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Ok so now that we have our uvs unwrapped for this piece we can big or not
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This process is going to be pretty much the same as it was for our child that's the
3
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Cancel log at
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That's another thing you need to know about 4 piece such as this
5
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So the first thing I'm going to do if I'm going to smooth out my sheeting here
6
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It's just going to help
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Achieve it's overall not because if we look at a reference here this pieces is Christmas
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We have all of these
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Areas to smooth are shopping for this
10
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I'm gonna in objects now just a right click on the peace and the first auction hair sheets
11
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Smooth out all those edges
12
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Ok so let's look at how to bake these normals
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I'm currently in the material I am applying to this is my you'll be great
14
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Subtitled by
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https://t.me/joinchat/ailxpXoW3JVjYzQ1
15
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I'm just going to delete this material from my PC
16
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Selecting it here in the materials tab
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I'm just cooking this minor sign
18
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I want to create a new material for this to represent our final textures
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Is going to hit a new we can leave it whatever we want from material
20
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Final score
21
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Ok so let's look at how to bake normal maps for piece like this I'm just going to
22
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Because I don't really need the reference anymore
23
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Ok so the first thing we need to do is come up to our render properties can and if we are still
24
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Eevee render engine which is the default for blender to change that to Cycles would
25
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Of course our
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Sitting down here
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I'm going to change
28
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I'm going to change my device for CPU to GPU compute to speed up the bake
29
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Cinema going to just double check
30
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That my cycles render device is set to the proper settings here
31
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Big settings here now
32
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When we are in normal map for our tiling texture we had a plane
33
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And then we had a smaller plane on top of it that was completely flat
34
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So we can use the same Siri layer 2
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Big
36
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H A sculpted pieces however
37
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Used multi res modifier way too big
38
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So I'm going to come over into Irish waiting time here
39
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I'm just going to collapse this mean it and I just want as much space at here is I can get
40
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Cell we have our material here for the material we just created which is this
41
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We have no textures in it so just like as we did for
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The tile said let's create a texture slide to Baker normal maths into so I'm just gonna
43
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Come in Preston
44
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Text of type image texture
45
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I'm just going to press new
46
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Call Liz
47
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4K size
48
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Again because you can always reduce the size of it
49
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Easily but once it is baked at a smaller size it's very hard to offer as it without
50
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Creating pixel by pixelation in blurriness
51
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Generator type I'm going to change it from UV grade back to blank
52
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Ok
53
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Change the colour space from srgb to Rocks
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If you forget any Bacon as an srgb you may get some areas here but once you save it
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Out what you have the image
56
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You should be able to change it back and it should not cause any issues for you
57
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Ok I'll text you ready to break into so I'm going to come down to my big settings here
58
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Change it from combined to
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Normal just as we did before but instead of doing this selected to here there's this option
60
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That's a big from materials that gets rid of a water options here
61
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If it's just going to be looking at this one mesh to bake so wouldn't be on viewport levels
62
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Look at the highest level of subdivision we have and bake that information into the lowest
63
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Cell
64
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What's just do a quick tester I'm going to bring my maths symbols down to 1
65
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I just need this app but for our final render we will want to appraise this back again so we get really
66
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That was just see what happens here I also don't need a margin size of 16 I can be something
67
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Let's go ahead and bake
68
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Make sure that in your preview windows are you have it actually said to the normal
69
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This is our normal result here
70
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So let's go ahead and connect left to our
71
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Material so we can visualise it on a message self
72
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Connect colour to colour and normal tomorrow
73
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Alright what's going to be this on isolation
74
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Looks pretty good
75
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One thing I did know this is that
76
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DVDs maybe art the most often laid out
77
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Typically when you're around seeing you the objects
78
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You want to take up as much of the space as possible to get the maximum resolution
79
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This is a 4K texture replying to well I must have that spaces
80
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So let's see if we can get the islands to be a little bit bigger but still fit into this is 021
81
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I'm going to add it
82
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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
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Cell
85
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Let's clear this seen by just selecting in the viewport
86
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Right-clicking well and select mode in hidden clear seen and that will remove any seems you have made
87
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Move the scene one off by all selecting the centre loop
88
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In marking it
89
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And I'm going to do this in the front
90
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Completely separate the top of the head of the rest of it
91
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NL so
92
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Think I want to connect to these things here otherwise this one of them doing much
93
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When you unwrap after a very big to texture
94
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And you will see that biscuits
95
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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
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Keep in mind that if you go and change your uvs you will have to re big or repaint
98
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Textures depending on
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How far into this process you are so it is
100
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Always a good idea to make sure that your uvs are really sad before you move on
101
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Otherwise you will end up having to redo some work
102
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It's not
103
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Tubidy
104
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Let's just
105
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In my way and what I'm going to do I'm going to try the ladies out
106
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I'm using more of this space
107
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Cell
108
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YouTube These individual areas is called a u v Ireland when are entirely separated from each other
109
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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
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Ireland basis so I'm going to try to lay these out in a way that is using more of this 021
111
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I'm going to do is ambitious going to like these and just move them aside
112
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The Swan
113
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Rotates what about a diagonal because it can use more space that way
114
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Now I'm going to do it I want to scare this one however I don't want to lose
115
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The relative uniformity I have between the scales of the
116
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Are these islands remember
117
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At when we were playing when we were
118
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Creating scenes we were trying to make sure that all these check Estate uniform and we still want that so
119
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Descale
120
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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
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Everything
122
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I'm just going to scale it up
123
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I'm just trying to eyeball basically
124
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Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
125
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Windus strip here is using the maximum amount space
126
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But still staying within
127
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Disboard
128
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Rotation you can do totally independently it's really just the scale that you need to do
129
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Anyway you want the rotation of your uvi
130
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Respect our peers
131
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Unless you were using a texture you've already created
132
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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
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Reflective of the final mile
134
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Set alarm that if a little bit
135
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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
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Ok so let's do this again and no switch back to my material here
138
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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
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If your Image is connected
142
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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
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Circular dependency just got home disconnect this selected and hit back again
144
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And you should have no problem there
145
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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
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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
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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
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Space in between your island here because
152
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I'm typically when you're baking including texture is there will be a few pixels of bleed over
153
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Between your islands and whatever is next to it so if you have your eyelids are really closely here like
154
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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
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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
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Cell
167
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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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