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transcriptions/frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 3 - 2 Adjustments_frames_transcription.json ADDED
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+ "text": " Hey everyone, so in this session I wanted to start by just talking about some tweaks that I wanted to make to the block out that we created in our past sessions. So one of the things I mentioned in some of the videos before was that the scale of our asset I modeled it based on real world scale. But as we start to actually add things like bevels and more detail, it's going to be a little bit harder to actually work with. So the first thing I want to do to our block out is start by scaling it up So I've actually already scaled this but I'll show you the process for scaling up the asset It's really straightforward Usually what I'll do is I'll add an empty So I'll come into here and we'll add an axis empty here We can just put that at the origin Here as well and then I'll move that into the folder of everything. I want to scale up So we have these legs and the body and everything all you'd want to do is just come and select everything that you have here Hold shift and just parent it to the empty. So now as we scale the empty we can scale this up I actually scaled this for a factor of eight times the original scale So it was something down like this before and I scaled him up to be eight times the scale basically So that's how I scaled it and the other thing to also take note of as well is that because these are instances of the legs You'll also need to come and scale the individual working section. So for The the femur and for the tibia and everything I also scaled these guys up as well because that they're gonna get Proportionally larger as well. So Hopefully that helps. That was the first adjustment I made to the block out. The next adjustment I wanted to make was to the proportions and size and shape language of our beetle. So when I was actually blocking this out for real when I was making the model, I was using the Hercules beetle as my main reference for the actual block out and the shapes and everything, the sort of the limbs and the size of the horns and all these kind of things. I was also basing it upon the beetle models that I had got from the Sketchfab Plug-in and trying to use the proportions to match the beetle But what I noticed was that I actually didn't want the silhouette to be super realistic I wanted to play with the proportions and the scale a little bit and one of the key references to sort of Figuring that out was a model that I found This was a scale model of a beetle and you can see here that in this particular example the proportions are definitely exaggerated a lot. So you can see that we have this really large horn shape. The body is definitely more rounded and smaller and you almost can't even see the limbs or the legs in there that kind of tucked in. And this gave me the feeling that I wanted to get across from my art Bible where I wanted it to feel like it could transform into this more simple primitive shape. So this was kind of key to thinking about the proportions the shape and then one thing that I always sort of refer back to is I had this website that I used a while back which is about how to make things feel more cute. It's a really nice little website, science-based website. So if you click on the hammer, this is a really good example, by playing with the sliders you can effectively adjust how cute the object feels and so in this case we can see that as we adjust the length of the hammer, so We're playing with the proportions and making things feel more stylistic. And then as we round things out as well, the hammer goes from being sharp and angled and a tool effectively that you would use to sort of, you know, knock nails into a wall to being much more like a toy type device, right? So you can see that as we adjust the sliders, how that has an impact on the sort of feeling you have towards this hammer, which is definitely interesting. And then you can also do the same with a person. I'll do the cat one just as another example. So this one you can do the same thing. So this one is useful because we're focusing on animals, right? So as you adjust the size of the eyes, that definitely has more of a cue to feel. The bigger the eyes get, the more cuter it feels generally. Same with the limbs as we, if we keep the limbs at the actual proportions, then it would resemble the shape of a cat. but as we start to make them smaller, definitely feels cuter. If we make them longer, that can kind of exaggerate the proportions in some way. So certain things like the ears being bigger as an example, definitely helps make it feel more cute. And as you adjust the body size as well, you can see that that instantly makes it feel a lot more cute, which is bringing that same message that we see here in these examples. So from that, I then basically took some more reference gathering just to see what I could find that would help me to get that message across. So here's some examples of Beatles where, some of these are models, some of them are just concepts and that kind of side of things, some of them are references. And a lot of this is just about the proportions and the sizes of things. So one of the things I noticed was that having a smaller, more rounded body and then a bigger head with a larger horn was something that definitely made it feel more cute. And then having the limbs at a smaller scale. So the limbs not exceeding the extent of the body and things like that definitely helped to make it feel more cute. So one of the things I did here, just this is an example of where the blockout is a little bit more further along in this case, is I actually changed the proportion. So you can see here that I've actually rounded out the body a lot more. I've made the horn bigger and tucked that in and the head as well. We've made the eyes as kind of as big as I could get them. I could also kind of exaggerate them more, but I had sort of wanting to still keep it fairly realistic. And so with our existing example that we have here, you can see that the proportions and things are definitely more, they're not as rounded. So one of the things I definitely would advise doing If you wanted to go in this direction, this is obviously a personal choice, is I added in primitive shapes like a sphere and everything here to kind of get those proportions. And then if you set this to under the viewport display for your object, you can set this to be a wire view. Then you can use that as a guide to try to get the proportions. So one of the things you can see I tried to do was basically adjust this to fit within a sphere type shape. I wanted it to feel like it was spherical, like the references that I had there. So you can do that really easily by just using things like lattices, just to adjust the proportions. So okay, so let me hide this guy. And then if I turn on this, it's really straightforward. You select the object you wanna actually adjust, and then you can just add a lattice modifier. and I'm using hard ops to do that. And then from here, you can just press Q to add more divisions to your lattice here, and then you can start to manipulate the proportions to make it feel more stylistic. So you can see that this is kind of one of the things I was doing. And then I would also look at that. So let's move the sphere as well into the top view. I'd also look at that from the top view as well and see if I can try to get the same feeling when I'm doing it from this view as well. So we can start to exaggerate the proportions and make it feel more stylized. The same with the head, we would come in here, we'll add the lattice in again and you can do exactly the same thing. So we'll just do a thing here and then we're just gonna adjust like some of these proportions. And then I'm just gonna come in with this guy. So we can just start to get the feeling of, can pull the head in, out a little bit there as well. Yeah, and then for the horn as well, I would definitely look at, I rotated the horn so it kind of stuck more into the body. And then I was using, I think I mentioned before in the previous tutorial that I would use the soft select to affect that so you can just scale up the sphere to show the influence and then use that to kind of bend in the horn more so it's more tucked in and exaggerated. So we've got, that's just a really quick example of how you can edit these skies just to sort of get that feeling across. And we can turn, you know, the lattice after show sort of before and after is obviously a lot flatter and now it's becoming a lot more rounded. So you'd want to do a pass on that type of stuff to get your proportions where they are. And then this version here that we were just showing, Once I got the proportions, I have a, in this one I have a little bit more detail figured out. And we'll go into this in a little bit more in the classes to how I added these extra sections to the model and everything. But you can see that the proportions there are definitely more rounded. The final adjustment I also like to make at this stage for the blockout is adding in materials for the scene as well. So as I'm starting to think about what I'm making and I have my references as well, I'm thinking about, I'm going to turn this beetle from a real world beetle into a mech or robot beetle, right? And I want to start thinking about how that translates to real world materials. So you can see here that the beetle has really nice coloring. I wanted to stick with this yellow and black color theme because I think it's just a really nice contrast. So when I was thinking about this, I was thinking, well, my main colors here are the yellow of the shell and the black of the beetle and this kind of varies as well depending on the beetle you can see sometimes you get more yellow on the head if it's a female or a male and then it sort of varies up depending on the beetle that you look at right. So in terms of adding materials it's really basic I'll just jump over into our actual blockout to show how I would adjust that. So you're just adding new material if I wanted to do a black plastic then I would probably just add a value in there for the black and then change up the roughness and make it whatever sort of value I want it to be. Generally I'll work with slightly shinier roughness so I can actually adjust. You'll see my model in a bit more of the smoothing and the normals and everything there. And then same for the other material, so for the yellow I would make a yellow plastic and then I'll do the same. I would add the color in there and then change up the roughness and and everything. I also like to, when I'm doing stuff like this, I also like to add some metals and things in there because I know for the final model, what I had done here was I have some sections where I've got the yellow sort of painted area and then I've got smaller sort of either bronzy brass materials or darker metals in there as well. So mixing in just to give us material variation. So that's the type of stuff I like to add in as well. So I would do the same kind of thing. I would add in a new material. For the metals, it's straightforward. So let's say we were making a bronze metal. You're just gonna set it to be metallic and then choose your color so we can come in with more of a bronze-y type metal and then we can tweak our roughness as well. So something along the lines of this kind of stuff, just get some basic materials in there and then once you start working, you can assign those to the different areas.",
3
+ "segments": [
4
+ {
5
+ "text": " Hey everyone, so in this session I wanted to start by just talking about some tweaks that I wanted to make to the block out that we created in our past sessions. So one of the things I mentioned in some of the videos before was that the scale of our asset I modeled it based on real world scale. But as we start to actually add things like bevels and more detail, it's going to be a little bit harder to actually work with. So the first thing I want to do to our block out is start by scaling it up So I've actually already scaled this but I'll show you the process for scaling up the asset It's really straightforward Usually what I'll do is I'll add an empty So I'll come into here and we'll add an axis empty here We can just put that at the origin Here as well and then I'll move that into the folder of everything. I want to scale up So we have these legs and the body and everything all you'd want to do is just come and select everything that you have here Hold shift and just parent it to the empty. So now as we scale the empty we can scale this up I actually scaled this for a factor of eight times the original scale So it was something down like this before and I scaled him up to be eight times the scale basically So that's how I scaled it and the other thing to also take note of as well is that because these are instances of the legs You'll also need to come and scale the individual working section. So for The the femur and for the tibia and everything I also scaled these guys up as well because that they're gonna get Proportionally larger as well. So Hopefully that helps. That was the first adjustment I made to the block out. The next adjustment I wanted to make was to the proportions and size and shape language of our beetle. So when I was actually blocking this out for real when I was making the model, I was using the Hercules beetle as my main reference for the actual block out and the shapes and everything, the sort of the limbs and the size of the horns and all these kind of things. I was also basing it upon the beetle models that I had got from the Sketchfab Plug-in and trying to use the proportions to match the beetle But what I noticed was that I actually didn't want the silhouette to be super realistic I wanted to play with the proportions and the scale a little bit and one of the key references to sort of Figuring that out was a model that I found This was a scale model of a beetle and you can see here that in this particular example the proportions are definitely exaggerated a lot. So you can see that we have this really large horn shape. The body is definitely more rounded and smaller and you almost can't even see the limbs or the legs in there that kind of tucked in. And this gave me the feeling that I wanted to get across from my art Bible where I wanted it to feel like it could transform into this more simple primitive shape. So this was kind of key to thinking about the proportions the shape and then one thing that I always sort of refer back to is I had this website that I used a while back which is about how to make things feel more cute. It's a really nice little website, science-based website. So if you click on the hammer, this is a really good example, by playing with the sliders you can effectively adjust how cute the object feels and so in this case we can see that as we adjust the length of the hammer, so We're playing with the proportions and making things feel more stylistic. And then as we round things out as well, the hammer goes from being sharp and angled and a tool effectively that you would use to sort of, you know, knock nails into a wall to being much more like a toy type device, right? So you can see that as we adjust the sliders, how that has an impact on the sort of feeling you have towards this hammer, which is definitely interesting. And then you can also do the same with a person. I'll do the cat one just as another example. So this one you can do the same thing. So this one is useful because we're focusing on animals, right? So as you adjust the size of the eyes, that definitely has more of a cue to feel. The bigger the eyes get, the more cuter it feels generally. Same with the limbs as we, if we keep the limbs at the actual proportions, then it would resemble the shape of a cat. but as we start to make them smaller, definitely feels cuter. If we make them longer, that can kind of exaggerate the proportions in some way. So certain things like the ears being bigger as an example, definitely helps make it feel more cute. And as you adjust the body size as well, you can see that that instantly makes it feel a lot more cute, which is bringing that same message that we see here in these examples. So from that, I then basically took some more reference gathering just to see what I could find that would help me to get that message across. So here's some examples of Beatles where, some of these are models, some of them are just concepts and that kind of side of things, some of them are references. And a lot of this is just about the proportions and the sizes of things. So one of the things I noticed was that having a smaller, more rounded body and then a bigger head with a larger horn was something that definitely made it feel more cute. And then having the limbs at a smaller scale. So the limbs not exceeding the extent of the body and things like that definitely helped to make it feel more cute. So one of the things I did here, just this is an example of where the blockout is a little bit more further along in this case, is I actually changed the proportion. So you can see here that I've actually rounded out the body a lot more. I've made the horn bigger and tucked that in and the head as well. We've made the eyes as kind of as big as I could get them. I could also kind of exaggerate them more, but I had sort of wanting to still keep it fairly realistic. And so with our existing example that we have here, you can see that the proportions and things are definitely more, they're not as rounded. So one of the things I definitely would advise doing If you wanted to go in this direction, this is obviously a personal choice, is I added in primitive shapes like a sphere and everything here to kind of get those proportions. And then if you set this to under the viewport display for your object, you can set this to be a wire view. Then you can use that as a guide to try to get the proportions. So one of the things you can see I tried to do was basically adjust this to fit within a sphere type shape. I wanted it to feel like it was spherical, like the references that I had there. So you can do that really easily by just using things like lattices, just to adjust the proportions. So okay, so let me hide this guy. And then if I turn on this, it's really straightforward. You select the object you wanna actually adjust, and then you can just add a lattice modifier. and I'm using hard ops to do that. And then from here, you can just press Q to add more divisions to your lattice here, and then you can start to manipulate the proportions to make it feel more stylistic. So you can see that this is kind of one of the things I was doing. And then I would also look at that. So let's move the sphere as well into the top view. I'd also look at that from the top view as well and see if I can try to get the same feeling when I'm doing it from this view as well. So we can start to exaggerate the proportions and make it feel more stylized. The same with the head, we would come in here, we'll add the lattice in again and you can do exactly the same thing. So we'll just do a thing here and then we're just gonna adjust like some of these proportions. And then I'm just gonna come in with this guy. So we can just start to get the feeling of, can pull the head in, out a little bit there as well. Yeah, and then for the horn as well, I would definitely look at, I rotated the horn so it kind of stuck more into the body. And then I was using, I think I mentioned before in the previous tutorial that I would use the soft select to affect that so you can just scale up the sphere to show the influence and then use that to kind of bend in the horn more so it's more tucked in and exaggerated. So we've got, that's just a really quick example of how you can edit these skies just to sort of get that feeling across. And we can turn, you know, the lattice after show sort of before and after is obviously a lot flatter and now it's becoming a lot more rounded. So you'd want to do a pass on that type of stuff to get your proportions where they are. And then this version here that we were just showing, Once I got the proportions, I have a, in this one I have a little bit more detail figured out. And we'll go into this in a little bit more in the classes to how I added these extra sections to the model and everything. But you can see that the proportions there are definitely more rounded. The final adjustment I also like to make at this stage for the blockout is adding in materials for the scene as well. So as I'm starting to think about what I'm making and I have my references as well, I'm thinking about, I'm going to turn this beetle from a real world beetle into a mech or robot beetle, right? And I want to start thinking about how that translates to real world materials. So you can see here that the beetle has really nice coloring. I wanted to stick with this yellow and black color theme because I think it's just a really nice contrast. So when I was thinking about this, I was thinking, well, my main colors here are the yellow of the shell and the black of the beetle and this kind of varies as well depending on the beetle you can see sometimes you get more yellow on the head if it's a female or a male and then it sort of varies up depending on the beetle that you look at right. So in terms of adding materials it's really basic I'll just jump over into our actual blockout to show how I would adjust that. So you're just adding new material if I wanted to do a black plastic then I would probably just add a value in there for the black and then change up the roughness and make it whatever sort of value I want it to be. Generally I'll work with slightly shinier roughness so I can actually adjust. You'll see my model in a bit more of the smoothing and the normals and everything there. And then same for the other material, so for the yellow I would make a yellow plastic and then I'll do the same. I would add the color in there and then change up the roughness and and everything. I also like to, when I'm doing stuff like this, I also like to add some metals and things in there because I know for the final model, what I had done here was I have some sections where I've got the yellow sort of painted area and then I've got smaller sort of either bronzy brass materials or darker metals in there as well. So mixing in just to give us material variation. So that's the type of stuff I like to add in as well. So I would do the same kind of thing. I would add in a new material. For the metals, it's straightforward. So let's say we were making a bronze metal. You're just gonna set it to be metallic and then choose your color so we can come in with more of a bronze-y type metal and then we can tweak our roughness as well. So something along the lines of this kind of stuff, just get some basic materials in there and then once you start working, you can assign those to the different areas."
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+ }
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+ ]
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+ }