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These are the user uploaded subtitles that are being translated: 1 00:00:05,888 --> 00:00:12,032 So we are back and we have just finished baking out R&B at occlusion map 2 00:00:12,288 --> 00:00:18,432 So the next step to finalise this piece is really to add the colour to it 3 00:00:18,688 --> 00:00:20,736 So4 4 00:00:20,992 --> 00:00:27,136 This I'm just going to temporarily disconnect a via and collusion because the colour 5 00:00:27,392 --> 00:00:33,280 That we want to add means to be connected to this node so we can have anything else connected to it 6 00:00:33,536 --> 00:00:35,072 I'm in Atlanta 7 00:00:35,584 --> 00:00:41,728 Cell to add colour to this we are going to be using a process called at texture painting a witch 8 00:00:41,984 --> 00:00:48,128 Is more or less exactly what it sounds like we are going to be using the texture paint tablet here 9 00:00:49,152 --> 00:00:52,992 And this will allow us to 10 00:00:53,248 --> 00:00:59,392 Put a dynamic paint directly onto a mesh the colours that we want to use for 11 00:00:59,648 --> 00:01:00,269 Final piece 12 00:01:00,271 --> 00:01:02,619 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 13 00:01:02,620 --> 00:01:06,816 Sell switch over to the texture paint Workspace if you have not done so already 14 00:01:07,328 --> 00:01:13,472 And what we need to do just like we did with baking we need to add a texture to 15 00:01:13,728 --> 00:01:14,496 Into 16 00:01:14,752 --> 00:01:17,568 For this to work properly so 17 00:01:18,080 --> 00:01:24,224 This is the texture paint work space we have our 3D right here in the right hand side 18 00:01:24,480 --> 00:01:29,344 We have an image preview on the left-hand side and the 19 00:01:29,600 --> 00:01:35,744 The thing that is very specific to texture paint here is all of these brush and colours 20 00:01:36,000 --> 00:01:38,560 Things here in our properties panel 21 00:01:39,328 --> 00:01:45,472 So I need to do to start painting on this is to add a base colour 22 00:01:45,728 --> 00:01:51,872 Texture 2 days to paint into and well you certainly can do it the way that we did for baking 23 00:01:52,128 --> 00:01:58,272 For the purposes of texts retaining there's a much faster way so within the texture paint tab 24 00:01:58,528 --> 00:02:04,672 And within texts repeat mode which if you have accidentally gone into under tour to edit 25 00:02:04,928 --> 00:02:11,072 You can quickly find a texture paint again by selecting in the drop down menu 26 00:02:11,328 --> 00:02:17,472 Flats in here we can see that we are ready have a slot for the normal in for the inclusion cos they are included 27 00:02:17,728 --> 00:02:23,872 Material so to add a texture for base colour all you need to do is click this 28 00:02:24,128 --> 00:02:26,176 What's icon in select base colour 29 00:02:26,432 --> 00:02:31,296 You can give it a name here I'm just going to call it please 30 00:02:31,552 --> 00:02:32,320 Colour 31 00:02:32,832 --> 00:02:33,600 For now 32 00:02:34,112 --> 00:02:36,160 We can give it a size as well 33 00:02:36,672 --> 00:02:42,816 Are we have bigger ramps at 4K so I'm going to do the same thing here 34 00:02:43,072 --> 00:02:49,216 Confuse the sort of the starting fill colour here you can make it whatever you want I'm just going to leave it at the door 35 00:02:49,472 --> 00:02:52,288 What is going to be painting over this entire thing anyway 36 00:02:52,544 --> 00:02:54,848 Ok 37 00:02:55,616 --> 00:03:01,760 And that will bring up our new base colour text you are here now because we are in 38 00:03:02,016 --> 00:03:05,344 The Solid V port shading we're only viewing whenever 39 00:03:05,600 --> 00:03:07,648 Texture we have selected 40 00:03:08,160 --> 00:03:14,304 And who are match but if you want to view the whole thing as a composite that way we were for we 41 00:03:14,560 --> 00:03:17,376 Switch back to our material preview here 42 00:03:17,888 --> 00:03:24,032 We can just ensure that our base colour is connected to that it will appear correctly which it is if you add 43 00:03:24,288 --> 00:03:25,568 Base colour channel 44 00:03:26,336 --> 00:03:30,176 Via the texture paint mode it should just connect it 45 00:03:30,432 --> 00:03:36,320 Automatically but if for whatever reason it does not you can always come into your shading tab here 46 00:03:36,576 --> 00:03:42,464 And set it up like this just by connecting the colour to the base colour here 47 00:03:42,720 --> 00:03:48,864 While we're here we may as well add in our ambient occlusion the way that I meant 48 00:03:49,120 --> 00:03:50,912 In the previous video of cell 49 00:03:51,168 --> 00:03:55,264 I'm just going to pull the base colour out to give us a little bit more room 50 00:03:56,288 --> 00:04:02,432 And in order for the inclusion to be Incorporated obviously we need to plug it into something so the way I would say 51 00:04:02,688 --> 00:04:03,712 Stop for a blender 52 00:04:04,224 --> 00:04:06,272 Is the first shift in a 53 00:04:07,296 --> 00:04:10,880 Coming to colour in at a mix RGB node 54 00:04:11,648 --> 00:04:12,160 So 55 00:04:12,416 --> 00:04:17,791 This is going to take two colour inputs and mix them together in whatever way you specify here 56 00:04:18,559 --> 00:04:24,703 So let's connect this colour to the base colour just so we can see what this what is happening in real time as we 57 00:04:25,983 --> 00:04:29,567 Connect ambient occlusion to colour to 58 00:04:30,591 --> 00:04:34,943 In giving second update was the base colour to colour one 59 00:04:35,711 --> 00:04:41,343 And keeping my other space colour is still Justice blank white so we should be seeing white right here 60 00:04:41,599 --> 00:04:46,719 And I changed the next mode from mixed to multiply 61 00:04:47,231 --> 00:04:52,607 For those of you who are unfamiliar x when used in digital art 62 00:04:52,863 --> 00:04:57,983 Will add in the darker portions here so anything that is darker here 63 00:04:58,495 --> 00:05:04,639 Will be added in and anything goes wider the slight areas will be ignored and will allow the base colours 64 00:05:04,895 --> 00:05:05,407 Show trial 65 00:05:06,175 --> 00:05:12,319 Is going to change the factor up to 1 so that this is using all of the opacity 66 00:05:12,575 --> 00:05:15,903 We have available to ask in the inclusion app 67 00:05:16,159 --> 00:05:21,279 So that is how I would set up Indian occlusion for previewing in blender 68 00:05:21,535 --> 00:05:23,071 That is 69 00:05:23,583 --> 00:05:27,167 Optional but I like to have it so I know what my final 70 00:05:27,423 --> 00:05:32,031 Alpo is going to be like when we eventually bring this into unreal Engine 71 00:05:33,055 --> 00:05:39,199 Ok so there's one more thing that we have to do in order to paint on this properly now normally when were 72 00:05:39,455 --> 00:05:45,599 We can just jump in and start painting but in this specific case because this is a 73 00:05:45,855 --> 00:05:49,695 Tiling pay if you want to be really careful about our edges here 74 00:05:49,951 --> 00:05:51,231 Soap 75 00:05:51,743 --> 00:05:57,887 If I religious jumping in start painting it would it would paint just fine but when I want to tile this 76 00:05:59,167 --> 00:06:01,727 There would be scenes and you would notice 77 00:06:01,983 --> 00:06:08,127 Like The Strokes here we're just and really you're probably so in order to get this to tile Pro 78 00:06:08,383 --> 00:06:14,527 With our hands painting 79 00:06:14,783 --> 00:06:16,319 I was using to preview 80 00:06:16,575 --> 00:06:19,903 However instead of using 20m leaves 3 81 00:06:20,159 --> 00:06:26,303 And I'll explain why in just a moment so increase the count of three duplicate the modifier and on 82 00:06:26,559 --> 00:06:27,071 Duplicate 83 00:06:27,327 --> 00:06:31,167 Set the X Factor 20 no wife after 21 84 00:06:31,679 --> 00:06:36,287 Ok so what does effectively has done is tiled or 85 00:06:36,543 --> 00:06:42,687 Match 3 X and Y Direction and the reason he was 3 is because now when I coming in hand pain if 86 00:06:42,943 --> 00:06:49,087 Just the middle here we have a duplicate of our mash that is surround 87 00:06:49,343 --> 00:06:50,367 On all sides 88 00:06:50,623 --> 00:06:56,767 Buy another masha so when we come in pain on this area it should tile seamlessly 89 00:06:57,023 --> 00:07:00,607 As long as we can tailor our painting to the centre 90 00:07:00,863 --> 00:07:06,751 Sell an let's see what that looks like an action by returning to the texture paint Ham 91 00:07:07,519 --> 00:07:13,663 Base colour here in here you can get a preview of just the base colours 92 00:07:13,919 --> 00:07:20,063 You can also paint directly into it if you so choose but I'm going to be using the 93 00:07:20,319 --> 00:07:26,463 Information from my normal map in my ambient occlusion math to better inform how I want to go about painting 94 00:07:26,975 --> 00:07:33,119 Now whatever colours you choose are entirely up to you you can come in here and 95 00:07:33,375 --> 00:07:34,143 Actually colour 96 00:07:34,655 --> 00:07:40,799 I just using this colour we all that you want to paint so like if I wanted to paint a sort of a blue 97 00:07:41,311 --> 00:07:47,455 We can come in here and we can start painting our match and you can see now because of the array modifier is going to tile 98 00:07:47,711 --> 00:07:53,343 When we extend over the bounds of our original MASH 99 00:07:53,599 --> 00:07:56,671 This is not the colour I'm going to use I am going 100 00:07:57,183 --> 00:08:02,303 To a simple my colour from a reference image so 101 00:08:03,071 --> 00:08:09,215 If you record at the time of this course I created a reference board and using 102 00:08:09,471 --> 00:08:15,615 Programme called pure bath now you don't have to use pure per say this is just something I liked 103 00:08:15,871 --> 00:08:22,015 But I have all these great reference images here and I want to be able to basically 104 00:08:22,271 --> 00:08:28,415 The colours of one of these two using my hand painting 105 00:08:29,695 --> 00:08:35,839 In order to do this the image needs to be in blender so to get any 106 00:08:36,095 --> 00:08:42,239 These images into blender they have to be saved on our hard drive now if you have all 107 00:08:42,495 --> 00:08:48,639 Freddy save your images on your hard drive like if you for instance or not using purified 108 00:08:48,895 --> 00:08:55,039 You can skip this all apart but I'm just going to show you so I'm gonna use this image here as my colour symbol 109 00:08:55,295 --> 00:08:57,855 Can I take these colours of straight from the image 110 00:08:58,111 --> 00:09:04,255 And use them to paint on my wall here so I like this one I like the colours there saturated 111 00:09:04,511 --> 00:09:10,655 And the Prix bright and that is the overall look that I want for my walls so put I'm going to do it 112 00:09:10,911 --> 00:09:16,799 Going to right click on this image with it selected and highlighted in blue save and export 113 00:09:17,311 --> 00:09:19,103 Images 114 00:09:20,383 --> 00:09:26,527 That's going to bring up a file browser here are you just wanted to like where on your PC 115 00:09:26,783 --> 00:09:28,063 Save and select folder 116 00:09:28,575 --> 00:09:30,367 You can give it a name 117 00:09:31,647 --> 00:09:34,719 Scarlett wall image 118 00:09:35,231 --> 00:09:38,815 Or something to that effect and we can export here 119 00:09:39,839 --> 00:09:45,983 Ok so once we have that saved on a hard drive need to bring into blender in order to Simple 120 00:09:47,263 --> 00:09:53,407 Come up here until I get the crosshairs on wonder itself and I'm going to drag up to split this into 121 00:09:53,663 --> 00:09:54,431 New window 122 00:09:55,711 --> 00:09:56,479 And 123 00:09:57,759 --> 00:10:02,124 For this we are still going to keep it as an image editor but we don't want the ability to paint on it we just one of you 124 00:10:02,125 --> 00:10:04,296 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 125 00:10:04,298 --> 00:10:10,303 I'm just going to select this dropdown and change it to view and it's just going to get rid of the paint options 126 00:10:10,559 --> 00:10:13,375 We have appear in our top window 127 00:10:13,631 --> 00:10:19,775 So I want to bring in that image I just saved so to do that I'm going to hit the file browser for open 128 00:10:20,031 --> 00:10:20,543 Change 129 00:10:20,799 --> 00:10:23,359 Selecting in bring in 130 00:10:23,871 --> 00:10:30,015 This will serve as a reference for me as well as he source from my colour St 131 00:10:30,783 --> 00:10:36,927 Search to San felice colours all I have to do is open the colour select palette here 132 00:10:37,183 --> 00:10:43,327 Quick on the eyedropper come over and choose an area to save the colour from soundtrack 133 00:10:43,583 --> 00:10:49,727 Sort of midtown not too dark knees Shadows not to brighten his highlight right here on the image 134 00:10:49,983 --> 00:10:51,775 And that will give me this colour 135 00:10:52,287 --> 00:10:58,431 Now I have this image and I can keep saying playing from as many times as I need but if I wanted to save 136 00:10:58,687 --> 00:11:04,831 This colour for quickest later I could add it to my colour palette so just under 137 00:11:05,087 --> 00:11:08,415 Colorbars here we have an option for colour palette 138 00:11:08,927 --> 00:11:14,047 Now I think yes by default blender does come with a pallet with B just ended 139 00:11:14,559 --> 00:11:18,399 Colours but I want to save this to a new pallet I'm just gonna hit new 140 00:11:18,911 --> 00:11:25,055 You can mean it whenever you want something to that effect 141 00:11:26,335 --> 00:11:32,479 So once you have the power created we can now start adding colours to it and it's very straightforward the 142 00:11:34,271 --> 00:11:39,135 Colours to your palette is have the colour selected as your foreground colour 143 00:11:39,647 --> 00:11:45,791 And at what at right here on Manor green background colour 144 00:11:46,047 --> 00:11:52,191 Cell you can save two colours for quick reference and memory in blender just like you can in Photoshop 145 00:11:52,447 --> 00:11:58,591 Or rather image editing programs and switch between the me just hit the sky which is the same 146 00:11:58,847 --> 00:12:00,639 As it is in Photoshop 147 00:12:01,919 --> 00:12:08,063 Ok so I'm just going to move this to the side because I'm going to paint directly onto the 3D viewport 148 00:12:10,111 --> 00:12:13,951 So I was strength of one I'm going to increase my radius a little bit 149 00:12:14,207 --> 00:12:18,303 Because I just want to give the entire thing a sort of Base colour 150 00:12:18,815 --> 00:12:22,399 So I'm just going to come in in the start painting 151 00:12:28,287 --> 00:12:32,639 So it is a little bit laggy because of the tiling here 152 00:12:32,895 --> 00:12:39,039 As far as I know there's not really a way around it you just have to be a little bit patient when it comes to 153 00:12:39,295 --> 00:12:40,831 Making large Strokes 154 00:12:41,599 --> 00:12:47,743 Sing with the sculpting when you make Strokes that affect a large number of vertices it takes a little bit longer 155 00:12:47,999 --> 00:12:50,303 Load that information in 156 00:12:51,071 --> 00:12:52,351 Ok so 157 00:12:52,863 --> 00:12:59,007 Screaming painting contain to the sinner here to make sure tiles properly but I really quickly come with whole thing 158 00:12:59,263 --> 00:13:05,407 Like beige colour so I want to do is just add a little bit of colour 159 00:13:05,663 --> 00:13:11,807 Global scale so like a new colour here I'm going with 160 00:13:12,063 --> 00:13:12,575 Lights 161 00:13:13,343 --> 00:13:14,623 See right here 162 00:13:15,391 --> 00:13:16,415 Save it 163 00:13:16,671 --> 00:13:22,815 Your first don't have to save these colours in order to just use them but I like to save my clothes as a 164 00:13:23,071 --> 00:13:26,399 Girl just in case I need to get that exact colour again later 165 00:13:26,655 --> 00:13:30,495 I'm just going to come in in like with a really late 166 00:13:31,263 --> 00:13:35,359 Touch just add a little bit of modelling to this 167 00:13:36,639 --> 00:13:42,783 Because most things in it or not just like a single colour it looks very sore 168 00:13:43,039 --> 00:13:45,855 Arrange to have a single uniform colour across your whole 169 00:13:46,623 --> 00:13:48,671 Your hope he's so 170 00:13:49,183 --> 00:13:52,767 That's pretty good let's add another layer of modelling to this 171 00:13:53,791 --> 00:13:58,143 Scrap maybe more something a little bit more desaturated 172 00:13:58,655 --> 00:14:01,727 In fact I might just desaturated myself so 173 00:14:01,983 --> 00:14:08,127 You're fine I Photoshop or any other image editing you probably know what this is what the centre Hugh 174 00:14:08,383 --> 00:14:13,503 Value of course Spain what colour is saturation meaning how strong the colour is 175 00:14:13,759 --> 00:14:19,391 In value meaning how bright or dark it is The Separation down ever so slightly here 176 00:14:19,647 --> 00:14:25,023 Put a little bit more grey and I'm going to do the same thing I was going to come in in a really lightly tap 177 00:14:25,791 --> 00:14:27,327 Just add 178 00:14:27,583 --> 00:14:32,703 Some natural too strong that controls heat and do that just add 179 00:14:32,959 --> 00:14:33,727 Sam 180 00:14:33,983 --> 00:14:36,543 Natural 181 00:14:36,799 --> 00:14:40,127 Calibration we cannot determine the strength of this down to 182 00:14:40,895 --> 00:14:42,687 3.5 183 00:14:46,015 --> 00:14:48,575 And you can see this updating in Real-Time 184 00:14:49,087 --> 00:14:55,231 Over here this is my base colour image at the moment so as whenever I ASDA I could get added to 185 00:14:55,487 --> 00:14:58,815 Image of a on the left-hand side of the screen 186 00:15:00,351 --> 00:15:04,191 This is also a Goodwill sanity check to have you to make sure that 187 00:15:04,447 --> 00:15:05,471 Everything is like 188 00:15:05,727 --> 00:15:11,871 Even so like there's a lot of the circle in the middle but not so much up towards the sides here so I just want to 189 00:15:12,127 --> 00:15:13,663 Attention to that 190 00:15:15,711 --> 00:15:21,855 And I've noticed that in the texture paint at least in version 3.2 of blender 191 00:15:22,111 --> 00:15:24,415 Paint on the 3D mesh anyway 192 00:15:24,671 --> 00:15:27,487 Vertical lines here 193 00:15:27,743 --> 00:15:33,887 This appears to be a graphical bugs when you zoom in and out on the 2D image 194 00:15:34,143 --> 00:15:40,287 Things go away so don't worry too much if you're not seeing if you're saying that as long as it's not showing up on your 195 00:15:41,055 --> 00:15:43,359 Dreamers 196 00:15:43,615 --> 00:15:48,223 So that's a pretty good jumping off point for 197 00:15:48,735 --> 00:15:50,271 That's why I have Crush 198 00:15:50,527 --> 00:15:56,671 Want to add more detail to it so we're hand paint textures a general 199 00:15:56,927 --> 00:16:00,511 What rule to follow is anything that is supposed to be pushed in 200 00:16:00,767 --> 00:16:06,911 I'm away from the viewer is going to be darker and everything that wants to be that is going to pop out as go 201 00:16:07,167 --> 00:16:13,311 Meet later on in this is just true across all forms of visual art 202 00:16:13,567 --> 00:16:19,711 Ways to do this I am just going to hand-painted because I find the results to be overall better 203 00:16:19,967 --> 00:16:25,599 So I'm going to take my darker colour which I neglected to save Let's save it just now 204 00:16:26,623 --> 00:16:28,927 Play take this darker colour 205 00:16:29,695 --> 00:16:33,023 And I'm going to just start painting in 206 00:16:33,279 --> 00:16:39,423 These for grout lines here to emphasise that these are indented in 207 00:16:39,679 --> 00:16:41,983 Away from the viewer when you're looking at the wall 208 00:16:52,991 --> 00:16:56,063 Hand painting can be a time-consuming process 209 00:16:57,343 --> 00:17:01,695 I generally find especially when you're working with a more 210 00:17:01,951 --> 00:17:03,999 Cartoon stylised 211 00:17:06,047 --> 00:17:10,655 Style like art style that you just gonna get better results than if you do it 212 00:17:11,167 --> 00:17:15,007 Procedurally there's a lot you can do procedurally 213 00:17:15,519 --> 00:17:21,663 Bad I think in this particular case a some test before recording in 214 00:17:21,919 --> 00:17:25,759 I just look better on a hand painted or getting it 215 00:17:30,111 --> 00:17:35,231 And you can see that with the tiling and effect it really doesn't take too long 216 00:17:36,767 --> 00:17:42,911 Again how much time you want to spend and how exactly you want to get 217 00:17:43,167 --> 00:17:49,311 Totally up to you I'm going to keep this pretty brief because you know this is just for the sake of it 218 00:17:49,567 --> 00:17:53,407 Tauriel if this were for a production 219 00:17:53,663 --> 00:17:56,223 A I would spend more time on this 220 00:18:00,575 --> 00:18:03,135 I'm coming in I'm not being too good acting with 221 00:18:03,647 --> 00:18:06,975 Getting it within the lines of this crap here 222 00:18:07,487 --> 00:18:12,863 Can I come over with a highlight and just make these I just popped out a little bit more 223 00:18:47,935 --> 00:18:52,799 And I'm just using this as a reference to make sure I'm getting in all the lines that I mean to 224 00:18:53,311 --> 00:18:55,103 Ok so already that 225 00:18:55,359 --> 00:19:00,479 Makes the texture of the britpop a lot more than just having the 226 00:19:00,735 --> 00:19:02,271 The best colour over it 227 00:19:02,527 --> 00:19:06,879 So I'm going to come in with this later colour and going to push the value of even further 228 00:19:08,159 --> 00:19:12,255 Down there on cos I want to 229 00:19:12,767 --> 00:19:14,559 Slightly more subtle 230 00:19:14,815 --> 00:19:16,351 I'm going to come in 231 00:19:16,607 --> 00:19:20,191 And just highlight around these edges 232 00:19:23,007 --> 00:19:29,151 So we haven't got a flat surface and I never will bit of an edge before it goes into the ground indentation 233 00:19:29,407 --> 00:19:30,943 A highlight 234 00:22:19,136 --> 00:22:24,000 Ok so I've gone around and highlighted all the edges 235 00:22:24,256 --> 00:22:30,400 Yeah that was pretty good at as a lot more deaths than the normal in the ambient occlusion map 236 00:22:30,656 --> 00:22:36,800 Little Lounge especially when working in a more or cartoon 237 00:22:37,056 --> 00:22:37,568 Dial 238 00:22:37,824 --> 00:22:41,152 This is a really effective way to add depth 239 00:22:41,664 --> 00:22:47,808 Insta just go round and highlight the last thing I want to do is I feel like the Deep 240 00:22:48,064 --> 00:22:54,208 All that I have soaking soaking me sculpted in and bacon to a normal map is getting a little bit lost 241 00:22:54,464 --> 00:23:00,608 So I want to add a little bit more depth into my base colour map 242 00:23:00,864 --> 00:23:03,424 Only in the areas of my 243 00:23:03,680 --> 00:23:09,056 Scott select all this surface damage it's getting a little bit hard to see 244 00:23:09,824 --> 00:23:15,968 Sell the way that I'm going to do that is in basically going to do a darker wash over this but 245 00:23:16,224 --> 00:23:21,344 I'm going to use my ambient occlusion as a mask to do so so 246 00:23:24,672 --> 00:23:29,536 What Soccer AM being inclusion so we have a grayscale value here and basically 247 00:23:30,048 --> 00:23:36,192 Right now everywhere that is why it is fully let's and everywhere that is less than white is a little bit 248 00:23:36,448 --> 00:23:39,008 Starting on the little bit in shadow now 249 00:23:39,264 --> 00:23:45,408 We can use this as a mask for our colour painting 250 00:23:45,664 --> 00:23:51,808 So I'm asked for those of you who are unfamiliar with the concept or just his black and 251 00:23:52,064 --> 00:23:58,208 Images similar to alpha's that we talked about when we were sculpting this piece so 252 00:23:58,464 --> 00:24:04,608 Just as an alpha can interpret a black area as being no change and a 253 00:24:04,864 --> 00:24:06,912 Wait area is being full change 254 00:24:07,168 --> 00:24:10,752 We can do this in painting as well as in sculpting 255 00:24:11,264 --> 00:24:12,032 So 256 00:24:12,544 --> 00:24:14,848 What's forgot how to do this in blender 257 00:24:16,128 --> 00:24:17,152 Ok so 258 00:24:17,664 --> 00:24:23,808 In our texture paint pain all over on the side here the scroll down in 259 00:24:24,064 --> 00:24:28,672 Turn it on this colour stuff is a tab called masking so go ahead 260 00:24:29,184 --> 00:24:35,328 Click that drop down in here we have you there a stencil NASCAR cavity mask use a stencil 261 00:24:35,584 --> 00:24:36,352 Asking this case 262 00:24:36,864 --> 00:24:43,008 If we explain these settings we have an option here to add an image as our stencil 263 00:24:43,264 --> 00:24:46,592 The drop-down list select R&B and occlusion mask 264 00:24:47,360 --> 00:24:52,224 So this has masked out all the areas 265 00:24:54,784 --> 00:25:00,928 In which we want to see the change so I find that the black is 266 00:25:01,184 --> 00:25:07,328 Makes a little hard to see what's going on so I'm just going to 267 00:25:07,584 --> 00:25:08,608 Little bit 268 00:25:09,376 --> 00:25:15,520 So now if I come in here with a darker colour and not even make it more dark 269 00:25:17,312 --> 00:25:20,384 If I come in here paint on top of this 270 00:25:20,896 --> 00:25:22,944 Remembering that I'm still painting 271 00:25:23,456 --> 00:25:29,600 In my base colour image I'm just using the Indian inclusion as a mask now I do find out when we are using 272 00:25:29,856 --> 00:25:31,648 Cancel masks you tend to get 273 00:25:33,696 --> 00:25:39,840 I will deliver performance drop but that is ok you just have to be a little bit patient with it 274 00:25:43,680 --> 00:25:46,496 So I'm going to increase my strength here 275 00:25:54,944 --> 00:25:57,248 And what we should be seeing 276 00:25:58,784 --> 00:26:02,112 In the face colour here as we should be seeing back 277 00:26:02,624 --> 00:26:08,000 What are the areas that are mask out will be painting on me will not be affected in the areas that 278 00:26:08,768 --> 00:26:12,352 Are darker in The Mask will 279 00:26:12,608 --> 00:26:14,656 Be painted on 280 00:26:18,496 --> 00:26:22,592 Ok so I apologise for the performance issues I am 281 00:26:22,848 --> 00:26:28,992 I think be just because I have so many things open and I am recording every time I make a stroke 282 00:26:29,248 --> 00:26:35,392 It takes a while to load in so I'm probably going to pause the recording and finish the 283 00:26:35,648 --> 00:26:41,792 Ask camera but I just want to zoom in on the image here to show you what it's doing self 284 00:26:42,048 --> 00:26:47,168 With the mask that I have selected I've gone over with a very dark colour here 285 00:26:47,424 --> 00:26:53,568 And this is an area of my stroke so you'll see that all the areas that were supposed to be in 286 00:26:53,824 --> 00:26:59,968 Shadow are now being painted darker so I'm going to pause the recording 287 00:27:00,224 --> 00:27:06,368 Here in just finish this up off camera because it's taking a very long time to calculate all of this information 288 00:27:06,624 --> 00:27:10,208 And I just I don't want to waste your time with a bunch of 289 00:27:10,464 --> 00:27:14,304 Endless spinner loading so 290 00:27:14,816 --> 00:27:18,656 Right here in we can back this will be completely painted out 291 00:27:20,960 --> 00:27:27,104 Ok so we are back here I have painted out some of that stuff 292 00:27:27,360 --> 00:27:30,944 Detail using my ambient occlusion map as my mask 293 00:27:31,200 --> 00:27:37,344 Now I am because I had a positive health and Performance issues so just keep in mind that when your text your pain 294 00:27:37,600 --> 00:27:42,720 Blender is always going to use your CPU and not your GPU 295 00:27:42,976 --> 00:27:45,280 To make these calculations 296 00:27:45,536 --> 00:27:51,424 Testers just no way around it so if your having some like freezes and Performance drops 297 00:27:53,216 --> 00:27:58,848 Just keep in mind that painting a smaller area will sort of help with the performance 298 00:28:00,128 --> 00:28:06,272 Because it is trying to calculate how many pixels per face you were painting it always when you use a CPU so if I 299 00:28:06,528 --> 00:28:12,160 You know what I'm trying to do this whole thing it would it would freeze happen it will take several minutes to calculate that 300 00:28:13,184 --> 00:28:16,512 And also if you're not very familiar with blender 301 00:28:16,768 --> 00:28:18,304 For the most part 302 00:28:18,560 --> 00:28:24,704 If you make a stroke like that and it doesn't it sorted freezes and it doesn't respond immediately 303 00:28:24,960 --> 00:28:26,496 Even say not responding here 304 00:28:26,752 --> 00:28:32,896 And just give it like a good few minutes because all these calculations that one 305 00:28:33,152 --> 00:28:39,296 Transforming a very complex and just because it says it's not responding right here does it mean that you need to 306 00:28:39,552 --> 00:28:41,856 Hard reset the programme manager work so 307 00:28:42,112 --> 00:28:48,256 I will give it a good few minutes to try to calculate that all and you know if after like 10 minutes it's so 308 00:28:48,512 --> 00:28:54,656 Going maybe you do need a hard puzzle out through the task manager but for the most part I found just leaving 309 00:28:54,912 --> 00:28:58,240 Clown and letting it do it saying it will eventually catch up 310 00:28:58,496 --> 00:29:04,640 So how much time in detail you on and this is entirely up to you for the purposes of this 311 00:29:04,896 --> 00:29:11,040 Stration I'm satisfied with this as a result we have some highlights we have some natural colour variation in 312 00:29:11,296 --> 00:29:13,088 I've gone in an added 313 00:29:13,344 --> 00:29:17,696 And some detailed back into the Dark crevices and stuff 314 00:29:20,000 --> 00:29:25,888 So we are done with our simple amounts so we can check this to return to our actual 315 00:29:26,400 --> 00:29:28,704 Are actual view here 316 00:29:28,960 --> 00:29:35,104 We may see the sort of area repeat itself that may be somewhat noticeable because it 317 00:29:35,360 --> 00:29:37,408 You look in the texture itself 318 00:29:37,664 --> 00:29:43,808 This ad in the central someone darker but for the purposes of time I'm just going to leave it there 319 00:29:44,064 --> 00:29:50,208 And I think you get the idea so the last thing we need to do is to save the space colour image of 320 00:29:50,464 --> 00:29:53,536 So we don't lose all at work so we're gonna come into image 321 00:29:56,096 --> 00:30:01,728 I'm going to give it the name tea while underscore bc4 base colour 322 00:30:02,496 --> 00:30:04,288 And Let's save our image 323 00:30:04,544 --> 00:30:06,336 Ok so I'm that 324 00:30:06,592 --> 00:30:10,688 Mortarless covers of the texture painting portion 325 00:30:10,944 --> 00:30:15,552 For this section we come back we are going to look at 326 00:30:15,808 --> 00:30:21,440 How to finalise this mash peas and then bring it into unreal 327 00:30:22,208 --> 00:30:24,768 I will see you in the next video 31811

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