets that I have that have saved me in my productions and some things that will save you some time and then we're gonna go all the way to King I all these tips I have for King and pretty much compositing lighting getting everything to blend together nicely and really excited to show you guys what we have cookin so look forward to that I am super excited about it it's been a ton of work and I've restarted a couple of times so I apologize but it's going to be worth it I've had to start over basically because some of the programs plugins and stuff have changed so much by the time I was to certain point whereas using it that I realized I had to start over on certain things but I committed not to start over again so I would get it out to you guys really quick because you guys are awesome and and I really do appreciate you guys tuning in to these means a lot I really do love being able to connect with you guys and get to know some of you and see your work I'm gonna give you a 25% discount on on off all of our products so this is I think one of our bigger ones that we have on here so if you type would just do this code yes 25 so the number 25 off all over case everything's lowercase so 25 off V like Victor V 2 so 25 off V 2 I know it's confusing 25 off V 2 altogether no spaces that's going to give you 25% off all of our products well let me clarify it's going to get you off the bundles it's get you off the fork a storm affects the flares the ultimate explosions the fireworks the starter packs no because we are actually affiliated with big VFX who created those and it doesn't get you off any discount off of the merch so we apologize for that but is what it is other updates so we have the course coming out I mean that's taking long time to rebuild the Wix website that I'm rebuilding and revamping and it's gonna be a lot nicer looking and be nicer for you guys on there so hopefully we'll have this all up and running for you here soon I've been working late nights on all this stuff trying to get it done and those of you that maybe you showed up a little bit late I guess we'll show you guys the the little animatic that we made that we're gonna be working on and on the course I'll just show you those of you that missed it um thanks again for sticking around let's see it's good lessons here it is so again this is just an animatic this is not the final shot don't be confused but we do do we do do we do this the background is something that I teach you how to do it's like a concept art map painting so it kind of starts the concept art and then weld it we'll make this look even better in post-production so we'll find some things that maybe we missed but the background outside there is projected this is all 3d geometry inside we did some really basic texturing some stuff we even talked about in these lessons so I'm kind of preparing you guys for all this and we have this animated character and this helps us work with the director DP on how we're gonna execute something like this so we're gonna film make this shot look a lot better and we'll have this epic shot maybe we'll have some stuff blowing up in a ship crash or something we'll take it to the next level so really fun stuff really excited to show you guys how to do this how to do it quick how to have your own business that's a lot of this as well as I want you guys to have the skills to get those jobs be creative and also big part of this is I'm actually a college dropout I wasn't getting what I felt was the proper education in film the effects and I wasn't willing to go to LA to a big art school it was too expensive and nowadays you guys all have this awesome technology at your fingertips and I really want to help be a part of growing your skills as you become stronger and better VFX artists and so the crash course is going to help you do that if you're a beginner intermediate or you're someone that is looking to grow your business as a VFX freelancer these are I'm going to give business tips and everything things that have saved me and that's what the course is gonna be on it's going to be pretty awesome so yeah I'm super excited to release that when that comes out so look forward to that and if so you're notified make sure you're signing it for the email list on our website so sign up for the email list I'll make sure you stay informed do does anyone else have any more questions before we wrap this up sorry I've kind of rambled off quite a bit don't forget the discount 25 off the to 25% and Daniel says I want to learn good where I really am excited we're really excited for you guys to see it it's gonna be awesome you guys are gonna you're gonna love it and again it part of it it's just that whole like oh I wish I had I wish someone taught me these things I wish someone tell me these things when I was setting because I kind of had just mess around so we're taking it from pre-production post-production you're gonna know how to do it you're gonna be able to work with clients you're gonna become VFX artists and superstars so brunch town on Twitch wants to come shadow the shoot mr. Ari young guy yes you can you can comes out of the chute you're more than welcome to if anyone lives in Utah alright guys I think that's just about it thank you again for tuning in don't forget to subscribe follow us on all the fun things you two VFX Central twitch VFX Central Instagram VFX central Facebook page don't forget to follow that and share your work with me I want to see what you guys are working on it's fun to see what you guys are doing so what with that I do say goodbye my friends and I hope this is helpful and hopefully yeah we'll see on the next stream so goodbye everyone
Info
Channel: VFX Central
Views: 14,717
Rating: undefined out of 5
Keywords: redshift, c4d redshift, redshift material tutorials, redshift materials, vfx central, redshift tutorials, redshift tutorial, cinema4d, c4d, c4d tutorials, vfx, cinema4d tutorial, redshift render, redshift houdini, redshift maya, render, maya, gpu, cinema 4d, tuts, tutorials, motion graphics
Id: 9jO8OjE_MV4
Channel Id: undefined
Length: 71min 4sec (4264 seconds)
Published: Tue Jan 23 2018
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