Watch the video! Modeling 1. Model to real world scale 2. Bevel everything 3. Reference is king 4. Know your anatomy Lighting 1. Use real-world direction (HDRI) 2. Use correct color (blackbody) 3. Don't forget reflections Materials 1. Use physically accurate shaders 2. Use PBR maps 3. Add surface imperfections Post processing 1. Glare 2. Motion Blur 3. Depth of field 4. Chromatic Aberration 5. Barrel distortion
I'd say for movies and games there is a fifth, and also very crucial, pillar: animation. Nothing can break an image like bad animation. No matter how good your lighting and materials might be.
Well im guessing these animators dont really have a 'real world' references for how dragons move and it is very tricky especially when you have to factor in scale, mass (like how bigger objects seem to move slower relative to human scale), gravity, wind and all that physics mumbo jumbo not to mention every animal anatomy is very different, they move and function in their own specialized way, it takes a long time to learn an animal's anatomy then learn how they move ++bonus fictional dragon anatomy that doesnt exist???. Very complex stuff and great animators deserve much respects for their genius haha..
I can't even imagine working on the first Toy Story. Like "Ok guys we just gotta invent a CG software, then learn how to use it and make a feature-length movie."
If you look for Pixar's job requirements for animators, they say you dont need to know any software or youdont even have to know about 3D animation; they use a in house software anyway and half of the team that made Toy Story 1 didnt even know how to use computers before joining(ok this last part might be a misremembering).
@@horusreloaded6387 given how Pixar probably has 1000s of applicants to choose from, they're gonna pick the person with 10+ years of experience over some random person they picked off the street that hasn't done any 3d animating/modeling/whatever related work in their life.
@@fortnitefanatic7947 old narrator od extra credits youtube channel said that he was working for pixar and he is a 2D artist iirc. Maybe he didnt work on 3D parts, dunno.
@@horusreloaded6387 yeah, I guess plenty of jobs at Pixar aren't 3d related, unless Disney takes care of all the marketing and stuff now or something like that
@@fortnitefanatic7947 even with marketting there is still tons of writers, story board artists etc. Btw, iirc Dory had a 2D scene for some flashback scene? Dunno
I was, at one time , a U.S. Navy Medical Photographer. I'm 50 now. Just watched this video, and I'm enthrawled that I could Learn this..... I need to start at Lesson#1... lol My 12 y/o son will enjoy it too. I think he will learn quicker.
CG artists going straight for the stylized Disney/Pixar scenes are the equivalent to other (Traditional? Pencil?) artists going straight for that classic Anime style. Students often rant on and on about art teachers discouraging this anime style. What people fail to realize is that the teacher is trying to get the student to look to the real world around them for a base to build on. I appreciate that you are trying to teach people in the CG branch the same concept. Saving early artists the hassle of going back to learning later in their career.
Kubo Kubo I agree. I don’t think anime artists needs to learn super realism or super realistic pencil shading. But even they need to learn the structure an a little anotomy
Unfortunately this just isn't true. There are colleges and universities all over the world that when someone shows stylised Disney-esque work or Bluth style work, they are lauded and set as the example to follow while others that do Ghibli inspired work or any even remotely anime like style, are dissuaded from doing so and punished for it. If it was as you say, it would go both ways, but it simply doesn't. I know because I studied animation and saw it first hand and I know many on twitter from countries across Europe, Australia and North America that had the same issues. Many teachers are people who worked on old Disney cartoons or Don Bluth works or who grew up in that era that frankly are grumpy and stuck in their ways, refusing to acknowledge this new rise in anime art styles because it's weird or different. Many of them would say things like "You'll grow out of it" as if it's something childish when ironically, anime and manga are often far more adult and mature in their tone and story than any mainstream western animation. Others would say it's manga or anime if you even had the slightest hint of that style even if you weren't attempting to do so. And ironically again, many of them would say things like "it's not anatomically correct" when some manga and anime has far more realistic anatomy, showing every single muscle and having more realistic proportions than most of Disney which simplifies and stretches the extremes for better design language and smoother flow of lines whereas anime is often more blocky but more realistic. They would also act as if limited animation is awful and therefore anime equals bad ignoring the fact that pretty much all modern animation that is hand drawn is limited animation and the fact that most animated western tv shows look like crap compared to pretty much any anime in existence in terms of the very things they hate on anime for such as a supposed lack of realism. Meanwhile Adventure Time has no anatomy to speak of at all, no skeletal structure, just noodle arms and legs and incredibly simple designs making them far easier to animate. Then you have anime with fairly realistic proportions, amazing perspective, incredible backgrounds that put even disney's best work to shame released within a weekly show rather than a movie that takes years to make AND they have cast shadows on characters, far more detail (not necessarily better, just harder to animate, therefore requiring more skill and time) and sequences like from Attack on Titan or Naruto with insane perspective shots, weight of motion and some of the best hand drawn camera moves ever put onto a screen. The truth is, professors shit on anime because they want to gatekeep and stick to the old ways and stop any outside influences, its as simple as that. They often actively discourage doing anime even after you clearly know all of the fundamentals by heart just because they have a distaste for it in their ignorance not because they're trying to help you.
I disagree, What about Nintendo, indie games, and internet artists? Like I when straight for Pixel art and now CGI having only a little experience sketching nothing photorealistic when I was much younger. And people like my art so you don't need to start in a certain style to be good you just have to be good at your style. However, studying techniques/styles and using reference photos helps but to required start/needed? No, at least not for me.
Why am I watching this? I randomly clicked on it thinking it was a short clickbait video.. Then saw it was an hour long. And went 'pfft, this is way too long' But then actually started watching and it's really interesting.
39:16 OK I did NOT expect to see my local German number plate (GG Kreis Groß-Gerau) on a Japanese Car in an English video from an Aussie talking about blender
39:16 OK I did NOT expect to see my local German number plate (GG Kreis Groß-Gerau) on a Japanese Car in an English video from an Aussie talking about blender
yeah, insane how valuable beginner knowledge is free while the advanced stuff is always behind a paywall so you couldnt know if a course or something is even worth its price. amazing
I have no interest in CG, or doing any of this; yet I still watched this whole video and really enjoyed it. Either your videos are fantastic, or my time is quite worthless. (little bit of both, probably.)
Are you interested in photography, drawing, or anything related to the arts? Tips like these can be translated to real world applications, like when you are taking a family photo and you want to get the perfect shot, or you end up not getting the perfect shot and editing it in photoshop.
I must wake up in 4 hours but i've been watching your wonderful altruistic content for 3 hours and still not falling asleep. Thank you for sharing your passion like this.
Man, I'm stunned by your presentation. It was my first video. Even I'm no CGI, You kept me interested and curious. You included so many things, specially the focus on self-deception (and other knowledge fields). You are creating contrast in order to eliminate ignorance & the unknown; the best way to educate/teach. In this way one is able to see the underlying structure and gets an understanding of whats going on. Most 'tutorials' are just made for the purpose to 'copy'; the 'why you do what you do' - is not included. Sadly a simple 'like' or 'dislike' can't express it. So let me thank You! I hope You get some satisfaction by knowing that I noticed =)
ok, like 4 years ago I started with 3D modeling and rendering in Blender, I discovered you very early on the process of learning that stuff, back then without even knowing that I was learning that stuff, it just interested me. I have to say that since those 4 years I couldn't find any better youtube channel that makes such awesome and understandable tutorials like you do. props to that. I hope you keep on doing that stuff, you're realy helping the 3D community to get better. :)
Fascinating! I just turned 65. From the age of 18 I started work in the advertising and graphics industry. Everything then was done by hand. No computers. By the age of 23 I was one of the top illustrators in South Africa. Doing cartoons, super realism, graphic work, typography, even impressionism. All done with ink and paint on expensive German art boards. In the 1980's I got into animation, still done by hand in the classic Disney style. In the mid 80's I got into computer graphics. I had a top of the range Amiga 4000/060 which cost so much it took 5 years to pay for it. On that I learned 3D graphics using Imagine, Caligari, Real3D2 and other ray tracing programs. For an 800 x 600 image it took 25 minutes a frame to render! In the mid 00's I got into Illustrator and Photoshop, to name a couple, and did some super real illustration. Now, after a few years of doing other stuff, I am learning Blender from this awesome young man Andrew Price. What an inspiring young teacher. Yesterday I finished my first Blender project. I wish I was 25 years old now!
@@iceseic Not sure I understand what you mean. I did freelance work for advertising agencies, print design companies, direct for clients and for audiovisual production agencies. Find me on F*ce B**k to see a little of what I do.
I love watching these videos especially as me being a cinematographer helps me understand the tools I need to replicate in CGI what I try to replicate in live action with real lighting and cameras.
You are the best!!! I watched the adaptive subdivision earlier and that saved my life because I was working on 8 gb ram at that time now I am working on 32 GB. Only because of you. I learnt from you and now I am a freelancer. Thanks guru.
This was the first video from this channel, that youtube recommendations got to me at the end of 2019. (Gosh, i sorrow that haven't known about blender at all before that) Now i've spent more than 200 hours in blender and not going to stop! Thank you man! You did good job!
I have no ambitions in this particular field of art, but this (and other in the series) video has a lot of solid advise that I find I can apply to my own interests, such as writing and music. Or even philosophy and science. The good man has a knack for sharing knowledge that could be applied to many things. That's a talent too you know.
you are definitely my fav CG channel. Most of the things I have learned come from your channel. All my work is self portraiture and abstract but without you lessons on colour, composition and realistic materials my work would not look the way it does. I owe it to you for being so thorough and passionate in your tutorials! 😊thnx so much. I think you really elevate everyone's artistry through your tutorials!
Isn‘t it strange, that in Blender we have to add all those imperfections for photorealistic look, that every photographer wants to get rid of in real life photography? As a photographer myself I would be more than happy, if all the optical weaknesses would be gone. Now starting with 3D rendering I have to add them artificially 😉😂🤪
That is something I thought about myself, so here it goes. It shows one's skill. If you just get a camera and shoot a photo in AUTO mode the picture will be looking normal but everyone can do that. The more unreal and perfect you make it appear (as in framing the shot, not so much changing colors and doing some Photoshopping) the more it shows your skills as a photographer. Similarly, it is easy to make an unrealistic looking CG render. The more real looking you make it seem, to the point where one would be unable to distinguish it from a real photograph, the more it shows your skill as a modeler. You might say it is for showing off, and you might be right. But also there are situations where you NEED to do either of those things (photograph something perfect looking or render something real looking) and the more capable you are of it, the more sought after you might be. That is what I am thinking. For me Blender is a hobby, so it is more like playing a hard video game - the pleasure of becoming better at it is like beating a difficult boss. That is all, have a good one, nixp
@@evanshsedani1575 so correct! The andle in which light hits the surface and the interactions the photons take on to reach the eye is extremely important. Some may say the andle is the most important piece to your photo!
You just made my life so much easier with the word average. I have spent hours looking for the height of a mobile home and there it was as soon as I added that one little word. Thanks!
THANK YOU FOR YOUR WORK! You are The One in this stuff! One more BIG THANK YOU. You have made so many designers happy already, that NOBODY should have an objection if you introduce few minutes of talking about things that you sell.
what up mr blender guru! thanks for the tips, ive been researching cg photorealism for a while now and i gotta admit your teachings are the best, nice and clear to understand and straight forward thank you so much! i appreciate it! i will for sure tag you on my first project eveer and give you credit from my learning!!!!
The 4 Building Blocks of Photorealism: 1. Modeling 2. Materials 3. Lighting 4. Post-Processing You should spend 80-90% of your time on Materials and Lighting 1. Modeling Tips: #1 Keep it in Real-world Scale #2 Never a sharp edge #3 Use Reference #4 Know your anatomy 2. Materials Tips: #1 Use physically accurate shaders #2 Use PBR Maps #3 Use Surface Imperfections 3. Lighting Tips: #1 Use the real-world direction #2 Ensure the correct color #3 Use HDRs if possible 4. Post Processing Tips: #1 Glare #2 Motion Blur #3 Depth of Field #4 Chromatic Aberration #5 Barrel Distortion
OMG I've been telling a huge lot of people exactly your words "you CAN'T start at this EXAGERATED form without FIRST knowing what the REAL form looks like", because omg, those exagerations are exagerations of reality, how are you gonna be able to exagerate something dat you don't know? Is just so easy to understand but a lot of people can't understand it even if I tell them. So glad to FINALLY hear someone that is not me saying dat!!! Cheers!! (sorry for the exagerated enthusiasm)
I've never done any of this sort of work and have no interest in starting over now. I am a retired sign designer working primarily in Illustrator and Photoshop. Late at night I found myself bored when I bumped into this video at random. It was so interesting that I watched it to the end. You did a great job as an introduction to this art form. Addressing something you mentioned several times, I believe we "think we know" the size, color, shape of things, because we can spot the mistakes in other people's work. Because we're so perceptive, we think we know. But it's always easier to spot the flaws in someone else's work but find ourselves blind to the same mistakes when we are working on our own.
I'm using 3ds max but I'm a beginner. So the concepts explained here by slides definitely helps out a lot to some who is learning the art on his own. Thanks!
I still use maya for my daily work, but i watch your videos and tutorials because the concept and explanations are amazing! You are making me drop learning 3ds max and learn blender instead.
...if only more companies would allow for Blender usage... the thing is that if you have a pipeline you have to integrate new software to make sure production is not delayed. Blender is becoming a truly awesome software that will be responsible for a lot of amazing art! Cheers
I work with MAX daily and I'll be the guy who disagrees. Just the sheer amount of plugins and stuff available in MAX eclipses blender. Corona renderer FTW!
***** This is where your hippy attitude, unfortunately, is stopping growth and businesses. Since under Open-Source and GNU licenses everything is given away with no compensation - business cannot strive. Sucks to be a programmer in your community... Sure, great for free-loaders, but there's no surprise there's no variety of software under open-source platforms. I will not magically state that Blender is inferior to MAX - it is not. But its UI is (to me personally) such a mess that I'd not want to work there. And some of the things, like PBR rendering...why have people only started talking about this NOW when the commercial tools have always supported such functionality? Open-source software is great - I use stuff like 7-Zip, Handbrake and StaxRip and they work well. But maaaaan is everyone stuck in the 90's UI-wise... Maybe I wouldn't dislike Open-source software if people paid attention to how it looks too (form follows functionality). That and the fact that renderers like Corona aren't available for Open-Source/GNU platforms (like Blender) due to the fact they'd need to reveal their own code in order to make it available (basically shafting the devs for their hard work).
10 minutes in the video and I'm feeling like I've watched 1 hour already, not because it's boring, but because the amount of information cramped onto those 10 minutes
As a photographer this is amazingly interesting, it helps alot to understand photographers that seem to draw alot of inspiration from our digital age and CGI photorealism. That being said alot of photographers are reclaiming photography by using film/older equipment other than showing how fake an image can be.
+Blender Guru If the focal distance and the aperture of the lens are small enough, everything can be in focus (as long as you don't put something, right in front of it). Technically, a still is all in focus as long as every point in the image shows no perceptual detail loss from a "true" focused element. So, is hard but not impossible.
As soon as you start dealing with small apertures (especially in wide-angle lenses) you start losing detail to diffraction. So even if everything is "in focus" you start losing fine detail and start introducing a bit of soft blur over the whole image. Depending on the resolution and the size displayed this might not be noticeable though, thanks to the circle of confusion getting smaller with smaller sizes. This is also where you can easily spot a tack-sharp CGI. Especially visible when people put CGI cars over photo backplates, for example.
This is incredibly informative! Even though you think you already know most of this stuff, some things are just so subtle, they should be reminded of constantly. Now I will go and play around with textures more, especially with normal maps, reflections and lighting.
Considering you know a little bit about 3d modelling, texturing and rendering, this stuff is actually getting easier and easier to do for the normal person. The world of creativity is awesome.
Every time I see your floor texture maps I go "that looks wrong". I finally figured out why... that floor is supposed to be varnished, yet instead of the varnish forming a uniform smooth surface layer over the top of the wood grain, it appears to be contouring with the wood grain. A varnished wood floor would have scratches which impact the reflectivity but they wouldn't match up with the wood grain at all. Oh and one more thing, thank you for being a daily inspiration to my growth as a cg artist.
I think for any visual art medium, you’d have to learn how to create real world stuff first before trying out cartoony or otherworldly art. It may be a pain to learn those first, but I think it’d be super useful to know whenever you’re creating different styles of art or even realism art. Everything stems from the real world stuff, even with supernatural characters/creatures or otherworldly places.
I can see in the future that movies will be mostly or 100% CGI, it makes perfect sense, no retakes of sense, no injuries, no variables, no need to find and pay 100s of extras, etc
That is literally not possible. The most i could see is like 80% CGI and even still that would be rare. Hollywood films also require intense realism as said in this video and high quality, nearly perfect shots if they use the CGI route. That being said, one shot alone could take many hours to render. Im talking like 20+. Take Transformers for example, do some research on the amount of render time put into those movies. Another big thing too is that CGI does in fact look amazing and I strongly believe it will continue to get better, but CGI looks best when mixed with practical footage. For example practical dirt charges and fire, then using CGI to mimic a plane crashing. CGI can simply never replicate every aspects of real life. And finally, by doing this you are literally putting thousands of people out of jobs. Im no film expert but I know if Hollywood took the route of CGI, directors, actors, set designers, location managers, makeup/costume designers, lighting experts and prop manufacturers would all become useless. I know it seems like only a few jobs, but for one movie, all those jobs I listed would absolutely require thousands of people; and the list continues. Hell even cameras would be useless! Anyways I know this is a year late but those are my ideas.
This is great advice, I have a trick that helps a lot to make everything glossy look more realistic easily. You just hook up musgrave texture to RGB mix and set the scale between 3,000 and 15,000. You can pick your color and the second color is just the color you picked, but darker or black. For an added bonus you can hook the texture to bumpmap or roughness or both.
Amazing video, I am not a CGI artist but always wondered as a Psychologist how a CGI artists mind works. So much of detailing and so much of work, Amazing !
Reminds me of when I took the kids to create art by trying only the colour red and natural paints! They weren't even my kids! I think they learned a lot 😌
I'm switching to Blender soon, and Andrew Price has always been one of the main attractions for me. Great teaching and highly entertaining. I'm a bit nervous about it but stuff like this makes it exciting as well.
WOW ! I gave you an HOUR and it was ABSOLUTELY WORTH every single second ! THANKS ! Been doing Industrial Machinery for YEARS, and actually got pretty good, but never really focused on "photo realism" beyond the presets in a good Renderer. I'm fairly familiar with the basics of things like lighting, materials, accurate modeling and Camera work, so my results (static and animated) fall squarely in the VERY GOOD range, but with some work and attention to the details you present I can move my work into the "excellent" range. Perfect ? Not interested. EXCELLENT will meet my needs, so that's as far as I EXPECT to take things. I plan to check out your site for professional level tools, etc., as THIS vid makes it CLEAR that with just a LITTLE attention to detail I can get the results my clients want. They are all loyal, but THIS (I think ;=) ! ) will help "set the hook" ! Thanks again - C.
I HATE chromatic aberration. Sometimes I download a game and it has chromatic abberation in it for style and I'm just like, "who would purposely want this. It looks trash"
Hello just bump to your vids 6 year ago i was into cgi, things changed so much for 6 years i feel like a newbie now. Your making me come back to modeling rendering and the joy after a nice render :D keep up the good work
This is for all you very smart* people leaving those really SUPER helpful* comments: • Blender Guru has over a million subs...he started with donuts and I along with him. He got me going. • Pro Tip: People like to learn new things and this video is not about modeling a donut but photorealism. Therefore, those million subs have now been introduced to something new. Now, have a care.
Thanks so much for posting this video mate. Even for intermediate and experienced 3D artists, sometimes we still need to be reminded that it's the fundamentals like accurate scale and proportions that make the biggest impact on a piece ending up looking as you want it, rather than the infinite complexity you can throw into lighting, textures and render settings. I eternally have to fight against my assumptions of how an object looks versus how it really is when measured!
Sure! What specifically would you like covered? So far we've got Outdoor lighting: ua-cam.com/video/fI_FMa-8w50/v-deo.html and Character Lighting: ua-cam.com/video/7o0PauhFQyo/v-deo.html Anything else do you need help with?
I just recently learned that there is no light linking in cycles. Can you make a video of what blender lacks in the lighting department compared to other professional softwares?
+Blender Guru I want videos explaining kinds of lighting setup say 3 point lighting how to use them whr to use them it would be so great if u can make 1 like tat:)
Again you reach another level, explaining everything, make all so clear. Your videos are terrific good. Congrats and thank you so much for spreading the things you know.
Nah he's got a sixth sense for knowing when a camera is pointed at him, and runs towards it and bumps his head on it. Underwhelming footage every time :P
Key takeaways for someone who hasn't done any 3d graphics and possibly isn't going to :d : 1. Make sure the foundation is sturdy. 2. You have to know realistic before you will understand stylized or that you have to know what message you are trying to convey before you can add details. 3. Motion blur doesn't necessarily make video games look realistic, but instead makes it seem like you're watching the game through a camera. Best lessons can be applied to anything.
A very under-watched video discussing very crucial points!.....Thank God The developers starting from Blender 2.79 started adding the principled shader which does physically accurate renders in a much more easier way!
Watch the video!
Modeling
1. Model to real world scale
2. Bevel everything
3. Reference is king
4. Know your anatomy
Lighting
1. Use real-world direction (HDRI)
2. Use correct color (blackbody)
3. Don't forget reflections
Materials
1. Use physically accurate shaders
2. Use PBR maps
3. Add surface imperfections
Post processing
1. Glare
2. Motion Blur
3. Depth of field
4. Chromatic Aberration
5. Barrel distortion
Thanks!
Wow dude this is gold, i learn more in 1 hour than in 1 year...
Depends how you learn I guess
Daniel or who is teaching
Guru
I'd say for movies and games there is a fifth, and also very crucial, pillar: animation. Nothing can break an image like bad animation. No matter how good your lighting and materials might be.
totally true animators understand this well :D
dot bro what do you mean ? -_-
dot bro well not really not all of them looks fake dude ;) game of thrones is enough to prove that
+dot bro well cause they are imaginary creatures basically ;)
Well im guessing these animators dont really have a 'real world' references for how dragons move and it is very tricky especially when you have to factor in scale, mass (like how bigger objects seem to move slower relative to human scale), gravity, wind and all that physics mumbo jumbo not to mention every animal anatomy is very different, they move and function in their own specialized way, it takes a long time to learn an animal's anatomy then learn how they move ++bonus fictional dragon anatomy that doesnt exist???. Very complex stuff and great animators deserve much respects for their genius haha..
is this the same guy who did the tutorial for the donut?
Ay Captain
Patrick Spann ya
He's Blender GURU, I think his name holds up with how well he uses the software :D
He's doing another one now, with the launch of 2.8.
Yes
I can't even imagine working on the first Toy Story. Like "Ok guys we just gotta invent a CG software, then learn how to use it and make a feature-length movie."
If you look for Pixar's job requirements for animators, they say you dont need to know any software or youdont even have to know about 3D animation; they use a in house software anyway and half of the team that made Toy Story 1 didnt even know how to use computers before joining(ok this last part might be a misremembering).
@@horusreloaded6387 given how Pixar probably has 1000s of applicants to choose from, they're gonna pick the person with 10+ years of experience over some random person they picked off the street that hasn't done any 3d animating/modeling/whatever related work in their life.
@@fortnitefanatic7947 old narrator od extra credits youtube channel said that he was working for pixar and he is a 2D artist iirc. Maybe he didnt work on 3D parts, dunno.
@@horusreloaded6387 yeah, I guess plenty of jobs at Pixar aren't 3d related, unless Disney takes care of all the marketing and stuff now or something like that
@@fortnitefanatic7947 even with marketting there is still tons of writers, story board artists etc.
Btw, iirc Dory had a 2D scene for some flashback scene? Dunno
I was, at one time , a U.S. Navy Medical Photographer. I'm 50 now. Just watched this video, and I'm enthrawled that I could Learn this..... I need to start at Lesson#1... lol My 12 y/o son will enjoy it too. I think he will learn quicker.
imphenzia is a really good beginner teacher for learning the program. if i started this when i was 12 i would be a blender god
CG artists going straight for the stylized Disney/Pixar scenes are the equivalent to other (Traditional? Pencil?) artists going straight for that classic Anime style. Students often rant on and on about art teachers discouraging this anime style. What people fail to realize is that the teacher is trying to get the student to look to the real world around them for a base to build on. I appreciate that you are trying to teach people in the CG branch the same concept. Saving early artists the hassle of going back to learning later in their career.
Yess it will make things so much easier in the long run
Kubo Kubo I agree.
I don’t think anime artists needs to learn super realism or super realistic pencil shading.
But even they need to learn the structure an a little anotomy
Unfortunately this just isn't true. There are colleges and universities all over the world that when someone shows stylised Disney-esque work or Bluth style work, they are lauded and set as the example to follow while others that do Ghibli inspired work or any even remotely anime like style, are dissuaded from doing so and punished for it. If it was as you say, it would go both ways, but it simply doesn't. I know because I studied animation and saw it first hand and I know many on twitter from countries across Europe, Australia and North America that had the same issues. Many teachers are people who worked on old Disney cartoons or Don Bluth works or who grew up in that era that frankly are grumpy and stuck in their ways, refusing to acknowledge this new rise in anime art styles because it's weird or different.
Many of them would say things like "You'll grow out of it" as if it's something childish when ironically, anime and manga are often far more adult and mature in their tone and story than any mainstream western animation. Others would say it's manga or anime if you even had the slightest hint of that style even if you weren't attempting to do so. And ironically again, many of them would say things like "it's not anatomically correct" when some manga and anime has far more realistic anatomy, showing every single muscle and having more realistic proportions than most of Disney which simplifies and stretches the extremes for better design language and smoother flow of lines whereas anime is often more blocky but more realistic.
They would also act as if limited animation is awful and therefore anime equals bad ignoring the fact that pretty much all modern animation that is hand drawn is limited animation and the fact that most animated western tv shows look like crap compared to pretty much any anime in existence in terms of the very things they hate on anime for such as a supposed lack of realism. Meanwhile Adventure Time has no anatomy to speak of at all, no skeletal structure, just noodle arms and legs and incredibly simple designs making them far easier to animate. Then you have anime with fairly realistic proportions, amazing perspective, incredible backgrounds that put even disney's best work to shame released within a weekly show rather than a movie that takes years to make AND they have cast shadows on characters, far more detail (not necessarily better, just harder to animate, therefore requiring more skill and time) and sequences like from Attack on Titan or Naruto with insane perspective shots, weight of motion and some of the best hand drawn camera moves ever put onto a screen.
The truth is, professors shit on anime because they want to gatekeep and stick to the old ways and stop any outside influences, its as simple as that. They often actively discourage doing anime even after you clearly know all of the fundamentals by heart just because they have a distaste for it in their ignorance not because they're trying to help you.
yea, he just saved me a huge headache tbh
I disagree, What about Nintendo, indie games, and internet artists? Like I when straight for Pixel art and now CGI having only a little experience sketching nothing photorealistic when I was much younger. And people like my art so you don't need to start in a certain style to be good you just have to be good at your style. However, studying techniques/styles and using reference photos helps but to required start/needed? No, at least not for me.
19:49 andrew was already thinking about storming area 51 to get those sweet irl models
Lmao thought about that aswell
Why am I watching this? I randomly clicked on it thinking it was a short clickbait video.. Then saw it was an hour long. And went 'pfft, this is way too long'
But then actually started watching and it's really interesting.
Eco you should get into graphic design, its a really giving career. Super fun, can do it from home and good paying!
LittleRainGames this isn't graphic design.
Eco Same here, except my PC can't possibly run something like this.
same story
Thanks! That's really encouraging to hear :) Glad it was interesting to you.
I don't even use Blender but this guy is so informative, clear and pragmatic...This video is a must-see for any CG artist
"We live in the real world"
- Andrew Price, 2016
Elon musk doesn't like this element
This is main reason of dislikes...
Bottom text
He’s definitely working for the machines
@@AnimaStudio88 😂😂
39:16 OK I did NOT expect to see my local German number plate (GG Kreis Groß-Gerau) on a Japanese Car in an English video from an Aussie talking about blender
lmao
Really? That’s such a coincidence
39:16 OK I did NOT expect to see my local German number plate (GG Kreis Groß-Gerau) on a Japanese Car in an English video from an Aussie talking about blender
@@ٴۥٴٴٴ ok..
@@Cyanidedan @ֹ ok..
It is amazing how content like this is available for free on youtube, cause this is really rich. I really appreciate it!
yeah, insane how valuable beginner knowledge is free while the advanced stuff is always behind a paywall so you couldnt know if a course or something is even worth its price. amazing
My one year local diploma course in 1hr. Thanks Andrew!
I have no interest in CG, or doing any of this; yet I still watched this whole video and really enjoyed it. Either your videos are fantastic, or my time is quite worthless.
(little bit of both, probably.)
Are you interested in photography, drawing, or anything related to the arts? Tips like these can be translated to real world applications, like when you are taking a family photo and you want to get the perfect shot, or you end up not getting the perfect shot and editing it in photoshop.
Exactly this, same so perfect it is worth watching anyway.
Because he's the Guru
An obvious contradiction
I must wake up in 4 hours but i've been watching your wonderful altruistic content for 3 hours and still not falling asleep. Thank you for sharing your passion like this.
This is the video that every beginner 3D artist and photographer should watch before they do anything else
It wouldn't make sense, you need some experience to understand
Man, I'm stunned by your presentation.
It was my first video. Even I'm no CGI, You kept me interested and curious.
You included so many things, specially the focus on self-deception (and other knowledge fields). You are creating contrast in order to eliminate ignorance & the unknown; the best way to educate/teach. In this way one is able to see the underlying structure and gets an understanding of whats going on. Most 'tutorials' are just made for the purpose to 'copy'; the 'why you do what you do' - is not included.
Sadly a simple 'like' or 'dislike' can't express it.
So let me thank You! I hope You get some satisfaction by knowing that I noticed =)
ok, like 4 years ago I started with 3D modeling and rendering in Blender, I discovered you very early on the process of learning that stuff, back then without even knowing that I was learning that stuff, it just interested me. I have to say that since those 4 years I couldn't find any better youtube channel that makes such awesome and understandable tutorials like you do. props to that. I hope you keep on doing that stuff, you're realy helping the 3D community to get better.
:)
Aw thanks man! That's awesome. Glad the videos have been helpful :)
Fascinating! I just turned 65. From the age of 18 I started work in the advertising and graphics industry. Everything then was done by hand. No computers. By the age of 23 I was one of the top illustrators in South Africa. Doing cartoons, super realism, graphic work, typography, even impressionism. All done with ink and paint on expensive German art boards. In the 1980's I got into animation, still done by hand in the classic Disney style. In the mid 80's I got into computer graphics. I had a top of the range Amiga 4000/060 which cost so much it took 5 years to pay for it. On that I learned 3D graphics using Imagine, Caligari, Real3D2 and other ray tracing programs. For an 800 x 600 image it took 25 minutes a frame to render! In the mid 00's I got into Illustrator and Photoshop, to name a couple, and did some super real illustration. Now, after a few years of doing other stuff, I am learning Blender from this awesome young man Andrew Price. What an inspiring young teacher. Yesterday I finished my first Blender project.
I wish I was 25 years old now!
What title do you worked for
@@iceseic Not sure I understand what you mean. I did freelance work for advertising agencies, print design companies, direct for clients and for audiovisual production agencies. Find me on F*ce B**k to see a little of what I do.
I love watching these videos especially as me being a cinematographer helps me understand the tools I need to replicate in CGI what I try to replicate in live action with real lighting and cameras.
You are the best!!! I watched the adaptive subdivision earlier and that saved my life because I was working on 8 gb ram at that time now I am working on 32 GB. Only because of you. I learnt from you and now I am a freelancer. Thanks guru.
only a CG artist would see a road and say "look at that road" before taking a picture of said road
Nah, it was just reminding himself what he drawing the car and should be careful, but in sec he decided take a picture of road.
You don't skip except the ads... Because he made it with honesty ❤️
This was the first video from this channel, that youtube recommendations got to me at the end of 2019. (Gosh, i sorrow that haven't known about blender at all before that) Now i've spent more than 200 hours in blender and not going to stop! Thank you man! You did good job!
I have no ambitions in this particular field of art, but this (and other in the series) video has a lot of solid advise that I find I can apply to my own interests, such as writing and music. Or even philosophy and science. The good man has a knack for sharing knowledge that could be applied to many things. That's a talent too you know.
Amazing! I'm not a 3D artist (yet!) but I just watched everything! Thank you for the video. :)
Cool! It's easy to start by the way :) Blender is free!
you are definitely my fav CG channel. Most of the things I have learned come from your channel. All my work is self portraiture and abstract but without you lessons on colour, composition and realistic materials my work would not look the way it does. I owe it to you for being so thorough and passionate in your tutorials! 😊thnx so much. I think you really elevate everyone's artistry through your tutorials!
Isn‘t it strange, that in Blender we have to add all those imperfections for photorealistic look, that every photographer wants to get rid of in real life photography? As a photographer myself I would be more than happy, if all the optical weaknesses would be gone. Now starting with 3D rendering I have to add them artificially 😉😂🤪
WOW, good point
I mean imperfections can make the pic look even better depended on the angle and the settings
Equilion I think this may be a message.
Life isn’t realistic, when you try it to make perfect
That is something I thought about myself, so here it goes.
It shows one's skill.
If you just get a camera and shoot a photo in AUTO mode the picture will be looking normal but everyone can do that. The more unreal and perfect you make it appear (as in framing the shot, not so much changing colors and doing some Photoshopping) the more it shows your skills as a photographer.
Similarly, it is easy to make an unrealistic looking CG render. The more real looking you make it seem, to the point where one would be unable to distinguish it from a real photograph, the more it shows your skill as a modeler.
You might say it is for showing off, and you might be right. But also there are situations where you NEED to do either of those things (photograph something perfect looking or render something real looking) and the more capable you are of it, the more sought after you might be. That is what I am thinking.
For me Blender is a hobby, so it is more like playing a hard video game - the pleasure of becoming better at it is like beating a difficult boss.
That is all, have a good one,
nixp
@@evanshsedani1575 so correct! The andle in which light hits the surface and the interactions the photons take on to reach the eye is extremely important. Some may say the andle is the most important piece to your photo!
You just made my life so much easier with the word average. I have spent hours looking for the height of a mobile home and there it was as soon as I added that one little word. Thanks!
Honestly, I extremely enjoy these types of videos.
You make it sound so natural, it was a real treat listening
I can't thank you enough for your dedication to your content Andrew!!!!! love this video and hope to make some great renders in the coming weeks
THANK YOU FOR YOUR WORK! You are The One in this stuff! One more BIG THANK YOU. You have made so many designers happy already, that NOBODY should have an objection if you introduce few minutes of talking about things that you sell.
Thanks mate! Glad you don't mind :D
35:00 wow .. light also adds detail to your scene - like a table with flowers on it!
what up mr blender guru! thanks for the tips, ive been researching cg photorealism for a while now and i gotta admit your teachings are the best, nice and clear to understand and straight forward thank you so much! i appreciate it! i will for sure tag you on my first project eveer and give you credit from my learning!!!!
That video was extremely helpful. I thought I'd watch only the first minutes but had to see the whole.
The 4 Building Blocks of Photorealism:
1. Modeling
2. Materials
3. Lighting
4. Post-Processing
You should spend 80-90% of your time on Materials and Lighting
1. Modeling Tips:
#1 Keep it in Real-world Scale
#2 Never a sharp edge
#3 Use Reference
#4 Know your anatomy
2. Materials Tips:
#1 Use physically accurate shaders
#2 Use PBR Maps
#3 Use Surface Imperfections
3. Lighting Tips:
#1 Use the real-world direction
#2 Ensure the correct color
#3 Use HDRs if possible
4. Post Processing Tips:
#1 Glare
#2 Motion Blur
#3 Depth of Field
#4 Chromatic Aberration
#5 Barrel Distortion
OMG I've been telling a huge lot of people exactly your words "you CAN'T start at this EXAGERATED form without FIRST knowing what the REAL form looks like", because omg, those exagerations are exagerations of reality, how are you gonna be able to exagerate something dat you don't know? Is just so easy to understand but a lot of people can't understand it even if I tell them. So glad to FINALLY hear someone that is not me saying dat!!! Cheers!! (sorry for the exagerated enthusiasm)
This is the best rendering course I have ever seen.
You've saved me years of learning. Great summary!! Thanks.
Lol. Let us know when you get that job at ILM.
I've never done any of this sort of work and have no interest in starting over now. I am a retired sign designer working primarily in Illustrator and Photoshop. Late at night I found myself bored when I bumped into this video at random. It was so interesting that I watched it to the end. You did a great job as an introduction to this art form. Addressing something you mentioned several times, I believe we "think we know" the size, color, shape of things, because we can spot the mistakes in other people's work. Because we're so perceptive, we think we know. But it's always easier to spot the flaws in someone else's work but find ourselves blind to the same mistakes when we are working on our own.
When you make the sunset too orange: "The suuun is a deadly laser."
Not anymore there`s a blanket!
_Taste the S u n_
We could make a religion out of this
I'm using 3ds max but I'm a beginner. So the concepts explained here by slides definitely helps out a lot to some who is learning the art on his own. Thanks!
I still use maya for my daily work, but i watch your videos and tutorials because the concept and explanations are amazing! You are making me drop learning 3ds max and learn blender instead.
...if only more companies would allow for Blender usage... the thing is that if you have a pipeline you have to integrate new software to make sure production is not delayed. Blender is becoming a truly awesome software that will be responsible for a lot of amazing art! Cheers
I work with MAX daily and I'll be the guy who disagrees. Just the sheer amount of plugins and stuff available in MAX eclipses blender. Corona renderer FTW!
***** This is where your hippy attitude, unfortunately, is stopping growth and businesses. Since under Open-Source and GNU licenses everything is given away with no compensation - business cannot strive. Sucks to be a programmer in your community... Sure, great for free-loaders, but there's no surprise there's no variety of software under open-source platforms.
I will not magically state that Blender is inferior to MAX - it is not. But its UI is (to me personally) such a mess that I'd not want to work there. And some of the things, like PBR rendering...why have people only started talking about this NOW when the commercial tools have always supported such functionality?
Open-source software is great - I use stuff like 7-Zip, Handbrake and StaxRip and they work well. But maaaaan is everyone stuck in the 90's UI-wise... Maybe I wouldn't dislike Open-source software if people paid attention to how it looks too (form follows functionality). That and the fact that renderers like Corona aren't available for Open-Source/GNU platforms (like Blender) due to the fact they'd need to reveal their own code in order to make it available (basically shafting the devs for their hard work).
I don't even use Blender, Unity, UE or any modelling programs, and yet I still watch all your videos because they're so damn interesting.
Only about 10 minutes in, started off with a great hook!
Good stuff so far.
I wish I had like a pack of HDR-s, but... OMG! Pro-Lighting Skies!
***** U didn't get me right. Andrew says it in the video)))
haha :P
>HDRI Haven
best part xD
Most excited part!
10 minutes in the video and I'm feeling like I've watched 1 hour already, not because it's boring, but because the amount of information cramped onto those 10 minutes
At 51:07 we learn that skate videos have extreme barrel extortion! :) Great vid, as usual, Andrew. Thanks again!
I’m not a CG artist, I’m a sound artist.
The wisdom in this video has a surprising amount of overlap
As a photographer this is amazingly interesting, it helps alot to understand photographers that seem to draw alot of inspiration from our digital age and CGI photorealism. That being said alot of photographers are reclaiming photography by using film/older equipment other than showing how fake an image can be.
Also, everything CAN be in focus on a photograph. Ansel Adams' and Stephen Shore's work is a great example of that.
True. I guess I should have said without post-processing. As far as I know a raw photo from a camera can't all be in focus right?
+Blender Guru If the focal distance and the aperture of the lens are small enough, everything can be in focus (as long as you don't put something, right in front of it). Technically, a still is all in focus as long as every point in the image shows no perceptual detail loss from a "true" focused element. So, is hard but not impossible.
As soon as you start dealing with small apertures (especially in wide-angle lenses) you start losing detail to diffraction. So even if everything is "in focus" you start losing fine detail and start introducing a bit of soft blur over the whole image. Depending on the resolution and the size displayed this might not be noticeable though, thanks to the circle of confusion getting smaller with smaller sizes.
This is also where you can easily spot a tack-sharp CGI. Especially visible when people put CGI cars over photo backplates, for example.
This is incredibly informative! Even though you think you already know most of this stuff, some things are just so subtle, they should be reminded of constantly. Now I will go and play around with textures more, especially with normal maps, reflections and lighting.
Video games *are* CGI just by being video games. They're imagery generated by computers of various forms. Pong is CGI. Tennis For Two is CGI.
well technically penis for two runs on ocilloscope
BOTTOM TEXT
who ever said video games aren't cg? lmao. ppl literally make video games in blender....
Considering you know a little bit about 3d modelling, texturing and rendering, this stuff is actually getting easier and easier to do for the normal person. The world of creativity is awesome.
It would be awesome if you taught at some sort of college or something. your work is fantastic!
Every time I see your floor texture maps I go "that looks wrong".
I finally figured out why... that floor is supposed to be varnished, yet instead of the varnish forming a uniform smooth surface layer over the top of the wood grain, it appears to be contouring with the wood grain. A varnished wood floor would have scratches which impact the reflectivity but they wouldn't match up with the wood grain at all.
Oh and one more thing, thank you for being a daily inspiration to my growth as a cg artist.
I came for the candy - stayed for the in depth explanation about photorealism.
i've been watching your vids for a few months now and now my entire perception of reality has changed. i don't know what's real anymore.
I think for any visual art medium, you’d have to learn how to create real world stuff first before trying out cartoony or otherworldly art. It may be a pain to learn those first, but I think it’d be super useful to know whenever you’re creating different styles of art or even realism art. Everything stems from the real world stuff, even with supernatural characters/creatures or otherworldly places.
i cant believe i just sat down and watched this whole video!! its so fascinating
Remember it all started with a doughnut.
Nooo
It was a
Donut not doughnut 😂
I'm not going to do any of this in real life, but your knowledge is legit. Had fun watching this!
I can see in the future that movies will be mostly or 100% CGI, it makes perfect sense, no retakes of sense, no injuries, no variables, no need to find and pay 100s of extras, etc
exactly
Yeah, voice actors are cheaper than actors. At the same time though, I'm sure a lot of directors will stick to real actors for personal reasons.
Yeah...I mean, you don't HAVE to do motion capture, but it's sooooooo much easier to make realistic animation that way.
Some photographers still use film
That is literally not possible. The most i could see is like 80% CGI and even still that would be rare. Hollywood films also require intense realism as said in this video and high quality, nearly perfect shots if they use the CGI route. That being said, one shot alone could take many hours to render. Im talking like 20+. Take Transformers for example, do some research on the amount of render time put into those movies. Another big thing too is that CGI does in fact look amazing and I strongly believe it will continue to get better, but CGI looks best when mixed with practical footage. For example practical dirt charges and fire, then using CGI to mimic a plane crashing. CGI can simply never replicate every aspects of real life. And finally, by doing this you are literally putting thousands of people out of jobs. Im no film expert but I know if Hollywood took the route of CGI, directors, actors, set designers, location managers, makeup/costume designers, lighting experts and prop manufacturers would all become useless. I know it seems like only a few jobs, but for one movie, all those jobs I listed would absolutely require thousands of people; and the list continues. Hell even cameras would be useless! Anyways I know this is a year late but those are my ideas.
This is great advice, I have a trick that helps a lot to make everything glossy look more realistic easily. You just hook up musgrave texture to RGB mix and set the scale between 3,000 and 15,000. You can pick your color and the second color is just the color you picked, but darker or black. For an added bonus you can hook the texture to bumpmap or roughness or both.
Oh no...now I have to collect every thing in the world :O
Amazing video, I am not a CGI artist but always wondered as a Psychologist how a CGI artists mind works. So much of detailing and so much of work, Amazing !
"Its real nice if tou have the real thing so that you can hold it in your hands."
*talks about anatomy and skulls*
scary...
Reminds me of when I took the kids to create art by trying only the colour red and natural paints! They weren't even my kids! I think they learned a lot 😌
I'm switching to Blender soon, and Andrew Price has always been one of the main attractions for me. Great teaching and highly entertaining. I'm a bit nervous about it but stuff like this makes it exciting as well.
I lost 54 minutes of my life waiting for the thumbnail render... well at least I learn important stuff in the meanwhile.
Yeah sorry, I was meaning to throw it in at the end and then forgot :( Sorry!
It'll be up on ArtStation soon though.
+Blender Guru Well, it's ok then, thanks.
Martín Varela if you watched this 54min just for 1 frame then you are already lost
WOW ! I gave you an HOUR and it was ABSOLUTELY WORTH every single second ! THANKS ! Been doing Industrial Machinery for YEARS, and actually got pretty good, but never really focused on "photo realism" beyond the presets in a good Renderer. I'm fairly familiar with the basics of things like lighting, materials, accurate modeling and Camera work, so my results (static and animated) fall squarely in the VERY GOOD range, but with some work and attention to the details you present I can move my work into the "excellent" range. Perfect ? Not interested. EXCELLENT will meet my needs, so that's as far as I EXPECT to take things. I plan to check out your site for professional level tools, etc., as THIS vid makes it CLEAR that with just a LITTLE attention to detail I can get the results my clients want. They are all loyal, but THIS (I think ;=) ! ) will help "set the hook" ! Thanks again - C.
people with no glasses don't understand the suffering of chromatic abberation from the glass
Those of us that ventured into photography suffer it too. :P
Wow dude, never noticed that!
I HATE chromatic aberration. Sometimes I download a game and it has chromatic abberation in it for style and I'm just like, "who would purposely want this. It looks trash"
Also I have glasses and sometimes it gives me a headache
My prescription is really high so the edges of my vision are like a 3D film from 2002
I don't even use blender I use Maya, but your teachings carry over real nice. thanks for everything.
31:06 I actually tried wiping the 'Dust Small 001' image off my screen.
Hello just bump to your vids 6 year ago i was into cgi, things changed so much for 6 years i feel like a newbie now. Your making me come back to modeling rendering and the joy after a nice render :D keep up the good work
1950s version "If you've ever looked at pictures in a home furnishings catalogue, you'll be shocked to learn that it's actually a painting"
You have taught me so much about blender... I am no longer entirely lost! Hooray!
This is for all you very smart* people leaving those really SUPER helpful* comments:
• Blender Guru has over a million subs...he started with donuts and I along with him. He got me going.
• Pro Tip: People like to learn new things and this video is not about modeling a donut but photorealism.
Therefore, those million subs have now been introduced to something new.
Now, have a care.
1,254,835 million people are in eternal debt to this guy for providing us with material that should be paid.
Wonderful video! Could you please start a tutorial series in which you explain the basics of blender? That would be so great! Kind regards ;)
This man is responsible for the donut.
Thanks so much for posting this video mate. Even for intermediate and experienced 3D artists, sometimes we still need to be reminded that it's the fundamentals like accurate scale and proportions that make the biggest impact on a piece ending up looking as you want it, rather than the infinite complexity you can throw into lighting, textures and render settings. I eternally have to fight against my assumptions of how an object looks versus how it really is when measured!
Please less advertising. Aaand: Who is the one, who disliked this video? (not me)
Great explanation!
Try to count the hours of free training you've been offered here. You can't sit through a minute of advertising in exchange for all that?
He should try listening to a podcast . . . 10 minutes of adverts, 45 minutes of content. Every single time.
Know I understand why Andrew is the Blender Guru! Hat off to you!
26:39 Andrew: "It was really early, it was a back road, no one was there."
*Oncoming Car: exists*
at 46:00 long exposure will get everything and when you do the lens flares are different depending on the camera and lens. Great tips.
Great Video, i will link some folks i know to this in the future to pick this stuff up.
Thanks for sharing it :D Hope it's helpful to others
Thankyou blender master shifu , you truly are blender guru
do more videos on lighting
This would be VERY helpful actually!
Sure! What specifically would you like covered?
So far we've got Outdoor lighting: ua-cam.com/video/fI_FMa-8w50/v-deo.html and Character Lighting: ua-cam.com/video/7o0PauhFQyo/v-deo.html Anything else do you need help with?
I just recently learned that there is no light linking in cycles. Can you make a video of what blender lacks in the lighting department compared to other professional softwares?
+Blender Guru I want videos explaining kinds of lighting setup say 3 point lighting how to use them whr to use them it would be so great if u can make 1 like tat:)
In lighting, Gleb Alexandrov reigns supreme.
I don't do CG or photography at all, I do digital art, and watching this has taught me so much!
50:02 "Look at this photo I took in Japan" that looks like a render sorry what, thats a photo?
Again you reach another level, explaining everything, make all so clear. Your videos are terrific good. Congrats and thank you so much for spreading the things you know.
"Games, They've Been CGI for years"
-Blender Guru
Each year it's becoming more and more advance with hundreds of thousands lines of codes which is all done for your entertainment.
Well yeah cgi games didnt exist till the 90s
kaiser der variante
Exactly.
This was eye-opening, priceless knowledge. I can't get it out of my head! Thank you SO much for breaking all of this down!
Kitty in the window? Show us the kitty! 😻
Nah he's got a sixth sense for knowing when a camera is pointed at him, and runs towards it and bumps his head on it. Underwhelming footage every time :P
***** OMG, so cute. Lol.
but is he photorealistic?
I could listen to you talk for ages, you should start a podcast!
26:30 "..nobody was there.." there is another car in the picture! ;-)
Key takeaways for someone who hasn't done any 3d graphics and possibly isn't going to :d :
1. Make sure the foundation is sturdy.
2. You have to know realistic before you will understand stylized or that you have to know what message you are trying to convey before you can add details.
3. Motion blur doesn't necessarily make video games look realistic, but instead makes it seem like you're watching the game through a camera.
Best lessons can be applied to anything.
Why is there *so much* static noise from your mic?
Edit: still enjoy the video though ;)
Yeah sorry about that, normally I run noise removal over it, but didn't think it needed it this time. Listening back it definitely did. Sorry!
Blender Guru
No worries, I still watched the whole thing and enjoyed it ;)
FYI, I'm listening on speakers and I can't hear the noise. Only headphone users will notice.
A very under-watched video discussing very crucial points!.....Thank God The developers starting from Blender 2.79 started adding the principled shader which does physically accurate renders in a much more easier way!
Post Processing: one of the biggest trick is missing ... vignetting
CG post-processing is doing the opposite of what photographers do in post-processing