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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:03,120 --> 00:00:09,600 Welcome back! Manu here, let's keep painting  our non-photorealistic texture in part two of   2 00:00:09,600 --> 00:00:17,840 the tutorial. let's start with the ground, so first  select the ground and go to the texture painting   3 00:00:17,840 --> 00:00:26,480 mode, select a nice color, maybe the base color but  with a little bit of brighter value and saturation   4 00:00:26,480 --> 00:00:32,720 it's not really a new color indeed as it comes  from the orange family, one of the five colors   5 00:00:32,720 --> 00:00:39,280 from our limited color palette, so i have just  picked the less saturated and slightly brighter   6 00:00:39,280 --> 00:00:46,800 variation. time to spice it up with some details,  i'm just gonna treat it in a very relaxed manner   7 00:00:46,800 --> 00:00:53,520 placing brush strokes here and there with a  smaller brush, you can change the size using   8 00:00:53,520 --> 00:01:00,640 F, i'm not using any effects like jitter, it's  just multiple clicks, i'm using a tablet tool   9 00:01:00,640 --> 00:01:06,720 so i play with the pressure. just as a reminder we  are still painting all the way through the mesh   10 00:01:06,720 --> 00:01:13,200 as both the occlude and backface cooling options  are turned off. let's turn them back on in the   11 00:01:13,200 --> 00:01:19,120 right hand menu, as we don't want to paint the  dots on top of what's already being painted on   12 00:01:19,120 --> 00:01:26,160 the other side of the mesh, turning it essentially  into stylized cheetah :) what i'm doing with these   13 00:01:26,160 --> 00:01:32,080 scattered dots here is that i'm starting to  add a little bit of variation here and there   14 00:01:32,080 --> 00:01:39,200 the slash key on the numpad allows to isolate  the mesh we are painting on, it's pretty useful   15 00:01:39,200 --> 00:01:45,440 when it's occluded by something, as you can  see my details are quite abstract, especially   16 00:01:45,440 --> 00:01:51,520 when seen from the orthographic perspective, it's  really an abstract painting to some extent, it's   17 00:01:51,520 --> 00:01:57,760 an adventure of color which is exciting by itself  even when taken out of context of this mailboxing   18 00:01:59,120 --> 00:02:06,880 now i realized i need to increase the bleed value  for the texture islands. in the top menu within the   19 00:02:06,880 --> 00:02:14,720 options tab i'm changing the bleed value to 12  pixels, here i can show you how it affects for   20 00:02:14,720 --> 00:02:22,640 example the grass objects, so go to the UV editor  and select the texture we are painting and then   21 00:02:22,640 --> 00:02:29,600 let's paint on top of the grass, again now with  the increased bleed value so let's re-enter the   22 00:02:29,600 --> 00:02:35,840 texture painting mode by hitting Ctrl Tab and  i'm gonna paint this grass comp, see what happens   23 00:02:36,720 --> 00:02:43,120 i'm gonna zoom in to see what's going on  with our grass blades, so now more paint   24 00:02:43,120 --> 00:02:50,640 is laid down further beyond the borders of the  uv islands when we paint, this ensures that there   25 00:02:50,640 --> 00:02:58,400 will be no different colors in the edges of the  object or the texture islands. this is why you need   26 00:02:58,400 --> 00:03:05,920 bleed, you see, if you have a bleed at 0 and you  paint on the uv islands, the background color will   27 00:03:05,920 --> 00:03:14,800 be seen at the edges like you can clearly see here  some bleed is needed, however, when you use bleed   28 00:03:14,800 --> 00:03:21,680 it's important to have enough margin between  the uv islands, as you can see here, we didn't   29 00:03:21,680 --> 00:03:29,840 have enough margin, so the bleed actually bleeds  on top of another color or another uv island   30 00:03:30,800 --> 00:03:38,720 so when you do uv unwrapping, make sure to put  some island margin to the settings so that   31 00:03:38,720 --> 00:03:46,000 the bleed doesn't bleed on other uv islands, now  you don't have to worry about the bleeding issue   32 00:03:46,000 --> 00:03:53,040 anymore. then i continue to give some brighter  color to the grass blades, once again, i have   33 00:03:53,040 --> 00:03:59,920 the occlude and backface culling off, so that i  can paint through the object this way it's just   34 00:03:59,920 --> 00:04:07,440 faster, it's like treating 3d like 2d, like there  is no such thing as the other side of the plane   35 00:04:08,000 --> 00:04:13,680 now would be good time to save in addition to  saving the .blend file you need to also save the   36 00:04:13,680 --> 00:04:21,280 texture file otherwise the hand painted stuff  will be... poof!... gone as soon as we close Blender   37 00:04:21,280 --> 00:04:27,840 so we take this over not closing Blender for  forever. really that's like our two options.   38 00:04:28,560 --> 00:04:34,400 okay the texture can be saved from the uv  editor, just select your texture and go to   39 00:04:34,400 --> 00:04:42,480 image and save as and then save your image.  any uncompressed format will do png or tiff 40 00:04:44,160 --> 00:04:49,920 then i start to paint the  pole or the stick of the mailbox   41 00:04:51,680 --> 00:04:59,200 i increase the opacity of the wireframes to help  me guide with the edges and here is some kind of   42 00:04:59,200 --> 00:05:06,480 splinter in the stick, i put some edges for  that as well, the splinter also needs our love.   43 00:05:07,760 --> 00:05:15,120 and here i paint some kind of grooves to give  some nice detail for the stick, because ultimately   44 00:05:15,120 --> 00:05:21,760 every stick wants to be unique :) for  this i paint all the sides individually,   45 00:05:21,760 --> 00:05:29,600 not by painting through the object, this gives  some uniqueness to all the sides, the advantage   46 00:05:29,600 --> 00:05:36,880 of following the NPR approach or to texturing is  that every pixel of the texture can potentially   47 00:05:36,880 --> 00:05:44,640 be unique and here i add some shadows from the  mailbox and ground, i'm using a darker shade of   48 00:05:44,640 --> 00:05:51,200 brown to simulate the shadowing, just laying some  semi-transparent brush strokes to darken things   49 00:05:51,200 --> 00:05:58,160 down. actually let's pause here for a moment  and talk about two kinds of hand-painted looks.   50 00:05:59,920 --> 00:06:05,680 some artists don't mind rendering engines adding  light simulation on top of their carefully crafted   51 00:06:05,680 --> 00:06:11,920 textures so they treated these textures  like it's albedo textures, that describe the   52 00:06:11,920 --> 00:06:18,000 color of the material, but the final look is  aged only after light sources come into play   53 00:06:18,880 --> 00:06:26,400 the other bunch of artists would rather prefer  baking in or better painting in all highlights   54 00:06:26,400 --> 00:06:33,040 gradiens and shadows like i'm in control i want  to make this shadow reveal a demonic character or   55 00:06:33,040 --> 00:06:39,280 something like in this amazing scene by Luis,  that's a different approach that is probably   56 00:06:39,280 --> 00:06:45,360 slightly less universal because you can't change  the sun angle and stuff like that on the fly, but   57 00:06:45,360 --> 00:06:53,200 it is amazingly powerful as well, or you can  ditch those shading things at all and revel 58 00:06:53,200 --> 00:07:01,600 in flatness, that's also sexy and lets hand painted  textures shine. and of course there are many stops   59 00:07:01,600 --> 00:07:08,720 in between those styles, for example, you can paint  some ambient occlusion like we do here and let the   60 00:07:08,720 --> 00:07:16,000 render engine do its job. i think our mailbox will  be displayed without generated shadows in the end.   61 00:07:17,040 --> 00:07:22,240 but because we are not really breaking heart  shadows in, we would be free to use light if   62 00:07:22,240 --> 00:07:27,520 we wanted to. alright folks! that's it  for the second part of the tutorial,  63 00:07:27,520 --> 00:07:31,000 in the next one we'll finish detailing  this handcrafted texture, so see you there! 8730

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