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These are the user uploaded subtitles that are being translated: 1 00:00:05,120 --> 00:00:11,264 Ok so now that we have our uvs unwrapped for this piece we can big or not 2 00:00:11,776 --> 00:00:17,920 This process is going to be pretty much the same as it was for our child that's the 3 00:00:18,176 --> 00:00:19,200 Cancel log at 4 00:00:19,712 --> 00:00:23,296 That's another thing you need to know about 4 piece such as this 5 00:00:24,064 --> 00:00:27,904 So the first thing I'm going to do if I'm going to smooth out my sheeting here 6 00:00:28,928 --> 00:00:30,720 It's just going to help 7 00:00:30,976 --> 00:00:37,120 Achieve it's overall not because if we look at a reference here this pieces is Christmas 8 00:00:37,376 --> 00:00:39,680 We have all of these 9 00:00:40,960 --> 00:00:44,800 Areas to smooth are shopping for this 10 00:00:45,056 --> 00:00:51,200 I'm gonna in objects now just a right click on the peace and the first auction hair sheets 11 00:00:51,456 --> 00:00:54,016 Smooth out all those edges 12 00:00:56,064 --> 00:00:59,648 Ok so let's look at how to bake these normals 13 00:00:59,904 --> 00:01:02,061 I'm currently in the material I am applying to this is my you'll be great 14 00:01:02,063 --> 00:01:04,540 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 15 00:01:04,540 --> 00:01:08,352 I'm just going to delete this material from my PC 16 00:01:08,864 --> 00:01:11,936 Selecting it here in the materials tab 17 00:01:12,704 --> 00:01:15,264 I'm just cooking this minor sign 18 00:01:15,520 --> 00:01:20,640 I want to create a new material for this to represent our final textures 19 00:01:20,896 --> 00:01:26,016 Is going to hit a new we can leave it whatever we want from material 20 00:01:26,272 --> 00:01:27,296 Final score 21 00:01:32,672 --> 00:01:38,560 Ok so let's look at how to bake normal maps for piece like this I'm just going to 22 00:01:39,328 --> 00:01:41,888 Because I don't really need the reference anymore 23 00:01:44,448 --> 00:01:50,592 Ok so the first thing we need to do is come up to our render properties can and if we are still 24 00:01:51,104 --> 00:01:57,248 Eevee render engine which is the default for blender to change that to Cycles would 25 00:01:57,504 --> 00:01:59,040 Of course our 26 00:01:59,808 --> 00:02:02,112 Sitting down here 27 00:02:02,368 --> 00:02:03,904 I'm going to change 28 00:02:04,672 --> 00:02:10,816 I'm going to change my device for CPU to GPU compute to speed up the bake 29 00:02:11,072 --> 00:02:14,144 Cinema going to just double check 30 00:02:14,912 --> 00:02:19,520 That my cycles render device is set to the proper settings here 31 00:02:23,104 --> 00:02:25,664 Big settings here now 32 00:02:26,176 --> 00:02:32,320 When we are in normal map for our tiling texture we had a plane 33 00:02:32,576 --> 00:02:37,440 And then we had a smaller plane on top of it that was completely flat 34 00:02:37,696 --> 00:02:42,048 So we can use the same Siri layer 2 35 00:02:42,304 --> 00:02:42,816 Big 36 00:02:43,328 --> 00:02:46,144 H A sculpted pieces however 37 00:02:46,656 --> 00:02:52,800 Used multi res modifier way too big 38 00:02:53,824 --> 00:02:56,896 So I'm going to come over into Irish waiting time here 39 00:02:57,920 --> 00:03:03,808 I'm just going to collapse this mean it and I just want as much space at here is I can get 40 00:03:04,832 --> 00:03:10,976 Cell we have our material here for the material we just created which is this 41 00:03:13,024 --> 00:03:19,168 We have no textures in it so just like as we did for 42 00:03:19,424 --> 00:03:25,568 The tile said let's create a texture slide to Baker normal maths into so I'm just gonna 43 00:03:25,824 --> 00:03:28,384 Come in Preston 44 00:03:29,152 --> 00:03:32,480 Text of type image texture 45 00:03:35,040 --> 00:03:37,344 I'm just going to press new 46 00:03:38,368 --> 00:03:40,416 Call Liz 47 00:03:44,256 --> 00:03:47,840 4K size 48 00:03:48,352 --> 00:03:54,496 Again because you can always reduce the size of it 49 00:03:54,752 --> 00:04:00,384 Easily but once it is baked at a smaller size it's very hard to offer as it without 50 00:04:00,640 --> 00:04:03,712 Creating pixel by pixelation in blurriness 51 00:04:04,480 --> 00:04:08,064 Generator type I'm going to change it from UV grade back to blank 52 00:04:08,832 --> 00:04:10,112 Ok 53 00:04:11,136 --> 00:04:15,488 Change the colour space from srgb to Rocks 54 00:04:15,744 --> 00:04:21,631 If you forget any Bacon as an srgb you may get some areas here but once you save it 55 00:04:22,143 --> 00:04:24,191 Out what you have the image 56 00:04:24,959 --> 00:04:30,079 You should be able to change it back and it should not cause any issues for you 57 00:04:30,335 --> 00:04:36,223 Ok I'll text you ready to break into so I'm going to come down to my big settings here 58 00:04:36,735 --> 00:04:39,551 Change it from combined to 59 00:04:39,807 --> 00:04:45,951 Normal just as we did before but instead of doing this selected to here there's this option 60 00:04:46,207 --> 00:04:52,351 That's a big from materials that gets rid of a water options here 61 00:04:52,607 --> 00:04:58,751 If it's just going to be looking at this one mesh to bake so wouldn't be on viewport levels 62 00:04:59,007 --> 00:05:05,151 Look at the highest level of subdivision we have and bake that information into the lowest 63 00:05:06,175 --> 00:05:06,943 Cell 64 00:05:07,967 --> 00:05:14,111 What's just do a quick tester I'm going to bring my maths symbols down to 1 65 00:05:14,367 --> 00:05:20,511 I just need this app but for our final render we will want to appraise this back again so we get really 66 00:05:20,767 --> 00:05:25,887 That was just see what happens here I also don't need a margin size of 16 I can be something 67 00:05:31,007 --> 00:05:33,055 Let's go ahead and bake 68 00:05:38,175 --> 00:05:42,783 Make sure that in your preview windows are you have it actually said to the normal 69 00:05:43,039 --> 00:05:45,855 This is our normal result here 70 00:05:48,159 --> 00:05:51,999 So let's go ahead and connect left to our 71 00:05:52,255 --> 00:05:55,839 Material so we can visualise it on a message self 72 00:05:57,887 --> 00:06:02,751 Connect colour to colour and normal tomorrow 73 00:06:03,775 --> 00:06:06,591 Alright what's going to be this on isolation 74 00:06:06,847 --> 00:06:08,639 Looks pretty good 75 00:06:08,895 --> 00:06:12,223 One thing I did know this is that 76 00:06:13,503 --> 00:06:18,111 DVDs maybe art the most often laid out 77 00:06:18,623 --> 00:06:21,951 Typically when you're around seeing you the objects 78 00:06:22,207 --> 00:06:28,351 You want to take up as much of the space as possible to get the maximum resolution 79 00:06:28,607 --> 00:06:34,751 This is a 4K texture replying to well I must have that spaces 80 00:06:36,799 --> 00:06:42,943 So let's see if we can get the islands to be a little bit bigger but still fit into this is 021 81 00:06:46,015 --> 00:06:48,319 I'm going to add it 82 00:06:51,135 --> 00:06:55,487 I'm just realising how I have you seen it here I'm actually like the phone 83 00:06:55,743 --> 00:07:01,631 Because I actually want to play sit on this actually but here because this one goes all the way around 84 00:07:02,911 --> 00:07:03,679 Cell 85 00:07:04,447 --> 00:07:08,799 Let's clear this seen by just selecting in the viewport 86 00:07:09,055 --> 00:07:15,199 Right-clicking well and select mode in hidden clear seen and that will remove any seems you have made 87 00:07:19,039 --> 00:07:22,623 Move the scene one off by all selecting the centre loop 88 00:07:23,135 --> 00:07:24,159 In marking it 89 00:07:24,671 --> 00:07:26,719 And I'm going to do this in the front 90 00:07:27,487 --> 00:07:31,071 Completely separate the top of the head of the rest of it 91 00:07:33,631 --> 00:07:34,911 NL so 92 00:07:35,935 --> 00:07:40,543 Think I want to connect to these things here otherwise this one of them doing much 93 00:07:47,199 --> 00:07:51,807 When you unwrap after a very big to texture 94 00:07:52,063 --> 00:07:54,111 And you will see that biscuits 95 00:07:54,367 --> 00:08:00,511 Sort of messed up because it is still trying to Mount the texture that we have here which is this one 96 00:08:01,023 --> 00:08:07,167 You can see the evs are completely off from where they are supposed to be now because we have changed them so 97 00:08:08,703 --> 00:08:14,847 Keep in mind that if you go and change your uvs you will have to re big or repaint 98 00:08:15,103 --> 00:08:16,639 Textures depending on 99 00:08:17,151 --> 00:08:20,991 How far into this process you are so it is 100 00:08:21,247 --> 00:08:26,111 Always a good idea to make sure that your uvs are really sad before you move on 101 00:08:27,135 --> 00:08:30,719 Otherwise you will end up having to redo some work 102 00:08:31,487 --> 00:08:33,535 It's not 103 00:08:33,791 --> 00:08:35,327 Tubidy 104 00:08:35,839 --> 00:08:36,607 Let's just 105 00:08:37,119 --> 00:08:43,263 In my way and what I'm going to do I'm going to try the ladies out 106 00:08:43,519 --> 00:08:45,055 I'm using more of this space 107 00:08:45,567 --> 00:08:46,335 Cell 108 00:08:47,103 --> 00:08:52,991 YouTube These individual areas is called a u v Ireland when are entirely separated from each other 109 00:08:54,015 --> 00:09:00,159 If you cannot wait hearing for like this I can't this is Ireland select so now and I'm going to click I will be sliding 110 00:09:00,415 --> 00:09:06,559 Ireland basis so I'm going to try to lay these out in a way that is using more of this 021 111 00:09:08,095 --> 00:09:11,679 I'm going to do is ambitious going to like these and just move them aside 112 00:09:13,215 --> 00:09:15,263 The Swan 113 00:09:16,031 --> 00:09:21,407 Rotates what about a diagonal because it can use more space that way 114 00:09:23,711 --> 00:09:28,831 Now I'm going to do it I want to scare this one however I don't want to lose 115 00:09:29,343 --> 00:09:33,695 The relative uniformity I have between the scales of the 116 00:09:34,207 --> 00:09:37,023 Are these islands remember 117 00:09:37,279 --> 00:09:39,071 At when we were playing when we were 118 00:09:39,583 --> 00:09:45,727 Creating scenes we were trying to make sure that all these check Estate uniform and we still want that so 119 00:09:45,983 --> 00:09:46,751 Descale 120 00:09:47,007 --> 00:09:53,151 One of these islands right now you can see that it's not going to maintain that YouTube family so I'm going to do it 121 00:09:53,407 --> 00:09:54,175 Everything 122 00:09:54,943 --> 00:09:56,735 I'm just going to scale it up 123 00:09:58,015 --> 00:10:00,460 I'm just trying to eyeball basically 124 00:10:00,461 --> 00:10:02,632 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 125 00:10:02,634 --> 00:10:04,927 Windus strip here is using the maximum amount space 126 00:10:05,439 --> 00:10:07,231 But still staying within 127 00:10:07,487 --> 00:10:08,511 Disboard 128 00:10:09,791 --> 00:10:15,935 Rotation you can do totally independently it's really just the scale that you need to do 129 00:10:19,775 --> 00:10:25,919 Anyway you want the rotation of your uvi 130 00:10:26,175 --> 00:10:28,223 Respect our peers 131 00:10:28,735 --> 00:10:33,599 Unless you were using a texture you've already created 132 00:10:33,855 --> 00:10:39,231 So I'm we're going to be home painting that's so we don't need a word too much about things being rotated 133 00:10:41,535 --> 00:10:43,071 Reflective of the final mile 134 00:10:44,607 --> 00:10:46,655 Set alarm that if a little bit 135 00:10:46,911 --> 00:10:49,471 Better use of UV Space it's not 136 00:10:49,983 --> 00:10:54,591 Yeah obviously there are still some wasted space here but for our purposes that is sufficient 137 00:10:55,359 --> 00:11:00,735 Ok so let's do this again and no switch back to my material here 138 00:11:02,783 --> 00:11:08,927 You don't need to be in the shooting time to bake I just like to be here because it's shows me all the 139 00:11:09,183 --> 00:11:14,815 Information that I have so I didn't know is that if I would have baked this right now 140 00:11:18,399 --> 00:11:23,263 So you're getting an error message here if you're big 141 00:11:23,519 --> 00:11:25,823 If your Image is connected 142 00:11:26,335 --> 00:11:32,479 I don't think there's a place for using a multi Rise but if you ever get a era down there that says something 143 00:11:32,735 --> 00:11:37,599 Circular dependency just got home disconnect this selected and hit back again 144 00:11:38,111 --> 00:11:40,415 And you should have no problem there 145 00:11:43,743 --> 00:11:49,887 In actually it doesn't look like this scene is doing a lot for me so there's really no reason to have it 146 00:11:50,143 --> 00:11:51,167 Sal and 147 00:11:55,263 --> 00:12:01,407 I'm just going to clearly you can move and they're not affecting this and any negative way it just it just looks a little messy 148 00:12:09,599 --> 00:12:12,159 Ok let's look at this one more time 149 00:12:43,391 --> 00:12:44,415 Ok so 150 00:12:45,183 --> 00:12:51,327 This is the only thing you want to keep in mind when laying any new visas at you 151 00:12:51,583 --> 00:12:54,399 Space in between your island here because 152 00:12:54,655 --> 00:12:59,775 I'm typically when you're baking including texture is there will be a few pixels of bleed over 153 00:13:00,287 --> 00:13:06,431 Between your islands and whatever is next to it so if you have your eyelids are really closely here like 154 00:13:07,455 --> 00:13:10,015 An hour to start being more texture painting 155 00:13:10,527 --> 00:13:16,671 There's a possibility that some of the texture from this island would bleed over onto this island and he would see that 156 00:13:17,695 --> 00:13:23,839 On your models that each Island get a little bit of padding how much are they 157 00:13:24,095 --> 00:13:27,423 Is really up to you and how much space you have this is 158 00:13:27,679 --> 00:13:33,823 I have the space so I'm going to use it 159 00:13:45,087 --> 00:13:48,927 So much clearer result we don't have that weird gap in r 160 00:13:49,439 --> 00:13:55,583 You're here so what I would do from here if I would offer as my samples 161 00:13:55,839 --> 00:14:01,983 AK for Revolution version of this that's going to take a couple more minutes so I'm just go 162 00:14:02,239 --> 00:14:04,287 Probably pause a recording 163 00:14:07,871 --> 00:14:14,015 Ok so my normal big has completed at 4 resolution hearing can see that I just have 164 00:14:14,271 --> 00:14:16,063 I'm much better quality here 165 00:14:16,575 --> 00:14:18,879 On that surface detail especially 166 00:14:19,647 --> 00:14:20,159 Cell 167 00:14:20,415 --> 00:14:26,559 That is alright for going to take a quick break and when we come 168 00:14:26,815 --> 00:14:30,399 We're going to be breaking the ambient occlusion map for this piece 15225

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