welcome back to our Blender to HitFilm master class in our last tutorial we had
gone through the tools for adding depth and detail to our cargo container we do
recommend you going through those tutorials but if you want to just jump
into this one and follow along the HitFilm and Blender files are down in the
description in this tutorial you can use either HitFilm Pro or HitFilm Express to
follow along we want to make sure that everyone can experiment and enjoy this
tool just know that if you want to actually export the scene from HitFilm
Express you'll need to purchase the 3D: Model Render add-on from the
store link in the description or it'll render with a watermark let's start off
by exporting our model out of Blender first we're going to need to triangulate
our faces this is because it's much much easier to calculate and render triangles
rather than quads yay Pythagoras have your model selected and head into edit
mode we'll select all the faces by tapping a right click and go to
triangulate faces you can also do this from using the shortcut ctrl + T we're
all set and cleaned up for export jump back into object mode and head on over
to file and down to export a new window will open and we're presented with a few
options the most common 3d file type for HitFilm
is wavefront .obj and .FBX obj is much simpler format that keeps geometry
and UV data FBX is more advanced format that can
hold a lot more data such as models UV data joint skinning information
animations we can dive into the settings of FBX another time so be sure to
subscribe and not to miss out as this is static let's go with wavefront obj open
the drop-down tab and we'll tick selection only and objects as obj
objects under geometry we're only going to keep write normals include UVs and
write materials now we can go ahead and hit export with our model set let's jump
into HitFilm I have my footage open and ready in a composite shot but before we
start we'll first need to import our model head on over to the import tab and
hit the arrow beside it we're going to of course choose 3d model find your
model wherever you exported it the import should come with textures
attached but if not you can relink them from this icon we're going to first sort
some of these faces popping by going into advance tab and setting the method
to generate faceted we can hear update preview to see what
we've now changed now let's tweak some of these material settings set
lumination model to cook torrents for a metal starting point I dialed my
roughness to about 20% and specular to 2 for some fun customizations later we're
going to be using the new animated texture function but to do this we'll
need to import the maps which you'll need to enable from this icon beside the
model name you'll see in the media panel that a folder has been created with our
original texture great hit ok let's first prep and map out our scene I want to
keep the existing containers to act as a reference and help sell the composite so
using the freehand mask tool I'll mass the area I want to keep I'll speed
through the masking process but if your new to HitFilm and this is far too fast we
have a bunch of tutorials on masking and other compositing tools to help explain
this process once the area is masked I'll bring in the sky image and place it
underneath my footage tweaking it into an appropriate position and there we go
we can now map our scene generate a new layer and set it to 3D a new camera
will automatically be created for the scene apply a grid effect from the
generate drop-down of the effects window will now use the camera orbit tool to
move the camera into a similar position of our live footage using our grid as a
guide with a grid aligned grab our model and throw it into the scene placing it
between the sky image and our footage to keep up masking let's start off by
positioning above this existing one that we have here now in place let's light
the scene go to new layer icon and create a light as we shot this on a
cloudy day I'll be changing the type to an ambient light in order to mimic the
natural lighting of this scene be sure to move the light beside your model
for it to be affected let's also turn off the grids of visibility
well that's embarrassing if you're like me and miss the mark a little bit you may
need to make a few alterations I'll also adjust the intensity of the light
to match the scene's exposure once happy with the lighting the one thing you probably
notice is the containers color is off like completely off to fix this we're
going to be customizing the textures let's grab the texture we imported with
our model and turn is a composite shot by dragging over the
new composite shot icon in here we'll make the adjustments then link it back
to our model let's drag in our footage this way we can take a color sample from
the existing containers I'll just make a quick mask around the area I want create
a new plane and set the color to a mid tone of the container to help compare
let's keep this sample as a top layer enter the controls panel of the plane
layer and change the blend mode to overlay
great that's given us a good baseline to work with create a grade layer and in
here we'll make some adjustments starting off with color temperature to
match the one used on the day of filming followed by a curves effect to raise the
blacks boost the greens and add a touch more blue if we jump back into our main
composite shot we can see that nothing has changed yet we need to link them
select your model and go into the control panel open the models drop-down
and head over to override materials here we can relink of material sources for
our model using layers and composite shots drag in the material composite
shot we've been working on and bring it into this timeline placing it in the
bottom of our layers with this brought in changing the diffuse map source to
use layer a new tab has been created to select our material composite shot now
that we have the new texture applied I'll just my light intensely once again
we can now make a structure of containers by duplicating this model
ctrl + D then repositioning it using the access controls be sure to keep the
layering in this timeline to match the depth of each object to avoid
overlapping to customize a few of these containers we can repeat the steps for
the material creating a new composite shot or duplicating the existing one
linking it to your model then amending the material by altering the colors or
perhaps add assets like rust or logos to elevate your scene into the living world
down in the description of this video we have the project files available as well
as a couple of logos and assets that you can use to customize your own containers
for additional flair and compositing detail check out our compositing
tutorial playlist you may now be thinking is that it from us but no
we've got more for you now that we've covered the basics made a model and know
how to composite we're gonna be learning how to do some simple physics
simulations to use on your model so be sure to subscribe and hit the bell icon
to avoid missing out and we will see you in the next tutorial