just copy pasting the tut from another smaller channel!! he even copied the same shot an made it look worse. Should have at least mentioned the name in the description
Yep long focal length + atmospheric perspective (if it is in atmosphere) + recognizable details to set human size (like hatch, hangar bay, or see through windows. To me that's the trinity of massive space stuff.
While I think the focal length is an important factor here, it might be a good idea to approach this in a more analytical way instead of just saying "150mm (paired with the default sensor size!) is the correct focal length". I think the whole background is, that our eye also has a focal length or rather a certain field of view measured as an angle (the result of focal length and sensor/retina size). To match reality, we should match the camera to our eye. From there we can still make changes if we want to exaggerate reality in a certain direction. So probably it would be best to start with a field of view in which our eyes can still see sharp. Don't ask me what angle that would be, I don't know. Just spread your arms, move your arms slowly into your field of view without bending them, do that until your hands look clear, and estimate the angle. Well, or just google the human field of view. Overall, I'm much more a fan of teaching people how to find the correct value and why that is a/one good way to do that (teaching them how to fish) instead of just giving them the right value (giving them a fish). btw: When you say "zooming in" what you actually mean is "getting closer". A lens with a variable focal length is called a zoom lens for a reason 😉 Distinguishing between zooming in and getting closer is basically the whole essence of this video. But now I'm going to write something which makes everything I just wrote obsolete. Of course, it's just my personal perception, but I actually didn't really perceive those ships as much smaller when the camera was closer with a shorter focal length. I think much more important than the focal length would be something for reference. Usually, a banana for scale would help, but I think they would be too small and a small fighter jet would make more sense. But I think the structure on the hull of the ships already can act as a reference since we would expect those structures to have a certain size. But more reference always helps. Add some fighter jets, add some medium spaceships, add a bridge where you can see how small the windows are, ...
Thanks so much for this video. I can't wait to try it out because I've been having a real problem with my renders looking like scale models instead of having a grand scale. It makes sense tho, my understanding is that when they apply facial prosthetic make-up in movies (Terminator, The Walking Dead), they move the camera back then zoom in, to make the prosthetics seem like a part of the face, not something that was just glued on.
Commentors calling me rude? In this thread there is confusion. Ducky3d mentioned here to use low depth of field which would reduce the depth range in focus, giving the illusion of larger scale. This is just as I would take a photo of a single flower and the leaves were out of focus. If I were to use a high depth of field on the flower, more would be in focus and the flower would not be the only "focus". If using a high depth of field for this craft, more of it would be in focus and seen like the craft is flatter or smaller than the artist would like to express. I'm mentioning that he forgot as he did mention in the beginning that it would be a point he'd talk about. I'm mentioning that a point he forgot is a fairly important factor to those who might not understand. People make mistakes. I'm not trying to hound him. I'm mentioning that it could be a follow-up to this video as a part 2. Maybe even illustrate the math behind ftop, focal length, and other photography aspects and terms and how to mimic a desired effect from a real camera.
@@Project.09 It depends on the size of your character and what effect you want. On my characters about 6 ft tall I'm using anywhere from 50 mm to 130 mm. You can keyframe the focal length too. Play with it until you like it. Use the camera as an actor in the scene.
You can have stuff look huge with wider focal lengths as well. Just look at the intro shot of Star Wars A New Hope, it's pretty wide and the Star Destroyer looks huge! It's just how you present it, like in that shot they have a small ship as reference which makes the Destroyer look huge.
Nice one, picked this one up too.. hey, big tip, get your developer to look into the Pillow module. It makes loading the thumb nails almost instantaneous.. They'll know what it is..
there is a checkbox hidden under cycles settings that if you enable it , it will make your renders super realistic , and this will change everything 😉🖐️
Much of my photography informs my 3D, you can learn a lot from photography and film and visual arts! take what you can learn from any or all of the individual artistic and other disciplines.
It's important to know, in practical photography, that every focal lenght has the same perspective from the same distance to subject. It's just different crops. You hear film makers talk about "telephoto compression" or "telephoto perspective", but a 50mm has the same perspective. It is the movement away from the scene that flattens the perspective. With 150mm you just have a tighter crop to work with. A 150mm can also have a fisheye effect, you just can't see it (well, in Blender you might, since you can see outside the camera frame). You can try this in Blender or real world. Move away from your scene, take a screenshot with 150mm. Stay in the same spot, change to 50mm, take a screenshot and crop it to match the 150mm SS. When you move in closer to your subject, things near the camera get larger, but this is true with all focal lengths. I only say this because I've had teachers tell me different focal lengths have different perspectives. They forget that when you zoom in or out, the background zooms along too and maintains the relative size of objects.
I have to disagree. Look up some focal length comparison, you can see how much different human face will look with 16mm lens vs an 135mm for example (if we maintain same crop). There's a reason why we won't shoot portrait photos with an ultra wide lens. It is not hard to spot telephoto compression on still images as well
@@_Pawelski The key is in your "if we maintain same crop". Yes, if you move the camera, perspective changes. Shoot from the same spot and crop the wide shot and perspective is the same for any focal length. I don't know what you have to disagree with.
what is the spec on your computer, i'm now getting paid for visuals and i can't render animations through cycles in a realistic amount of time and i'm currently looking to upgrade my computer but i dont know which is the most important thing to focus on
funny but to me when you put the camera angle small, the objects looked monumental! Maybe because you feel like you're tiny and being close to them, looking up.... I think making things appear big is also a question of 1) the level of details 2) reference objects next to the 'big' objects.. BTW would be curious how to make such fog like you have around these spaceships!
What makes the fast materials fast? Is it like there are no 3d procedural textures to save a lot of compilation time or noise detail is very low or something? Would be interesting to know
Absolutely useful video, imagine the time one would waste trying to figure this out. I'm also wondering, does Blender work in large scales of kilometers?
Not sure what you mean by that, but for example, I have a rather big scene where in order to see everything i have my camera clipping max at 10000, 10km that would be. If you are talking about hundreds/thousands of km, then i doubt it.
Hi there sorry to ask a mundane question but on the minute 2:15 when you set the focal length to 150mm and zoom out, what is the command to zoom out, please?
Do you know what processor would be good for increasing performance on the 3d viewpoint? Whenever I go into render/edit mode it slows down dramatically. I heard I should get one with lots of cores as opposed to a few strong ones?
Dope intro. Could you make a tutorial on how to make something similar?
3 роки тому+5
I don't get it. Set the focal length to 150 mm and then zoom out makes no sense, or do you really mean MOVE the camera back? Because "zoom out" and "shorten the focal length" are both the same thing.
Half this video is a trivial, fundamental, Photography 101 insight & the other half is an ad. All neatly tied together with the mandatory ridiculous clickbait title.
Don't tell Nathan but,..I would have paid twice the price. Yes I got it!! After all the tutorials I've watched and all the help you've been along the way,..damned straight I got it!! Put something else up on Blender market and watch what happens bro!!
In other word, learn to use a real camera. Like seriously, I see some truly awesome models and all, but the camera work, composition etc just ruins everything. So really take a course in photography or cinematography before getting into 3D cause this changes everything!
Basically, use a long lens on your camera and surprise stuff looks far away and hence larger. :-)
just copy pasting the tut from another smaller channel!! he even copied the same shot an made it look worse. Should have at least mentioned the name in the description
we ar stil talking about blender, rite?
@@nategreyson6014 Nope :)
@@saeeddicap so whats the other channel?
@@saeeddicap do you have proof?
Yep long focal length + atmospheric perspective (if it is in atmosphere) + recognizable details to set human size (like hatch, hangar bay, or see through windows. To me that's the trinity of massive space stuff.
While I think the focal length is an important factor here, it might be a good idea to approach this in a more analytical way instead of just saying "150mm (paired with the default sensor size!) is the correct focal length".
I think the whole background is, that our eye also has a focal length or rather a certain field of view measured as an angle (the result of focal length and sensor/retina size). To match reality, we should match the camera to our eye. From there we can still make changes if we want to exaggerate reality in a certain direction.
So probably it would be best to start with a field of view in which our eyes can still see sharp. Don't ask me what angle that would be, I don't know. Just spread your arms, move your arms slowly into your field of view without bending them, do that until your hands look clear, and estimate the angle. Well, or just google the human field of view.
Overall, I'm much more a fan of teaching people how to find the correct value and why that is a/one good way to do that (teaching them how to fish) instead of just giving them the right value (giving them a fish).
btw: When you say "zooming in" what you actually mean is "getting closer". A lens with a variable focal length is called a zoom lens for a reason 😉
Distinguishing between zooming in and getting closer is basically the whole essence of this video.
But now I'm going to write something which makes everything I just wrote obsolete.
Of course, it's just my personal perception, but I actually didn't really perceive those ships as much smaller when the camera was closer with a shorter focal length.
I think much more important than the focal length would be something for reference. Usually, a banana for scale would help, but I think they would be too small and a small fighter jet would make more sense. But I think the structure on the hull of the ships already can act as a reference since we would expect those structures to have a certain size. But more reference always helps. Add some fighter jets, add some medium spaceships, add a bridge where you can see how small the windows are, ...
New intro lookin good.
your pfp is cursed💀
I just want to say, I've been a day 1 fan, thank you for giving me simple tutorials and helping me learn blender!
Thank you for watching man, I’m so glad you’ve gotten something good out of the videos
@@TheDucky3D I made the scifi hallway one for a project in my school, my teacher liked it
Sci-fi character
Please
Thanks so much for this video. I can't wait to try it out because I've been having a real problem with my renders looking like scale models instead of having a grand scale. It makes sense tho, my understanding is that when they apply facial prosthetic make-up in movies (Terminator, The Walking Dead), they move the camera back then zoom in, to make the prosthetics seem like a part of the face, not something that was just glued on.
Did I miss where he talked about the "depth of field" details?
I forgot to mention it, that’s my bad. Make sure to keep a very low depth of field
R u d e
@@TheDucky3D Low or small DoF means shallow or very blurry, a large depth of field means more is in focus. Very common mistake
bro just test it yourself and learn through your own
Commentors calling me rude? In this thread there is confusion.
Ducky3d mentioned here to use low depth of field which would reduce the depth range in focus, giving the illusion of larger scale.
This is just as I would take a photo of a single flower and the leaves were out of focus. If I were to use a high depth of field on the flower, more would be in focus and the flower would not be the only "focus".
If using a high depth of field for this craft, more of it would be in focus and seen like the craft is flatter or smaller than the artist would like to express.
I'm mentioning that he forgot as he did mention in the beginning that it would be a point he'd talk about. I'm mentioning that a point he forgot is a fairly important factor to those who might not understand.
People make mistakes. I'm not trying to hound him. I'm mentioning that it could be a follow-up to this video as a part 2.
Maybe even illustrate the math behind ftop, focal length, and other photography aspects and terms and how to mimic a desired effect from a real camera.
Love the use of focal values!
This is also important when doing 3D character animation so you don't get that fish eye, nose is bigger than the rest of the face effect.
What size would you reccomend for a 3d character
@@Project.09 It depends on the size of your character and what effect you want. On my characters about 6 ft tall I'm using anywhere from 50 mm to 130 mm. You can keyframe the focal length too. Play with it until you like it. Use the camera as an actor in the scene.
Those materials looking clean ngl
Dude your intro just keeps getting better and better.
Cool but why does it take 4:30? That's what I love Ian Hubert for
Those materials look dope.
Oh, thx! It’s such a small detail but makes everything look much nicer!
oooooooo, i really like that intro
You can have stuff look huge with wider focal lengths as well. Just look at the intro shot of Star Wars A New Hope, it's pretty wide and the Star Destroyer looks huge! It's just how you present it, like in that shot they have a small ship as reference which makes the Destroyer look huge.
Awesome intro changed
quick and informative, thats why I love this guy hehehe
I'm here
Edit- i use to use 30 mm as camera, but that focal length tip is game changer
A lens changer
Nice one, picked this one up too.. hey, big tip, get your developer to look into the Pillow module. It makes loading the thumb nails almost instantaneous.. They'll know what it is..
there is a checkbox hidden under cycles settings that if you enable it , it will make your renders super realistic , and this will change everything 😉🖐️
This is actually a super useful tip for any kind of digital artist. Nice one
I don't know if this tip changed my life or not but you have changed my life..
As always love your tutorial...
I’m glad it helped!!
I like the new intro! Lol subtle but clean
Thanks Dude , we will one day be the best like you
your new intro is cool!
nice intro music
whoooo i am early!!! love your videos ducky! that detail be craaaazyy 🤯
Nice quick tick 😯
Woww nice intro man.
I mean the new updates in the old intro
👀Thought you have a pet panda for a second there...
Thanks for the tips! This is really useful!
Lol could be a panda
Thank you Ducky ❤️
Nice Materials 🥺
new intro? i like itttt
Ty :) rlly helped
Cool Tip. Many Thanks.
0:19 that's a nice cow you have there, jokes aside thank you for the tip man
your intro is so cool
I have been waiting for this tutorial for ages, thank u, keep up the good work👌
Thank you🙏
From India
Excellent as always...great vid brother..
Much of my photography informs my 3D, you can learn a lot from photography and film and visual arts! take what you can learn from any or all of the individual artistic and other disciplines.
It's important to know, in practical photography, that every focal lenght has the same perspective from the same distance to subject. It's just different crops. You hear film makers talk about "telephoto compression" or "telephoto perspective", but a 50mm has the same perspective. It is the movement away from the scene that flattens the perspective. With 150mm you just have a tighter crop to work with. A 150mm can also have a fisheye effect, you just can't see it (well, in Blender you might, since you can see outside the camera frame).
You can try this in Blender or real world. Move away from your scene, take a screenshot with 150mm. Stay in the same spot, change to 50mm, take a screenshot and crop it to match the 150mm SS. When you move in closer to your subject, things near the camera get larger, but this is true with all focal lengths. I only say this because I've had teachers tell me different focal lengths have different perspectives. They forget that when you zoom in or out, the background zooms along too and maintains the relative size of objects.
I have to disagree. Look up some focal length comparison, you can see how much different human face will look with 16mm lens vs an 135mm for example (if we maintain same crop). There's a reason why we won't shoot portrait photos with an ultra wide lens. It is not hard to spot telephoto compression on still images as well
@@_Pawelski The key is in your "if we maintain same crop". Yes, if you move the camera, perspective changes. Shoot from the same spot and crop the wide shot and perspective is the same for any focal length. I don't know what you have to disagree with.
New intro is cool
:)
DUDE WE WANT TUTORIAL FOR THIS MODEL OMGGG SWAGGG
that model is bought
@@abhimanyunegi4382 sad
I dunno. If you afar, you should use high fov, but from up-close small one works better.
Dis quality, thank you :D
If anyone is new to finding this out I recommend the guerilla podcast to you they talked about this stuff very much in depth a couple weeks ago
what is the spec on your computer, i'm now getting paid for visuals and i can't render animations through cycles in a realistic amount of time and i'm currently looking to upgrade my computer but i dont know which is the most important thing to focus on
brilliant explanation) thanks
This is insanely good
Bro can u explain about water in evee. I tried so many times that was not good. There some gray shadow in flow motion. Pls give some tips
funny but to me when you put the camera angle small, the objects looked monumental! Maybe because you feel like you're tiny and being close to them, looking up.... I think making things appear big is also a question of 1) the level of details 2) reference objects next to the 'big' objects.. BTW would be curious how to make such fog like you have around these spaceships!
I used to scale it big then lose all geometry, then started putting them
Far from each other and just zoom in. This seems much better thx
Is that scene with the car also on the Blender Market?
Nice and simple! Very useful.
oh thank you a lot!!
What makes the fast materials fast? Is it like there are no 3d procedural textures to save a lot of compilation time or noise detail is very low or something? Would be interesting to know
Never tried this! Thanks, man!
Dang! Your videos are so helpful.
What I wanna know is how you added all that detail without going insane or melting your pc
We want a tutorial nathan 😁
Absolutely useful video, imagine the time one would waste trying to figure this out. I'm also wondering, does Blender work in large scales of kilometers?
I think it can be as long as your pc can handle, but I'm not sure
Yeah it does, just change the clipping minimum and maximum distance
Not sure what you mean by that, but for example, I have a rather big scene where in order to see everything i have my camera clipping max at 10000, 10km that would be. If you are talking about hundreds/thousands of km, then i doubt it.
@@lubaka8269 oh, that's good to know, I'm just looking at a few kilometers. Thanks for the tip, man👍
@@algotn Thanks for the tip 👍
Everything is an illusion. 😁👍💯
Great, Pato!
What are the glowing lights how did you do that and do you have a tutorial for it great tutorial on camera btw
This is gold!!!
I would say Diamond
stop releasing amazing stuff I need to progress on my own bro lol
i like blender.. hope .and more.......
Also the scale of the greebles on the ships. Just look at Paul Chaidesson
Can you make tutorial space ship design using blender ? Please
That is legitness
thanks
Useful tip, thank you ducky, but why you changed the Sound of intro, the previous was better and had ear-worm Effekt, if you know what a mean😀
Thanks for these quick tips mate!! I can't join your Discord server, says the link is expired??
Hi there sorry to ask a mundane question but on the minute 2:15 when you set the focal length to 150mm and zoom out, what is the command to zoom out, please?
very informative thank you :)
Do you know what processor would be good for increasing performance on the 3d viewpoint? Whenever I go into render/edit mode it slows down dramatically. I heard I should get one with lots of cores as opposed to a few strong ones?
Nice video :)
Nice video
hey great vid, how did you make the atmospheric clouds?
I am curious, can you do a tut on that abstract B&W cat pls?
The aspect ratio didn't change the focal length did.
Dope intro. Could you make a tutorial on how to make something similar?
I don't get it. Set the focal length to 150 mm and then zoom out makes no sense, or do you really mean MOVE the camera back? Because "zoom out" and "shorten the focal length" are both the same thing.
Half this video is a trivial, fundamental, Photography 101 insight & the other half is an ad.
All neatly tied together with the mandatory ridiculous clickbait title.
Don't tell Nathan but,..I would have paid twice the price. Yes I got it!! After all the tutorials I've watched and all the help you've been along the way,..damned straight I got it!! Put something else up on Blender market and watch what happens bro!!
Thank you man!!
could you make tutorial for making that sci fi ship like that ? its so cool
i am begging you thanksss
In other word, learn to use a real camera. Like seriously, I see some truly awesome models and all, but the camera work, composition etc just ruins everything. So really take a course in photography or cinematography before getting into 3D cause this changes everything!
Cool trick bro!! But i know it already!😏😏😏😂
Perfect
Sir can you make a video for rotating platform in blender
I am currently making a space ship, looking cool by design but...I want to make it look real and I need to know how I do that.
Hello ducky 3d
I am inspired by you sir
Thanks sir can you make a tutorial video on rotating platform
Grant Abitt has one check that out
How do you zoom out like that?
How do I create these ships?
*Love ur cats ))*
Unrelated question: How do I transfer collection(s) from one blender file to another? Is it even doable?
File Append, pick blender file, click up to desired collection
There ya go
Thank you!
But this looks cool in cycles