In Mexico we now that life must be enjoyed because it goes away in the blink of an eye
that's why when we talk about the Day oh the Dead
what comes to our minds isn't loneliness and sadness, it's warmth and joy
in the form of the "ofrendas" and "altares" full of calaveritas and Cempasúchil flowers
and of course... the Catrinas, ladys that wear elegant antique dresses
and skull-like makeup. That's why this time we wanted to pay homage
to this beautiful tradition, so that even if you are not in Mexico,
or didn't have time to put on your makeup, you'd still be able to look like an authentic Catrina.
And as a feature, be able to see life go by in the blink of an eye.
Let's stop waisting anymore time because
Death waits for no one.
All the necessary files for this filter are available at
mercatecnia.com/catrina they're absolutely free
all we ask in return is a little help to share the knowledge
by clicking on the FB Share button, this way you'll unlock the content
Inside the #catrina folder you'll find not only the
Spark Studio file. We are also including the textures for the Catrina
and cempasúchil, the script is also included and
all the objectswith the big eyes, the petals that are fixed to
the eyelashes and the petals that are preanimated
let's open the Spark Studio file
Let's first remember that in Adobe programs
such as illustrator and photoshop the upper layers are the ones most
visible and the lower layers stay in the background
But in 3D programms and in Spark Studio the elemments
that are lower are more visible and the upper ones are in the background
this happens because most elemments are grouped inside "parents"
and the parent
is always left at the bottom, like the root of a tree. And the elements that
are lower have higher visibility.
The next thing you should know is that
Spark Studio, in it's current version, won't allow us to mix a texture mask
with a deformation mask, or with a retouching mask
and so, we had to use several layers and everyone
has it's specific purpose. "cara blanca" or white face
makes the whole face look white
we achieved this by using
a white material in Face Paint mode
If I change the color we can change our face's color
you could also try using a gradient or a texture
the next layer "Carabella" or Prettyface enlarges the eyes
this deformation is achieved by using a 3D object
and applying the face texture on top
if I remove the texture we can see the deformer
the deformer is stretching the face texture according to the way
we modified our 3D file
this mask is only affecting the eyes
because we used an Alpha texture
without the alfa you can see the mouth and jaw being distorted
for this effect we only want the eyes to be bigger
so let's leave the Alpha texture
How can you deform the eyes? let me show you very briefly
First go to the Help menu
And choose Get face reference assets
here's what while happen
we'll download a file, well... some files.
which include a 3D mesh of the face
this face can be opened with Blender, or your favorite 3D editor.
we are basically importing the way the face will look
in order to have a better idea of the final result
instead of having a completely white face
let's put it the female face texture.
and this is the way the face looks right now
What we did... what you can do to make the eyes bigger
is select the points
select the points, and the simplest thing you could do is
is just make them bigger without any care
and this will produce some really weird deformations
a shoutout to Iker Burguera, we are very glad our tutorials helped you
a better approach is to carefully select the points
let's say, this area
and deform only this part of the eye
Shaping the eyes and achieving a natural,
not funny or weird result, let's face it, they tend to look weird...
it's almost an art, let me show you our secret, the way we did this
follow this steps carefully,
what we'll do is
only selected the inside of the eye
and make it about 102% larger
expand the selection and again, enlarge 102%
keep expanding and enlarging
this way what we are doing is enlarging the pupil and iris the most,
the rest of the eye is also getting bigger,
but not quite as much
and now here's how it looks
Another real simple thing you can do
is twisting the eye about towards the inside
just a tiny bit
and try to select some points on the outside
then slightly rise them
obviously we are doing this fast and dirty, but
you should try being a bit more careful
but as you can see the eye is looking much nicer already, you should be careful
not to exaggerate the deformation because you'll get some weird artifacts in
AR Studio (Spark)
Quite interestingly... you can start importing or editing objects
directly onto this file
Our Catrina file was originally just the face mesh
from Facebook or Spark AR Studio and then we imported the eyelashes and
the petals, you'll notice that all the petals are
grouped inside a single object we have different groups for
the front, middle and back petals
we did this because we want the petals at the
front to move a lot more than the petals in the back
so we have different groups, the idea behind this is that in AR Spark Studio
We'll be able to independently the front lashes
then a bit less the ones in the middle, and the want will move very slightly
At least thats they idea when closing and opening the eyelids
What we did with the petals file
was preanimate each and everyone of the petals, this was quite an effort
animating everyone to look as if it's coming off
as the eye opens
The idea is that this effect will begin when the user blinks
so it should begin with the eye closed... The eye is closed
All the petals are in their position, the eye starts to open
and at the very same time we begin tearing the petals
from the outer side towards the inner side. Don't think we used a filter
or a pre programmed effect
We really did animate each petal individually
placing a keyframe at the beginning, one at the middle and one at the end
each with different rotations and end positions for each petal
The trick is that every petal
had a similar animation, but with a few frames in between each other
this way we achieved an organic look
every petal falls off individually and moves different from others
All we did was change the postion, rotation and size
Next step is exporting our animation
Preferably you should choose FBX
And when you are doing this
You should select to export all animation tracks
And also "Bake all frames"
Right now I only had 3 keyframes for each petal
When you choose "bake all frames" you'll
automatically get a keyframe in every single frame
so your animation will be totally fixed and error free
Let's hit Ok
I'd like to mention, and it's something that some of you will
likely write in the comments is that
we could have made this effect by importing a single petal into
Spark Studio, place one petal, duplicate it multiple times
put everyone in it's place and animate them inside AR Studio
this would even make the effect much lighter and we'll probably make future
filters this way, but right now we wanted to teach you how to
import a baked animation, the activate and deactivate it.
Now that we've seen how the eyes were made we can come back.
we have the white face
then the deformed texture with an Alpha channel on top
You can actually control the distortion level
or distortion percentage if you will
Here we have the eyes with
0 distortion and we can raise it up to half
they still look quite natural or push it up to 1
that's the most you'll be able to get from the distortion
Our next layer (Carabrillo or Shinnyface)
It's just a Copy-Paste from the previous
How did we get it to be brighter?
All we did was go
into the material and instead of ALPHA we picked ADD
This way the eyes shine, you can also
choose how bright you want the to be
We did this because we wanted
the eyes to really pop out even with all the makeup
Next layer has the eyelashes
We have 2 sets, one on top of the other
There's the preanimated eyelashes
And the fixed-on-the-eyelids-eyelashes
you'll notice the fixed ones aren't moving
and neither are the preanimated ones...
We'll do that by coding, first we'll try and animate
the fixed-on-the-eyelids petals
So at least for now
let's hide the preanimation and concentrate on the Catrina
with the top right and bottom right petals
As you can see each petal is numbered "p31", "p32"
etcetera
bottom petals and top petals
we'll begin with the petals
attached to the eyelashes
we'll get a better view here...
we'll begin with the petals attached to the eyelashes
these are the "Petalos1"
We have 1, 3, 5, 7 they are interlaced with the bottom petals
So that when we had the animation
we didn't get first all the ones on thop and then all the ones at the bottom
We wan't the animation to play from one on top and one from the bottom, and so on
Then all the ones at the back.
that's why the petals
at the bottom are even and the ones on top are odd
the following rows are secuentially numbered 21, 22, 23, 24... Etcetera
All the way to 40, we have 40 petals
let's double click our script
so we can see how's everything and activate it
to avoid any issues
during this tutorial all the code
Is commented (double slashes at the beginning)
this way you wont have to rewrite everything
we did and we'll also avoid any issues during the tutorial
First we'll activate Textures, Face Tracking,
Face Gestures which will allow us to track when the eye blinks
We'll have animations, materiales,
Reactive animations, that
means that they react to what's going on in the screen.
we should declare our Scene
and activate Diagnostics
Diagnostics we'll allow us
to get some messages out
in the console windows so we can track
what's going on with our file
now
We'll track the face and set it's name to "face"
we'll try and track the movemnt of the face
y it's X coordinate.
it's Y coordinate.
and it's Z coordinate.
if you've seen other AR tutorials
you'll know that with this we are tracking the face
but not it's immediate coordinates,
we are waiting 110 miliseconds
this way whe the face moves the eyelashes will move slightly after
so it'll look as if the petals have weight
and the are left behind, or pushed by the air
with the movement of the face
we'll also track the face a second time
but this time waiting for only 90 miliseconds
what we'll do with this
is divide this and this
to get an inertia effect
you'll notice that the eyes
and the eyelashes aren't perfectly alined
the lashes are a bit lower than we'd like the to be
we could move them around here in AR Studio
But let's do it trough code and get them
just the way we want
first...
Spark Studio allows us to track some key points in the face
such as the outside corner
so we'll set a variable
or actually a constant in this case
lefteyeout will be the outsidecorner of the left eye
we'll do the same with the right eye
we'll track the inside of the eyes as well
we have the outerside, innerside,
now let's track
the top of the eyelid
the top is very important 'cause it'll tell us if the eye is open or colsed
if the top of the eyelid is higher the eye is open and
if it's lower evidently, the eye we'll be more closed
we'll also track the bottom of the eyelid
because we'll make the top and bottom
petals move independently
now
let's identify our objects
we'll have the top right eyelashes
It's gonna be... Well we made a small mistake when designing our 3d file
and we named "Topleft" the eyelashes that are actually on the "topright"
that's why in this line of code we'll put the right name
it should be "topder" for "topizq" sorry about that.
right now we still
don't have the left side
we only have the right side of the eye
So let's leave all the commented code there
so we don't have any issues and whe the left side is done
we'll just uncomment all this code
let's activate the right petals
And we'll also show and hide the eyelashes
when the person closes it's eyes
we want the petals to fly away
but also the eyelashes will disappear
otherwise it looks odd
now lets place the eyelashes
in the right spot, les begin
with the left eyelashes
the left eyelashes
we'll program them to move
and you'll notice that they have moved
slightly off their initial placement
Now lets raise them a little bit
and push them a bit behind
so they match the face
there we go
next we'll do
is have the eyelashes rotate
a simpler thing we could have done
was to push the eyelashes up and down
just as the eyelid opened and closed
but this would make it look to fake
what we actually want if for the eyelashes
to turn, they should rotate a bit fordward and backward
sort of like this, well a bit less
up and down... This is much more natural.
this is why we'll
take the X rotation and make it Reactive
It's a bit of trial and error
remember that in AR Studio
the rotation is not measured in degrees,
it comes in radians
so if we set the radians to 0 and track the eyelid position
what happens is that the eyelashes
rotate all the way to the back
the move nicely... but on the back.
so we added 4, then substracted 2 then added 3
we made different tests, and the best solution
was to add -3.8 radians and mutiply the Y height
Y height on the lefteyetop
we multiplied that times 1.8 radians
and this seems to fit nicely
the eyelashes move with the actual eyelid
if you wish you can try other
rotations and find out what works for you
right now all the petals move at the same time
and have the same range of motion
this makes it look like, even when we have 3 rows of petals,
they appear to be just one.
So what we're gonna do is
have the petals on the second and thirds rows move a bit less
again, we had to do a lot of trial and error
We set the second row to add 2 radians and multiply by
-0.5 and last row was 4 radians multiply the rotation by -1
it isn't that noticeable, but now the petals on the back
turn less
than those at the front
try no to exaggerate your effects, keep them natural
at least to us
this seemed like a good look
what we didn't take into account
was the fact that we imported the petals at a "natural" size
but the eyes are bigger than natural
in order to fit the eyelashes to the eyes
specially if you change the face deformation
you'll have to change the scale
We'll change the Y scale to 125 instead of 100
we'll crank it up 25%
the X scale we'll leave at 100 but you can change it
make it bigger or smaller as you please
now it looks like this
with the eye open you'll see it fits more nicely
now let set the bottom petals
the petals...
ok, now we have the lower petals
fitting on the bottom eyelid
remember you can change how low or high you'd like them to be
little by little we'll get this just right.
Let's start with the interesting stuff
we'll make the petals
grow slowly
all we have to do
is set a time variable
and a size variable for each petal
let me show you a trick
instead of doing this 40 times
first we'll define our time
"tiempo" will be set to 4 sconds
it'll take 4 seconds for the petals to fully grow
but instead of declaring it 40 times, we'll set an ARRAY
An ARRAY is a group
that can contain different variables or elements
let's set the scale, which will go from 0
up to 0.02698 'cause if we go back to Spark Studio
right now the petals are at 100% their size and, you'll notice that
the scale marks 0.02698
So I want my petals to grow from 0
all the way to their current size
All petals we'll have the same scaling
to make an ARRAY
all we have to do is set a variable an place it in [brackets]
setting it in brackets means this is an ARRAY
it's a variable that
can have lots of variables inside... that's an ARRAY
what we'll do now is
set a variable called "i" with a value of 1
for petal 1, petalo 2, petalo 3 and so on
for as long as "i" is less than 40
we'll add 1 to "i"
this way
we'll set 40 petals
first petal we'll be my object "p1"
"i" equals 1 and then
after every loop "i" will become 2, 3, 4, 5
and so on, inside my ARRAYs
i'll have the 40 petals, 40 timings,
40 growths ("crece") which
are some animations
the petals animations is that
every petal will grow for 4 seconds following the scale "escala"
and now
i'd like this petals to grow up to 125%
just as we did before
so let set this to grow to 125%
we'll make it bigger
for X, Y and Z, you can set the scale as you please
Just X, just Y, or whatever you like
We need to set the time to start
So that the petals don't grow all at the same time
we need a slight difference in between
so will set a variable called "tiempito" (timey)
tiempito will be 60 miliseconds
in an infinite loop
we'll tell "tiempito" to begin
and we'll also set another variable "cuenta" (count) so we can go from;
petal 1, petal 2, petal 3 and so on
every time "tiempito" loops or
every 60 miliseconds...
that's what "On After Interaction" means, after every loop
of "tiempito" this will happen
"tiempo 1", remember, we have 40 timings, "tiempo 1", "petal 1"
"crece 1", 2, 3, 4, 5, etcetera
So...
"tiempo 1" will start
and then tiempo 1, tiempo 2 etcétera will start
and after every
"tiempito" we'll add one to "cuenta"
this way we'll jump to "petal 2", petal 3", petal 4", etcetera
When "cuenta" reaches 40 we won't have to look for any more petal.
so we'll end it
so...
So that we all have the same, let's recap
We activated arrays for time, scale, petals, and growth
activated 40 repetitions
modify the petals scale, so that they'll "grow" with crece.
crece is a 4 seconds animation
and the scale will go from 0 to 0.02698
Let's save this and go back to Spark Studio
the petals now take 4 seconds to independently grow
let's see that again, it' so nice!
Alright so now the petals appear
and move with the eyelids
but... you'll notice the petals are to rigid
they dont look organic
let's try and make them sway a bit
for this
we are going to modify
the rotation on X, Y, and Z as a test
we'll leave the Z rotation on so you can
see what happens
the petals grow, but look a bit weird
they are... rotating backwards, we don't want that
but this is an invitation for you to experiment
and tryout different things
we'll hide the Z rotation
and see how they move now
Let's use another model
so you can see whats happening
The petals are now swaying left and right
like they resist the air or have weight
and they all have a slight 0.1 radian variation
which makes this look so much more
organic, you can increase or decrease the variation "diferencia"
and see what you like
now that our petal look more natural
and that we have made them grow
next step is... When te person blinks
the petals should fade away
for this we'll be using
our predesigned animmation
let's goto to the pre designed animation
and set it to visible
obviously what we'll do is that
when the preanimation shows up we'll hide
the petals that.. are fixed on the eyelashes
we did this manually, but the idea is to make it via code
we'll hide the eyelashes with the animation
and hide the animation when the petals grow
let go to the layer with the
preanimation and activate it
there's a tab over here that says "Animation"
we'll activate the "main" animation
as we can see, the petals are animated and fade away
but
this is a loop
when you activate a animation
Spark Studio will automatically
add a Loop
But we don't want a loop, we want the petals
to be animated only when the eyes are closed
The patch editor allows us to visually see whats happening
Our animation is Looping for a uration
that we can adjust
let's set it to a second
and the petals will fade much faster
or let's leave it at 2.5 seconds
so the animation isn't as fast
as you can see this animation is repeating
over and over
but we wan't it to go off just once
let's remove the loop animation patch
and insert another one, by right-clicking
on the patch editor window
let's choos a normal animation
and insert it
the thing is.. How can we set the animation to start?
We wan't this to happen when the eye closes
we'll use a bridge between our javascript and the patch editor
in the project properties, and capabilities we should have
Patch editor active
and also the patch that makes the connection between our code and the Patche Editor
You'll notice it's unactive
and we cant activate it
because we need to set it in code
with the code we'll activate
the use of Patches
and going back to AR Studio
you'll notice it has activate the bridge
automatically
this will allow us to send signals back and forth
between the patch editor and our javascript.
What will we be tracking? the Blink.
So, back to our code
just a bit lower
here's the way to track a blink
It's a face gesture
when the left eye closes
we'll subscribe to a function
and this function
for as long as we get a new value
what' it'll do is
deactivate the variable "creciendo" (growing) why?
because the petals won't be growing
the will be flying off
lets hide the fixed-on-the-eyelid petals
from both the top and bottom
and allow the
petal animation to show up
at the same time
we'll send a signal to the patch editor
this signal is a pulse
it's justa a text that says "volar" (fly)
because we want the petals to fly away
let's set diagnostics, just in case
so we can get a blinking message
this way we'll now if the signal is detected
else
we'll set another signal
for no blick detected
and continue
let's save and see whats going on
in AR Studio we'll click on the script
in the script i can put
different kinds of variables, we won't go into each kind
and what they do...
the only ones we'll be using right now
are triggers
so we have triggers
for when we want the petals to "fly" (vuelen) or "wait" (espere)
until the petals are fully grown
for both our left and right eyelids
in the same way
We'll be sendng a signal to the script
telling it when the petals are growing
for both the left and right side
all you have to do is click
and add any kind of variable
just write it's name
and you can set another variable to communicate between
AR Studio and the script
We'll set a new action, a thing we want to happen
I want AR Studio to read the variables from the script
Our current variables are "volar", "esperar", "ivolar", "iesperar"
When AR Studio
get the "volar" (fly) signal, it will activate the animation
if we go into the Console
We'll se we are getting an error
The error is a variable not found: "creciendo"
we missed this one...
on line 239
our code is asking for "creciendo" (growing) and "creciendo" should
be true at first, 'cause when our effect starts
the petals appear and they are growing
Alright now!
Let's hit play
and see what happens
Let's unhide
the fixed-on-the-eyelids petals and reset our effect
we'll see the petals grow, and move
however the preanimated petals aren't doing anything
even tough the code is tracking the blink
it tracks the eye closed and open
"blink" and "no blink"
Whats happening? our code is waiting
until we tell it that the petals aren't
growing anymore
How do we know the petals aren't growing?
remember that each petal is have their size set
to a time variable: "tiempo1", "tiempo2" etcetera
what we'll do is, when tiempo40 or the
last petal has it's time completed
that means all the petals have grown
in this moment our "creciendo" variable
will be set to "false"
the petals aren't growing
they are done growing
let's save
back in AR Studio
we can see that even if she blinks the petals won't fly off
until they are completely grown... then
when she blinks the fly away
that exactly what we want
and now both the preanimated petals and the fixed petals have disappeared
let's reset
and watch that again
the animated petals aren't moving
until the fixed petals are fully grown
this is exactly what we want
to happen, now...
when the petals fly away
They don't reappear!
They are completely vanished... What to do?
Let's send a signal to the code
so when the animation is complete
the petals should grow back.
To grow the petals back
we need to reset our time variables: tiempo 1, 2, 3, 4 etcetera
So...
We'll select the code element
And make another action to send a signal
We'll click the script
and select "crezcan" (grow)
we'll get this
"crezcan" value
So what do we do?
When the animation is complete
We'll send a signal
So that the petals can grow back
and inside our code
we'll put the action so that wen we get the signal
all times will reset
let's head to our code
inside my Patches, when i get
the pulse value "crezcan" (grow)
we'll set a function
set diagnostics to
send a text for "Crezcan!!!" and 40 times in a loop
we'll stop all times
reset them
hide the fixed petals
just in case they might be showing even tough they shouldn't
let's hide them
and the count "cuenta" will begin at 1
so we can start tiempo 1, 2, 3, 4 etcetera
"tiempito" which sets the time between one petal and the next
will be reset and started
and then the
preanimated petals
even if they are gone...
should be hidden, just in case.
and let's set a signal
we'll tell AR Studio "esperar" (wait) so that
when the petals are growing
if the person blinks and tries to make the petals
fly away with the animation
we'll tell AR Studio to wait
also we'll set the eyelash to showup
and in this moment
the petals are actually growing
so we'll set our variable
"creciendo" to true
let's save, reset
and see what happens
the petals are growing, they won't
fly away 'cause they're still growing
this time they do fly away
and should grow back
Look at that!!!
And the petals with the animation are hidden
we need to set the animation
to reappear
An interesting thing you can see in the Patch editor
They light up...
Did you see that? they light up
The scripts being received and the actions being sent
so what we'll do
is that when we receive the signal "esperar" (wait)
That's the signal we just turned on
right here...
Once the petals are gone
we have to wait for the new ones
right now all we did was activate
a start signal
but what we actually need is a switch
we need tu turn our animation on and off
let's take this line away
and insert a switch
the switch will allow me to turn the animation on and off
when we are at "volar"
When we get the "volar" signal our switch will be on
and when we get "wait" the switch will be off
now
when i try to connect this patch
it will automatically insert a pulse
AR Studio works this way
so we shouldn't change anything...
it's actually well connected
so leave the pulse there
"esperar" will turn off the swith and also reset the animation
everytime we wait we'll reset the animation
let's save and reset
the petals grow
they fade
grow back
and reanimate, it's perfect.
all we have to do now
is that when our effect starts
we'll hide the animated petals... right now if we reset
you can see the animated petals at first
so all we have to do
is select the pre animated petals
and hide them
turn off visibility
so now everytime we reset
the petals grow
they won't fade until fully grown
and everything will reset
this is awesome... we are halfway there.
now let's do the other eye
let's select the whole right Catrina
duplicate it
and in order to avoid any coding issues
we have to rename absolutely everything
this won't be
Catrina DERECHA (Right)
This will be Catrina IZQUIERDA (left)
and to avoid any confussion
we won't have "topder" we'll have "topizq"
and the petals, instead of being "p31", "p32" etcetera
we'll rename them to
"ip31","ip32" etcetera, etcetera, etcetera
ok, once you're done putting "i" in front of everything
we can collapse all this
botizq... "i", "i", everywhere
you'll notice everything has "i" in front
else we'd get a bunch of coding errors
Let's hide the right Catrina
so we don't get mixed up
in previous versions of Spark, well, actually
when this was Facebook AR Studio
you could grab the scale manipulator
and reduce the scale all the way to -1
This way you'd get a mirror image
allowing us to reduce file sizes
and have a more efficient system
regrettably, now it won't allow me to go bellow 0
not with the manipulador, neither here with the scale option.
I used to be able to set it to -1, -2 or whatever
now it won't let us
fortunately there's a trick you can use
select the whole left Catrina, then click
The scale picker
And we'll get scaling values in the patch editor
It's the Catrina scale
and for some reason, here it will let me set the scale X to -1
ohh and Y and Z must be set to regular 1.
you'll see that, let me turn on the other eye just so you can see
we have both left and right eyes
Now all we have to do is go to the code and activate the left eye
fortunately for you, we already
have all the code written
All we did was repeat exactly the same
variables for time, scale, petals, growth, diference, 40 times over
All we did was add an "i" so "tiempo" becomes "itiempo", "iescala"
"ipetalos", "icrece", "idiferencia", etcetera, etcetera
we can uncomment all of this now
and with a little bit of luck, this will run the first time
unless we screwed something up
if you have any doubts in regards to our code, please
leave it in the comments
but yeahh, all we did was repeat the same thing
just for the other eye
we made a bunch of systems to detect the blinks
because at first we only had the
tracker for the left eye closing
and for the right eye closing
and if people close each eye separately
there's no problem
but for some reason, if they close both eyes at the same time
we forcedly have to use "OnBlink"
so right eye closing, left eye closing,
right eye closing, or blink with both eyes
in this case we'll send a signal for both "volar" and "ivolar"
and just in case we'll send a diagnostics
for both eyes closing
And now, just as we duplicated our code
we also must double on the patch editor
so let's select the left petals preanimation
and set the main animation
we'll basically be doing the same thing again
let's get rid of the loop animation and bring
a normal animation
and a switch
When we get the signal "ivolar" the switch will be on
and try to start the animation
through a pulse
"iesperar" will turn off the switch
and also reset the animation
finally we need to send the signal for the petals to gro back
so in our code
click on "icrezcan"
and when this is complete send the signal
to grow back the petals
if we reset
the petals grew on both sides
we get animations on both sides
let's set the time to be the same
2.5 seconds, you might want to change that
give or take 2.5 seconds
and to finish let's turn on
our sugar skull texture (azucar)
the sugar skull can be set to Face Paint
or try experimenting
with other textures to see what you like.
we thought using a Phisically Based Material
look quite interesting, but it kinda looks more
like a porcelain, we might use this for a next effect
please try and see what works for you
remember all we have to do now
is click export
export and our effect should weigh less than 2mb
it's actually pretty close to the limit 2.1 mb and it's giving us
the opportunity to send, click export
and we are asked if we'd like to open the camera effects platform
and upload our effect there.
This last month we've been producing several filters, some are beauty effects, other are videogames,
in some we experimented with partcles and in others with deformations.
we'd love to share some of the tricks we have learned
please tell us in the comments, what would you like us to do for our next tutorial?
What would you like to learn?
I hope you enjoyed this tutorial, now go out and enjoy life
because it really does go away in the blink of an eye.
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