Make Trick Shots like Dude Perfect | Easy 3D VFX | Blender 2.8 Tutorial

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A new tutorial just published on CG Geek, would love to hear your guys thoughts on this!

👍︎︎ 1 👤︎︎ u/cg_geeks 📅︎︎ Jul 16 2019 🗫︎ replies
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hey everyone Steve here and today we're gonna be learning how to make sweet trick shots just like dude perfect so hope you guys are excited oh and by the way it's only to be one take because we're gonna be using some CGI visual effects [Music] that's right guys we're gonna be learning how to make trick shots and a lot easier than actually doing them yourself so I'm going to start off the video by giving you guys a few tips and tricks on how to film footage for visual effects like this and then I'm going to be using blender to add some CGI of visual effects elements to your footage now some of you guys might be going but Steve all these effects could be done easier with After Effects and no nananana no we're gonna be doing it completely free and using blender will give us even more control to do some more advanced things if you wanted to so before we go becoming internet celebrities with our trick shots I'd like to first thank Skillshare for sponsoring this video Skillshare offers over 25,000 premium courses on how to learn so many different skills always taught by professionals for example you can learn how to film great-looking footage for things like trick shots on YouTube they're super affordable with an annual subscription costing less than $10 a month so why not give them a shot and if you use the link in the description below you can get to three months of Skillshare premium so you're welcome so as you saw I did a few different types of trick shots for this video the one we're going to be doing is the last one here the easiest one so I wanted to save this one for the tutorial I initially was gonna have the drone shot be the one I used in this tutorial but due to the drone moving around in the air a little bit it made it a little bit more difficult to integrate our 3d graphics into it so I'm using this shot which will be much easier and then if you're wondering how I did that shot where I hit the bystander in the head that was done basically with a few jump cuts we used a mat and then we switched to a shot of the subject already on the ground and then for the ball elements that was done with some rigid body physics right inside blender so first off when you're shooting footage for trick shots you're gonna want to lock your camera off on a tripod and set all of these settings to manual so you don't have the auto exposure and white balance changing the look of your footage so once your camera is in place you don't wanna start off by filming just a nice super easy close shot of you hitting the basket with the ball [Music] one hour later alright fine I'm not the greatest at shooting hoops whatever shut up so now you have the shot of the ball going through the basket you can immediately want to run the distance for a long shot without moving the camera or settings and whip a shot in the general direction of your targets this gives us a shot you need of the subject launching the ball as well as some good reference on what the ball should look like in the lighting it also gives you some reference for animation when it comes to adding the CGI ball elements it's also really beneficial if you're shooting on a cloudy or sunny day if you're stuck in the in-between stage of clouds and Sun it can be really difficult to make your shots match up when you add them together next thing you want to take a quick picture of your basketball in the shade so there's no lighting changes on the ball this will be used as a texture for our CG elements and then lastly I also shot a 360 environment photo of the location hours filming at this is also used to kind of match lighting in 3d if you don't have an insta 360 camera like I use to shoot this environment you can do it with a phone using the video I made somewhere on the screen so now that we have all of our footage and elements shot we're ready to head over to the computer and start adding in the magic so like I said we're using blender 2.8 just recently released you guys can go ahead and download it there might be a link in the description for you guys otherwise blender.org and first off would have to combine our two shots and this is gonna be really easy to do and basically any sort of video editing software but it can also be done in blender you're just gonna go to the compositor and add in both your Clips the shot where it hits the hoop and the shot where you throw the ball and then you just want to line up these two shots in the compositor using the hoop shot on the left side and the throwing shot on the right side you just want to line them up with the timing as well so when the ball hits the Crown Crete that's when you want the ball to be hitting the hoop over on the right side then you can combine them together with a simple mask just by going shift a and adding in a matte box mask you just want to adjust the X&Y settings here until you have your box over your hoop and then with this simple box mask all you need to do is use a color mix drop that in right there dropping your hoop in the bottom socket and you throw in the top socket using the mask as the factor and then you can see right here we have the ball already in the hoop ready to go through here I've already edited the clips to match in length so the ball falls through the hoop here at the right time with my other video just as this ball is coming down towards the ground that's when I have the hoop start to animate there and the ball falls through the hoop that's exactly what you want and if you want to do this with your own footage all you have to do is trim the videos so the lengths are the same with the hoop shot falling at the same time and that the ball is hitting the ground I'm gonna include this shot already split screen together as it's pretty easy to do I want to be able to share it in one single file so you can download that with the link in the description below as well as the other assets that you'll need to do this visual effects shot and we're ready to start adding in our CGI elements so I'm just gonna start a new file here so with a new scene here I'm just gonna grab our camera go over to our camera settings along the right here and enable background images here I'm gonna add in that clip that I have with the two shots split screen together you know change it from image to movie clip and then just open up that shot now for hit zero to go into my camera view we can see that we have the video playing in the background here and so that we have our footage imported in the background here I'm going to change a few of our scene settings to match the footage settings so I know that this is shot at 28 millimeters if you're not sure what you camera focal length is if you're using a DSLR it will tell you on the lens otherwise you can google it to find out what the focal length if your camera is maybe on your phone or something this one is 28 millimeters so go ahead and change it to 28 if you're using this footage and we're gonna go over to the output settings here to make sure it's set to 1080p because that's the size of our footage and then just change the frame rate to 2997 as that is the FPS we shot at so I'm gonna hit number pad 1 on my keyboard and then alt ctrl 0 to snap my camera to the side view here if I grab my camera now by hitting G you can see that we have the grid floor already in a better position and I just want to line it up so the x and y lines here the red and green markers are lined up along our concrete pad here so I'm gonna double tap R and rotate this around until our X access is right along the edge of our concrete pad here and then I'm just gonna hit G to continue moving it and then double tapping R to move the rotation here if I hit Z and wireframe you can see that we're lining it up pretty well I just want this to be running along the side of our concrete pad and the X access to be running along the horizontal access of our plane here and that looks like we have it lined up pretty nice I'm just going to save our project really quick now so first off let's go ahead and add in our CG element which is going to be the basketball I'm just going to place my cursor around where the ball is on our background image there and go shift a and add in a UV sphere this is going to be smooth it a bit more by using a modifier so I'm clicking on the modifier tab here and adding in a subdivision surface modifier right there we can leave those settings on defaults now of course in between the scale are our ball down to match in science approximately with the ball there and then we want to make sure that the ball is in the right placement in relation to our scene so if we put it over by myself here in the footage you can see that I wanted to make sure it's along the x-axis so if I pull it over there so it's around the x axis there and then I go to camera view you can see that the scale now can be a bit bigger so this is just kind of getting the proportions of the ball right in relation to the video footage in the scene and now all we're gonna do is project that texture that we shot on the scene of the location here right on to our UV sphere so I'm going to start off by splitting our window here and then clicking up here to switch to our UV editor so go ahead and click open and we're just gonna grab that texture again you can download it with the assets in the description here we just have a shot of our ball hit the period key on my numpad to jump to a close-up shot of our ball there and then I'm just going to tab into edit mode by hitting tab and going selecting everything and going you project from view this gives us a UV sphere projection here and I'm just gonna hit a to select all of these points in our UV editor and then scale it by hitting s and X and then scale it by hitting s and Y to fit the shape of our ball you can then hit G to kind of line it up and we're just gonna make sure that it's fitting it without going too far over the edges and with that said I'm done we can now make a simple material for this ball I'm going to click on the material tab here go new material under the base color here we're just going to click that little button there and choose image texture and this image texture is gonna be the one we just opened up if you click the little drop down there so I reloaded and and you can just grab the basketball texture now if we switched to a rendered view here so we can see what it's looking like in our easy a render engine you can see that it has a bit of stretching yes but it does the job and from this distance it'll look perfectly fine just like that now I'm gonna hit W and hit shade smooth and all I'm gonna do is add a simple material to this now so I'm gonna switch from our UV editor to our shader editor hit n to close off our properties tab there and I'm just gonna add a little bit of bump mapping to our basketball so go shift a and we're gonna add in a vector bump node connect the color to the height of our vector node here and then the bump goes to the normal on our principal shader so that gives us a lot of bump as you can see right there and we're gonna take this down to about a strength of a point too if you want to add in a color ramp to kind of tweak this bump a little bit and you could by going shift a adding Converter color ramp dropping it right in there and then if you bring the black values up you can have some areas smooth in some areas bumpy just to kind of control the amount of bump mapping but I like to make it mostly bump so that we have our element let's start matching the lighting in our scene so I'm gonna grab this spot light that comes in our default scene and I'm gonna change it over to a Sun lamp here I'm going to take the strength down to about F strength of 5 then I'm gonna give the color a little bit more of a warmer color to match these Sun lights just a little bit there next I'm going to change the angle here which affects the softness of our shadows I found for this scene in the amount of overcast that it was going for about a 4 gives you a nice amount of soft shadow to kind of match the scene but you don't want to adjust this if you're shooting in direct sunlight it's gonna have to be a sharper number more like 1 and if you're shooting in complete overcast conditions you can make this more of like an 8 for this tutorial though I'm gonna go with f5 now before I place my son I'm going to open up our environment texture that I shot so before I closed off my shader editor here I can just switch from object over to world and here you can see we have our world background here and if I go ahead over to our world settings right here choose color environment texture right there we can go ahead and open up that environment texture that I shot so I'm gonna go shift a and we'll start off by adding an input texture coordinate here and then shift a one more time and add an effector mapping node this is going to be dropped right in between and then we're gonna have it generated to the vector and then vector to the vector on our texture here this gives us some controls to rotate our environment around to make it match the footage so I'm gonna rotate around the Zed here until we have the playground here about the right place in our scene and then you can see the rotation also needs to be adjusted along the y axis here it won't line up exactly but something like that will give us the lighting in the general direction of what we're looking for and now I'm just gonna take the strength down to about a point three five if you had the hard way to be able to shoot an actual HDR that would be great and you could use that purely for your lighting I don't have that kind of hardware available to me so I need to use a combination of an environment map with a sunlight so now I'm going to add in a flat plane on our ground here to add some shadows off of so I'm gonna go shift s cursor to world origin and then shift a add in a plane now I can close off our shader editor here and I'm just going to scale up our plane till we have a nice flat surface here that will give us our shadows now after adding this you can see that the rotation of our scene could be tweaked just a little bit so I'm gonna hit Z and go to wireframe and then just make sure that our camera is rotated down a little bit more that's looking good as you can see the grid floor kind of goes to the horizon nicely now okay so switching to rendered view here now we're going to use this plane to allow us to set the in lighting up in the right position and match the shadows to the floor where the shadows would be cast from our CG element so I'm gonna grab our light and place it over here just so it's towards the right side of our scene and I was going to rotate it by hitting the R key and the Zed key to rotate it along the z-axis now if you take a look at our footage here let me just hide our assets here by hitting H and we can also make our footage 100% opaque in the background there by grabbing a camera and under the background settings just turning the Alpha up to one you can see that we have a shadow coming almost directly behind the hoop but it's offset a little bit to the right here as well and that's what I want to match my shadows with so if I was to grab this ball and play near our hoop here let me just hit alt H to unhide our items here I want the shout out to be right around the corner of our screen here where the hoop is you can see right now our shadows a little bit low so that means that I have to rotate my my sunlight a little bit more and just to kind of place it in the general area of where the hoop shadow is and there we have it our shadow is now lined up very closely with the shadow on the ground there which means that we are in the right spot so we can now delete our cube here we don't need that for shadow reference anymore but it does kind of help to see which direction the shadows are going but we can delete that now about hitting X and deletes and now we want this plane to only be visible for shadows so over here I'm going to go to our object settings scroll down to our visibility settings now before we can change these settings we need to set our render engine to be cycles as Evie is nice for kind of previewing what we're doing but I want to be rendered in cycles for the most realism so I'm gonna switch two cycles here and then back to our object settings on the plane here you can see that we have some extra settings under visibility one of them being shadow catcher so we want to check shadow catcher and this will allow the plane here to only be visible for the shadows that are landing on it which is exactly what we want and then you can also see that we're getting some reflections here that's because we want to go to our render settings here scroll down and under film we're gonna change this to be transparent so now you can see we have a shadow there with nothing else being caught on the plane here and the last thing we want to do is scroll down to our color management settings here and make sure we change it from filmic to standard as we don't want to have any color changes on our scene we want to match the footage exactly so change that to standard and now you can see we have the Sun in the right position but you can see that this is still kind of casting a white light onto our ball here that's not what we want so what I can do is I can go to our material settings here give it a new material and instead of having it be white we're just going to give it the color of pavement you can see we have some color right here all I need to do is grab our eyedropper here grab that color right there and this will allow it to kind of emit the proper light that would be bouncing off of the pavement here and making it match the color nicely on the ball I did find out the colors quite exactly though in the scene so what you can do is split your window here to bring up the shader editor again and with our boss selected I'm just gonna hit end to close that off all you need to do is add in a few simple nodes to tweak the colors to make them match a little bit more so all I did was add in a color gamma node and give it a little bit more gamma and then I went shift a and editing a color RGB curves this allows us to kind of add some color to it so as you can see this ball might be a little bit more red you would go to the red value here and just increase the amount of red a bit and then again maybe a little bit of green just to kind of counteract that amount of red and then for the blue you might even want to take this down a little bit as the ball was a little bit too blue and that just allows you to kind of match the colors a bit better and for animating what we're going to do is we're gonna use a curve and half the ball follow along that curve so we know exactly what the path the ball it's gonna follow and it will make keyframing super easy so I'm gonna start off by placing my cursor over by our subject here which is myself throwing the ball and I'm gonna go shift a and add in a curve and we're just gonna add in a basic path here I'm going to tap into edit mode and we're gonna delete two of the segments as you can see it has five segments right now I'm gonna delete the top one by hitting X and delete vertices and the last one letting X and deleting vertices now I'm gonna grab our curve here and hit G and X to slide along the X access and then G and Y to kind of slide it right into the middle of our scene here now I want to scale it up I want to take the first point and I want to put it over where the ball will be thrown right along that red line that we lined up there and you can see that it's lined up in 3d space very closely there and then this point is gonna be right at the hoop level right beyond the hoop just a little bit there and then this has to be moved over a little bit to kind of follow a straight line to where the ball the hoop is lined up in relation to our scene so it might help to hide our shadow catcher for now so we can kind of see where it is lined up in the grid floor so there we have our two segments in place now I'm just going to grab that Center segment hit G and pull it up until we have a nice curve so I'm gonna use this to kind of match the path that my wild throw that of course doesn't go anywhere follows so I'm just gonna make my timeline a little bit bigger here by moving this up and we can see that the path that this ball follows starts a little bit over more so I can grab at this point pull it over just a little bit more and again I'm pulling it just past it a bit so I don't need to be right on it but just past it and then you're gonna follow through your timeline here and you can see the path that this ball makes now it doesn't fly quite far enough obviously but we can still see the projectory of the angle that it flies that and we want to make sure that our curve is kind of matching that distance at all these points along here and as you can see it does as it kind of hits that point starts to fall the distance from the ball to the curve actually looks really good right now so basically it's a circle with the point pulled a little bit closer towards the hoop as the ball kind of has initial velocity and then slows down and falls a little a little bit more straight down so something like that looks like it will be a good path you can maybe make it just a little bit higher if you want to be a little bit more impressive all right so now we're going to take our ball and I'm going to go into our modifier settings here and we're gonna add in a new modifier add the modifier curve and then we're going to choose the object to be that path we just added in now once you do that your ball might be placed in a wonky direction over here that's just because we have to add the starting point for the ball to be the same points as the curve here so with the curve selected I'm going to go shift s cursor to selected and then I'm going to grab our ball there and I'm going to go shift s selection to cursor and that's just going to snap our ball to be or right along the path now so if I grab our ball and then I grab it along the x-axis you can see that as I move it it follows that curve exactly so now we can do some keyframe animation so zooming in here on the shot right here is where I want the first CGI ball to take over so I'm going to hit G and X to move our ball right to that location and line it up right around where the first frame should be maybe just a little bit further than this one as it's traveling a little bit faster and I'm gonna scale it up a little bit as well to match these size right there that looks pretty good and now I'm gonna hit I and insert a location rotation and scaling keyframe now I'm just gonna scrub along our timeline all the way to the point where we have the hoop animated with our ball that we pieced together at the beginning and as you can see our our line here doesn't really line up exactly because we moved it a little bit so I have to grab that last point and move it over just a little bit here so we can line it up and now I'm just gonna grab our basketball hit G and X to move it along that curve right about where we want it to be the frame before that takes over so here I'm gonna hit I and insert the keyframes as you can see I want this key from actually to be a frame over so I'm going to grab it right there and just drop it over one more and there we have it as you can see the ball kind of gets distorted by the curve modifier a little bit this could be fixed with a number of different methods but the easiest one is just to make you curve a little bit bigger by moving it like that and this just allows the ball to not be distorted at that point of course we're gonna have to line up the keyframe here now to line up with the ball animation so I just want to pull this keyframe back a bit to be right about there and you can see that as the ball comes right there it will take over with that frame right there now the scaling might have to be changed a little bit as well so I'm just going to scale it down a little bit at this point and insert that keyframe again and as you can see the ball is looking like a better scale maybe just a little bit too big still scale it down a little bit more insert that keyframe now we do want to just move this last keyframe up until it's hitting at the exact same time that the animation starts on our scene here which is frame 146 so this ball should really be there at 146 okay so that key frame is set right at the point where that ball appears on the net that we spliced together so now the path of this is going to be not physically correct because the way blender handles animation is it kind of gradually moves into the keyframe and then slows down at the end to kind of smooth between keyframes but this is not what we want is you can see the ball starts off slow and then actually slows down at the end we basically want the opposite of this so we can fix this by going into the graph editor here splitting our window and then choosing the graph editor right there and I'm gonna hide all of the different accesses here on our sphere just leaving the x-axis as that's where the most of the the animation happens you can see that it's exactly like I said the curve kind of starts off slow gets faster and then slows down again at the end here and we want the opposite of this so I'm gonna grab this handle and just pull it down a bit almost towards the middle of our curve here to give it some initial velocity so now as you can see when I throw the ball it's going to start off very fast which is exactly what I'm looking for maybe not quite that fast I can pull it back just a little bit and then at the end here we want it to fall very fast so we're gonna pull this handle up a bit and so this gives us sort of that middle area where the ball slows down a little bit and starts his downward projectory and that's gonna line up really nicely here we have a much better looking realistic animation and if we kind of match it to the video that I shot here for me just whipping the ball you can see that it actually follows the path of that ball very closely and that's exactly what we want so there we have it now we have the animation we have these shadows being cast on the surface here and we have our ball being rendered to match our video now before I render is seen I want to add a little bit of motion blur to it so I'm gonna go to our camera settings here and I'm gonna enable motion blur the shutter should be taking down quite a bit to about 8.15 to kind of match this scene shutter that I was shot with not too much motion blur as you can see on this ball here but just a little bit so I'm gonna change it down to about a point one five and then hit f12 and we'll see what we're looking like with the render here all right we have our render here with our ball with that motion blur and in in a very subtle soft shadow that you maybe can see there on the transparent background so we can open this up in the compositing tab now and add it over our live footage so here in the compositor tab you can see we have just a render layer here if I click use nodes you can see we have the ball right there and I'm just gonna add in our movie clip so I'm gonna go shift a add an input movie clip and then make that the movie clip right there that we already have important in our background and then with a simple color alpha over node we can combine the two of these so the render layer here with our CG ball goes in the bottom socket and the movie clip goes in the top socket and if I go to this here you can see that our visual effects is added over the top here and is matching very nicely with our footage and the only thing we have to do here now is tell the ball when to be visible and when to be not because we don't want a CG ball in our scene until it leaves my hand here so I'm gonna jump to frame 79 here right when it leaves my hand as you can see there and I'm gonna add some keyframes to our alpha over note here so at frame 79 I want it to be visible so I'm just gonna hover my mouse over the factor of the Alpha over note here and hit I and they'll add a keyframe to that value and if I go to a frame previous where I want the real ball in my hands I'm gonna make this a factor of zero and hit I again to add in another keyframe so here the ball appears only after spraying 79 when the ball is leaving my hand and then we want to do the same thing for when the ball hits the basket so I'm gonna jump to frame 146 and this is the first frame where we have the actual ball in the basket so we want this to be zero on our factor so the ball is not visible the CG ball that is and we'll jump water frame previous and make it one so it is a hundred percent visible right before it hits the basket all right so now our ball will only be visible doing its projectory through the air and then it will become hidden when it hits the net and become visible when it leaves my hand so the last aspect to be added to the scene is just taking out that really bad toss that I make right here that doesn't land in the basket and that is done really easy with some masking so I'm gonna jump over to the movie clip editor here by clicking right there and going to the movie clip editor at the bottom there and we're gonna open up our footage there of course by telling it to use the shot we've been using throughout the whole tutorial here and all I have to do is track the ball between these two keyframes so starting at frame 79 I'm gonna add in a camera tracker to follow the ball and everywhere that the ball is we're gonna be masking it out so to do this when the first change a few tracking settings here I want to use the preset fast motion so just click fast motion and it doesn't seem like anything happens but it does change your settings so go ahead and just click fast motion and then your settings will be changed here and that is basically the settings that I'm going to use I will change the motion to be location only because we don't need any rotation or anything for a mask like this and then I'm just going to go to frame 79 here control left click right on the ball there and it will add a tracking marker now if you're lucky you'll be able to just track the ball all the way through the footage by clicking this button here and having a track but the ball is a little hard for the tracker to follow here so we have to do a little bit of manual key framing so I'm just gonna be jumping through the keyframes at where it loses its track here using the arrow keys and then just manually placing the tracker by hitting G and moving it right over the ball so here I can just then click the track button and it will track it through the rest of the path there you can see that it does get messed up a little bit at this point so we need to go ahead and manually adjust it from this point onwards and there we have it we just placed the trackers to match everywhere that the ball moved and from here we can just clear the tracks beyond that point so we have our path right there where the ball follows and this all needs to be masked out so we already have the tracker now all we need is the mask so up here I'm gonna choose tracking and switch it over to mask and I can just go ad right there and we're gonna add in a circle the circle mask is added over in the corner here so I'm just gonna hit G to bring it over right over our tracker there we can scale it down a bit smaller as it doesn't need to be as big as it is and we can add a little bit of feathering to this mask as well by choosing scale feather right there and then just moving your cursor so you have a little bit of feather nests at to that now all we have to do is with our mask selected hit a the tracker is already selected there but just make sure it is and then go ctrl P and this will mean that the mask is now parented to the tracker and following everywhere that tracker goes so everywhere that tracker goes we have a mask and that is exactly what we want now at this point you can see we have a little bit of shadows that might have to be moved removed as you can see some shadows showing up right there where as it gets closer to the ground and for this we're gonna add in a second mask so I'm just going to go add a square this time and we'll line this up right around where these shadows end up coming in right around here feel it along the X a little bit just so it covers everything you need and boom perfect so I'm gonna come back to our compositing here by clicking up here and switching to the compositor and here all we have to do is tell blender to everywhere that we have the mask to use an image of our background here where the ball is not present in the scene so I'm gonna get I've included a still image with the assets below so you can add that ant by going shift a and adding an image and this is just a still image of the scene here if I go ctrl shift just show you guys what it looks like with no ball in the scene actually the ball is over by the hoop there so it's not in the way of any of our masking with this right here all we need to do is go shift a add an input mask right there I'm going to just select that mask that we made right there and we're going to choose motion blur and we can give us even less samples it doesn't need to be that much and then we're just going to go shift a color mix and we're gonna mix this in the bottom socket with our video clip in the top socket and the factor is gonna be the mask to tell it where to mix it so now you can see the ball which was usually present in this guy here if I recall correctly it is now hidden so if I go ctrl shift and click on our movie clip you can see that's right there but once we add the mask to it with our clip here it is completely invisible so just a quick tip for allowing you to hide aspects of the scene like the ball here so we can have our CG element takeover so there you have it guys now all you have to do is render out your animation make sure the last frame here is connected to the composite node and you're gonna go ahead and set the start and stop times for however many frames you have in your footage this could be ended at around 200 frames so you can set it to 200 frames and then over in the render settings here you're just gonna choose your output so go ahead and choose the location where you want the file to be saved choose your file format you could save it out as an image sequence and combine those frames later or you could just save it as an ffmpeg save it out as an mpeg-4 format that's what I like to use and if you render your animation now you will see a result like this so there is our effect guys we did some masking we had some CG elements we matched the lighting and added some shadows and we fooled all of our friends fingers crossed in the process so I hope you guys have had some fun making some sweet trick shots this is the most realistic way to do it in my opinion we are combining real aspects like the nets being real where you could have of course added the net and CGI but the more elements that are real the harder it is to tell if it's fake or not so you might as well use the net as a real asset because you can and only do the ball CG as it's flying through the air so I hope you guys have enjoyed this video tutorial series if you make something cool go ahead and share with me tag me in its if it's on Instagram and I'd also like to thank Skillshare for sponsoring this tutorial hope you guys learn something and press your friends and make millions of views on YouTube with your trick shots that's gonna do it for me though I will see you in a future video tutorial bye bye woo
Info
Channel: CG Geek
Views: 105,321
Rating: undefined out of 5
Keywords: Trick shot, Dude Perfect, Awesome, How to, 3D, Blender, Tutorial, VFX, Amazing, Easy, Free, Beginner, Blender 2.8, Eevee, Real Life Trickshots, CGI, Tricks, RC Airplane, Epic
Id: M3u6rl9IRQI
Channel Id: undefined
Length: 33min 29sec (2009 seconds)
Published: Mon Jul 15 2019
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