Cyberpunk PART4 - Shading and Lighting in Blender 2.8 Lowpoly Tutorial

Cyberpunk PART4 - Shading and Lighting in Blender 2.8 Lowpoly Tutorial

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00:00
[Music] hi welcome to another commentary tutorial ok time to apply some materials and we'll need to switch to loaded mode which can be found right here or hold the Z button and switch it now in the loop that mode you can select the
00:35
environment so there's different maps so you can see what you're doing in different lighting conditions but right now I will just need some something really basic I don't know maybe this one okay I'm really sorry my recording got messed up so I've already applied a bunch of
01:07
materials and I talked about them but anyway nothing too fancy just the basic default principle trader with the default roughness and we're basically working mostly with color and metalness so I've applied some really strong metallic Schrader here and some some rough metal shader here some darker for the bars and some some light colors for
01:39
the buildings and these traders were already in place from the imported objects before so nothing much happened here and that was just talking a little bit about the naming when you name the material the same name the blender automatically applies the number to it so that's kind of everything I talked about while the recording was broken so we can
02:08
go on let's apply some material to the door here and for some reason I don't know why I want them blue so let's add another material slot to the building as this is a part of the building mesh and let's create a new material what's called internal metal blue and I want to give it a dark blue color press a sign
02:47
and I want it to be metallic so I want metal blue door and here we can make metal door as well but maybe we'll make metal - material that we made for the bars and stuff so it's just a black door and here on the curb I want to create
03:20
the concrete material let's let's make it a little bit darker and bring bring out the roughness more but leave it leave it like this and for the street material on the ground I think the concrete would be nice but I want to make it a little bit darker so let's duplicate this and make it darker
03:53
here okay now let's continue with the materials right now I want to do the lamps so let's select the doll let's just apply metal material to the whole object then we can create a new slot select this and with control + you can
04:25
expand the selection it's very handy and create a new material let's call it lamp switch principle to the emission shader where are you here you are okay emission shader and look a bit like let's go to the fifty mission assign and yellowish color but leave it like that we'll play with the light slider and
04:58
right now let's give material to this board maybe I just wanted black and this I want some rough metal and maybe we can make bars either darker or or really shiny I think I think they could be darker like
05:38
this okay I want to give this maybe a red color like the like the vending machine and here's why I like to keep materials I don't like to create a new material ever every time for another object so I'm looking for a list of material which I've already created in the scene and if I don't find anything
06:11
that I want to use only then I will create a new material and what that does is that it will limit your options a little bit and then your overall color scheme is much more consistent as far as illustrations go okay I think are the lights these are important mainly because we want to give a mission shader to the lights so it
07:26
doesn't really matter what material the rest of the object is since we don't see that let's make this selection and let's name it tungsten because it will be a little bit different from the light on the lamps so it may be 25 a mission and
07:53
we want this a bit bluish color okay now this one I want to have completely separate trader for heart so we can adjust the lighting the emission on that separately and I want this color okay and let's go with the strength of 10 and
08:33
let's try the same color on the right thing as well and we'll see what it does and Lorien I want like the neon blue color there and with the this kind of futuristic cyberpunk scenes it basically all comes down to lighting because when
09:05
you look at this this is not very much futuristic and not very much cyberpunk at all but the moment you give it that pink and blue lighting and all the signs everywhere it really comes down only to to lighting what switched is to emission I really want this me and Lala let's try five we'll see how this works and I want
09:44
this to be let's create the pink white the pink color yeah but we need okay now for the windows I want the majority of the light in the scene will be coming from windows and science and everything so will not be working much with the with the lighting
10:26
maybe there will be one light to give it some ambience or the moonlight or something like that but most of the lighting will be done by the by the windows and science so first of all let's color the window frame what and now let's just select the glass and
11:03
let's create a low material let's give it the emission and this will be little bit bright orange okay beside here there's this big window which will be
11:37
let's create the new slot a new window material it's my kid emission and this I want really really red maybe more shiny okay and now building in the back it's completely dark but I want the window to shine and I want to split the mesh so we
12:28
can do some pretty stuff and let's create another window material that's number three and let's give it pink emission or maybe blue like this maybe five and I want some parts to have
13:03
another color so maybe maybe let's use these other window materials here so it looks like there is some some graphic going on on display or or something like that okay hmm right now we applied the materials on the whole scene and let's play with some I think so it comes to life okay um
13:44
let's get to lighting and rendering of the scene so I'm really not completely decided whether I want to do this in EB or in cycles but I want to say cycles because there will be a lot of lighting and shadows going on and Evie is not that great with shadows as this game engine it works like game engine so let's
14:18
switch to cycles go to the camera view and weed control B we can limit the render view or just the visible we super square but I want to edit the orthographic scale on the camera because the scene grew a little bit so let's go all the way to maybe 15 on 5 and bring
14:49
it up a bit okay and now let's switch to cycles I want to use GPU and let's do the first preview and this will be surprising Wow it doesn't look that bad actually okay now we'll need to add a plane as a backdrop for the scene just kill it up to fill the camera view let's preview
15:32
that okay and move it down a bit okay and right now I want to try how the DeLorean look if I rotated it still not decided still still not deciding yeah I think I wanna take it looks more interesting with these back lights but I want to modify the shader on that because it's too much pink but
16:20
actually that's a good thing this kind of scene so let's bring that out a bit let's make this almost purple okay maybe at sunlight there too for from what I see here we can actually make the lights much brighter okay and now I want to add some global
17:05
lighting let's just look at the world settings first here we can play with the ambience let's make it blue or violet bring it all the way down so we now just see what the lights in the scene
17:34
actually do and it's great okay I like to like it like this and now we can add some area light bring it up maybe rotate it 45 degrees but set the pivot point to 3d cursor rotate 45
18:10
and then 45 along the z-axis to get a nice side lighting let's bring it out make it large and now I want this to be blue light but only very subtle and will be let's try rotating guys yeah definitely we want the facing lighting because it brings out or the all the reflections
18:57
and details here and let's modify the lamp to be even more orange let's go for the orange lighting now right now I miss something here on the building so I'll just make I'll just make a little detail here nothing fancy just some I don't know what the bees maybe there's something
20:00
inside the needed extension on the wall you never know so it's just to make some detail there and you look at you right now it's much more balanced much better than the flat surface that was there before
20:28
I think the backlight is okay let's try to bring it up but not 5000 of course yeah I think we'll need something like this because we need to bring out the details on the roofs more and here on the pole as well so this is okay let me make it a little bit darker blue so it's just the the nightlight and
21:15
since we are in the city and there are lights everywhere around we can basically afford absolutely anything with the lighting right now and that's something I want to talk about a bit when you do the low poly illustration and you do the lighting the the main difference can be when you stop treating the light like something you would do in
21:46
the realism mode when you do some some architecture stuff or interior stuff and such and you're thinking about the light about the intensity of the of the lighting don't do that in the illustration because you are telling the story and the story here is that this piece which is cut out out of the multi-million city full of lights and there are multiple lights everywhere so
22:18
if I shine the pink light from the right side bright pink light that just tells the story that there is some really powerful source of pink light down the road so we can do absolutely anything here was just to placate this light rotate it from the side we will need to make it lower and a little bit smaller
23:09
and let's try to make some really strong being light okay that's nice let's try to duplicate it once more bring it from the other side so basically I was lying when I told you the scene will be made up mainly from the signs and windows because right out of that I saw that it will be not enough
23:59
we need to really nail the atmosphere here I'll kill you larger source and let's vacate and to bring out the details more here we can really adjust the lights these lamps you can make even a hundred one little
24:35
hell of a bit yeah so we got a nice bright pink happening here and I don't like this color I want it to be more neutral maybe after okay I think this will be enough as a basic lighting and let's do some text
25:11
repeating here because I want the role to be really wet and this roof - we we already applied the raw material and I talked about it that I want a specific material for the role because I will do texture painting so blender 2.8 has really nice types here and you can just switch to the extra paint and you have everything set up you can can go and
25:42
paint right away but first you of course need to need to unwrap and wrap this and right now we only need this part to be painted so I'll just select that and press you to unwrap and click smart UV project and you see we have a nicely nicely unwrapped only the top part of
26:15
the route and now if you switch to text painting you will need to create a new image let's go for the 2k resolution in case we would need to make a really really high res render out of this let's name this rolled cyberpunk because I might have another rope texture there and but be careful when you're extra
26:48
painting you see these little asterisks here and that means that the file isn't safe and you need to save as and save the image externally so because the next time you would close and open the back blender the texture would be gone okay and right now we can paint on the texture but well there there will be nothing to see because we need to go to
27:20
shading and we need to play with notes I don't know if you're familiar with this but basically this shader for the road and we need to modify this roughness channel so we'll need to tell it with color what value does it need to have and it goes from white as zero to black
27:48
as one so if I add texture here and mid texture and we can select the rolled cyberpunk and we connect this to the roughness right away you see now the the image was black so that means the roughness is everywhere set to 1 so this fully reflective material because
28:19
roughness is 1 sorry roughness is 0 now if I go back to the texture paint and start painting you can see now I made a smudge where if you go to the cloud mode where this is roughly as one and around that is roughly zero um there were a lot of you that asked for this in
29:00
the comments on my previous videos because I I was making the road the puddles on the road after the recording of the previous videos so this time I want to show you how it's made so you unwrap the object so you have a UV settings you go into the texture paint you paint the areas which you want the puddles where you want the puddles and then in the shading you connect the
29:29
texture here I mean but this setting is kind of not too practical but let's not worry now let's just make it like this will actually make the whole Road a little bit a little bit rough so it won't be all like but it'll be some reference applied give strength okay right now when you
30:14
save this you see it's really glossy now I think it's too much so let's bring it down right now fill this up wait some light gray color so it has some some roughness and
30:54
reflections will be will be lower we can check the result here and this is okay we can go even a little less roughness because we want the road to be wet so I'll go like this okay now we'll make the actual puddles and we can paint right right here in the
31:29
the viewport and that's very very useful so let's of the image now pick the black color pick the brush and you can adjust the brush size by pressing F and drag in and but give it a black color okay if you're wondering what the line is this is smooth brush tool it's really really
32:09
cool because you can make some smooth strokes with that comes really handy now let's make you smaller and we want to modify the fall off because the edge of the stroke is really soft and I want to it sharp so let's do this let's try to paint and I want a puddle here and right now I want to change the
33:06
fall-off to smooth and paint a little bit over it to make some if you want to disable the smooth stroke you go into the stroke and disable it so we can paint right away now I only want to just make - just add a little little fall off on
33:46
the edges because the bubbles wouldn't be so so so sharp everywhere and they would have these some places that it really sinks into the road again these are just the details the little
34:20
details that really make a difference sometimes okay save the image don't forget that and let's go to the layout now we have some photos I think this this will be enough and the road looks good in my opinion so let's give my car and let's play with the lighting a little bit more of course I will play
34:58
with this a little bit more so if there are some differences in the final render that you will see on the thumbnail of the video it's almost always like that when I'm finished with the recording I always go back to back to the design and make some additional changes because after you rest a bit you start to see things that you didn't see before so keep that in mind and if you see
35:31
something that you really want to know how I did and it won't be recorded just hit me a message leave me a comment under the video and I hope I can address that oh one last thing we forgot the one light here so let's fix that I want the red light here now one thing we could add I just we
36:10
could play with the bodymetrix a bit and I think it would really make the scene better so let's at the cube let's get up to cover the scene and will create the material call the cube of fog so we can find it later and let's remove the surface material and add the volume scatter and given the density of maybe point zero five I think that will
37:00
be enough and what's in the render review the volume scatter maybe it doesn't need that much of a density so let's bring that down a bit and let's play with the color management I almost always go with at least medium high contrast because it makes the sim look better and we can bring bring the
37:31
exposure some more okay I think this looks quite good maybe there is too much pink color here maybe some things could be more or blue like this big window here my computer is really not satisfied what I'm doing to him right now all the volumetrics
38:06
okay so let's find the purple light okay I think I like this more but we colored this as well so maybe the best would be to duplicate this let's hit the render and our image will be ready right thank you guys for going all the way through the whole series up to this point where you have the
38:53
illustration finished please let me know in the comments if you liked it what you liked what you didn't like maybe maybe tell me what you want to do next and I will think about it if you're new to this channel please check out the whole series of these cyberpunk scene modelling and if you liked it please hit that subscribe button and if you want to know when I released something new hit that Bell button to get notified thank you guys thank you for watching and see
39:25
you on the next video [Music] [Music]

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