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These are the user uploaded subtitles that are being translated: 1 00:00:11,008 --> 00:00:15,872 So when we last left off we had just created our and normal map 2 00:00:16,384 --> 00:00:21,504 Now I'm working to get into further developing the surface appearance of the 3 00:00:22,016 --> 00:00:27,392 And the first step I wanna take to that effect is my baking one more type of 4 00:00:27,648 --> 00:00:28,416 Call Amber 5 00:00:28,672 --> 00:00:29,184 Inclusion 6 00:00:29,696 --> 00:00:33,280 So just as the normal map tells blender 7 00:00:33,536 --> 00:00:39,680 Hey this is how light should react with the surface in my and occlusion tells us where we are 8 00:00:39,936 --> 00:00:41,216 Draw in our Shadows 9 00:00:41,728 --> 00:00:45,568 It just add a little bit more depth to our pieces 10 00:00:46,592 --> 00:00:48,128 So we're going to use it 11 00:00:48,384 --> 00:00:51,200 Pretty similar and baking process here 12 00:00:51,456 --> 00:00:53,248 To achieve an ambient occlusion 13 00:00:55,040 --> 00:00:59,648 So at the first thing we need to do here is to add a texture slot 14 00:00:59,904 --> 00:01:01,165 How to bake RMB occlusion into 15 00:01:01,167 --> 00:01:03,771 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 16 00:01:03,772 --> 00:01:05,792 And also I think I left off this last for you 17 00:01:06,048 --> 00:01:12,192 Forgot to mention that you do in fact need to save this normal map externally in order to not 18 00:01:12,960 --> 00:01:15,520 Cell if I were a closed at blender right now 19 00:01:15,776 --> 00:01:20,896 I would have to rebate this normal now because when I open it back up again it would not have been sick 20 00:01:21,152 --> 00:01:22,176 Externally 21 00:01:22,688 --> 00:01:27,552 Within the image editor here let's just do that really quick before we even 22 00:01:27,808 --> 00:01:29,344 Started on the Indian occlusion 23 00:01:30,112 --> 00:01:32,416 So I'm going to come in here too 24 00:01:33,184 --> 00:01:39,328 Play hamburger menu in Harris's image and just like in unreal it has all asterisk when something is not say 25 00:01:40,096 --> 00:01:42,400 So can I come here into save as 26 00:01:43,424 --> 00:01:47,008 And just choose a location that works for you on your 27 00:01:47,264 --> 00:01:48,032 Machine 28 00:01:48,800 --> 00:01:50,592 And give it a name I'm going to call the 29 00:01:52,896 --> 00:01:53,920 Tifa texture 30 00:01:54,176 --> 00:01:54,944 Wow 31 00:01:55,712 --> 00:02:01,600 For normal this is following the unreal Engine naming conventions here 32 00:02:03,392 --> 00:02:08,256 Which is just a personal preference however if you're working on a team you're going to watch you 33 00:02:09,280 --> 00:02:15,424 You're getting one at following ever need a convention is appropriate so tearful text year while to describe the p 34 00:02:15,680 --> 00:02:19,520 An end for the type of map which it is which is normal in this 35 00:02:19,776 --> 00:02:20,800 Just you 36 00:02:22,848 --> 00:02:23,360 Ok 37 00:02:23,616 --> 00:02:25,920 So 38 00:02:26,176 --> 00:02:32,320 We are ready to move on to creating our ambient occlusion map and I think that is going to be the last man 39 00:02:32,576 --> 00:02:37,184 Bacon hair before we start texture painting to get our base colour and all that 40 00:02:41,024 --> 00:02:43,840 The first thing I'm going to do as I'm going to change this 41 00:02:44,096 --> 00:02:45,376 White employee 42 00:02:45,632 --> 00:02:49,472 3821 / you can see the little better 43 00:02:49,728 --> 00:02:54,848 I didn't click in this base colour and by default is 2.8 but I want to add a value of 1 44 00:02:55,104 --> 00:02:59,200 Again because my inclusion is a black and white map much like an Alpha 45 00:02:59,456 --> 00:03:01,760 Whatever are the white areas are 46 00:03:02,016 --> 00:03:07,648 Going to be fully lit and wherever the black areas are are going to be rendered as being in shadow so 47 00:03:07,904 --> 00:03:10,720 Important you have a good basis to start off that way 48 00:03:11,488 --> 00:03:12,512 With a value of 49 00:03:14,048 --> 00:03:17,376 Ok song on Preston a and add any texture 50 00:03:17,888 --> 00:03:18,656 Image to text 51 00:03:19,680 --> 00:03:25,824 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 52 00:03:26,080 --> 00:03:27,616 Directly from the snow x 53 00:03:27,872 --> 00:03:28,384 New 54 00:03:29,152 --> 00:03:29,920 Let's give it 55 00:03:30,688 --> 00:03:32,224 Channel up MGM 56 00:03:32,992 --> 00:03:33,760 Clusion 57 00:03:34,272 --> 00:03:37,344 Which is also of Christ abbreviated as a 0 common way 58 00:03:38,368 --> 00:03:39,392 Anam 59 00:03:39,904 --> 00:03:42,208 Delivery do not want an alpha channel here 60 00:03:42,976 --> 00:03:44,000 So when 61 00:03:44,256 --> 00:03:45,536 Just hit ok 62 00:03:46,048 --> 00:03:48,352 And here we have our text you 63 00:03:48,864 --> 00:03:52,960 Are we can visualise it in the previous year by hitting the dropdown in selecting 64 00:03:53,216 --> 00:03:57,056 Are we just created which of course because we have not beat anything into it 65 00:03:57,568 --> 00:03:58,592 Is just a salad bar 66 00:04:00,128 --> 00:04:01,664 Ok so 67 00:04:01,920 --> 00:04:05,760 Unhide or scope playing in order for baking to work correctly 68 00:04:07,040 --> 00:04:09,088 And we need to request select the 69 00:04:09,344 --> 00:04:09,856 Play 70 00:04:10,112 --> 00:04:14,208 In control and select our final render playing here 71 00:04:14,464 --> 00:04:15,232 I just had 72 00:04:15,488 --> 00:04:16,256 Plane at the 73 00:04:17,280 --> 00:04:23,423 And in order for this to work of course we need to come into our bake setting for two again is under the veranda 74 00:04:24,447 --> 00:04:28,543 Instead of beating a normal now for going to change this to ambient occlusion 75 00:04:30,079 --> 00:04:32,639 So was just hit back here and see what 76 00:04:33,663 --> 00:04:38,783 Now it is important that when you have muscle Maps going on in your material 77 00:04:39,039 --> 00:04:45,183 Make sure that the one you were breaking into is selected in your shita node so do not have this one 78 00:04:45,439 --> 00:04:46,207 Like to have the 79 00:04:46,463 --> 00:04:46,975 Open selected 80 00:04:47,999 --> 00:04:51,327 You know easily 81 00:04:53,631 --> 00:04:55,935 I'm going to take 82 00:04:56,447 --> 00:04:57,215 Minotaur 83 00:04:59,519 --> 00:05:04,127 So min to the baker and this is my final result 84 00:05:04,383 --> 00:05:10,527 Now this is not exactly right these black areas are in the 85 00:05:10,783 --> 00:05:14,367 Indicative of errors in my braking system here 86 00:05:14,879 --> 00:05:18,975 But I don't want to show you how you would go about fixing something like 87 00:05:19,743 --> 00:05:25,119 So typically when you big maps of any kind you want your 88 00:05:25,631 --> 00:05:31,775 Your high resolution and your low resolution mesh to be occupying the same exact physical 89 00:05:32,031 --> 00:05:33,311 Space because we 90 00:05:33,823 --> 00:05:37,407 Blender or any other program typically goes to bake 91 00:05:37,919 --> 00:05:44,063 It's going to bake based on what is over laughing and uses the world position of the 92 00:05:44,319 --> 00:05:44,831 Objects 93 00:05:45,343 --> 00:05:47,391 To determine how to bake this out 94 00:05:48,159 --> 00:05:54,303 However I have noticed in blended specifically that I get a lot of problems with the m b and q 95 00:05:55,327 --> 00:05:57,631 When there are areas of overlap 96 00:05:57,887 --> 00:06:01,215 So if you look at these sort of black 97 00:06:01,471 --> 00:06:01,983 Keira 98 00:06:02,495 --> 00:06:04,031 Portions of my 99 00:06:04,543 --> 00:06:05,311 Map here 100 00:06:05,823 --> 00:06:07,871 They correspond to the area 101 00:06:08,127 --> 00:06:14,271 On my mesh where the sculpting plane is poking through my final render 102 00:06:15,295 --> 00:06:16,319 Cell 103 00:06:16,575 --> 00:06:19,903 In order to fix this all I'm going to do if I'm going to hit 104 00:06:20,671 --> 00:06:25,023 Gianni scout plane and z and put up ever so slightly 105 00:06:26,303 --> 00:06:28,863 In the Z Direction so it's Havering 106 00:06:29,119 --> 00:06:35,263 So I've just to the point where there are no actual mesh portions of this song 107 00:06:35,519 --> 00:06:36,799 Poking through this 108 00:06:37,311 --> 00:06:41,407 Sell an now that have that lets select the scope screen 109 00:06:41,663 --> 00:06:42,943 Shift select the 110 00:06:43,199 --> 00:06:44,223 Render plane 111 00:06:44,735 --> 00:06:47,039 Select the ambient occlusion map 112 00:06:48,575 --> 00:06:50,111 And hit bake one more 113 00:06:54,463 --> 00:06:57,535 Ok so this was the final output 114 00:06:57,791 --> 00:07:02,911 For my in the inclusion after I raise my plane at ever so slightly 115 00:07:03,423 --> 00:07:08,287 In the Z Direction and this is what the ambient occlusion for this piece should look like 116 00:07:09,055 --> 00:07:12,639 So if we want to visualise this on our 117 00:07:12,895 --> 00:07:13,663 Play here 118 00:07:14,175 --> 00:07:17,247 We're going to do this my way to the normal map 119 00:07:17,759 --> 00:07:21,087 Now you'll notice when it looking at all these options here 120 00:07:21,599 --> 00:07:22,879 Weather is now 121 00:07:23,135 --> 00:07:25,951 Dedicated ambient occlusion input 122 00:07:26,463 --> 00:07:26,975 4 123 00:07:27,231 --> 00:07:29,279 This type of material 124 00:07:29,791 --> 00:07:30,559 An 125 00:07:30,815 --> 00:07:33,887 That's ok because my an occlusion 126 00:07:35,167 --> 00:07:37,471 And there's a variety of different ways you can apply it 127 00:07:37,983 --> 00:07:40,543 If you wanted to view just the 128 00:07:40,799 --> 00:07:41,311 Map 129 00:07:41,567 --> 00:07:45,919 We could just connect the colour to the base colour and that would give you a pretty good idea 130 00:07:46,431 --> 00:07:49,247 What it does so if you disconnect your see that 131 00:07:49,503 --> 00:07:51,551 These are Wind In The Shadows 132 00:07:51,807 --> 00:07:56,927 An ender portal to just a little bit left to find and when you connect it to the base colour 133 00:07:57,183 --> 00:07:59,231 It's going to rain with this as your base colour 134 00:07:59,999 --> 00:08:03,071 And you can see the definition that 135 00:08:03,327 --> 00:08:04,607 Here so 136 00:08:04,863 --> 00:08:08,703 This is typically not how you would apply any inclusion 137 00:08:08,959 --> 00:08:13,823 Directly but for the purposes of just testing in visualising 138 00:08:14,079 --> 00:08:15,103 To see your is 139 00:08:15,359 --> 00:08:16,895 This is sufficient here 140 00:08:18,943 --> 00:08:20,479 What I would typically do 141 00:08:20,735 --> 00:08:25,343 How to apply in the inclusion in blender is to have my base colour no 142 00:08:25,599 --> 00:08:30,719 And then multiply the same vein occlusion over the top of it and 143 00:08:30,975 --> 00:08:33,535 Put the combined result into the base colour 144 00:08:34,047 --> 00:08:38,143 However this is going to eventually end up in unreal 145 00:08:38,399 --> 00:08:40,959 In handrails material sheeting 146 00:08:41,471 --> 00:08:45,567 Do you have a dedicated in occlusion input that handles all 147 00:08:45,823 --> 00:08:46,335 For you 148 00:08:46,847 --> 00:08:52,991 So just thought I'd know on the differences between material set up here but if you want to visualise that 149 00:08:54,015 --> 00:08:56,575 Go ahead and just plug it into colour for the time being 150 00:08:58,623 --> 00:09:03,231 The last thing we need to do here is to save or image out so I'm just going to 151 00:09:03,487 --> 00:09:04,255 Come to this menu 152 00:09:04,511 --> 00:09:05,023 Image 153 00:09:05,279 --> 00:09:06,047 Savers 154 00:09:07,071 --> 00:09:07,839 What's colder 155 00:09:11,167 --> 00:09:13,215 Wall underscore 156 00:09:14,239 --> 00:09:16,287 Ao4 in the inclusion and 157 00:09:18,847 --> 00:09:19,871 Ok so 158 00:09:20,383 --> 00:09:21,663 That is how we do 159 00:09:21,919 --> 00:09:22,687 Armagh 160 00:09:23,199 --> 00:09:25,759 When we come back in the next video 161 00:09:26,271 --> 00:09:29,599 We are going to start paying painting some colour until 162 00:09:29,855 --> 00:09:31,135 To achieve our final 163 00:09:31,647 --> 00:09:32,159 Resume 164 00:09:32,415 --> 00:09:33,439 That is in the 12607

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