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Hello and welcome to this chapter.
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So in this chapter, we're going to get into texturing and texture painting our character.
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We're pretty much done with the entire model sculpting phase.
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All the UV unwrapping has been done for both the items and the body.
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So we're in a really good spot to move on basically.
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And the texturing is going to happen in two phases.
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So the first part is going to be us doing some quick poly painting or sculpt painting
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in here in Blender with the sculpt tools.
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And then when we have that, that's going to be our base for everything that's going to
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be the foundational kind of color.
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And that's just because we can be a little bit more free and kind of more explorative
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with the poly paint tool because it's a bit faster.
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And then we can start breaking things down with textures in the shader editor or something
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like that.
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And then also baking our maps and these things.
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So that's kind of the two phases it's going to happen.
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And for the first phase, we're going to start out with putting a base color on all the different
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items.
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Probably except for the rope, the rope we're going to do separately.
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For the rest of the stuff, we're definitely going to do something like that.
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We might switch over to the vertex color.
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We'll see that depends on each item using vertex paint, vertex color paint or something.
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There's a mode for that in Blender.
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If we need to select some stuff, that can be faster than doing it in poly paint.
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But for the body, for sure, the poly paint is faster.
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So it's very crucial when we get into the poly painting stuff that we set up our body
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correctly.
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And that's because with painting on vertices instead of painting on the texture maps, you
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are directly applying color to the vertices.
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And that means your resolution for coloring is based on the resolution of your mesh, right?
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And that means you want to have this as high resolution as possible.
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But there's one problem with it.
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It doesn't work with the multi-res modifier.
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It only works on the lowest subdivision.
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It doesn't work on the highest subdivision.
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So we will have to essentially set our multi-res to the highest one, then apply it, and then
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reconstruct the subdivisions using the multi-res modifier, using this unsubdivide feature over
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here.
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But that's fine.
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We've done that before and there should be no problem with it.
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But it just means you can't change your model because it's going to ruin your ability to
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unsubdivide.
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So if you're painting, you need to kind of be like, that's the state I'm in.
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And yeah.
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But you can always grab a copy.
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Just have a backup.
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I like doing that.
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So there I got a backup.
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So I'm going to call this one body backup, like that, and then I'm just going to hide
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that one.
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And then I got my body there.
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And this one I'm going to set to, I don't know what the highest is I have.
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Is it four?
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I think so.
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And then now I'm on, yeah, I'm on a lot of subdivisions here.
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Looking at the body there, that looks pretty high resolution.
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I don't think there's any higher here.
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Nope, four is the highest I have.
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Cool.
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And then I'm simply going to apply this one.
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And then now that body is just, you know, high resolution and I can start vertex painting
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on it.
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So I'm just going to turn off random colors and set it to attribute instead.
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That means it's actually going to show color.
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And I did a little test already just to see if the colors are kind of working on this
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one.
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I'm just going to go ahead and delete those.
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So by default, everything is just completely neutral and white.
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And I'd actually recommend going up to the viewport shading here and then to studio and
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then switching it to this one.
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This one's a bit more neutral in color and it shows off the color a lot more naturally
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than the default matte cap there.
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This one is quite good, but it still gives you some definition, but I think it's quite
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nice for applying color.
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So I'm going to keep that one on.
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Then I also want a reference for my color.
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And I actually have a concept piece on PureRef from the initial concept that has all the
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colors without the shading on it.
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And I could use that reference directly to color pick if I wanted to.
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And that could be really, really, really handy for doing the color stuff, because then we
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could get really, really close to the actual concept.
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We could also, you know, do colors from the ground up, but having a reference can be really
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handy.
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So I'm just going to find it over here.
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It's, oh, actually it's placed somewhere else, it's placed over here.
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I'm going to pull this in.
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I'm literally going to pull the image into the view here and then I have that concept
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piece there.
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You could also place it in an image viewer in Blender, but I like just having it in the
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scene.
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For me, that's more handy.
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I'm just placing it like this.
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So this way I can actually color pick the different stuff that I might need to.
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So I'm going to start off with applying a base color to every single item.
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I'm going to start off with the body here, so I'm going to come into a sculpt mode.
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And then now that I'm in sculpt mode, I am going to go over to this thing here called
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color filter.
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So color filter applies something to everything that is currently selected, and right now
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everything is selected.
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And you can set different modes here, but fill is the one we want.
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And then I want to select a color.
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I'm going to select the eyedropper here, and then I'm going to go over to the body and
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just select the body color.
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It looks like it's not really selecting it.
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There we go.
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So that's the body color I want.
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And then if you start dragging with your left mouse button here, then you can see it's applying
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that color to the character.
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And then we're getting essentially that body color.
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And this has a little bit of shading, but you can see if I go to flat, it's fairly close.
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You can of course adjust it here to see what you're getting.
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Something like that maybe.
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Maybe that's better.
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Trying that color out there.
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A little bit brighter.
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Probably that's hard to see, but yeah.
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And then back to Studio.
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So that's why I like this one.
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You get kind of a close approximation to see what's going on.
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Very nice.
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Then I'm going to go to the cloth here, back to sculpting mode, and here's our selection
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from last time.
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I'm going to take the face sets and just, can I remove all the face sets here?
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How would I do that?
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If I select the face set one and yes, I'm holding in control here and just painting
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on top of these ones.
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I don't need those right now.
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There's probably a way of doing it a little bit faster, but this works just fine.
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Cool.
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Then I'm going to go back to the color filter, select a new color like that, and just drag
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onto this one.
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And then I now got the blue skirt.
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Then I need the helmet here.
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I can select that over here like that.
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Sculpt mode onto the helmet.
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Then the helmet also will get the color filter.
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So we're going to select something, that color over there, which is pretty good, and
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just coloring that in as well.
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Then selecting the hood here and just going through each item like this, like that.
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Then we got the belt.
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The belt is a few different colors, but I'm just going to color it this base brown for
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now.
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So I have that.
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Let's see if that makes sense for us.
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We could probably also go in and do some selection, but that's where it's a bit simpler in the
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color vertex paint, I think, to select different areas and then vertex color them like that.
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Then we got this one color here.
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Also just giving it a base like that.
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And it looks a little bit dark over here, but we're just going to keep that in mind.
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And then we got the scabbard.
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And let's see, we got some kind of color here as well.
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Let's see what we can put in there.
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That seems pretty good.
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Then we got the sandals also, sculpt here, and something along those lines.
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And then we have that undergarment, underpants thing here, and I think that's probably going
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to be a new color, maybe something along those lines.
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Something not too revealing.
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Cool.
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And then we got a base color on those things, and then we could also do one for the sword
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if we really wanted to.
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So let's say that we want to get one for the blade itself.
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Then we have that.
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Awesome.
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Okay, nice.
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So now we got a good base color for these things, but then we want to separate out some
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of those materials if we can with our colors.
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And I think that might be easy to do with the vertex color stuff.
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So let's check out how we might tackle the belt here.
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If we open here and then go into vertex paint, then we can select areas like these ones,
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these ones, these ones, and then we vertex paint, there we go.
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And then we can select a color, select that gold color over there.
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And then there should be a way to say only paint mask, face selection masking for paint.
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So now it'll only paint on this stuff here, and then we can just fill this out basically.
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Let's fill that out.
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For some reason it's not painting on the front there, that's a little bit strange.
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Maybe if I set it to the other one instead, no, okay, maybe that's a bug.
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Is there like a front faces only?
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No, okay, so front faces only.
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That seems to be doing thing.
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Is that suggesting that maybe there's some face orientation issues?
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Let's just check that out.
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Yep, that's why.
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It's because there's these ones were...
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Let's flip those.
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There we go, actually.
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Let's turn that off, that was a mistake on my part there.
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No bug.
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And then we can paint these ones in and separate them.
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And you know, you could also mask these out in a sculpt vertex paint, but I think this
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just means I can select them like this, which is just a little bit faster.
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And then I can go here, go to vertex paint, and then I can select that metallic color,
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and then I can quickly paint these ones out here.
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And I'm just using the mouse right now, I'm not doing anything really crazy, but I might
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shift over to the tablet when I'm doing the skin here.
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Okay, nice, we got that there.
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Then we got the scabbard, and we've got some little latches also right there.
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I mean, maybe it would make sense that they're leather actually, I think I kinda like that,
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that they're just leathery thing.
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Let's try that.
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So we get this one, vertex paint, and then color here.
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I could also just color pick that one, and then do the selection thing again here.
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There we go.
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Nice.
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Then we got this one.
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And here we are doing a little bit of a different selection.
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So let's see what we got.
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Kind of have a bottom here that's probably gold, could hit this one and press plus, and
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plus one more.
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There we go.
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Plus.
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Like that.
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Hmm.
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It's a little bit of a selection job here because we got some beveled edges, but I still
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think it's the faster way of doing this.
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Like this, and like that kind of.
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I'm just going to paint those in whilst I have them.
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Oh, there we go.
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Well, they actually seem to be affecting, right, because they're sharing vertices there.
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So that's why it's affecting it, right?
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So these vertices are shared in those corners.
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So that's kind of the limitation of vertex paint in that sense.
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It might be easier to then select the leathery stuff almost.
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I'm going to try doing the reverse here, where I color in the whole thing with this, with
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the gold, and then I select the leathery stuff here instead.
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The brown stuff.
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Yeah, I think that's easier.
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Setting that up here with the vertex paint, and then getting the same leather color.
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Oh, it seems to select it.
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Yeah, I think that's a lot simpler.
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I think that actually got the whole thing.
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And then these little latches, they are also like that.
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I'm going to get these ones also and make them also leathery.
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Yep, got that.
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So that's the scabbard there.
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That looks pretty good.
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And then we can get the sword here.
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And that has kind of the most bits.
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So we got the metal there, and then we got a lot of little gold pieces here and there
241
00:16:02,502 --> 00:16:07,499
that all need to come together.
242
00:16:07,502 --> 00:16:13,499
Okay.
243
00:16:13,502 --> 00:16:16,499
Okay, maybe not.
244
00:16:16,502 --> 00:16:20,499
Or we could actually, let's just do the whole thing.
245
00:16:20,502 --> 00:16:23,499
Like this.
246
00:16:23,502 --> 00:16:24,499
Like that.
247
00:16:24,502 --> 00:16:27,499
And then also this one.
248
00:16:27,502 --> 00:16:29,499
And then back to vertex paint.
249
00:16:29,502 --> 00:16:33,499
And then I need a color.
250
00:16:33,502 --> 00:16:36,499
Select that one.
251
00:16:36,502 --> 00:16:41,499
Can select that one maybe.
252
00:16:41,502 --> 00:16:44,499
Got to get that one.
253
00:16:44,502 --> 00:16:45,499
That is selected.
254
00:16:45,502 --> 00:16:47,499
And then we have some variation.
255
00:16:47,502 --> 00:16:51,499
Actually, I have a concept for the sword here on the side.
256
00:16:51,502 --> 00:16:55,499
It looks like it kind of has that wood piece and that wood piece there.
257
00:16:55,502 --> 00:16:58,499
We got to figure that out.
258
00:16:58,502 --> 00:17:06,499
So we got this wood piece, and then the top becomes a wood piece.
259
00:17:06,502 --> 00:17:10,499
Maybe if I just do like that.
260
00:17:10,502 --> 00:17:14,499
And like that.
261
00:17:14,502 --> 00:17:18,499
Yeah, I think if that is wood, that kind of makes sense.
262
00:17:18,502 --> 00:17:21,499
And then weight paint here.
263
00:17:21,502 --> 00:17:24,499
Then select a color for that.
264
00:17:24,502 --> 00:17:29,499
I could also just color pick it.
265
00:17:29,502 --> 00:17:31,499
Like that.
266
00:17:31,502 --> 00:17:35,499
And then color that in.
267
00:17:35,502 --> 00:17:38,499
Nice.
268
00:17:38,502 --> 00:17:39,499
Yeah, I think that works.
269
00:17:39,502 --> 00:17:41,499
That looks pretty good.
270
00:17:41,502 --> 00:17:43,499
And then we got that skull, of course.
271
00:17:43,502 --> 00:17:46,499
We got the rope and the skull here.
272
00:17:46,502 --> 00:17:48,499
Can also get some.
273
00:17:48,502 --> 00:17:50,499
I can just get it in here.
274
00:17:50,502 --> 00:17:54,499
Set fill.
275
00:17:54,502 --> 00:17:56,499
Like that.
276
00:17:56,502 --> 00:18:01,499
Oh, and this one has the multi-resolution stuff on top of it.
277
00:18:01,502 --> 00:18:04,499
It's just going to be one uniform color.
278
00:18:04,502 --> 00:18:07,499
So I think what we can do is actually go to the lowest one here.
279
00:18:07,502 --> 00:18:10,499
And then just fill that out.
280
00:18:10,502 --> 00:18:12,499
And that will be fine.
281
00:18:12,502 --> 00:18:19,499
And it will try to make the low resolution work for the higher ones still.
282
00:18:19,502 --> 00:18:23,499
But so when you're in the viewport, you can see that even if this is higher,
283
00:18:23,502 --> 00:18:26,499
then it will still try to apply that color.
284
00:18:26,502 --> 00:18:27,499
So it should work.
285
00:18:27,502 --> 00:18:28,499
But it won't.
286
00:18:28,502 --> 00:18:33,499
It will be that low resolution one, so it's not quite ideal.
287
00:18:33,502 --> 00:18:36,499
Okay, then we got a base for everything.
288
00:18:36,502 --> 00:18:37,499
Then we got the rope.
289
00:18:37,502 --> 00:18:39,500
I think it would be nice to see the rope with a color.
290
00:18:40,500 --> 00:18:42,499
So I'm going to go into the shading editor here.
291
00:18:42,502 --> 00:18:46,499
And then continue on this little rope design that we already were doing.
292
00:18:46,502 --> 00:18:50,499
And then I have that pattern already.
293
00:18:50,502 --> 00:18:53,499
I think I'm just going to keep that.
294
00:18:53,502 --> 00:18:58,499
It seems to be working for both of them quite nicely.
295
00:18:58,502 --> 00:19:02,499
So I'm going to grab a mix.
296
00:19:02,502 --> 00:19:05,499
I'm going to take the color here and put it into a mix.
297
00:19:05,502 --> 00:19:09,499
I'm going to set it into as the – no, actually grab the factor.
298
00:19:09,502 --> 00:19:13,499
Set that as the mix factor.
299
00:19:13,502 --> 00:19:19,499
Mix RGB.
300
00:19:19,502 --> 00:19:20,499
Mix RGB.
301
00:19:20,502 --> 00:19:22,499
Hmm, where is the mix?
302
00:19:22,502 --> 00:19:25,499
Is it called mix?
303
00:19:25,502 --> 00:19:28,499
Did they change it?
304
00:19:28,502 --> 00:19:29,499
Combine color?
305
00:19:29,502 --> 00:19:31,499
No.
306
00:19:31,502 --> 00:19:33,499
Mix.
307
00:19:33,502 --> 00:19:36,499
Okay, it's just called mix and it depends on the result that comes in.
308
00:19:36,502 --> 00:19:37,499
Okay.
309
00:19:37,502 --> 00:19:40,499
This should be called mix RGB.
310
00:19:40,502 --> 00:19:43,499
Like that.
311
00:19:43,502 --> 00:19:56,499
And then we can have a color kind of more akin to the brown values that we had on the other one.
312
00:19:56,502 --> 00:20:02,499
Something kind of like a leathery rope.
313
00:20:02,502 --> 00:20:03,499
Something like that.
314
00:20:03,502 --> 00:20:07,499
And then we could adjust this if we wanted to.
315
00:20:07,502 --> 00:20:09,499
Like the actual falloff here.
316
00:20:09,502 --> 00:20:19,499
Maybe that's too – maybe the cutoff is too harsh or something like that.
317
00:20:19,502 --> 00:20:22,499
We could do a little bit of distortion if we wanted to.
318
00:20:22,502 --> 00:20:23,499
Give it some variation.
319
00:20:23,502 --> 00:20:28,499
But it's so far away you would never be able to really feel that.
320
00:20:28,502 --> 00:20:31,499
But it gives it a little bit of variation there.
321
00:20:31,502 --> 00:20:33,499
Come back here.
322
00:20:33,502 --> 00:20:39,499
Then obviously we don't see that, but we know that's what it's like.
323
00:20:39,502 --> 00:20:45,499
What we could do is we could go over to viewport display maybe and give it a color.
324
00:20:45,502 --> 00:20:50,499
Just to see the ensemble.
325
00:20:50,502 --> 00:20:55,499
Then it has a color a bit more aligned with the other stuff.
326
00:20:55,502 --> 00:20:56,499
Okay, nice.
327
00:20:56,502 --> 00:21:01,499
Then we have a solid base color on everything.
328
00:21:01,502 --> 00:21:06,499
And now we can go into actually texture painting the body.
329
00:21:06,502 --> 00:21:07,499
We have a few things to do.
330
00:21:07,502 --> 00:21:12,499
We have like a base tone for the skin and stuff.
331
00:21:12,502 --> 00:21:15,499
So I might take this one out, isolate it.
332
00:21:15,502 --> 00:21:16,499
Actually, no.
333
00:21:16,502 --> 00:21:18,499
I'm going to take these two together and then isolate it.
334
00:21:18,502 --> 00:21:19,499
There we go.
335
00:21:19,502 --> 00:21:22,499
And then I can start painting this stuff in.
336
00:21:22,502 --> 00:21:26,499
We're going to sculpt mode and then I'm going to switch over to my tablet here.
337
00:21:26,502 --> 00:21:30,499
And then we'll be using this tool over here, the paint tool.
338
00:21:30,502 --> 00:21:36,499
And we have X on so that when we paint something it transfers to the other side.
339
00:21:36,502 --> 00:21:38,499
Kind of like this, right?
340
00:21:38,502 --> 00:21:40,499
Okay.
341
00:21:40,502 --> 00:21:46,499
So the first thing I want to do is I want to do all the base tones for the body here.
342
00:21:46,502 --> 00:21:57,499
So when I'm going to select some, I'm going to color pick a little bit, get those reddish tones here.
343
00:21:57,502 --> 00:21:58,499
And then I'm going to start applying these.
344
00:21:58,502 --> 00:22:03,499
And they're going to look a little bit darker everywhere here, but that's okay.
345
00:22:03,502 --> 00:22:07,499
Typically with tones you're going to get a little bit darker outwards towards the extremities,
346
00:22:07,502 --> 00:22:14,499
just both because of blood but also more fine motorics like the toes and hands.
347
00:22:14,502 --> 00:22:18,499
But there's a lot of blood rushing down to the feet so they just get better.
348
00:22:18,502 --> 00:22:23,499
And then around elbows and things because the joints get more complicated,
349
00:22:23,502 --> 00:22:25,499
so it's a bit more like nerves and bloods and things.
350
00:22:25,502 --> 00:22:29,499
So they are just a bit more like that.
351
00:22:29,502 --> 00:22:32,499
I'm going to put some stuff into the crevices a little bit.
352
00:22:32,502 --> 00:22:44,499
We'll do something with the ambient occlusion later on where we get that working also
353
00:22:44,502 --> 00:22:50,499
and do some funny things with the crevices to emphasize different stuff here.
354
00:22:50,502 --> 00:23:00,499
Right now I'm just trying to do slight reds into the skin here and definitely to the ears as well
355
00:23:00,502 --> 00:23:03,499
and around the eyes a little bit.
356
00:23:03,502 --> 00:23:06,499
And the guy is also cursed, like that's his backstory.
357
00:23:06,502 --> 00:23:20,499
So he does not have to be perfect with the texture painting here.
358
00:23:20,502 --> 00:23:24,499
And then always a little bit more gray around the mouth,
359
00:23:24,502 --> 00:23:38,499
just like a slight hint of a thing like that.
360
00:23:38,502 --> 00:23:43,499
And then if it's a bit too much, you can always just dial it back a little bit.
361
00:23:43,502 --> 00:23:48,499
I kind of like going a bit too far with the reds and then afterwards coming in
362
00:23:48,502 --> 00:23:53,499
and just taking the same skin tone and just glazing it on top.
363
00:23:53,502 --> 00:23:59,499
And then you get those kind of subtle hues and variations and it looks a lot more natural.
364
00:23:59,502 --> 00:24:01,499
Nice.
365
00:24:01,502 --> 00:24:04,499
Then let's see here.
366
00:24:04,502 --> 00:24:12,499
I can put a little bit more reds here, especially on the fingers here.
367
00:24:12,502 --> 00:24:20,499
I want to get some good variation in there.
368
00:24:20,502 --> 00:24:24,499
And then inside the palms we can brighten those up a little bit.
369
00:24:24,502 --> 00:24:25,499
That usually happens.
370
00:24:25,502 --> 00:24:32,499
I'll take the skin tone and just brighten it up a little bit.
371
00:24:32,502 --> 00:24:35,499
A little bit more pink.
372
00:24:35,502 --> 00:24:41,499
Yeah, something like that.
373
00:24:41,502 --> 00:24:44,499
And then we have that on the inside, like that.
374
00:24:44,502 --> 00:24:53,499
And that immediately gives it so much life when it gets this kind of variation.
375
00:24:53,502 --> 00:24:58,499
Like that you just feel it coming alive, at least for me.
376
00:24:58,502 --> 00:25:01,499
That really feels.
377
00:25:01,502 --> 00:25:11,499
And this guy is naturally quite like a brownish, darkish skin, but he's a lot in the sun,
378
00:25:11,502 --> 00:25:13,499
so he might even have some extra sunburn.
379
00:25:13,502 --> 00:25:15,499
I think it just helps tell the story.
380
00:25:15,502 --> 00:25:28,499
And I kind of had this idea that the cloth around him here would be causing some blocking from the sun.
381
00:25:28,502 --> 00:25:39,499
So maybe there's a little bit of a brighter feel around these areas here.
382
00:25:39,502 --> 00:25:44,499
It would technically be across the face, but the face also adds a lot of darkness on its own.
383
00:25:44,502 --> 00:25:50,499
So I'm just kind of adding it here and then maybe a little bit in here also.
384
00:25:50,502 --> 00:25:55,499
Just like that's where his body would naturally shade itself.
385
00:25:55,502 --> 00:26:04,499
And then it also helps make some of the forms pop a little bit, and probably around the legs also here.
386
00:26:04,502 --> 00:26:09,499
A little bit on the thigh, so you also see that on the thigh it's a bit brighter there.
387
00:26:09,502 --> 00:26:17,499
So you get this person of this complexion here.
388
00:26:17,502 --> 00:26:21,499
Yeah, that is quite interesting.
389
00:26:21,502 --> 00:26:28,499
We can use the same color just for some of the nail stuff.
390
00:26:28,502 --> 00:26:33,499
Like that.
391
00:26:33,502 --> 00:26:34,499
Like that.
392
00:26:34,502 --> 00:26:39,499
And you really don't need more than that just to pull that out.
393
00:26:39,502 --> 00:26:43,499
Do the same on the feet here.
394
00:26:43,502 --> 00:26:51,499
Like that, like that, like that, and like that.
395
00:26:51,502 --> 00:26:54,499
And then you've got that stuff going on.
396
00:26:54,502 --> 00:26:58,499
And we can have the same kind of underneath the feet here.
397
00:26:58,502 --> 00:27:03,499
Something we're never going to see, but we're here anyway, so might as well make it complete.
398
00:27:03,502 --> 00:27:06,499
And then we could use this for something else in the future.
399
00:27:06,502 --> 00:27:15,499
It would probably also be a little bit more red around the groin.
400
00:27:15,502 --> 00:27:19,499
And things of that nature.
401
00:27:19,502 --> 00:27:22,499
Okay.
402
00:27:22,502 --> 00:27:27,499
Pretty good, I think.
403
00:27:27,502 --> 00:27:30,499
I'm getting a lot of those things here.
404
00:27:30,502 --> 00:27:35,499
I can just highlight some of the crevices here with a little bit of red.
405
00:27:35,502 --> 00:27:39,499
Just to see what we get from that.
406
00:27:39,502 --> 00:27:40,499
Just some slight variation.
407
00:27:40,502 --> 00:27:41,499
Okay, nice.
408
00:27:41,502 --> 00:27:44,499
I think that's what I need for the body.
409
00:27:44,502 --> 00:27:53,499
You can take it as far as you want, of course, but I'm calling it here at least.
410
00:27:53,502 --> 00:27:56,499
That's definitely good enough for what I need.
411
00:27:56,502 --> 00:27:59,499
Then I also have these veins and stuff.
412
00:27:59,502 --> 00:28:03,499
And the tattoo, of course.
413
00:28:03,502 --> 00:28:07,499
But instead of just painting that on top, we could do a little bit of layers.
414
00:28:07,502 --> 00:28:11,499
So we could adjust the colors on their own, because they do look quite different.
415
00:28:11,502 --> 00:28:13,499
And maybe it's something you would want to change.
416
00:28:13,502 --> 00:28:17,499
And the veins, we might want to get a little bit of a bump map going on.
417
00:28:17,502 --> 00:28:21,499
That actually gets some definition.
418
00:28:21,502 --> 00:28:26,499
Like actual kind of has a feeling of it coming out right.
419
00:28:26,502 --> 00:28:31,499
So if we go to the mesh properties here, then we have these color attributes.
420
00:28:31,502 --> 00:28:33,499
And right now we have one called color.
421
00:28:33,502 --> 00:28:37,499
And that's the default one that all the body paint is on.
422
00:28:37,502 --> 00:28:43,499
I'm going to change the name of this one to body.
423
00:28:43,502 --> 00:28:44,499
Like that.
424
00:28:44,502 --> 00:28:46,499
And I'm going to create a new one.
425
00:28:46,502 --> 00:28:48,499
And I'm going to set it on the default ones.
426
00:28:48,502 --> 00:28:53,499
I'm going to call this one veins.
427
00:28:53,502 --> 00:28:55,499
Like this.
428
00:28:55,502 --> 00:28:58,499
And this is going to create a completely new one that's just black.
429
00:28:58,502 --> 00:29:01,499
And you can see I can always switch over to the body again.
430
00:29:01,502 --> 00:29:04,499
And then I get that back and I can switch over to the veins.
431
00:29:04,502 --> 00:29:07,499
And that's just a new set of color attributes that you can paint on.
432
00:29:07,502 --> 00:29:10,499
And then we can mix those in the shading editor.
433
00:29:10,502 --> 00:29:13,499
So I'm going to jump up here and just grab a complete white one.
434
00:29:13,502 --> 00:29:15,499
So saturation like this.
435
00:29:15,502 --> 00:29:19,499
And then I can start creating some veins instead here.
436
00:29:19,502 --> 00:29:24,499
To handle the veins themselves, we could, of course, just paint them directly onto the body here.
437
00:29:24,502 --> 00:29:29,499
And start making little veins like this kind of.
438
00:29:29,502 --> 00:29:32,499
But if you wanted to, you could also use a texture.
439
00:29:32,502 --> 00:29:35,499
So I've created a little texture over in Photoshop.
440
00:29:35,502 --> 00:29:39,499
And I want to apply it to my brush setup here as a stencil.
441
00:29:39,502 --> 00:29:42,499
So I'm going to go up here and click new.
442
00:29:42,502 --> 00:29:44,499
I'm going to set this to stencil.
443
00:29:44,502 --> 00:29:46,499
Click new.
444
00:29:46,502 --> 00:29:50,499
And then I'm going to head over to open.
445
00:29:50,502 --> 00:29:58,499
And find the place where it is.
446
00:29:58,502 --> 00:30:01,499
And it's over here somewhere.
447
00:30:01,502 --> 00:30:03,499
Let's see here.
448
00:30:03,502 --> 00:30:04,499
Let's go get the final path.
449
00:30:04,502 --> 00:30:06,499
There we go.
450
00:30:06,502 --> 00:30:08,499
And the veins are here.
451
00:30:08,502 --> 00:30:09,499
Exactly.
452
00:30:09,502 --> 00:30:11,499
These are the veins.
453
00:30:11,502 --> 00:30:13,499
So this is a little image texture.
454
00:30:13,502 --> 00:30:15,499
I can just load up over here.
455
00:30:15,502 --> 00:30:25,499
And I can use that one as a stencil essentially to bring in the veins.
456
00:30:25,502 --> 00:30:29,499
And then you get this stencil thing across your thing.
457
00:30:29,502 --> 00:30:33,499
And if you hold control, then you rotate it.
458
00:30:33,502 --> 00:30:35,499
If you just hold right click, then you move it.
459
00:30:35,502 --> 00:30:38,499
And if you hold shift, then you scale it.
460
00:30:38,502 --> 00:30:42,499
And then I can kind of place it somewhere here.
461
00:30:42,502 --> 00:30:44,499
Somewhere around.
462
00:30:44,502 --> 00:30:47,499
Something like that maybe.
463
00:30:47,502 --> 00:30:51,499
And then I can go a little bit closer maybe.
464
00:30:51,502 --> 00:30:56,499
Let's see here.
465
00:30:56,502 --> 00:30:57,499
Like that.
466
00:30:57,502 --> 00:31:04,499
And then when I then paint on this, it only paints within those veins kind of.
467
00:31:04,502 --> 00:31:13,499
So I can have this kind of nice structure like that where I can bring in some veins onto my character.
468
00:31:13,502 --> 00:31:15,499
And then I can keep using the stencil.
469
00:31:15,502 --> 00:31:23,499
And you can see we are lacking a little bit of resolution because of the nature of the poly paint.
470
00:31:23,502 --> 00:31:25,499
And how that works and all.
471
00:31:25,502 --> 00:31:32,500
But for this it's totally fine when you're doing something a little bit simpler.
472
00:31:33,500 --> 00:31:39,499
But then if you need it to go a lot bigger, then it might become a problem.
473
00:31:39,502 --> 00:31:40,499
Right?
474
00:31:40,502 --> 00:31:43,499
So that's just something to keep in mind.
475
00:31:43,502 --> 00:31:45,499
Let's see here.
476
00:31:45,502 --> 00:31:48,499
Bring a little bit in on the hand here as well.
477
00:31:48,502 --> 00:31:53,499
And I'm creating just like a little vein map across the body here.
478
00:31:53,502 --> 00:31:59,499
Just to get some variation.
479
00:31:59,502 --> 00:32:02,499
And right now it's just a mask.
480
00:32:02,502 --> 00:32:11,499
And then in the shader is where we really bring it all together kind of.
481
00:32:11,502 --> 00:32:15,499
And then I can just do a little bit of that stuff there.
482
00:32:15,502 --> 00:32:17,499
And then I think I'm going to turn off the texture.
483
00:32:17,502 --> 00:32:18,499
Like that.
484
00:32:18,502 --> 00:32:23,499
And then I can go in by hand if I wanted to select some of the black areas here.
485
00:32:23,502 --> 00:32:25,499
Delete a little bit.
486
00:32:25,502 --> 00:32:29,499
Get the white back.
487
00:32:29,502 --> 00:32:38,499
And then I can, you know, do whatever makes sense by hand.
488
00:32:38,502 --> 00:32:48,499
Create a little bit of some extra veins here.
489
00:32:48,502 --> 00:32:52,499
That's quite extreme I think.
490
00:32:52,502 --> 00:32:55,499
Dial all this back a little bit.
491
00:32:55,502 --> 00:32:57,499
Just have it like that.
492
00:32:57,502 --> 00:33:09,499
And here really, you know, look at maps and examples of like how veins stretch across the body.
493
00:33:09,502 --> 00:33:16,499
I could have something going up along side this here.
494
00:33:16,502 --> 00:33:22,499
That would also kind of work out.
495
00:33:22,502 --> 00:33:26,499
Then veins flowing in different directions, right?
496
00:33:26,502 --> 00:33:33,499
Depending on where they are.
497
00:33:33,502 --> 00:33:36,499
Like this.
498
00:33:36,502 --> 00:33:41,499
Like that.
499
00:33:41,502 --> 00:33:48,499
And we could have some sitting on top here.
500
00:33:48,502 --> 00:33:57,499
We always have that one vein that sits right there across the bicep.
501
00:33:57,502 --> 00:34:02,499
There's always a sprouting of veins from here.
502
00:34:02,502 --> 00:34:03,499
Nothing perfect.
503
00:34:03,502 --> 00:34:04,499
We're just a little bit there.
504
00:34:04,502 --> 00:34:08,499
And then when we have that actual map of the veins,
505
00:34:08,502 --> 00:34:14,499
we can then go into the shading editor and then we can start applying that together with our base color.
506
00:34:14,502 --> 00:34:19,499
So I'm going to grab this one and make a new shader and just call it the body shader.
507
00:34:19,502 --> 00:34:21,499
Or body material actually.
508
00:34:21,502 --> 00:34:22,499
I think so.
509
00:34:22,502 --> 00:34:26,499
Then here we need to find the principal node here.
510
00:34:26,502 --> 00:34:30,499
Just waiting for Blender to respond.
511
00:34:30,502 --> 00:34:32,499
I think it's just create a new shader.
512
00:34:32,502 --> 00:34:33,499
Yeah, there we go.
513
00:34:33,502 --> 00:34:36,499
So now we're getting this one over here.
514
00:34:36,502 --> 00:34:40,499
And then I just need to adjust the viewport.
515
00:34:40,502 --> 00:34:44,499
And then create a new node.
516
00:34:44,502 --> 00:34:49,499
And the node I need to create is the color attribute node.
517
00:34:49,502 --> 00:34:53,499
So shift A, color attribute.
518
00:34:53,502 --> 00:34:54,499
There we go.
519
00:34:54,502 --> 00:34:57,499
And then on this selection we can select body.
520
00:34:57,502 --> 00:35:04,499
And if we just plug that one in, we should get that body color with the slight variation and stuff.
521
00:35:04,502 --> 00:35:07,499
And then we also, we can create an additional color attribute node.
522
00:35:07,502 --> 00:35:10,499
I'm just going to duplicate it and then select the veins instead.
523
00:35:10,502 --> 00:35:14,499
And then that is that mask here with the veins.
524
00:35:14,502 --> 00:35:17,499
And I can mix that one into the other one.
525
00:35:17,502 --> 00:35:22,499
So I'm going to say, give me a mix node here.
526
00:35:22,502 --> 00:35:26,499
And I'm going to use this one as the mask actually.
527
00:35:26,502 --> 00:35:30,499
And then this body color gets in here.
528
00:35:30,502 --> 00:35:35,499
And then this one becomes the veins here.
529
00:35:35,502 --> 00:35:38,499
And then I can start adjusting the color.
530
00:35:38,502 --> 00:35:47,499
But these ones make them a little bit more, have that like turquoise-y slight variation.
531
00:35:47,502 --> 00:35:53,499
And then it's set to mix right now, but maybe it could also just be a soft light.
532
00:35:53,502 --> 00:35:57,499
Then they're barely visible.
533
00:35:57,502 --> 00:35:59,499
Get this here.
534
00:35:59,502 --> 00:36:02,499
Just something, you know, slight variation.
535
00:36:02,502 --> 00:36:05,499
Soft light might be a bit too little.
536
00:36:05,502 --> 00:36:09,499
Overlay, also kind of interesting.
537
00:36:09,502 --> 00:36:14,499
Depends on what you're going for, right?
538
00:36:14,502 --> 00:36:17,499
Yeah, you get those slight variations there.
539
00:36:17,502 --> 00:36:22,499
I think actually that's, yeah, those kind of little trails there.
540
00:36:22,502 --> 00:36:28,499
They're a little bit hard to see, but they just add a little bit of life to the skin.
541
00:36:28,502 --> 00:36:32,499
Cool, and then we can do something similar for the tattoo here.
542
00:36:32,502 --> 00:36:40,499
So if we go to the body here again, and then we can create a new color pass.
543
00:36:40,502 --> 00:36:45,499
And then I'll call this one tattoo instead.
544
00:36:45,502 --> 00:36:48,499
It just needs to, let me rename this.
545
00:36:48,502 --> 00:36:52,499
For some reason it's always a little bit, there we go, tattoo.
546
00:36:52,502 --> 00:36:56,499
And then that can be, we can create a mask for that basically.
547
00:36:56,502 --> 00:37:02,499
So I'm going to sculpt mode here, and then I'm going to turn off the X symmetry,
548
00:37:02,502 --> 00:37:04,499
because I don't want symmetry on this.
549
00:37:04,502 --> 00:37:10,499
And then I'm just going to paint this stuff in, looking at the reference over there on the right.
550
00:37:10,502 --> 00:37:14,499
And here I want to figure out exactly how the tattoo should follow.
551
00:37:14,502 --> 00:37:18,499
And the reason why I'm breaking this stuff up right now,
552
00:37:18,502 --> 00:37:24,499
like breaking up the different layers here and then combining them in the texture editor,
553
00:37:24,502 --> 00:37:34,499
so I have that flexibility and control, and just to show you guys that it can be done right.
554
00:37:34,502 --> 00:37:40,499
Because this character is as simple as it is, I would probably just have painted it directly on
555
00:37:40,502 --> 00:37:45,499
without making these layers.
556
00:37:45,502 --> 00:37:50,499
But now we have it, and then we have a little bit of extra control.
557
00:37:50,502 --> 00:37:56,499
So I've got to figure out how this thing wraps around the musculature here.
558
00:37:56,502 --> 00:38:04,499
And I'm thinking that maybe it just wraps around there.
559
00:38:04,502 --> 00:38:12,499
And maybe it doesn't actually encroach on this one here, maybe it lets itself sit.
560
00:38:12,502 --> 00:38:15,499
No, actually I think like that, yeah.
561
00:38:15,502 --> 00:38:20,499
And then it covers the entire collarbone like that.
562
00:38:20,502 --> 00:38:24,499
And then we get the chest muscle here.
563
00:38:24,502 --> 00:38:30,499
So I'm going to create some kind of sharpish line here,
564
00:38:30,502 --> 00:38:33,499
even though it does actually go down, now that I'm thinking about it.
565
00:38:33,502 --> 00:38:37,499
It goes down and grabs some of these other muscles.
566
00:38:37,502 --> 00:38:40,499
But let's just get the rest of the arm here.
567
00:38:40,502 --> 00:38:44,499
And quickly capture that in.
568
00:38:44,502 --> 00:38:49,499
And then something's happening on the hand there.
569
00:38:49,502 --> 00:38:52,499
Let's see here.
570
00:38:52,502 --> 00:38:58,499
And then on the back, we could have it follow the line of the trapezius here.
571
00:38:58,502 --> 00:39:02,499
That'd be kind of cool.
572
00:39:02,502 --> 00:39:08,499
And then having it stop by the latissimus.
573
00:39:08,502 --> 00:39:13,499
And that being kind of the cutoff for it.
574
00:39:13,502 --> 00:39:23,499
So it sort of kind of naturally flows with the anatomy a little bit.
575
00:39:23,502 --> 00:39:28,499
Something along these lines here.
576
00:39:28,502 --> 00:39:31,499
Like that, like that.
577
00:39:31,502 --> 00:39:37,499
And then we get this stuff here.
578
00:39:37,502 --> 00:39:42,499
And this one can still come further down even.
579
00:39:42,502 --> 00:39:44,499
It'd be a little bit hard to see here.
580
00:39:44,502 --> 00:39:47,499
Let's see if I go flat.
581
00:39:47,502 --> 00:39:49,499
Oh, then it becomes even harder.
582
00:39:49,502 --> 00:39:54,499
So I might need kind of, yeah, that actually,
583
00:39:54,502 --> 00:40:00,499
this makes it a little bit easier to see because it's not as contrast filled.
584
00:40:00,502 --> 00:40:03,499
Yeah, okay, so that looked like it was white paint,
585
00:40:03,502 --> 00:40:06,499
but it was just shine off the thing.
586
00:40:06,502 --> 00:40:07,499
Like that.
587
00:40:07,502 --> 00:40:11,499
And then the concept is actually saying that this whole,
588
00:40:11,502 --> 00:40:14,499
this thing is kind of coming down there.
589
00:40:14,502 --> 00:40:23,499
So let's see what we can do with that.
590
00:40:23,502 --> 00:40:26,499
Let's see here.
591
00:40:26,502 --> 00:40:32,499
Maybe something along this line here.
592
00:40:32,502 --> 00:40:35,499
And then it's coming up there.
593
00:40:35,502 --> 00:40:39,499
Is it including that thing?
594
00:40:39,502 --> 00:40:45,499
It could be including this one also, but I think I might leave it like that.
595
00:40:45,502 --> 00:40:48,499
That is actually kind of interesting.
596
00:40:48,502 --> 00:40:53,499
It looks quite contemporary when it looks like this.
597
00:40:53,502 --> 00:40:55,499
So that's kind of fun.
598
00:40:55,502 --> 00:40:59,499
And then we need those rings on the arm here.
599
00:40:59,502 --> 00:41:10,499
That's the one place where it kind of breaks up a bit more normally.
600
00:41:10,502 --> 00:41:12,499
Just a very simple design, but because we have it in layers,
601
00:41:12,502 --> 00:41:17,499
we can always come in and change the tattoo design
602
00:41:17,502 --> 00:41:20,499
or expand on it or something, and then, you know,
603
00:41:20,502 --> 00:41:22,499
it doesn't affect the skin release.
604
00:41:22,502 --> 00:41:26,499
So if that was a feature of your character,
605
00:41:26,502 --> 00:41:31,499
then you have that ability to switch out the textures in that sense
606
00:41:31,502 --> 00:41:33,499
without having to redo a bunch of work.
607
00:41:33,502 --> 00:41:36,499
And that can be pretty good.
608
00:41:36,502 --> 00:41:40,499
That could be very nice.
609
00:41:40,502 --> 00:41:50,499
Like that.
610
00:41:50,502 --> 00:42:00,499
Like that here.
611
00:42:00,502 --> 00:42:03,499
Sort of like that.
612
00:42:03,502 --> 00:42:10,499
That gives us that cutoff, and then the hand here has kind of an angle.
613
00:42:10,502 --> 00:42:15,499
It sits on an angle, this thing here, and creates a little triangle like that
614
00:42:15,502 --> 00:42:24,499
and wraps around the hand a little bit.
615
00:42:24,502 --> 00:42:27,499
Exactly.
616
00:42:27,502 --> 00:42:28,499
Exactly.
617
00:42:28,502 --> 00:42:34,499
That's kind of what I was imagining that would be like.
618
00:42:34,502 --> 00:42:37,499
I think that's it for the tattoo,
619
00:42:37,502 --> 00:42:40,499
and then we can go back to the shading workflow here,
620
00:42:40,502 --> 00:42:43,499
and then we can mix that in as well on top of all this stuff.
621
00:42:43,502 --> 00:42:57,499
So if we just grab our mix overlay here,
622
00:42:57,502 --> 00:43:03,499
it's all acting a little bit slow, so I'm just trying to be careful here.
623
00:43:03,502 --> 00:43:06,499
We've got that one, and then that one's going into the A,
624
00:43:06,502 --> 00:43:08,499
and then we can overlay something on top.
625
00:43:08,502 --> 00:43:10,499
So we're going to create another color attribute,
626
00:43:10,502 --> 00:43:12,499
and we're going to get the tattoo.
627
00:43:12,502 --> 00:43:14,499
I'm going to use that as the mix factor.
628
00:43:14,502 --> 00:43:17,499
I'm going to just look at what that looks like.
629
00:43:17,502 --> 00:43:22,499
Then we've got that one, and here probably just going to have a mix
630
00:43:22,502 --> 00:43:26,499
because it's going to be more of a uniform color,
631
00:43:26,502 --> 00:43:31,499
and then we can bring that down something a little bit more.
632
00:43:31,502 --> 00:43:35,499
Actually, I kind of like the greenish tint,
633
00:43:35,502 --> 00:43:37,499
a slight greenish tint there.
634
00:43:37,502 --> 00:43:40,499
Then what does that look like over here?
635
00:43:40,502 --> 00:43:45,499
Yeah, then we get that kind of thing going on.
636
00:43:45,502 --> 00:43:51,499
Let's just see if we go more black, or maybe the black is better.
637
00:43:51,502 --> 00:43:57,499
Maybe with the bluish tint?
638
00:43:57,502 --> 00:44:01,499
No, I think the blackish tint is actually preferred here,
639
00:44:01,502 --> 00:44:04,499
and that's essentially how we can do that.
640
00:44:04,502 --> 00:44:07,499
Then we've got the veins, we've got that stuff there,
641
00:44:07,502 --> 00:44:12,499
and it all comes together in this way.
642
00:44:12,502 --> 00:44:15,499
Pretty darn cool. Nice.
643
00:44:15,502 --> 00:44:18,499
Then we've got that for our character,
644
00:44:18,502 --> 00:44:21,499
and we've essentially got the whole body set up.
645
00:44:21,502 --> 00:44:25,499
Then, of course, we can't see it in here because we're combining them,
646
00:44:25,502 --> 00:44:28,499
so that's another thing, but it should all be good.
647
00:44:28,502 --> 00:44:30,499
I'm going to put it back to this one.
648
00:44:30,502 --> 00:44:34,499
Then I'm going to unhide the other stuff.
649
00:44:34,502 --> 00:44:38,499
Now we've got the body ready, we know, from the other side.
650
00:44:38,502 --> 00:44:41,499
Then we have some of the other stuff,
651
00:44:41,502 --> 00:44:47,499
and then we can go through the process of painting those things out as well.
652
00:44:47,502 --> 00:44:50,499
I think I'm going to start with the cloth here.
653
00:44:50,502 --> 00:44:55,499
The cloth has this band, and I could almost just select
654
00:44:55,502 --> 00:44:59,499
a couple of edges like that,
655
00:44:59,502 --> 00:45:04,499
and then maybe just go into Vertex Paint
656
00:45:04,502 --> 00:45:09,499
and say like that, and then select the color,
657
00:45:09,502 --> 00:45:13,499
and just painting it on like that.
658
00:45:13,502 --> 00:45:16,499
You can see it has a trail off there
659
00:45:16,502 --> 00:45:21,499
where it doesn't like me doing this exactly.
660
00:45:21,502 --> 00:45:23,499
When I go back, then it softens out.
661
00:45:23,502 --> 00:45:26,499
That's one of the downsides to Vertex Paint
662
00:45:26,502 --> 00:45:29,499
is that it's not so good with harsh distances,
663
00:45:29,502 --> 00:45:34,499
and that's where you would want to get into texture painting instead.
664
00:45:34,502 --> 00:45:37,499
It would probably make it a lot easier.
665
00:45:37,502 --> 00:45:39,499
We can also do that, and we will do that.
666
00:45:39,502 --> 00:45:43,499
We just want to do with the Vertex Paint what we can do,
667
00:45:43,502 --> 00:45:46,499
but on the cloth, I think it's not the best place
668
00:45:46,502 --> 00:45:48,499
unless we want to do a little bit of variation,
669
00:45:48,502 --> 00:45:52,499
but I think the resolution for the cloth is a bit too low.
670
00:45:52,502 --> 00:45:55,499
The same thing for some of these other things,
671
00:45:55,502 --> 00:45:58,499
including this one and including this one.
672
00:45:58,502 --> 00:46:01,499
I actually think we are there with what we need to do
673
00:46:01,502 --> 00:46:06,499
with the vertex and the sculpt paint here,
674
00:46:06,502 --> 00:46:11,499
and then we can move into doing some proper texture painting,
675
00:46:11,502 --> 00:46:15,499
which means we have to start baking some maps.
676
00:46:15,502 --> 00:46:19,500
That will be in the next part, next chapter.
55528
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