UNIT 4 Camera, light and set
Now we will see how to create a set for our character,
integrate lighting and accommodate the camera
so you have a perfect framing. Let's start
The first thing will be to go to Layout
by default I change the settings, I will go to Viewport Shading
To have my colors again and feel like I'm working pretty.
The next thing I'm going to do is add a Mesh here
and I'm going to put a plan.
That plane, as you can see, inserted it under the character.
I'm going to make it much bigger,
and with the S I will climb it, I think that's fine there.
And I will go to Scorzo's view to see it this way.
And I will select here in Object Mode I will put Edit Mode.
I will select the edges and I will select this edge,
and then I will extrude with the Z.
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After I extrude, what I will do is that with Control + R
I will create an Edge Loop here with Control + R,
I will create one here and drag it here.
Remember that we are modeling here and with Control + R I will create another one in between
and another in between.
Then I will select this edge from here and with Control + X I will get rid of it.
I will go to Object Mode and right click Shade Smooth.
And, well done, we already have there as a miniset
It has like this little curvature.
If you are not happy with the curvature, like me,
you can add another Edge Loop,
and with the G they move it and give a little more curve.
And that's it, it's been a little more rounded, so to speak.
And now I'm going to scale S, X to make it longer, ready.
I am happy there with the result and we will start adding color.
With the Mesh selected I will go to the materials panel,
I'm going to add a new material, it will be called Floor,
and I'm going to put a color on it, I think blue is fine for now.
I'll go later
and I'm going to insert a Mesh and an Ico Sphere.
This will insert me a type, it looks like a sphere,
I will go to the modeled view to be seen.
It has triangles, this will help me a lot
because here in the modifiers I'm going to put Decimate
and I'm going to lower the Ratio so that it looks like a stone,
a strange stone, I like it more there, Apply.
And in Edit Mode I will modify the edges a bit.
And nothing more to give it a little more like a sense of rock, right?
And ready, now I'm going to sink it, I'm going to leave it near my character.
There it is well, I will give Shift + D.
I'm going to make another stone and I'm going to make it a little smaller,
this to be seen accompanying this other.
With R I will rotate it a little so that they do not look identical,
the old reliable, rotate the objects so they don't look identical,
It never fails, I recommend it.
Shift + D, I'm going to rotate it a little here.
There it is well, a little more here, Shift + D.
And I'm going to rotate it and I'm going to make it a little smaller,
and I will rotate it here. To give more composition to the image,
The character has more elements to interact with.
It's nothing from the other world, even now the stones are uniform.
What we are going to do next is add a grass
here I will add Add, a Mesh
and here I am going to add a UV Sphere. was added there in the middle
and what I will do is that with the S and on the Z axis
I'm going to climb it, I'll accommodate it more or less there.
I think that's fine there.
And in Edit Mode and with the tool activated
From Proportional Editing, I will select.
I get the famous circle that we have been using
in some other parts of the course.
This is by eye, there is no key, I just want it to look like moss.
I want it to look irregular, that's the job.
I think it looks more organic there, more irregular.
Now I will make it look low poly.
I will go here to Modifier and I will apply Decimate, as with the Ico Sphere.
And, as you can see, he already did a little lower poly.
It is what I was looking for.
And I'm going to lift the character a little here, that's fine.
Now I will select the sword.
Remember that if I select any part
and then the L selects me all the Submesh.
With the L I select it, I will duplicate it
and I'm going to place it somewhere buried here.
Maybe his partner just went somewhere and left the sword buried
or there has just been a battle, I don't know, just tell a story
That the character is not there alone.
The next thing we will do is that having all the elements
we're going to go to the view of viewport shading
and, as you can see, they are totally white,
since we have not assigned any texture.
Let's start, at the bottom we already assign a texture,
Now let's start with this rock.
Let's go to the materials panel below,
we are going to add a new one, we are going to call it Gray Rock.
A Gray Rock we will change the color, which is a gray, as he had established.
And I'm going to create another material called Green Moss for Roca Roca.
There is the green moss,
we assign a color for green Moss, that's fine.
And we will select in Edit Mode
the faces that will be mossy, I think those are fine.
I select the moss and I assign it and it is how I am assigned everything here.
I'm going to grab this one and I'm going to look for the material called Gray Rock.
And I will also create another material,
I'm going to assign it, I have Moss, I have Green Moss
and I think that these four faces in front of us are fine.
I select Green Moss and assign.
Remember that to assign materials you have to have them here.
I select this stone, I assign the Gray Rock,
I select this one and assign Gray Rock.
Similarly, this is repetitive.
I want him to have another material, I assign him Green Moss.
I create another and I assign Green Moss.
And here these two may have the moss, Assign.
I select this stone or rock and Assign.
There we have something similar to a very bright color that is the color of the moss.
If they want the gray of the rocks to be darker,
We just put it down and go.
The next thing will be to create a material for this
and we are going to call it "Green grass". The first capital, I recommend them.
And we will assign a slightly more green color.
And ready, we have more or less there the grass, the moss.
I forgot to separate the sword, I select it all again.
P, Selection, to separate it and now I can control it
as an independent object of our character,
I move it and I am approaching this.
The next thing we are going to do is add a camera.
We're going to Add, we're going down here where Camera says,
I add the camera, you can see that he put it in the middle, it's that one.
Now we want to approach like this,
and we want to click on Control + Alt + 0,
That will fix the camera in our view.
Now with the G, we press the G, and the button in the middle of the mouse
and we move away a little to frame our character.
With the R we can rotate to have a better framing
and we begin to accommodate the elements as we feel them better.
Remember that you can still climb them,
They can do countless things with stones and accommodate them.
With the zero they go to the camera view, this stone will bring it here.
I feel that I have a lot of empty space here and here very little.
Then, more or less there focusing our character.
and also focusing vertically.
This is simply rotating the camera in X or Y, depending on what they need.
The next thing I'm going to do is integrate a light.
I'm going to Add, Light and Sun, I'm going to add a sun, basically.
I already added it with the G, I will move it up.
This represents the sun and the line represents where the light will travel.
If I aim it there, the sun is pointing there,
So the sun is pointing there.
That's more or less how we set the set,
the objects that are surrounding our character
and the sun or the lighting that will help us.
With this we conclude the camera, the light and the set of our character.
In the next lesson I will explain about the render and some extras.