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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:04,640 We can now proceed to add some details to the mask and to the body by painting 2 00:00:04,640 --> 00:00:08,400 some textures there. That's why we did the UV unwrapping in the first place. 3 00:00:09,120 --> 00:00:14,480 And as a first step, I would switch to the texture paint workspace that's available here. 4 00:00:15,040 --> 00:00:20,000 That will just make things easier. And we have some workspace set up with the texture on the left 5 00:00:20,000 --> 00:00:27,280 here. And now I want to follow the reference provided so we can better see what details we 6 00:00:27,280 --> 00:00:34,560 are going to do. And we don't really need the outline editor here. So we can switch here to 7 00:00:35,760 --> 00:00:43,040 image editor and load up the reference right here. So we see what we are going for. So let's just 8 00:00:43,040 --> 00:00:48,640 click open image, navigate to the file with the reference. And you can help yourself by switching 9 00:00:48,640 --> 00:00:54,080 this to thumbnails. And here is the original reference. So I will load up the image here 10 00:00:54,080 --> 00:00:59,920 and let's zoom this out. So this is the mask that we want to paint. This looks like a really 11 00:00:59,920 --> 00:01:05,840 simple paint over. We won't be following all the details. I want to maintain some level of detail 12 00:01:05,840 --> 00:01:12,240 there. Of course, if you want, you can paint whatever you want. You can come up with your own 13 00:01:13,040 --> 00:01:20,000 paint designs. I really encourage that. This is a nice place where you can express your creativity 14 00:01:20,000 --> 00:01:26,720 in some way and make this model more your own than following the exact steps I provide here. 15 00:01:27,360 --> 00:01:33,280 So now with the reference loaded here, we can proceed with the painting. Just one little side 16 00:01:33,280 --> 00:01:41,520 note here. I won't be using a tablet here or a pen display. I will be using mouse. So the result 17 00:01:41,520 --> 00:01:49,280 might not be perfect. But I want to show you that even though if you don't have a tablet on hand, 18 00:01:49,760 --> 00:01:56,800 this kind of painting can be done in a simple way with the mouse as well. So now the first thing you 19 00:01:56,800 --> 00:02:01,360 need to do when you want to paint over something is to have a material in place. So let's just 20 00:02:01,360 --> 00:02:07,040 switch to the material tab here. You can see there's an empty list. So we can click new and 21 00:02:07,040 --> 00:02:14,560 name this mask. So right now we have a material ready for painting and I want to bring out a new 22 00:02:14,560 --> 00:02:21,520 window here. So if you go all the way to the corner right there and drag up, you can bring 23 00:02:21,520 --> 00:02:28,640 out a new window. And let's switch this to shader editor right here. We can see what material we 24 00:02:28,640 --> 00:02:34,240 have created. It's a standard principled shader that gets created when you create some material. 25 00:02:34,800 --> 00:02:40,640 And this is just to see what will happen when we use these painting tools right here. So let's 26 00:02:40,640 --> 00:02:47,360 switch to the toolbar right there. We have a whole bunch of texture painting options here. 27 00:02:47,360 --> 00:02:54,640 And you can see we have no textures here. So we basically can't paint on anything. And one more 28 00:02:54,640 --> 00:03:00,480 thing to note, when we switched to the texture paint workspace, we already jumped into texture 29 00:03:00,480 --> 00:03:07,360 paint mode. So these are two different things. Remember, these workspaces are just defining how 30 00:03:07,360 --> 00:03:13,760 your viewport looks, how many windows you have, and what tools you have at hand ready. But at the 31 00:03:13,760 --> 00:03:18,560 same time, these modes, you can switch them in whatever workspace how you want. So if you go to 32 00:03:18,560 --> 00:03:23,760 the object mode, this is a standard viewport where you can select objects. But by switching to the 33 00:03:23,760 --> 00:03:29,440 texture paint, you already got switched to the texture paint mode right here. Or you can use the 34 00:03:29,440 --> 00:03:34,560 control tab to switch through these modes. So let's go back to the texture paint mode. And right 35 00:03:34,560 --> 00:03:39,680 now we have these drawing options available. And we can see there are no textures here. So let's 36 00:03:39,680 --> 00:03:46,240 click the plus icon here. And it will ask you what channel you want this texture to connect to. And if 37 00:03:46,240 --> 00:03:51,120 you expect this shader here, there are a bunch of channels like the best color, roughness, and 38 00:03:51,120 --> 00:03:57,040 basically you are picking what channel you want this texture to be connected to. So right now, 39 00:03:57,040 --> 00:04:04,320 we will just pick the base color here. And here we got this little window. And we need to fill out 40 00:04:04,320 --> 00:04:10,640 some details like the size of the texture. And I really recommend going 4k here. Later, if you want 41 00:04:10,640 --> 00:04:16,160 to use more optimized version of the model, it's really easy to scale down the texture. But it's 42 00:04:16,160 --> 00:04:23,760 hard to scale it up if you paint in low resolution. So I really recommend to go something like 4096 43 00:04:25,440 --> 00:04:32,080 pixels here. And we can leave other options as is and just click OK. And you will see that the 44 00:04:32,080 --> 00:04:39,040 purple color disappeared. So we have connected the texture successfully. And right here in the 45 00:04:39,040 --> 00:04:45,440 shader editor, you can see that the new texture slot was created the new texture node. And the 46 00:04:45,440 --> 00:04:50,880 new texture as well, which is called mask base color, it will always take the name of your 47 00:04:50,880 --> 00:04:57,280 material into account, and then the name of the channel you picked here. But please mind this 48 00:04:57,280 --> 00:05:04,080 texture is not saved anywhere. Right now it exists only within the blender file data. So 49 00:05:05,120 --> 00:05:10,400 first of all, we can display this texture right here, because on the left, you can see there's 50 00:05:10,400 --> 00:05:17,360 no texture loaded here, we can see only the UV setup there. So let's click this icon here. And 51 00:05:17,360 --> 00:05:23,680 let's load up the mask base color. Now if we zoom out a little bit, we can see the texture we are 52 00:05:23,680 --> 00:05:32,320 painting on. And there's little asterisks here on the image menu. And that means it's not saved. So 53 00:05:33,440 --> 00:05:40,800 I strongly recommend saving this right away. You can see the shortcut is Alt S or Shift Alt S to 54 00:05:40,800 --> 00:05:48,000 save as. So if you hover over this image and press Alt S, you will get the dialog for saving the file. 55 00:05:48,000 --> 00:05:55,520 And I already have some of these textures here. So I will save this as mask base color one, 56 00:05:55,520 --> 00:06:02,800 so I have a new copy, save as image. And just now, setup for the painting is complete. 57 00:06:02,800 --> 00:06:07,840 We have a material with the shader, there's a texture connected to it, and the texture is 58 00:06:07,840 --> 00:06:15,440 actually saved on the hard drive, so it won't get lost. Now if you try to paint over this object, 59 00:06:15,440 --> 00:06:20,720 you will see that this works. And you can see that the white color got applied here as well. 60 00:06:20,720 --> 00:06:27,680 So let me go back one step here. But there's one more little thing here. You can see if we go to 61 00:06:27,680 --> 00:06:32,880 the modifiers panel, you can see that the mask still has the bevel and subdivision modifiers. 62 00:06:33,440 --> 00:06:40,800 So if I go to the object mode and tap into the edit mode, you can see that this is still a fairly 63 00:06:40,800 --> 00:06:47,120 low poly object. And we unwrapped it like this, and this might cause a little bit of a problem 64 00:06:47,120 --> 00:06:51,680 when you have a bevel modifier and then subdivision modifier. So we are using the bevel modifier to 65 00:06:51,680 --> 00:06:57,360 create these supporting loops that control the subdivision modifier. But this is not included 66 00:06:57,360 --> 00:07:03,680 in the UV maps, so if you paint over the object that's subdivided and has a bevel modifier, 67 00:07:03,680 --> 00:07:09,440 and you have the unwrap done on the low poly model, it can create a little glitches, 68 00:07:09,440 --> 00:07:15,280 dents here and there, color might bleed from one UV island to another and stuff like that. 69 00:07:15,280 --> 00:07:21,120 And I really want to avoid that right here. So first of all, what we can do is in the object 70 00:07:21,120 --> 00:07:25,920 mode, let's press Shift D to duplicate the mask, then release with the right mouse button, press M 71 00:07:25,920 --> 00:07:32,080 and move this into the backup collection. So we can return to it in case something goes wrong, 72 00:07:32,080 --> 00:07:37,280 and we need to edit the mask. And right now I will select the mask and apply the bevel modifier. 73 00:07:37,280 --> 00:07:43,600 So if we now tap into the edit mode, you can see we have the supporting edges from the bevel modifier 74 00:07:43,600 --> 00:07:50,880 baked into our mesh. The subdivided mesh still looks the same. And right now we can just go 75 00:07:50,880 --> 00:07:55,760 into the edit mode. We can press A to select all, press U and Smart UV Project once again. 76 00:07:56,320 --> 00:08:04,400 But I want to increase the island margin here from zero to something like 0.2. 77 00:08:05,120 --> 00:08:10,160 And you will see what that does if we now zoom in. So you can see here, these islands are a little 78 00:08:10,160 --> 00:08:15,440 bit more separated. So if we need to paint over those, the color won't bleed from one to another. 79 00:08:15,440 --> 00:08:22,640 So this is, I think, an important step to avoid some paint glitches and stuff like that. Right now 80 00:08:22,640 --> 00:08:29,040 we can switch back to the texture paint mode. We have our UVs ready. We still have our texture 81 00:08:29,040 --> 00:08:34,480 ready for painting. So switch back to the drawing mode and I will reduce the size of the brush. 82 00:08:34,480 --> 00:08:39,520 You can do this with F. But right now I don't want to use brush. I want to use the paint bucket. 83 00:08:39,520 --> 00:08:45,920 So select the fill here. And sometimes you can see when you click on the texture somewhere, 84 00:08:46,880 --> 00:08:52,560 it might get changed in all of the image editors here. So you will have to click this icon here 85 00:08:52,560 --> 00:09:00,640 and switch to the original reference manually. It's kind of a nuisance here and there, but we'll 86 00:09:00,640 --> 00:09:05,280 have to do this sometimes. And now with the paint bucket ready, we can just click the color right 87 00:09:05,280 --> 00:09:10,800 here, select the eyedropper and pick the color right from the image editor. You can do this all 88 00:09:10,800 --> 00:09:16,080 over the screen wherever you want. So pick the brown color here and now we can just click the 89 00:09:16,080 --> 00:09:25,920 mask to paint everything brown like this. And the next step should be painting these larger 90 00:09:25,920 --> 00:09:32,800 yellow parts since they won't require any manual painting and you will see why. If we go now to the 91 00:09:32,800 --> 00:09:40,480 edit mode by pressing tab, you can see we can select these separate faces. So I will press 3, 92 00:09:40,480 --> 00:09:47,040 select this face, go all over up here, hold ctrl and select this loop and continue with holding 93 00:09:47,040 --> 00:09:53,120 ctrl and close the selection like this. And right now we can use ctrl plus to expand the selection 94 00:09:53,760 --> 00:09:59,520 and it will expand sometimes only a little because we have those supporting loops now in the mesh. 95 00:09:59,520 --> 00:10:06,960 So we'll need to ctrl plus a few more times and one more here. We don't want to go all over to 96 00:10:06,960 --> 00:10:13,360 the last supporting loop right here so we want to end up here in the middle. And now with this 97 00:10:13,360 --> 00:10:19,200 selected we can tab out. The selection is still active in the edit mode and here is a little icon 98 00:10:19,200 --> 00:10:26,160 that can enable painting mask. If you click that you will see how this part got isolated. And now 99 00:10:26,160 --> 00:10:32,480 since this got switched once again, so I'll switch this back to the reference, we can now select the 100 00:10:32,480 --> 00:10:39,280 color and pick the yellow color with the eyedropper tool and just click the nose here and it will get 101 00:10:39,280 --> 00:10:45,440 painted only for those selected faces in the edit mode. So we can repeat this process for the teeth 102 00:10:45,440 --> 00:10:54,240 here down as well. And just select these front faces by holding shift and we'll press ctrl plus 103 00:10:54,240 --> 00:11:02,320 to expand on that selection right up here. Now tab out and just click to paint over those as well. 104 00:11:02,400 --> 00:11:08,240 So these are the larger parts and one last thing to do is to paint over the eye sockets. So let's 105 00:11:08,240 --> 00:11:13,760 just select those by holding shift. Let's press ctrl plus a few times to expand that selection 106 00:11:13,760 --> 00:11:22,160 and now we can zoom in to see where we got and we want one less that's visible right here. So we are 107 00:11:22,160 --> 00:11:29,520 again in the middle of those supporting loops and now tab out. We'll switch this to the black color 108 00:11:29,520 --> 00:11:35,200 by dragging the slider all over here and clicking with the left mouse button. You can see how this 109 00:11:35,200 --> 00:11:41,120 got painted over these islands nicely and if you got closer if this would be touching the island 110 00:11:41,120 --> 00:11:46,800 here there will be some weird color bleed between those. So right now we can go back into the 111 00:11:46,800 --> 00:11:51,920 edit mode by pressing tab and we'll need to select those front faces. So with the face select still 112 00:11:51,920 --> 00:11:58,000 active I will just click this face right here and by holding ctrl select this loop and now shift 113 00:11:58,000 --> 00:12:04,480 click here and ctrl click here to select the other one as well. I will now select additionally these 114 00:12:04,480 --> 00:12:10,480 faces and once again by holding ctrl I will select the whole loop so we have this front part 115 00:12:11,120 --> 00:12:17,280 selected but don't forget about the supporting loop. So if we now press ctrl plus we will expand 116 00:12:18,160 --> 00:12:25,760 one loop and now if we tab back into the texture paint mode we have this part selected 117 00:12:26,560 --> 00:12:33,200 for painting. I will switch back to the reference and we'll need to paint these things here and 118 00:12:33,200 --> 00:12:40,800 since I'm not using the tablet or anything I want to do this with mouse so I can demonstrate how 119 00:12:40,800 --> 00:12:46,400 this can be done without using any additional hardware or anything like that. So we can now 120 00:12:47,040 --> 00:12:54,320 press one on the numpad for the front view, zoom in a little bit and let's switch here to the drawing 121 00:12:54,400 --> 00:12:59,680 brush and we can modify it a little bit so it's ready for painting. First of all I will need to 122 00:12:59,680 --> 00:13:04,880 select that blue color we can see on the reference so select the color, pick the eyedropper tool and 123 00:13:04,880 --> 00:13:10,800 pick that blue color you can see right there and if we now paint over this you can see this works 124 00:13:10,800 --> 00:13:18,480 but I don't like these soft edges here. I want to get rid of those so if we go here to the brush 125 00:13:18,480 --> 00:13:25,280 settings and find the falloff option you can see you can paint basically the graph how the softness 126 00:13:26,720 --> 00:13:33,680 of the brush behaves and you have some presets here we want this preset so we don't have any 127 00:13:33,680 --> 00:13:41,840 curve and right now we can draw with the sharp brush with nice fidelity on the edges there so 128 00:13:41,840 --> 00:13:48,400 let me go back one step and one more thing we can use here if you don't want to do this manually 129 00:13:48,880 --> 00:13:55,840 if we now reduce the brush size by pressing F and moving the mouse up and down to something like this 130 00:13:56,480 --> 00:14:01,920 if you don't want to do this manually like that or it's hard for you with the mouse you can go to 131 00:14:01,920 --> 00:14:08,160 the stroke and change the stroke method from space to line and right now you can just drag the line 132 00:14:08,160 --> 00:14:14,800 and it will get painted so that's very useful trick but before I paint this in there's one more 133 00:14:14,800 --> 00:14:21,440 setting we can help ourselves with and we can paint these lines and these white markings 134 00:14:21,440 --> 00:14:28,000 symmetrically and there is an option for symmetry right down here if you click the X you will 135 00:14:28,000 --> 00:14:35,920 symmetrize your painting over the X axis and you can find the same setting up here if you scroll 136 00:14:35,920 --> 00:14:40,720 you will see those symmetry options right there and that's very similar to those symmetry options 137 00:14:40,720 --> 00:14:46,320 you can find in the modeling or editing the armature or something like that so very useful 138 00:14:46,320 --> 00:14:52,880 thing and right now we can click and drag the blue line so it's symmetrically got painted 139 00:14:53,520 --> 00:15:01,440 on both sides and now I want to pick up that red color so let me scroll here a little bit and use 140 00:15:01,440 --> 00:15:07,520 the eyedropper tool to pick that red color and there's a little bit of a slope on a blue line 141 00:15:07,520 --> 00:15:13,840 here you will see that this is more narrow than here on the outside so I want to do something like 142 00:15:13,840 --> 00:15:21,680 this and maybe a little bit more so there's that kind of a slope and for the red as well here 143 00:15:22,400 --> 00:15:28,640 and maybe I've gone too much here so we can easily sample the color by holding S from the 144 00:15:28,640 --> 00:15:36,080 blue color here and paint over this as well so again if you need to quickly sample the color 145 00:15:36,080 --> 00:15:41,600 from your viewport you just hold S and hover over these colors and the color will get picked 146 00:15:44,080 --> 00:15:49,760 so I think something like this could work and we can now zoom out a little bit more and let's 147 00:15:49,760 --> 00:15:56,160 switch to the white color you can just slide this all over and reduce the hue and saturation to get 148 00:15:56,160 --> 00:16:07,600 the white color and with F we can reduce the size of the brush stroke to be able to create these 149 00:16:07,600 --> 00:16:16,880 markings here like that and right now I want to create this thing right here that's curved a little 150 00:16:16,880 --> 00:16:22,880 bit and again I'm not using tablet so this will be a little bit hard but I'll try my best and I 151 00:16:22,880 --> 00:16:30,800 will reduce the size of this and let's switch this from line to space again and now I will 152 00:16:30,800 --> 00:16:42,160 start drawing right here and do the curve and one more here and we can try to simulate the brush 153 00:16:42,160 --> 00:16:54,480 stroke by going here and widening the stroke as we go more here so it looks not that uniform 154 00:16:58,480 --> 00:17:04,480 okay that looks fine in my opinion and right now all we need to do is to do the bottom part 155 00:17:04,480 --> 00:17:10,000 here but for that I want to disable the symmetry here so I will disable the X symmetry 156 00:17:10,960 --> 00:17:15,840 look from the front again and now we can sample the red color from here 157 00:17:18,240 --> 00:17:25,200 and increase the brush size by pressing F and dragging with the mouse and just paint 158 00:17:29,440 --> 00:17:30,400 paint it like this 159 00:17:31,360 --> 00:17:36,880 don't worry about the precision because we will fix this right away because now if we 160 00:17:36,880 --> 00:17:43,040 change the color and use S to sample the color from the blue now we can switch this back to the 161 00:17:43,040 --> 00:17:52,480 line reduce the size of the brush and paint this line over here which will create those nice 162 00:17:52,640 --> 00:17:58,560 and paint this line over here which will create those nice edges 163 00:18:01,440 --> 00:18:08,240 and I think this looks quite all right and basically we are almost done there are just 164 00:18:08,240 --> 00:18:17,280 some things here at the top so let's sample the white color here and let's use this line 165 00:18:17,680 --> 00:18:25,440 and we can again enable symmetry for those and click and drag to paint those triangles in 166 00:18:26,480 --> 00:18:33,120 here as well and now there are just some blue dots so sample the blue color there 167 00:18:33,120 --> 00:18:37,600 increase the brush size and do some dots 168 00:18:40,000 --> 00:18:45,680 and use F to decrease the size of the brush once again and one more dot here 169 00:18:47,600 --> 00:18:55,680 so yeah this is painting the mask basically again you can do whatever you want if you feel creative 170 00:18:56,560 --> 00:19:02,800 and you want to do this completely differently that's all up to you go ahead have some fun with 171 00:19:02,800 --> 00:19:09,440 this now we can disable the painting mask so we better see what we have here and don't forget to 172 00:19:09,440 --> 00:19:16,480 save so I will press ctrl s to save and alt s hovering over this image editor so it got saved 173 00:19:16,480 --> 00:19:22,720 on the hard drive as well we can now switch back to the layout view and here we don't see anything 174 00:19:22,720 --> 00:19:29,040 because right now we are in the solid view but we don't need to enable material preview to be able 175 00:19:29,040 --> 00:19:36,880 to see textures just expand the shading options here and for the colors in the solid shaded viewport 176 00:19:36,880 --> 00:19:44,480 you can easily choose texture as well so every object will be gray but those that have texture 177 00:19:45,200 --> 00:19:51,200 you will see the texture on them which is very helpful because we don't stress the computer by 178 00:19:51,200 --> 00:19:56,240 rendering the material preview but at the same time we are able to view our textures 179 00:19:56,240 --> 00:19:59,440 so that was the mask and let's move on to the next part 22957

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