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[flow_default] Transcription: 004 Finalizing the Scene.json

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transcriptions/004 Finalizing the Scene.json ADDED
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+ {
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+ "audio_file": "004 Finalizing the Scene.wav",
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+ "text": "Okay, so the first thing we want to do is I want to increase the cloud speed on the top of this here on the sky to give it more life and I'll go to the World Outliner and find the sky sphere and inside of here we have cloud speed. I'm going to put it at 5 and see what happens and we can actually increase it a bit more so click on the sky and maybe let's see if what 10 does. It's pretty quick. So let's go with the 8. This is looking cool. So now if we maximize it, you can see your sky is actually moving in the background. So this is a pretty cool look. And the next thing we want to do is add the decals. And actually before we add the decals, let's add some wind since we're already in this view. So to add the wind to your grass, go in the Megascans folder inside of the 3D plans to find the plans. I'm actually going to remove this search word to see the folders and inside of the wild grass you have to go to the material instance and inside of the material instance there is something called enable grass and when you do this you get more options and you get to play with the wind intensity and also the speed so try to crank them up and see what happens and you can actually see what happens over here so maybe this is way too much and I'm going to reduce it back to normal. This is what it's looking like so far. I don't like the swing, so this is probably the wind height. So the wind height I'm going to put to 0.2. There's some subtle wind and this is looking pretty cool already. I can also add it to this. I think this is the other LOD and you don't really need it because you're not seeing the other LOD but you can add it and write 0.2 just like before. So now we have some wind and we also we can also add wind to the other one, the primrose. So you can click on the material instance and enable the grass wind So this is pretty cool and we can make the intensity just 0.1. It's a little bit different. Okay, so this is looking fine and I'm going to save. Now if we maximize it you can see now we have wind in the grass and we also have some moving skies. I actually want to move the skies a little bit more so let's add the sky speed to 10. And now we have a pretty cool scene. Okay, so the last thing I want to do is actually just take a look at these colors for fun and see if we can put them all together. So for example, for the grass, what you can do is click on the grass folder and go inside of the default, the base color texture and in here you can actually change the hue of the texture, you can change the saturation and the brightness so for example if you think this is too greenish, maybe you want to change the hue you can see what happens when you change it this is what's happening and maybe since this is a reddish color we want to go towards the red and you do this by like 360 is the maximum you can see this is the same color so if we go back instead of front you can see what's happening I actually just want to maybe 350 and I don't know if I want to decrease the saturation. Let's see what's happening. So if I write zero, this is what happens and 0.9 is fine. You can also play with the brightness and see what happens if you write one. And if you write 0.8, 0.9, I can take another look. I think this fits a lot better. So these are just slight changes, but I think it fits a lot better. And 0.95. Okay, so I think this fits much better. I will try to change the brightness to 0.9, change the saturation to show you how to do it for example, let's say Let's see if we can find a cool pack, this one. So you go into the material instance and inside of the material instance, there's this value called roughness. So the roughness you will take and instead of one, we can make it 0.5 and you can see you get this wet look on the stone. So maybe, I mean, we can do it just like a slight wetness on the items of 0.7. And actually it looks cool. So maybe we can do this for the rest of the items. So for example, the military crate, you can open it and inside of the roughness you can change it. I'm going to full screen it. You can change this to 0.7 again to see what it looks like and this is the bottle, it's actually this one. So this is one, this is 0.7 and you can see this is zero, now it's fully wet, 0.2, 0.3, 0.7 is looking good. So I'm actually going to do this with the rest of the items. For the sandbags I have added it to 0.8 because 0.7 it looks more plasticky and I don't think they get too wet like this. For example if you write 0.2 you can see this is looking very unrealistic and I think 0.8 for this one is fine. Okay, so now this was all of the models and let's full screen and take a look. Okay, so this is looking perfect now and let's add the blood decals on the sandbags. So I'm going to move out of the pilot mode and I'm going to find my decals inside of the decals folder and the blood stains and let's add it here. Let's resize it to 8. I think it was the good size before and let's rotate it so it's 90 degrees this way and let's move it on top of the blood bags or the sandbags. Let's try to place it in a way that it actually looks good. This is just giving a story to the sandbags or to the scene like someone has been shot here. Let's rotate it 90 degrees, add some more decals maybe over here like this or maybe just closer to this one so it's actually all here and I'm going to copy this and pressing alt and copy it over we can actually rotate it 180 and add it here instead I'm going to move this one like this and move the one beside it just like this. Okay, so now we have a bit more character to the scene and let's try to go back to the camera and view it this way. We're going to pilot the camera and now we can view it in here. I think I'll copy this one and actually put one over here and try to rotate it so it's not looking the same. Just add it here on the edge of the screen. just like this. So now we have more blood and if you want to add more blood you can always come down here add more to the bottom we can do that just like this so it's it's all the way down here and if you want you can always copy this one so I'm holding alt and rotating this will copy. And you can always add it here to the ground as well. So maybe this spilled onto the ground. And you can push it this way, you can even copy it. And you can rotate just like this. So now it has a more of a story to the scene and you can always keep copy pasting until you think the scene is looking good So maybe a bit here or maybe actually you can even Put it on top of this crate if it makes sense. Let's see Actually, I can just decrease the size a bit more so make it six instead And we can add some blood on top of this crate or this ammo box or whatever it is just like this. Okay so now we have more more of a story to the scene. Okay so I think this is looking pretty good so far. It's looking a lot better than previously and I think before we add some sound I think a sound would be good like sound from the ocean and we can add some seagull sounds and so on This will give a lot more life to the scene but before we do this I think we should jump over to the next section and Since this is a game. I I know we were creating like a cinematic scene or whatever Whoops, but since this is a game I actually want to show you how to optimize all of these models. So just in case you're creating a full game scene, I also want to show you how to optimize the scene. So you don't only create something cinematic with it being very laggy in game. So let's go over to the next section and talk about optimization.",
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+ "language": "en",
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+ "confidence": null,
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+ "duration": 767.57
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+ }