605 Modeling Title H264

so in this section I just quickly want to break down some of the the titles that were used to create the promotional stuff for the course mainly because they're great I guess they're a great example of how to set up stuff quite quickly and use some of the techniques that we've shown that I've shown you in the course just to get some interesting looking backgrounds and things like that and the second they start with that background so let me turn some stuff off here she let's turn pretty much everything off and turn on the the modeling because the final backgrounds were kind of collapse down to meshes just make them render a little bit quicker but I've left in the originally to read the original modeling stuff in here as well so you can just look at the modifier stack and for the first one all we're doing here is just subdividing and throwing an array on there and let me turn off the second one here so I'm going to start with the blocks which is the simpler one of the two again subdivision surface and then an array just have a few layers I think it's five in this case yeah a displace and then a second displace on top of that these are both just using textures I'm not using any vertex groups for these yet but again the the cell noise texture is providing us with kind of a crazy mesh here but um what I did was similar to what we we did previously in the course where we just grabbed a remesh modifier and set it to blocks and now you can see we get a really sort of interesting technical look and add into that a vertex group so when I turn this on and let me just grab the right one this one's called masks you'll see there's some weirdness here if we actually show this in edit mode as well so take a second it doesn't feel like showing that's fine no worries let's just go back out there we go back out in object mode and yeah really all I'm doing is adding in a mask here again with I think let's have a look again with a cell noise it's just layered and they're slightly larger and smaller so they don't always overlap so you get kind of different patterns and with that for a ticks weight we add in a mask modifier put that in there and that way we just break it up completely and finally if we look at the topology now because we Ramesh tit in two blocks we still have all those extra little bits and bobs and really just to clean up the mesh a little bit I add in a planar decimate at the very end and now this will give us somewhat clean geometry as much as you can call this clean but just a little bit more optimized and that way when these two background objects when actually convert them down to meshes it'll be less polygons and just a little bit quicker overall you so too quickly kind of run past the second one it's basically the same idea so again these two share most of their DNA down to the fact that they're remesh and you can see this is a slightly bigger pattern or a slightly different pattern so I messed with the the textures just a little bit and then turning on a vertex weight to mask stuff out once again exactly the same as we did with the other object decimating it and really the only thing I've done here is add in a second group which is called wire and that's to affect the thickness of the wireframe so all of this stuff was covered in a different lesson which is why I'm kind of glossing over it a little bit here but it just goes to show you with a bit of creative thinking again you could use this as a background for something and if we layer these two together now and give it a second to calculate we actually get somewhat intricate looking background and it looks like it didn't change to many of the shaders or the textures of the base shape so they even fit together a little bit but again it's just a very quick way to generate these and now if we look at these they're actually not the same because I think I flipped one of these over and to get a bit more of an interesting pattern so I think it's rotated somehow either one or the other there we go so this one was rotated 180 degrees and again they don't have to fit together once you have these as a mesh you can just play around with them and let's quickly talk about the shaders on these as well so let's go into our material preview and open up our shading view here let's look at the wire first because this is the more interesting of the two and as you can see we sort of have a pattern running through and really all I did was grab a brick texture and just mapped it on object coordinates and that means it probably won't look completely right on sort of a normal looking object but because we have all this complex geometry when we animate it it doesn't actually look too bad at all I think it looks correct either from this side or from down here somewhere but um it's not the worst thing is if we look at it like this it kind of looks like it's flowing through it and it makes some some more interesting animation and putting that through a color ramp we get a nice little mask that we can use and the base shader is somewhat metallic just a little bit but doesn't do that much but then the the shader being mixed in is just a an omission shader with a multiply on that as well so we use that same mask not only to mix it in but kind of multiply the strength by it so we get a little bit of difference in the strength as well and you can see that as I crank it up you've still got a couple of parts so it a little bit darker than the other ones so let me just don't do that for a second there we go just to break it up and give it a bit more variation again and then for the blocks object if we go back out here and let's select it zoom into it we go um really all this is and let me bring in some lighting here so you can actually see it the system metal but fully metallic shader which isn't too rough just a little bit of roughness in it with a bit of a color in it that way when we start bringing in some of the lights here let's just turn everything on so we've got the full full scene go back out you can see as I turn on and off some of these lights they're gonna start lighting it up a bit but because it's blue we get a nice little contrast with the orange in the in the emission shader and whatever lights we put on it well they do color it a little bit you'll always get a lot of that blue here in the middle because I know I'm working with some some brighter and the saturated lights around the text so let's move on to the text and this is something you'll see in the other scene so I'll explain it a little bit more in-depth than this one but not necessarily in the other ones because it's the the same idea so most of this text it kind of does two things so if I were to just unparent these real quick and let's move them up here if I just play this you'll see this text kind of moves out and there are two text objects they by moving them out all I'm really doing is just animating the character spacing now obviously I have to animate it the same on each one or just animate it once and then copy it over but more importantly to get this kind of layered effect we just use two text objects one with a bit of offset here so you can see kind of pushes out a little bit and the other one with no offset and a bit of a smaller bevel but you can combine these any way you want you can layer them multiple times even you don't have to stick to twice but to get kind of an interesting effect and let me just see if I can undo back to where I cleared the parent here so they're still stuck there we go so now they're still just stuck to one empty that empty kind of animates and moves everything in and really it's just to separate it from the background a little bit but also all of these lights are parented to it so they kind of stay the lighting stays consistent on the text as we move along and here you can see all of that stuff kind of in action it kind of separates away from the background the camera moves out a little bit as well to get that feeling the backgrounds moving away and all of our lights come with it so if we look at these shaders now the first sort of back shader is a metallic shader and to get it to light up really nicely we've got this backlight here really all that's just doing or not the backlight rather the text backlight that's the one I'm looking for and all that's just doing is if I turn this off and on you'll see is really just kind of coming straight from the back and lighting up the size of that text and that's a really nice technique to kind of bring this out and have this have this separate from the background so yeah and then the inside is using sort of a similar technique that what we did before so I'm grabbing one brick texture and using it to manipulate the coordinates of a second brick texture and if we just look at these two so this is the one with the manipulated coordinates and this is just the regular one and you can see how that affects the second one and again a fully metallic shader and I'm using the manipulated brick texture for the for the roughness here and a little bit of bump as well that gives us sort of a techy looking texture very quickly so super visible in the the final render I could even probably take it out but I had built it at that point and I was still kind of looking for the way everything was set up together and kind of trying to find some styles that work within within the text that I've used so yeah and other than that there's really only a few lights just adding in to the scene so we've got a red one over on this side we've got a white one over there we go over on this side just a color the two separate sides here a little bit a little bit differently and a backlight which is a really big blue backlight which if we look at it and we turn it off you can see now the background becomes quite dark just by adding this end we get a little bit of lighting on all these sides and it just adds in a little bit more now if we turn off the blue and green text lights here which is I believe the blue one is the bottom one and a green one is at the top one there we go there is some mist in the scene so if we go into our world settings here you can see there's a some mist just adding to the scene as I turn this on and just makes everything a little bit more Moody and it kind of leads your eye a little bit into the text both that blue and in green light and you can see as we progress because the camera is moving backwards and and the text is sort of moving towards the camera as well these lights will back away a little bit further from the background and because they get a little less bright I believe I used custom distance on some of these yeah just so they kind of point at the text and maybe the start of the the structure here as we move back walk backwards they actually dim a little bit as well and give even more sort of focus to the modeling text and I think I made like three seconds out of all of these little text things are these little titles just so I knew I would have enough to edit with and I guess pick pick whatever looked good so yeah that's a very quick overview of this first one let's move on to the next one which should be the animation one

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