All language subtitles for A_10_hand-painted_texturing

af Afrikaans
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bn Bengali
bs Bosnian
bg Bulgarian
ca Catalan
ceb Cebuano
ny Chichewa
zh-CN Chinese (Simplified) Download
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
tl Filipino
fi Finnish
fr French
fy Frisian
gl Galician
ka Georgian
de German
el Greek
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
km Khmer
ko Korean
ku Kurdish (Kurmanji)
ky Kyrgyz
lo Lao
la Latin
lv Latvian
lt Lithuanian
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mn Mongolian
my Myanmar (Burmese)
ne Nepali
no Norwegian
ps Pashto
fa Persian
pl Polish
pt Portuguese
pa Punjabi
ro Romanian
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
st Sesotho
sn Shona
sd Sindhi
si Sinhala
sk Slovak
sl Slovenian
so Somali
es Spanish
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
te Telugu
th Thai
tr Turkish
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
or Odia (Oriya)
rw Kinyarwanda
tk Turkmen
tt Tatar
ug Uyghur
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:03,200 --> 00:00:10,000 Hello, Manu here, let's explore the non-photoreal  technique of hand painted textures painting   2 00:00:10,000 --> 00:00:17,440 textures by hand is a great way of infusing your  3d art with some cool 2d qualities, there are many   3 00:00:17,440 --> 00:00:23,040 flavors of hand painted textures, some with  line art like in Borderlands and other without   4 00:00:23,600 --> 00:00:29,440 but the signature look of this style is  painterly and simplified... and totally delicious   5 00:00:29,440 --> 00:00:35,600 like this sushi by Jasmine, even this stump  by Gavin is delicious, i would totally chew it :)   6 00:00:35,600 --> 00:00:42,160 there's something special about painting straight  onto 3d meshes it's like the entire 3d scene is   7 00:00:42,160 --> 00:00:49,440 your canvas now, it's an amazing feeling. so for  this tutorial let's take something simple like   8 00:00:49,440 --> 00:00:55,840 this low poly mailbox and paint the texture  for it in Blender, so here's our test model you   9 00:00:55,840 --> 00:01:01,920 can download it from the project files to follow  along and firstly before we can paint it, we need   10 00:01:01,920 --> 00:01:09,680 to unwrap it, so i'm gonna create a new window by  clicking and dragging, this will be our UV editor   11 00:01:10,640 --> 00:01:18,320 so simply select all the objects, go to edit  mode, select all the polygons and press U   12 00:01:18,320 --> 00:01:24,560 and select smart UV project and then  just use the default settings and click OK 13 00:01:25,840 --> 00:01:32,560 but here i noticed that objects have different  scales, so we need to apply the scale first for   14 00:01:32,560 --> 00:01:39,920 all the objects, so with all the objects selected  press Ctrl A and select Scale and then do the   15 00:01:39,920 --> 00:01:48,320 smart uv project again, select all polygons by  pressing, A, press U, smart uv project and keep the   16 00:01:48,320 --> 00:01:54,400 default settings, now the polygons look more  realistic in terms of size relationship   17 00:01:55,280 --> 00:02:03,120 then it's good to add some island margin so that  there is room to paint over the edges. and finally   18 00:02:03,120 --> 00:02:11,360 click on an empty space of the scene to apply the  settings. then let's set up some quick materials   19 00:02:11,360 --> 00:02:18,720 for the objects. so in the uv editor click new  to create a new image, then click and drag across   20 00:02:18,720 --> 00:02:25,200 the two resolution fields that's so that we  can change them both to 2048 at the same time   21 00:02:25,200 --> 00:02:31,760 then we'll name this to mailbox_color, we aren't  using transparency so we can disable the alpha   22 00:02:31,760 --> 00:02:38,480 checkbox, then we'll give it a base color that  isn't black to fill our canvas. right here we can   23 00:02:38,480 --> 00:02:44,640 start thinking about what color palette we would  like to use for this one. i'll go with a limited   24 00:02:44,640 --> 00:02:50,240 color palette with just couple of main colors  to take a total control over the look and vibe...   25 00:02:51,200 --> 00:02:57,760 even a totalitarian control but for artistic  purposes ;) i'll go with this warm combination of   26 00:02:57,760 --> 00:03:04,400 reds and oranges with a hint of green to contrast  the main red, okay so i started with the brick red 27 00:03:04,400 --> 00:03:12,160 selecting it as our base color, then let's take  a look at our prop in the material preview mode   28 00:03:12,160 --> 00:03:18,000 that way we will be able to see our material  in the viewport once we create created next   29 00:03:18,000 --> 00:03:24,160 and then select all the objects and then  we'll go to the material tab and click new   30 00:03:24,160 --> 00:03:32,560 to create a material and name it the mailbox color  then go into the shader editor and make sure you   31 00:03:32,560 --> 00:03:41,280 have the Node Wrangler add-on enabled, delete the  principled bsdf and add a basic emission shader 32 00:03:43,920 --> 00:03:50,160 use Shift Ctrl left click to connect it to  the material output then press Ctrl T to add   33 00:03:50,160 --> 00:03:56,480 the image texture node and additional nodes and  select the mailbox color for the image texture   34 00:03:57,280 --> 00:04:07,200 thankfully the nodes are hooked up to use our uvs  already, then press Ctrl L to link the materials   35 00:04:07,200 --> 00:04:14,080 to all the selected objects. now we have our  material and uv is set up so we no longer need   36 00:04:14,080 --> 00:04:19,680 this window on the left, so let's close it by left  click and tracking from the right windows corner   37 00:04:20,800 --> 00:04:24,240 one thing to keep in mind is the color management   38 00:04:25,200 --> 00:04:31,520 you probably want to go to the render settings  and put the color management to standard   39 00:04:32,320 --> 00:04:39,760 and also disable all the related settings, so  that the painted colors look exactly the same as   40 00:04:39,760 --> 00:04:47,360 your painting. the look should also be set to none  otherwise if we for example try to use our color   41 00:04:47,360 --> 00:04:55,680 picker in the viewport we'll likely not get quite  the correct color that we really want, okay, time   42 00:04:55,680 --> 00:05:03,760 to paint, let's start with the ground, press Ctrl  Tab to go to texture paint mode and right click   43 00:05:03,760 --> 00:05:09,840 the upper header to enable the show tool settings  and then just select the color and start painting   44 00:05:10,560 --> 00:05:16,080 you can use the eyedropper tool to sample any  color from the screen and again, that will pick   45 00:05:16,080 --> 00:05:22,400 the correct colors only if we use the standard  view transform in the color management. i'm using   46 00:05:22,400 --> 00:05:30,160 basic brown for the ground, except i wanted to  change the brush falloff, the falloff controls   47 00:05:30,160 --> 00:05:35,760 the hardness of the brush edges so we can tweak  it there if we want to make it a little sharper   48 00:05:35,760 --> 00:05:42,240 for example, so i created this custom falloff  but it's still a bit rounded for my taste, click   49 00:05:42,240 --> 00:05:48,720 the little arrow to change the point from bezier to vector and then you should be ready for painting   50 00:05:50,240 --> 00:05:56,720 by default if we paint here on the base we'll  only be painting on surfaces we can actually see   51 00:05:57,360 --> 00:06:04,240 any faces angled away from us don't get any paint  applied, this is something i would like to change   52 00:06:04,240 --> 00:06:10,000 just at the moment, the setting for this can be  found by middle click and dragging our tools up   53 00:06:10,000 --> 00:06:16,080 at the top to find the options then within our  options we can disable the occlude and backface   54 00:06:16,080 --> 00:06:23,360 cooling options so that even the faces pointing  away from us will be affected, now you can paint   55 00:06:23,360 --> 00:06:30,320 through the whole object. then select another  object and go to texture paint mode. we are laying   56 00:06:30,320 --> 00:06:38,480 out the base colors for each object at the moment.  especially in here you can see how the paint goes   57 00:06:38,480 --> 00:06:45,600 through the whole object which is very handy and  going back to the color choices i'm using the   58 00:06:45,600 --> 00:06:51,360 colors from the simplified color palette that we  have chosen, not really going beyond that to keep   59 00:06:51,360 --> 00:06:58,160 the simplicity. in here i'm joining all the grass  objects together with Ctrl J to make it a single   60 00:06:58,160 --> 00:07:04,320 object meaning that we can now paint all the grass  blades at once without having to jump between the   61 00:07:04,320 --> 00:07:11,760 objects, you can also save a different blend and  join all the objects together to paint and just   62 00:07:11,760 --> 00:07:18,560 use the same texture map for the blends and then  come back to the original blend. okay next i added   63 00:07:18,560 --> 00:07:24,720 the white accent for the letter, but actually it  would be useful to enable the wireframe to get   64 00:07:24,720 --> 00:07:31,120 a better sense of where the corners are, it can  be turned on in the viewport overlay settings. 65 00:07:33,200 --> 00:07:39,840 whoops! it seems that i left the mirror modifier  on for the bolt, which means i need to only paint   66 00:07:39,840 --> 00:07:45,920 one side and the other will get the same color.  not a big deal but something to keep in mind. 67 00:07:48,320 --> 00:07:55,280 here i am fiddling with the opacity of the wire  frame color, i want it to be just a little bit   68 00:07:55,280 --> 00:08:01,840 visible, but not that it distracts, we can use  various things to help us painting in this   69 00:08:01,840 --> 00:08:09,280 flat style, like baking the ambient occlusion or  shadows, displaying wireframes over mesh is one of   70 00:08:09,280 --> 00:08:17,360 these little helpers, all right! that's it for the  first part, remember to save the texture and save   71 00:08:17,360 --> 00:08:23,360 the file every now and then, otherwise the next  time we'll open the file the texture will be gone   72 00:08:24,240 --> 00:08:28,080 i am Manu, thanks for watching, in the next video   73 00:08:28,080 --> 00:08:30,160 we'll keep painting our  non-photoreal mailbox, see you there! 10112

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.