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So when we last left off we had just created our and normal map
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Now I'm working to get into further developing the surface appearance of the
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And the first step I wanna take to that effect is my baking one more type of
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Call Amber
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Inclusion
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So just as the normal map tells blender
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Hey this is how light should react with the surface in my and occlusion tells us where we are
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Draw in our Shadows
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It just add a little bit more depth to our pieces
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So we're going to use it
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Pretty similar and baking process here
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To achieve an ambient occlusion
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So at the first thing we need to do here is to add a texture slot
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How to bake RMB occlusion into
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Subtitled by
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https://t.me/joinchat/ailxpXoW3JVjYzQ1
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And also I think I left off this last for you
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Forgot to mention that you do in fact need to save this normal map externally in order to not
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Cell if I were a closed at blender right now
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I would have to rebate this normal now because when I open it back up again it would not have been sick
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Externally
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Within the image editor here let's just do that really quick before we even
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Started on the Indian occlusion
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So I'm going to come in here too
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Play hamburger menu in Harris's image and just like in unreal it has all asterisk when something is not say
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So can I come here into save as
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And just choose a location that works for you on your
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Machine
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And give it a name I'm going to call the
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Tifa texture
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Wow
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For normal this is following the unreal Engine naming conventions here
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Which is just a personal preference however if you're working on a team you're going to watch you
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You're getting one at following ever need a convention is appropriate so tearful text year while to describe the p
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An end for the type of map which it is which is normal in this
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Just you
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Ok
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So
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We are ready to move on to creating our ambient occlusion map and I think that is going to be the last man
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Bacon hair before we start texture painting to get our base colour and all that
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The first thing I'm going to do as I'm going to change this
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White employee
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3821 / you can see the little better
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I didn't click in this base colour and by default is 2.8 but I want to add a value of 1
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Again because my inclusion is a black and white map much like an Alpha
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Whatever are the white areas are
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Going to be fully lit and wherever the black areas are are going to be rendered as being in shadow so
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Important you have a good basis to start off that way
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With a value of
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Ok song on Preston a and add any texture
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Image to text
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And instead of choosing from the drop down because I have not created the texture for it I'm just going to create the texture
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Directly from the snow x
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New
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Let's give it
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Channel up MGM
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Clusion
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Which is also of Christ abbreviated as a 0 common way
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Anam
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Delivery do not want an alpha channel here
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So when
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Just hit ok
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And here we have our text you
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Are we can visualise it in the previous year by hitting the dropdown in selecting
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Are we just created which of course because we have not beat anything into it
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Is just a salad bar
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Ok so
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Unhide or scope playing in order for baking to work correctly
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And we need to request select the
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Play
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In control and select our final render playing here
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I just had
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Plane at the
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And in order for this to work of course we need to come into our bake setting for two again is under the veranda
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Instead of beating a normal now for going to change this to ambient occlusion
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So was just hit back here and see what
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Now it is important that when you have muscle Maps going on in your material
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Make sure that the one you were breaking into is selected in your shita node so do not have this one
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Like to have the
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Open selected
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You know easily
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I'm going to take
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Minotaur
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So min to the baker and this is my final result
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Now this is not exactly right these black areas are in the
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Indicative of errors in my braking system here
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But I don't want to show you how you would go about fixing something like
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So typically when you big maps of any kind you want your
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Your high resolution and your low resolution mesh to be occupying the same exact physical
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Space because we
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Blender or any other program typically goes to bake
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It's going to bake based on what is over laughing and uses the world position of the
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Objects
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To determine how to bake this out
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However I have noticed in blended specifically that I get a lot of problems with the m b and q
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When there are areas of overlap
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So if you look at these sort of black
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Keira
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Portions of my
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Map here
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They correspond to the area
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On my mesh where the sculpting plane is poking through my final render
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Cell
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In order to fix this all I'm going to do if I'm going to hit
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Gianni scout plane and z and put up ever so slightly
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In the Z Direction so it's Havering
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So I've just to the point where there are no actual mesh portions of this song
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Poking through this
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Sell an now that have that lets select the scope screen
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Shift select the
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Render plane
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Select the ambient occlusion map
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And hit bake one more
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Ok so this was the final output
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For my in the inclusion after I raise my plane at ever so slightly
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In the Z Direction and this is what the ambient occlusion for this piece should look like
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So if we want to visualise this on our
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Play here
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We're going to do this my way to the normal map
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Now you'll notice when it looking at all these options here
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Weather is now
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Dedicated ambient occlusion input
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4
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This type of material
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An
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That's ok because my an occlusion
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And there's a variety of different ways you can apply it
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If you wanted to view just the
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Map
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We could just connect the colour to the base colour and that would give you a pretty good idea
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What it does so if you disconnect your see that
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These are Wind In The Shadows
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An ender portal to just a little bit left to find and when you connect it to the base colour
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It's going to rain with this as your base colour
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And you can see the definition that
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Here so
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This is typically not how you would apply any inclusion
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Directly but for the purposes of just testing in visualising
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To see your is
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This is sufficient here
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What I would typically do
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How to apply in the inclusion in blender is to have my base colour no
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And then multiply the same vein occlusion over the top of it and
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Put the combined result into the base colour
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However this is going to eventually end up in unreal
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In handrails material sheeting
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Do you have a dedicated in occlusion input that handles all
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For you
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So just thought I'd know on the differences between material set up here but if you want to visualise that
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Go ahead and just plug it into colour for the time being
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The last thing we need to do here is to save or image out so I'm just going to
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Come to this menu
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Image
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Savers
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What's colder
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Wall underscore
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Ao4 in the inclusion and
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Ok so
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That is how we do
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Armagh
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When we come back in the next video
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We are going to start paying painting some colour until
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To achieve our final
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Resume
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That is in the
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