WEBVTT

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Welcome to Hue saturation and value.

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Also abbreviated to hsp so we might have seen this already as we've been playing about when we're mixing

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colours together.

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BORGER to go into a bit more depth of what it means and how we can use it to our advantage.

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So in this video we'll get to grips with what Hugh saturation value really mean.

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An h s v value is a cylindrical representation severe imagine a cylinder in front of you.

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Other points in RG be colour space.

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So we'll go into more details on that at the moment.

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Simply put Hugh simply means the colour or shade is it red is it green.

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Is it blue or whatever the saturation is how much of there is that colour.

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And finally value can be considered like a brightness with a value of zero being black and the value

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of one being white.

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And that's kind of all mixed together to make a shade.

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So let's go and hop on over into blender and play with the hsp values.

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Okay so we're over in my new default file here and let's go play with colours some going to turn my

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cube here.

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I'm going to go to it we've got a material already apply to it some would go to material mode so we

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can see what's going on.

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Not going to bother rendering and seeing what's going on in that point I'm just going to leave it on

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material mode.

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Okay so let's go to the diffused colour option on ma material and swish it over not to r.g. be but a

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huge saturation and value so we can see what goes on here.

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So let's first of all have a look we've got a colour wheel in front of us and this slide are going up

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and down so if you see that as the top here of a s a cylinder and as we go down the cylinder it gets

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darker and darker.

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Obviously it's quite hard to represent a 3D shape in to the space but oh I've lost it there but it is

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possible to do with these two sliders.

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So Hugh were Hugh basically means where it is along this circle with a value of zero being red and the

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value of one also being read as a little bit confusing but see it as 0 to 360 degrees around that circle

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when she travelled 360 degrees back at the same point.

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So a value of 1 or zero is red now.

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Green and Blue are exactly a third of the way around this so if we set this to one over three will see

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that the colour will turn green every set it's 2 over 3.

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We will see that it turns blue so that's pretty much now.

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Now what the hue means it's literally what colour it is.

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Saturation is going to move this little dots this point inwards towards white so as saturation of zero

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is always going to place it in the middle.

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Of course then it doesn't matter what the hue is because there's none of that colour.

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It means no colour at all.

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Look I keep disappearing off of air.

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Finally the value is this Slider here.

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So if we turn that down we can make something darker.

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So we still got a hue and a saturation of zero here and we've got ourselves a grey.

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If we turn the hue up because we got a saturation of zero none of that he was being applied.

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If I set this to well let's go for a green So that's go for one over three.

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So I know it's going to be about a third So it's going to move from the centre point here towards the

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outer edge and if we turn up the saturation we can see it slowly moving and our object getting more

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and more green.

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Now we want a lighter shade of green.

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We can increase the value as well here.

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The final channel channel that you can see here is the alpha channel.

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So how opaque or visible it is not we're not going to play with that at the moment.

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So what we can also do is if we hop into the node Ed is there is a node that's called Hugh saturation

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and value as well.

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So I'm going to ungroup this lot here so we can play with what's inside.

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There we go.

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I think I'm going to have a vertical workspace instead.

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So let's move everything around.

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I don't need much in here to see what colour things are changing so let's zoom in a little and give

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myself as much space as I possibly can so you guys can see what's going on.

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Okay so we've got this colour here so what we can do here is we can add in inputs and RG be value so

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we add an analogy B value that's like having that control available to us so we can control the colour

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without clicking on colour first and going in.

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So now we've got that we can go to colour and go to Hue and saturation.

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Plug this in so that we're changing the colour.

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Also we've got some control.

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Some extra control to highlight the point.

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Having trouble connecting those two things because they're too close to their region.

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So if I set this as green so a value of point five on the huge saturation and value node of hsp node

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we can see that this Slider here starts at point five.

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And what that means is we can go halfway around the circle one way or half way round the circle the

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other totalling 360 degrees.

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So if I decide to go to 0 I should imagine it'll come out a pink colour or a magenta.

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There we go.

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If I wanted to go to MIT to make this blue instead of green we can change this here too.

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Or was that going to be that's going to be a quarter of the way around the circle so point seventy five.

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There we go a blue in colour.

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Obviously we can tweak those to get the actual blue that you wanted a logo.

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So it's more light.

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Point eight.

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To get to the darker blue from this point on the circle.

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Now of course you'll be thinking at this point in time.

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Well Mike White has plugged the colour in that I want.

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Well sometimes you don't have the ability to just pick on a colour where you might be dealing with a

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chair texture itself that you need to make a slightly different colour and that's going to come in useful.

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If you want to change the colour of a text to solms given you or even how dark the texture is or even

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how saturated it is as well so you can use this node itself to change the actual incoming colour.

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And finally we've got a factor as well so we can change the amount that that's being applied.

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So I've put in a value of point eight there so goes to a blue.

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Now I'm good.

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If I wanted a lighter blue I'm going to decrease the amount that it's gone to impact the image.

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So you need to make more subtle changes you can use the factor to shift things with a lot more finesse.

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And now it's time for a challenge.

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That's right we're finally going to hop back to our main project here and now we've got some more materials

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experience and actually apply it to a simple model to begin with.

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We learn to make a human eye.

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So use all of the knowledge you have gained to this point to create a realistic eyes so we're going

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to be focussed more on getting things physically accurate summation you got your reference material

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to focus on.

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Now I have included an iris texture in the section resources or of course you can make or use your own.

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And this Iris texture is a blue.

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So if you wanted a different colour you might want to use a hue saturation node to change that around.

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Now consider the whites of the eye as well.

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This is one thing that a lot of people forget about they put lots of detail into the iris because it's

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quite prominent part of the eye.

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Well the eyeball itself.

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The rest of it is not going to be a single colour equally.

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Don't spend too much working on the back of the eicas you're very unlikely to see that bull's video

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now and give that a go.

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Okay guys.

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Welcome back.

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Let's hop back over into blender and make a realistic human eye.

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Okay so over on our head here and I'm.

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Well it's a bit mis aligned at the moment so we can sort that out but I'm going to focus on the eyes

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for the moment.

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Make sure they're roughly in the right position.

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Before we go ahead and work on them so we can see here as we zoom in that the centre of the eye itself

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isn't lined up with the centre of the eye in the image.

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Now my head slightly twisted in this shots is not a great example but this eye does need moving.

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So I'm going to go into edit mode and literally.

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Make sure of the right things selected and which you can move the eye itself.

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So that it is in the right place.

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Now materne snapping off.

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That's what's making it behave a little bizarrely.

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Now I'm going to whiz around to the side view as well and check it out there.

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Okay so we've got our pupal just here and we've got our here so I can see it's a bit low.

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So in this case I'm going to move it only upwards.

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And check again.

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Okay.

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That looks pretty good.

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Maybe up a little more.

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Okay so this was background the front and see how it's looking there.

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Obviously it's going to look odd with the head.

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So I'm happy with the people being in the right place.

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But the reference image is still a little low in this case.

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So I am going to shift the reference image up and I'm going to move it about to help me out more than

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anything else.

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So let's go in.

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There we go.

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It didn't need to be moved that far at all.

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It is helping me out now.

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I'm going to have to Reese or even sculpt I could go into the sculped methodology or just move that

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up the vertices around Sachi.

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Maybe I'd look a bit less odd because well my eyes don't look like that.

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In fact I think the whole face is a bit narrow looking at it and the jawlines not quite strong enough.

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But anyway let's go ahead and hide everything else.

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We shift and H.

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So we can work on just the eyes.

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And now we've got just the eyes in the scene let's focus on them and turn look on them from the front.

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Let's zoom in on just one of them and see how the mesh is lined up.

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Okay so that's a happy coincidence if nothing else.

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This whole section here two of the biggest circle selects all but that whole section there is basically

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the iris.

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Now I find interesting because after last time working on an eye which is back on the bunny.

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We didn't really care about realism or anything along those lines.

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But if we now have a look at how much of that's actually selected that's a tiny bit of the overall eyeball

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is going to be the iris.

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Not I I thought you know again not using reference material that the iris would be bigger than it really

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is.

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So it is kind of important to remember to use reference material.

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Otherwise you end up with non realistic items.

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So that's going to be the iris there and I'm going to do some modelling now to make the eye more eye

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shaped and I'll see you guys back in a few moments.

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Okay to show you where I'm at at the moment with the modelling stage.

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I've got my slightly elongated spheres here representing the eyes and I'd match that up to my eye on

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the head as well.

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And then inside of that I've made an iris.

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So whereas before we made a cap to do the lens this time I'm going to use textures to make sure that

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the lens is glass or that effect and the iris is an inside.

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And if we can view the Iris which we can't without it being in wireframe moak as it's inside there's

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the iris just there when looking at that that's actually slightly too large so I'm glad that I've shown

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that at this point so I can go in and change it and move it about.

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But that basically just needs to be moved a little bit further forward.

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I think that's yeah.

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It's that circle there that's going to have the iris texture on it.

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Okay.

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Let's go apply those textures.

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I'll be back in a few moments.

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Okay so we've unwrapped the actual mesh and applied texture of we whiz over here we've got this texture

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that I've got here and we've got a basic node set up we've got a text tricorn to tell blender how to

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map the image.

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Now we've got colour coming out for the moment just for a diff use colour.

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Now the one thing that I do want to be able to do is change the colour of the eyes.

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I don't have blue eyes I have brown eyes and we can do that with a colour huge saturation plop that

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in there.

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And literally I can move the hue and saturation backwards and forwards and see what we get.

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Now I'm going to change this to a 3D view so we can actually see what's going on.

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So here's our new Iris and let's move along.

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Or do I want purple eyes that's moving along with a bit o green Greens very nice and well.

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They're almost there.

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Value will that boost it up a little so I can get a deeper red.

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Let's make it a bit Browner.

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There we go.

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Well I'm not quite sure I like that they're almost there.

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They were get unhappy with that for the moment so we can tinker about with that to our heart's content

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obviously.

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Now let's get on with the rest of the eye of the eyes getting a bit of colour applied to it now I have

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marked a seam around the equator of the eye there and I've unwrapped the eye as we can see over all.

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Wherever I hid in it and I've unwrapped it I've created a new image called I base in a safe.

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And this is in the resources as well as if you want to use this particular one if you've not got the

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time to go in and paint it manually.

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So I've got the back of the eye here in the front of me.

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I hear an I've gone in and just literally started smoothing it out at the moment to add a bit of paint

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to it's a bit more colour.

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So I would continue doing that's going to take a few minutes to do and I shall see back in a few moments.

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Okay so I'm getting to the point where I want some blood vessels on my eye.

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Now it can be very difficult to make these.

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However what I've gone and done is I've gone on to my painting area.

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So arm in the texture paint the 3D editor and I've scrolled down to texture mask.

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Now I can't select anything until we've got a texture of air.

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So I've gone across to the textures tab and at the top here changed it to a brush mask with texture.

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And after playing for a bit with the marble effect I found out that I needed to invert it.

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Otherwise it was putting more blood in it then.

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Here we go.

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Here's an example here.

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It's leaving sort of white lanes free rather than all the blood vessels non red.

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And I didn't want that I want it the other way round so there we go.

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We end up with this black and white.

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And after playing with all of the settings I've managed to find something first in my mind looks relatively

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close to blood vessels so I can go in and blender does lock up if I try and use it too much or too on

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too large a scale.

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But there we go we've got blood vessels very easily a bit randomly Of course.

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But I think that's a pretty good effect.

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The question is of course how much is this.

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To be seen.

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I don't and I also don't want to have a blood shot I say let's not go too over the top with it.

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All that's going right.

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Well let's see how that looks I can always come back and play with my texture later on.

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And in fact I can also come in here and perhaps smear this middle area or even not on here maybe on

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the image itself.

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Oh blenders thinking.

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Here we go.

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Maybe even on here limited it's and perhaps even smear it out in this centre area.

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Okay so the other map that I've made is basically a mask map where we have just a black dot telling

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us where the people and Iris could be effectively creating the lens for us and we look at how that's

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going to be working in a few moments.

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So first of all let's go and have a look at the node set up that's creating this I so we whiz back over

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here first of all we start off with the fact we're telling blender with a test to coordinate that we're

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mapping these textures with you V.

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Now let's have a look at the two textures themselves.

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We've got this one which just masks out the pupil and iris area and then we've got the base itself and

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we see here we've not got any think over the actual eye itself it's completely ignored because we deal

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with that later on.

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So we've got a diffuse smap which is well with that base colour applied across the entire model and

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we've got glossiness okay and they're mixed together again using a friend now node with the factor so

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we get a nice level of glossen we can see our three point lighting coming into effect here.

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Okay.

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The final thing here is the glass shader.

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So the glass shader is only being applied to the people.

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And the reason why it's only being applied to the pupil is because of this Mark shader here we're simply

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saying that anything that's a value of zero i.e. black will be this first or top so I could move those

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around a bit to try and be a bit neater.

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But I've tried to keep things just in order.

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And so we go to that final layer and combine everything together and we get a lovely eye.

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The final thing to do of course is let's go to an outline so we can turn back on my head.

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There we go.

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There's the head what should be appearing momentarily.

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There we go.

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Now this isn't going to be great at the moment because we still need to modify the mesh of the head

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itself and it's certainly taking a lot longer now to render than it's done before because the materials

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are getting more complex but we can see here it's roughly in the right place.

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We just now need to start modifying the head as well.

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Now how did you guys get on.

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Did you go through a similar creation process with the eye.

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Did you go about it a different way.

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I love seeing you guys work in the method you used to get there.

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So remember to show your work and methods in the discussions and I will see you guys in the next lecture.
