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Hello and welcome to this chapter, so in this chapter we're going to continue our texturing
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and we're going to move beyond the whole sculpt painting features that we did on the different
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stuff and get into proper kind of texture painting where we paint directly on texture
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maps.
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This means that we need to start baking all the color we already have onto textures so
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we have a base to start working from.
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So this is a pretty big step as we're moving away from the whole polypainting sculpting
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workflow and getting into the more traditional workflow.
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So to start off with that we're going to jump into texture paint where we're going to look
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around a little bit.
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So this is kind of the workflow or the workspace where you would be doing most of the texture
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painting and right now our guy here is just purple and that's because there's no texture
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map associated with the thing right now because it's just vertex colors.
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So we need to create those texture maps.
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There's different ways of creating those texture maps.
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One way is coming up here and then going to texture slots and then creating textures in
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here and you can do that that works just fine but I kind of like just creating the maps
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that I need on my own.
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So I'm going to create a new texture and I think for this guy I don't really need something
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bigger than 2k.
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So I'm going to do 2048 by 2048 and then the color is just going to be black that's fine
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and I'm going to call this one base color.
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So this is the base color of our body.
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So I might call it actually body base color I think here.
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Then it's created that map and then we can see the layout of the UV stuff right there.
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So to bake this on top of this is actually pretty simple.
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We just need to access some of the cycles baking features but we need to do some setup
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first.
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So the first thing we do is we go into the shading editor and then we're going to create
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an image texture with the texture that we just created.
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So I'm going to search image texture and way over there and then we're going to select
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that texture that we just created inside of blender here and this is the one body base
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color right there and now that texture holds the color and I'm just going to select it.
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So it's selected inside the shader editor right.
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So that one's selected but not that one selected.
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So this one is selected and then I'm going to come up to the render settings here and
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then under cycles make sure you're on cycles then I'm going to set it to GPU there's some
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denoising stuff that's okay and then I'm going to come down to bake and here is where I want
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to start choosing some things.
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So I'm going to choose to get the diffuse color and then I'm going to get only the diffuse
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not the direct and the indirect just the color itself right and what that's going to do is
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that's going to look at the shader here and then see anything that's coming in essentially
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to the base color and then it's going to try to output that onto the texture of selected.
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So that's our entire stack of the veins and the two all clamped together and then baked
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onto this texture.
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That's essentially what is has been set up now with diffuse color and the stuff then
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there's some stuff with big two image textures and and clear images means that it clears
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it for whatever is on it which you might want or might not want depending on what you're
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doing but we can look at that a little bit later.
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Okay cool then we're just going to hit bake but I might need to set this one down and
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just say because we just need to direct input so we could actually set this down to like
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one sample here and then so it doesn't run for too long and then it's going to hit bake
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and there's no okay I need to select the object also there we go so object selected and then
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we're going to hit bake so it knows what UVs to use and then it's going to start baking
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and if we look at the texture over here then something it's already been cleared I think
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here that's why we're seeing this transparency and then there we got the big texture immediately
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kind of just popping up over here and that has all the color variation and the two some
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stuff and the veins and our little toes here everything just immediately on our texture
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and this texture can now be used as the color for our skin and it looks pretty much identical
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to this one I actually can't tell the difference so that's that's awesome that's essentially
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how it works it's that simple to bake the things the process is a little bit strange
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as to where the stuff is but once you get it it's really straightforward and then we
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just need to do that with everything else as well now this is where it can get a little
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bit funky because we have different assets here and they're all contributing to the to
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the effect so we're going to start off with the cloth and then see how we get get that
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functioning right so I'm going to hit new here a new texture I'm going to set up the
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vertex color thing here so we're going to say color attribute I'm going to get the color
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so that's just the default for the thing here and then we have that blue color so on so
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forth right and we want to do exactly the same so we're going to create a new texture
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and go over here and say actually I'm going to save this texture first I'm going to say
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image and save I'm going to save it underneath where the characters are here actually I'm
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going to call it body base color that's exactly right I'm just going to save it right there
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so now this has been saved right so I have it because you might lose it in the blender
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buffer if you don't save the file immediately but now I got that then I'm going to create
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a new image I'm going to call this one the item base color or items base color basically
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that's going to house everything else as well so I got the color there and then have this
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one associated there then I'm going to create the new image texture and I'm going to select
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the items base color and selecting this one and then essentially baking it to this one
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and then we'll see what happens and this one is going to clear the image so it becomes
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completely fresh here now and we got the cloth in there and that is now ready to be textured
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the problem though is with the other assets right now we also need to get those on top
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here and let's see how we're going to go about doing that so let's take the bag here for
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example create a new texture and say image sorry no color attribute there we go and then
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it just picks the default one so that's great then we're going to create the image texture
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node I'm going to take the items base color because we want the stuff to be on the same
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one here right so I'm going to select that one then instead I'm going to not I'm going
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to tick off the clear image and then I'm going to hit bake and then we'll see what
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happens going to wait for the baking here and then hopefully we'll see an interesting
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addition to the image over there and we do we essentially just get all the stuff with
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the bag was placed in the packing without destroying the stuff that we already had and
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that's the way we're going to do the rest of the items as well so a little bit of fiddly
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work with with this color attribute thing and you know you could have combined some
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of these assets and then made that process a little bit simpler for yourself by not having
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to do all these materials for each of them but I think it it actually ends up working
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I'm wonder actually if if this one used the same material all right okay they can also
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they can all just have the same material actually so okay so I'm going to call this
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one local color vertex oh actually items matte so they can all have the same one I that that
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is actually beneficial so I'm going to select all these items here and the skull there and
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just click that one and click ctrl L link materials oh and the helmet as well link materials
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then they all use that shader with the local color attribute and then I wonder if we select
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multiple items here and then select this item based color will it then grab multiple at
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once built is not enabled for rendering oh somehow that is been turned off fake let's
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try that see what we get then I suspect that it it'll try to bake all of them at once here
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yep it's doing that so it's taking one at a time and adding it to the to the setup here
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we get the rest right there actually looks like it's maybe laying itself on top of the
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other stuff not in the most easy way here did something happen to the okay I think it's
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because of this margin thing here I had a margin on it that means that this stuff is
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overlapping but essentially this just proves that we can do all the assets at once so I'm
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gonna do margin here and say zero and then I'm gonna just grab all the assets select objects
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except for oh and this one technically also we also need this one but this one has a different
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setup so we'll add that one at the end with the other stuff here so select objects we don't need
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that one and then we don't need the belt we don't need the belt we need that one I need those pants
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there yep don't need the body that seems pretty good and then we can just hit bake and then it
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should take all the assets and build them into the diffuser here circular dependencies for image
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items base color that's probably because of the this one here right it's because we plugged in
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the cloth so I'm just gonna untidy this one and bring it onto the same material as everything else
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like materials see here so now everything should hopefully be on the same map yeah okay this cool
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and then we just gotta select this stuff again get the sword skull get this stuff here and there
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yep and now we can hit bake finally and that thing selected and then we just gotta wait for
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those to bake all the assets to the texture file and there we have the entire map baked and we only
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need these two little squares here which are for the the rope itself and to test out our maps we
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can plug it in to this and we should essentially see no difference on any of it because it all just
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lined up perfectly and we got this new texture here so that's amazing gonna say image save as
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and save that as the base color and then we got a texture now for our assets we just need to get
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that rope to be a part of the family here so we're gonna create an image texture and select
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that items base color like that and then I'm just gonna bake that onto the image itself as well and
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then we just need to save it one more time after this baking process is complete and we got it
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there filled out on each spot where we needed it awesome and it's a little bit lower resolution
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but I think when we plug it in it's gonna look absolutely fine or maybe not actually that's a
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little bit too low resolution actually for this one so that's because our map is simply these
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ones were too small for for this texture here so we should have made them a little bit bigger or
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done them in a slightly different way it looked a lot better with with this of course and if you're
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doing a higher detail character then you could do that but for us you know you would never ever see
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it and it just gives it a little bit of variation and that's essentially what I was going for so
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that's great then I can save this one and I'll save it here save and then we got all of it textured
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onto maps and that's what we wanted awesome and we're essentially kind of done with the color
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attributes here so I'm just gonna save out my the rest of my stuff here and now we could start
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painting in some variation directly onto the textures for for the different objects so we
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could paint and we have a little bit of rust up here on the helmet I'm gonna start painting that
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in on the helmet as a texture painting thing and we could also do some material variation in the
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in the editor here right and if we wanted to do some roughness variations and patterning you can
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just apply that in the stack here put as the base color and rebake it to the base color I don't
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really need much more than a base color for my for my character the roughness is not gonna matter
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a lot but I might do something for for this one you can also get a lot by just extracting stuff
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from from this map okay let's see here let's go into the helmet here then and then jump over to
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the texture painting workflow and now you can see it's no longer purple we got all these colors to
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play with but once again I'm gonna change the matte cap to this white one just so everything's
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a little bit more clear and then now I should be able to come up to this helmet I could even press
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X and then I could do some kind of color picking maybe if I select some color over here like this
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kind of reddish color then I could start painting that in here and it's not amazingly performant
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because Blender's texture painting tools are not the best in the world but it's definitely
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serviceable you know it can it can be used for for smaller things and also it's gonna depend on how
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big your your texture files are like the resolution of your texture files if you're just doing like
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you know 1024 by 1024 then I think you can you can get really far with that okay let's see here
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so we're just creating some I'm starting out with some symmetry creating kind of rust in the in the
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crevices here and stuff and then I might get some might get some asymmetry afterwards all right
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I'm just starting with this a little bit and that's just me painting the different effects
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paint them in the crevices that's kind of where the rust would would gather and I think maybe
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with the edge of this one it would definitely start eating it it up like that and there's an
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edge up here somewhere I'm gonna imagine that the guys at this this helmet for a while and therefore
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it it's definitely become a lot more decrepit okay I'm gonna turn off the the x-factor here
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I can get some kind of local variation and this is just to demonstrate how you can paint directly
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on the thing and you have to remember to to save the maps because the details might be gone if you
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don't save for a while so just remember to save and you can see there's a little star little
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asterisks next to the image here that means that this this map needs to be saved so I'll just save
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this now because details have been added which we can also see in here you can also export this map
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you know and then use it in Photoshop or something and paint in details there that also totally works
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works out I just like this workflow you know there's tools like substance and stuff which
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can get you really really far with the texturing but this is just kind of fast and handy and for
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this kind of stuff I think it's really ideal okay so that's a little bit of a variation there with
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with with the rust right a different way we could have done the rust is by looking at some of the
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crevices and and corners and stuff procedurally in the shader so I just want to jump over the
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shader and just look at how that could have been done here so now this helmet here is using the
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textures from the from everything else but let's say that we didn't want to do that we wanted to
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do something a little bit more custom I'm just gonna create a duplicate of this called the
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helmet matte like so and this one is now going to use the item based color and some additional
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stuff so we're gonna create an ambient occlusion node and this is gonna look completely white
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because there's no ambient occlusion on we could turn it on in Eevee if we go to Eevee here and
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then turn on ambient occlusion then you start seeing the the ambient occlusion there or we
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could use it in cycles if you go to cycles see how it renders there it's gonna set it to scene
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light there then okay so it's the first time rendering then we can start seeing how the ambient
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occlusion is really affecting it and then we can use the ambient occlusion together with a noise
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to mask out some details and if you're doing anything a little bit more realistic then for
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sure it can be the the right way to go about that's probably the way I would go about it
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there's a bit more for stylized character so it's not necessarily needed a more more hand-painted
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approach is it's probably the way to to go but um but let's see so just waiting for it here okay
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and here we are now we can see the the effect of the ambient occlusion a little bit more and then
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I can apply some kind of ramp node here and then we can exaggerate the crevices and that can be
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really cool for for applying rust or effects like that that would that would affect it I could invert
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the mask or something and then together with a noise texture here so it's noise then I get this
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one here and that looks like like that kind of and then I ramp on top of that one and then it
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could also be a little bit faster in Eevee here let's just go back here let's see what we get
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yeah we still get that ambient occlusion feeling and I just need to move some stuff around like
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that and scale the window up here a little bit and then a mix I think you can mix these two
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together and then we start getting some kind of deal here let's see I really want to clamp
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these two together as much as possible and what kind of mix do I want to do
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that's a good question actually so maybe we're going to use this one as a factor
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and then this one as the color and then this one is a black here
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right and then I can get that noise in there like this kind of get some detail it's a roughness
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and then I can adjust this depending on where I want that noise level then I have something like
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that kind of then I can use that to to color the helmet so let's say that we had a base
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color that looks a little bit more like like this one here and then I plug this one in as
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the factor put that into the color then we get just a completely blank thing now then we say
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that the base is some kind of gray but in the rust here is some kind of reddish color and then
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we're getting that more procedural rust effect where it just affects the crevices and we don't
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have to paint it in you can also use this as a base and then hand paint in some stuff afterwards
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you know and here get kind of the edginess of it like that right and then you just get that
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feature and that's also really really useful but for my purpose I am I'm doing it hand painted I
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just wanted to show that you could you could easily do something like this and then bake
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that to the map like we did before but I'm gonna stick with we're just doing some hand painted
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stuff very nice and that means I can bring it back to the body matte here let's see bring it
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back to the items matte and keep it simple like that something can also try is if you want to get
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some very quick feel for the roughness maps or getting some variation at least throughout the
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character then simply using the the base color here as a roughness map it can be kind of an
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interesting way of doing that we take this and then we just plug it into a ramp node here then
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we're gonna get this black and white output here and then we can start messing with those values
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we could do it the other way around generally if you keep it kind of rough then it'll look
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kind of natural and here I can see the metals are actually going darker than the rest so that's
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actually not too bad except for the skull over there then I plug that into the roughness here
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excuse me then we get quite a rough look here but then if we start bringing that in then we get that
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shine and then obviously they don't feel very metallic that's kind of the next the next step
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here if we bring in something like this and then say that this should be our metallic like that
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and then we say that it actually needs to be the other way around but this stuff is metallic and
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then the rest is kind of not it's something like that and the bag becomes quite quite metallic here
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but the advantage is that you could get a base for the different maps the metalness map and
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roughness map and then now we get that metallic helmet and we get the rust and it all looks a
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little bit more kind of how it would feel properly right let's see actually let's bring in the metal
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a bit more like that and then the roughness here roughness like that something along those lines
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and then some of these other bits also kind of work right this metal here that kind of works
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but then the the bag is I think also some kind of weird metal now which is not no actually no it's
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sorry the bag is not a weird metal actually it's kind of working out and the cloth is getting a
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little bit of a metallic quality which also isn't too bad and this is definitely metal and that's
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just kind of coincidence with the colors and here we have some edge bleed a little bit got the color
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there done done done done done so that's actually working and then now we have a just a slight base
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and then we could use that as our base to to bake a metalness map and a roughness map so I'm gonna
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go here to this one and create a new texture image new I'm gonna create a texture called
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let's see here it's called image texture it's gonna be called items roughness rough map and
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roughness like that and yeah we're gonna have an alpha on it and then I could go up to the
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baking options again here and then select all of my assets select all the assets here I think we
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can also select everything that has to say material if we go to select select all by type
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no sorry select select linked material so then we select everything that has that material so
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the what doesn't the rope also have the material what's supposed to have the material so let's
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get the rope here say items met like that I can say ctrl L select no not select so select linked
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so shift L that's the command shift L materials and then we get all the stuff with that material
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on it and then we go over here and we say we need to create that image texture that's what we used
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to do I mean to select the items roughness so it'll become a little there but then I get the
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item roughness and then I want to bake essentially what becomes the roughness from the baking so over
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here in big type I'm gonna select roughness and then it's gonna take the roughness input from all
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of those and bake it to the item roughness and we need to do the baking for all the stuff once again
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so I'm gonna do that and there I have my roughness map baked out and we can see the result here will
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most likely be exactly the same yeah so we got that we have some stuff that's not correct like
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oh actually it's a little bit interesting when it's metal then it's just being kind of white
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or maybe it should be gold instead didn't count on that that actually that's a kind of an interesting
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it's less visible in the thing but it just looks I think I'm just being like you know a raven it's
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shiny or crow or the different kind of Corvettes that collect shiny metals so yes so now we got
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that kind of texture variation if you needed that with the roughness and we could do the same thing
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for the metalness map just selecting the metalness over over here there should be one for well there's
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no option for the metalness yet I guess what you would do then alright what I've done in the past
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is that I have I've plugged the metalness into the roughness and then baked it from the roughness
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again and then I got the metalness map that way for some reason blender doesn't have a metal option
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here I think it's because it's a legacy thing it's just they haven't gotten around to updating that
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part yet but that's how you do that but to be really simple usually what I do is I do all my
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color passes first and then I base my metalness and my roughness passes off the color and then
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I make adjustments after that but I want to be absolutely certain that I kind of got my color
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pass completed first right so that's what I'm gonna go ahead and do I'm gonna plug this stuff
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back in so that it's based off the color pass right now and then I'm gonna finish off my my
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colors I'm gonna go back to the texture painting workflow here and then I can see here we got some
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different slots and I need this one here that's the one I need my base color here so that's for
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the helmet there I think that's it's fine for now don't really need to do a lot of crazy stuff
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with this one for some reason it's not allowing me to paint why is it not allowing me to paint
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do I need to paint the other one huh that is strange
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okay now I can paint don't know why that was but uh just a little bug okay and then I can paint
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all this stuff out if I want to get that the detailing in as much as you want here and there
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I think there's some strands on this one on the actual that could be a little bit interesting
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having stuff like this a little bit crooked and uneven
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something along those lines pretty interesting like that I think that's pretty close and then
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now I got all the details I'm gonna go in with a gray and just evening it out a little bit again
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so it's not so intense just here and there and I could introduce you know some greens and things
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you know if it's a it's a brassy copper thing then some greens like these kinds of greens
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that could also be in here and it's applying a little bit of color to the whole thing if we if
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we needed that right then that could also be in here just slight huge variations here and there
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I think that can look kind of interesting that going on that going on there that's the
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the helmet pretty much
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I'm missing that edge a little bit
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and then once again going in with the with the grays and something like that then we can always
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see what it looks like here right then we with the metal it all looks quite a bit different gets a
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very different feel but it from afar it kind of starts having those qualities that we're we're
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looking for and that's that's exactly what I need awesome okay I think that's the helmet there
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compared to texture painting then I want to give the cloth here a little bit of variation as well
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so come into a texture painting on that one and then we could try a kind of color burn and just
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that's gonna burn the whole thing up a little bit and create some variation like that just in
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different places here just to see what we what we get and then with a mix I can come back and just
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clean it all up a little bit getting some splotches of variation yeah that feels kind of
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cool and then we could do kind of the the opposite also where we introduce some sunburn maybe so we
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could get a maybe like a screen and then grab this here and then we get a little bit of bleaching
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on the bits that would be hit by the Sun the most that's probably these upwards facing areas here
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there would definitely be some please a little bit and then come in with a mix and just clean it up a
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little bit like that get that variation
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I hear it's got a little bit wild but
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let's try that in there it's okay if it's a bit darker in here more dirt would probably
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regularly be trapped in there and you can do some kind of lining for the for this edge here that
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could also look kind of good if we just do something like this like an edge we could probably
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even do some kind of dots if we go up to the brush or the stroke here and go to space and
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here if we set it to something like spacing 15 that's ratio of maybe 0.5 and then a dash length
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20 then we get something kind of like stitches here and then we could make that around this
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thing which could look pretty kind of cool actually that could look pretty good we could
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also try stabilizing or stroke a little bit just to see if we get something a bit more
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yeah let's use this I just want a slightly different color maybe something like that
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but a bit more vibrant yeah like that exactly then I want to get this here and then oh that's
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not so good maybe something like that and I could probably have had X symmetry on for this one so
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I'm just gonna redo this one and then we get a little bit more symmetry on this one here yeah
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cool then we get some stitches they're super super neat just a very simple kind of workflow
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now we could also get that along here and it's just adding a little bit of variation to the
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whole cloth here like that yeah and we could add it to the to this one also you could probably find
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a better use than the one I'm using right here but you know it's just it's kind of handy we
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could also use it for the leather belts and stuff and for the bag and etc okay I think that's the
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head scarf there then I'm gonna go down to the this one here and go to texture paint texture
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paint there we go and here we actually have that selection still and I think I'm gonna select these
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two areas and go to texture paint and just bring in that color and then setting my stroke back to
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dots here and turning off stabilize stroke and then I can just paint those in so I can get that
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even line over there right so I don't have anything kind of corrupting that and that's all from the
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vertex paint there cool then I got that then I can create some variation and I think we're gonna
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create some variation only on the blue part so I'm gonna inverse selection and go to texture
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paint and then this is the one that was take care of that selection part there then we can do
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something similar as we did to the scarf here give it some variation with a color burn maybe
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reduce the strength a little bit even more maybe and just kind of cram some stuff in here
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that's just ever so slightly some variation here and there especially in the crevices give it that
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variation it's a very simple cloth the one he has on it it doesn't offer much in terms of variation
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get some crevice things here and then get some darker blues it's also cool like that and then
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we can get the opposite end which is a little bit of a screen color here just to create some
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slight hue variations you could probably do all kinds of fancy things with the textures of
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different kinds to give it some feel but this works out quite well for me yeah then I got
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that kind of settled in and then kind of want the opposite for this one so I can go texture paint
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and then gonna bring in some just a lighter color of this one here it's almost creating like a fake
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highlight but that's not really what I want I think I just want the material to that but you
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could do that you know it could be really interesting if you had that kind of stuff
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and you're going for a really toony look and you had fake highlights and and those things but that's
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that's for another time texture painting oh so I'm gonna select that and then texture painting
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like that and then maybe some burn here where's the burn color burn like that it's creating that
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variation mix leaving those things out here a little bit then I got that variation on the
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cloths great but then I can do the same on this one this one's really interesting because there's
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so many different colors going on so let's start with the metal bits here just gonna select all
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the metals like that I'm going to texture paint and then just create a so do this selection here
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so that it's only that that's being affected and then some screen we could do those crevices
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kind of a bit more interestingly so I'm gonna do a color burn here just put that around the
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edges here ever so slightly and no particularly great reason for using color burn I was just
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interested in the effect that would give me I rarely use color burn actually it it it's not
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one of the more regular blending modes to use but it felt right this time and then some mix here
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you know and my perspective is really you know this one right like what does stuff feel like
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from this from this distance here that's the closest I would probably see the character
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so so if it's all just a little bit rough on the edges that's that is okay
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and get some edge kind of wear and tear here if I set this to a screen then maybe getting some
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edge wear here
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like that
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well it's kind of swirly effect here it's kind of cool
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doesn't really fit with the character but it was it was kind of a bit fun to play with there
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and then these browns like that and this looks certain way there but then when you see it with
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the with the metal then it has a completely different look so that's also just something
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to to keep in mind how that will be really affected but it adds a little bit of quite
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interesting variation to it and it's a lot it's way too shiny right there I wanted more a lot
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rougher like this thing here but that's the kind of variation I'm looking for cool I think that's
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that's good enough for that one at least so let's get back to texture painting make sure to save
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when I say save all images they all get saved and then this one here we could select that one
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those ones and those ones and then when we jump into texture painting then they're gonna be a
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little bit more like this and then we need some maybe some color burning in that's just kind of
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the flow right now a little bit of burn here and there reduce the strength a little bit
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strength this this stuff here and then some lighten or a screen I think here give it that
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especially at the tops here I think that's it'll feel really good there like this like that yeah
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that's actually kind of cool and then I kind of want those stitches again we're never really
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gonna notice them but I just like doing them I'm gonna go to space here and then see what
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we got yeah we got something like that then I'm gonna go mix and find a color here maybe a little
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bit more red and then I just want to bring this one in so I'm gonna fit my strength a little bit
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higher and then it's quite low resolution because we don't have a lot of detailing on this one so
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it might not be allowed but I'm gonna make do with what I have you know this is where your
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resolution comes into play right and then you have what you have I'm putting it in there
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trying these ones around here a little bit too small seems like they are view dependent but let's
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see if we can bring the stuff in here and it's all just to feel it you know I know it's not
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perfect I just want to maybe notice the stitches once in a while and feel them there and then you
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just feel a slight little texture variation on the thing that's kind of what I'm going for very
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nice then we have that we have the metal here I think that's the next bit then I'm gonna go
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into texture painting oh you've got unselected maybe no texture painting oh yeah right it's
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because it's just almost the same color there then we get a color burn it's like that color
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and just give it gonna go strength a little bit lower here give it some stuff around there
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and maybe some scratches like that and then some screen some variation like that kind of
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and then some scratches like that kind of and that's pretty good for those then we got the
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belt then I'm gonna do with the underpants they're gonna be very simple here they're just gonna have
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a little bit of color burn on them like that nothing too complicated
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then some mix you know this is just a very chill process this texture painting process
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there's not a lot going on you're just putting color onto the the assets and making it look the
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way you want it to look if you want to see them while you're texture painting then you can go
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just up to Eevee and then you see what it actually looks like whilst you're you're texturing it but
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it can be a little bit slower of course I'm going to the back here and then texture paint and then
395
00:52:15,300 --> 00:52:27,139
this one select this stuff here instead texture paint then we select that and then we could say
396
00:52:27,142 --> 00:52:38,659
color burn here then I now I'm seeing it as it's all being kind of done in real time
397
00:52:38,662 --> 00:52:45,659
and then I want some screen
398
00:52:45,662 --> 00:53:13,619
mix just getting that back in and stitches could also be kind of interesting so if I go
399
00:53:13,622 --> 00:53:22,139
it's already on space that's why I was getting weird strokes let's try this and then this color
400
00:53:22,142 --> 00:53:42,500
here but then something quite reddish or maybe a blue stitch yeah I think I think I like that
401
00:53:44,180 --> 00:53:52,339
then we're just gonna wrap that around the bag here wrap that around there wrap that around
402
00:53:52,342 --> 00:54:09,940
here get it underneath there very simple little leather bag yeah that kind of works cool and
403
00:54:09,980 --> 00:54:18,699
then we only have the scabbard and the sandals left to do so let's get the scabbard here say
404
00:54:18,702 --> 00:54:33,219
that we want only this stuff here it's actually gonna be okay so I'm gonna select these first
405
00:54:33,222 --> 00:54:47,579
and then like this there we go then texture paint and then color pick color burn nope turn
406
00:54:47,582 --> 00:54:55,339
this one on there we go and just reduce the strength a little bit and the stroke is probably
407
00:54:55,342 --> 00:55:12,459
still set to that so I just said that's dots a screen give some variation here I think in
408
00:55:12,462 --> 00:55:17,099
hindsight I would probably have made the scabbard a bit more round the fact that it's so square
409
00:55:17,102 --> 00:55:25,499
is annoying me a little bit but it's always something you could change but then you'd have
410
00:55:25,502 --> 00:55:30,299
to redo all your UVs and then if you're redoing all the UVs you have to redo all your textures
411
00:55:30,302 --> 00:55:37,899
and then it's a it's a big hassle but you could do a thing where you you save the textures and
412
00:55:37,902 --> 00:55:44,859
then you use those textures to read back to the new UVs you can have different UV sets it's just
413
00:55:44,862 --> 00:55:54,499
a little bit annoying cool and then we go in here then I control I then texture paint then I I think
414
00:55:54,502 --> 00:56:10,779
I'm just gonna grab only the highlights here like that like that nice nice then we're getting that
415
00:56:10,782 --> 00:56:24,299
there and then we have the final little bit which is the sandals they also deserving it now
416
00:56:24,302 --> 00:56:36,619
can we do X on this one maybe just that work for it huh probably not that well actually if we go
417
00:56:36,622 --> 00:56:49,939
here and then we say symmetry then I guess the symmetry will just stay hmm it doesn't work for
418
00:56:49,942 --> 00:56:57,339
the symmetry here because they don't share that basically for some reason it doesn't work in
419
00:56:57,342 --> 00:57:04,859
symmetry here that's actually a little bit strange it happens sometimes where it just doesn't
420
00:57:04,862 --> 00:57:17,579
that could be something that's set up a little bit wrong but that's something you would want
421
00:57:17,582 --> 00:57:31,379
to figure out of course for if you're doing a really detailed thing then then you want that
422
00:57:31,382 --> 00:57:41,340
in order okay pretty good then I just need some stitches as well and space and then I'm gonna
423
00:57:41,620 --> 00:57:52,499
this one maybe stitches like this and this is quite low resolution here I think I'm not gonna
424
00:57:52,502 --> 00:58:04,219
get yeah I'm not gonna get a lot here but that's okay it's still super fun to put the stitches on
425
00:58:04,222 --> 00:58:14,139
oh don't really doesn't work let's do this instead then just something simple just for the
426
00:58:14,142 --> 00:58:30,100
variation awesome yep that is pretty much the base color done for the entire character and
427
00:58:30,300 --> 00:58:41,019
then we just have the sword left here let's see we can do some variation on the blade so if we go
428
00:58:41,022 --> 00:58:48,699
in here and then we say a texture painting and then yeah we're only selecting that select the
429
00:58:48,702 --> 00:59:02,939
color there let's do a screen oh that is affecting it a lot here you kind of want that edge to do
430
00:59:02,942 --> 00:59:15,779
something here and I keep it shiny there maybe a few scratches in there and then go in here
431
00:59:15,782 --> 00:59:27,979
and texture painting and then what what do we need for this one let's try this here just give
432
00:59:27,982 --> 00:59:35,660
it a little bit of screen there it is a kind of wood actually so it could have like some darker
433
00:59:35,820 --> 00:59:45,939
I could have some darker veins going along it oh and then we need to be unstuck here
434
00:59:45,942 --> 01:00:06,419
this is some very simple texture painting down on top here I think super fancy
435
01:00:06,422 --> 01:00:17,659
give it that variation and all these extra seams you see here that's because the UV tiles are
436
01:00:17,662 --> 01:00:23,499
really close so to fix that you would have to put your UV tiles with a higher margin around
437
01:00:23,502 --> 01:00:39,219
them when you're packing them but I am I'm so far away from my character like the use case for
438
01:00:39,222 --> 01:00:46,979
it like it's it would not be noticeable at all so I just and neither with these details but they're
439
01:00:46,982 --> 01:00:50,739
a little bit fun to do and just in case you know if you want to do something a little bit more
440
01:00:50,742 --> 01:01:03,539
close-up then there's just an extra detailing on it cool then I can come in here as well like that
441
01:01:03,542 --> 01:01:11,819
and it's bleeding on top of the other stuff a little bit that's also okay I will just go in
442
01:01:11,822 --> 01:01:23,819
afterwards like this like this here let's say that's from texture painting now and then I just
443
01:01:23,822 --> 01:01:34,500
go in like this I cover it out and then I get some screen and just see what I get a little bit of
444
01:01:34,660 --> 01:01:47,379
something here and there an edge they're pretty good I get that variation and the
445
01:01:47,382 --> 01:01:55,739
gold can be quite golden like on that one yeah that actually looks kind of good like
446
01:01:55,742 --> 01:02:02,660
when you see the the wood there that feels kind of nice and then we have the head and
447
01:02:02,780 --> 01:02:07,379
that is mostly to do with the roughness I would say I think I'm gonna keep it
448
01:02:07,382 --> 01:02:15,699
this white but let me give it a little bit of variation at least let's see here
449
01:02:15,702 --> 01:02:34,899
okay with some of these colors here oh I said to why for some reason right
450
01:02:34,902 --> 01:02:39,099
right right it's supposed to be on wire on this one to be symmetrical that's right
451
01:02:39,102 --> 01:02:52,619
there a little bit of bony variation there we go
452
01:02:52,622 --> 01:03:01,419
oh wait did it work on the multiverse here now all right it's because it's texture painting
453
01:03:01,422 --> 01:03:06,100
never mind it's I thought it was a poly painting of course it's supposed to work
454
01:03:06,220 --> 01:03:18,379
awesome that looks great what else we missing here now nothing that seems to be it for the
455
01:03:18,382 --> 01:03:27,299
texture painting with the color then we can just move on to doing the the roughness and
456
01:03:27,302 --> 01:03:34,140
the metal map so I'm gonna go in and rebake those and then alter them after the fact so
457
01:03:34,180 --> 01:03:41,259
shading here then we have everything there just make sure to save all images save all
458
01:03:41,262 --> 01:03:48,499
images like that they all been saved and then I want to go in and rebake the roughness map
459
01:03:48,502 --> 01:03:55,259
so when I select the roughness map here make sure roughness is selected over here and hit
460
01:03:55,262 --> 01:04:07,539
bake oh I need to select all the objects so select all objects here and hit bake except
461
01:04:07,542 --> 01:04:20,580
for the image of course when I remove the image is everything yep and then hit bake
462
01:04:25,980 --> 01:04:32,180
I've gone ahead and baked both both a roughness map and a metalness map and the metalness map
463
01:04:32,300 --> 01:04:38,979
I baked exactly the same way as I baked the roughness map and it went through the roughness
464
01:04:38,982 --> 01:04:44,299
channel and then that way around something to keep in mind is that after you saved your maps
465
01:04:44,302 --> 01:04:50,099
you get access to change the color space on the images on the roughness and the metalness to see
466
01:04:50,102 --> 01:04:54,979
them properly in blender you want to set them to non color not sRGB but the color should still be
467
01:04:54,982 --> 01:05:02,119
set to sRGB so now I got a map for the metalness the metalness I got over there and then a
468
01:05:02,122 --> 01:05:09,179
roughness map the roughness map looks like this but I want to adjust these maps a little bit to
469
01:05:09,182 --> 01:05:15,979
get a slightly different effect on some of the materials it's gotten a little bit less kind of
470
01:05:15,982 --> 01:05:21,059
rough here it's got been a bit more rough when I pulled it through the roughness map and I guess
471
01:05:21,062 --> 01:05:27,299
there's some imprecise impreciseness with the color channels and and these things the method
472
01:05:27,302 --> 01:05:34,619
is not 100% so what I'm gonna do to adjust them is that I'm gonna go back to the texture painting
473
01:05:34,622 --> 01:05:39,459
workflow and then here in texture slots you can select the different maps you have and I could
474
01:05:39,462 --> 01:05:44,099
select something like roughness or metalness the main thing I want to adjust right now is the
475
01:05:44,102 --> 01:05:50,860
metalness and we can see here that the helmet is quite metallic and what we can do then is we can
476
01:05:50,900 --> 01:06:01,419
jump into the helmet and then we could say that I want this stuff to be a little bit more metallic
477
01:06:01,422 --> 01:06:08,059
so I'm gonna select all the helmet and then texture paint and then go into something like an
478
01:06:08,062 --> 01:06:15,219
overlay color here maybe the overlay will work I think the overlay will make stuff darker and
479
01:06:15,222 --> 01:06:27,499
stuff brighter I just need the right setting here I think yeah and then we could also see it just
480
01:06:27,502 --> 01:06:33,659
in this mode and then I guess actually it's the roughness mostly that is affecting this one I
481
01:06:33,662 --> 01:06:42,779
think the metalness is is quite right on that one and then the roughness on that one let's see
482
01:06:42,782 --> 01:06:50,499
actually on yeah I mean that looks pretty good for metal the cloth here is definitely a little
483
01:06:50,502 --> 01:06:55,699
bit more varied I'm just checking I think I don't mind that the cloth has a little bit of metallicness
484
01:06:55,702 --> 01:07:02,419
in it but this one needs a bit more so we can go into texture painting and then I'm gonna give it
485
01:07:02,422 --> 01:07:17,459
a very slight overhaul here of metalness just across the entire thing and that's that's just
486
01:07:17,462 --> 01:07:26,500
to help with the look a little bit here like that I think that's fine that that's pretty uniform
487
01:07:26,620 --> 01:07:37,739
that works out and the same goes for the cloth down here I'm gonna take these invert and then
488
01:07:37,742 --> 01:07:46,739
texture paint and then get some kind of color also going here something a bit more like this
489
01:07:46,742 --> 01:07:59,299
and it can be pretty uniform it it's a very simple map what's this going on here like that
490
01:07:59,302 --> 01:08:08,299
like that like that where the roughness can vary than the this metalness can't be a bit more
491
01:08:08,302 --> 01:08:19,579
uniform yep that seems pretty good and this one I'm just gonna make sure that it's see here
492
01:08:19,582 --> 01:08:26,139
because we could make it all like that that kind of works and but then getting a little bit of
493
01:08:26,142 --> 01:08:40,779
potentially variation in here around the corners here maybe that's going to just add a little bit
494
01:08:40,782 --> 01:08:51,619
of variance which can be good that looks pretty good that's supposed to be kind of black and the
495
01:08:51,622 --> 01:08:59,939
helmet up there and the cloth there we got this and the wood is definitely not supposed to be
496
01:08:59,942 --> 01:09:11,259
metallic so I'm gonna do that and then just do a black like this kind of for the metalness here
497
01:09:11,262 --> 01:09:25,659
like that and then that has kind of been solved with that thing nice then we got the helmet there
498
01:09:25,662 --> 01:09:33,099
and the sandals they also look good we just have one spot right there I'm gonna paint that black
499
01:09:33,102 --> 01:09:43,859
there and then we have on the undergarments here texture paint we definitely don't need any
500
01:09:43,862 --> 01:09:52,739
metallicness on those ones whatsoever I'm just gonna paint there there there we can look at the
501
01:09:52,742 --> 01:10:02,379
result here yep the handle now looks fine sandals look good that looks good there that looks good
502
01:10:02,382 --> 01:10:08,339
there then what I'm missing is the I need the roughness to come back a little bit so let's go
503
01:10:08,342 --> 01:10:13,139
to texture slots and then go to roughness and then jump back to this one and this is where we can
504
01:10:13,142 --> 01:10:21,219
start seeing what is going on here so I think this one I can boost this one a little bit so I could
505
01:10:21,222 --> 01:10:30,699
go up to maybe an overlay and just get a blacker color and just get this going here so I still
506
01:10:30,702 --> 01:10:38,179
maintain some of that detail and maybe it's easier just to see it here because then I can
507
01:10:38,182 --> 01:10:53,099
actually see it affecting the whole thing hmm how black can it go okay so it's very black now but
508
01:10:53,102 --> 01:11:01,499
it's not really creating that much reflection so why is that is that because something else is
509
01:11:01,502 --> 01:11:15,260
being put in there right now I'm just gonna save this image here save the roughness here image
510
01:11:15,620 --> 01:11:27,899
save and then the roughness is there oh it's being put into the anisotropic oh that's why
511
01:11:27,902 --> 01:11:35,979
so I was actually making a big mistake there but look at that chrome though look at that
512
01:11:35,982 --> 01:11:44,819
chrome and the helmet looks that way that's great okay so it's a that was simply that was
513
01:11:44,822 --> 01:11:51,939
why it was plugged into the wrong one that's my bad whoa that looks really that looks so
514
01:11:51,942 --> 01:12:02,179
interesting I'm gonna tone that down now that was a mistake so texture painting and then let's see
515
01:12:02,182 --> 01:12:15,219
here let's get a little bit of this going on and then we can adjust the shininess with the black
516
01:12:15,222 --> 01:12:29,579
here I can see that probably the this stuff is the most shiny like that this could be a little
517
01:12:29,582 --> 01:12:37,019
bit shiny here create a shiny strip that could actually be kind of cool doing something like
518
01:12:37,022 --> 01:12:42,859
this just to see what that would feel like then you have this one area that's just like really
519
01:12:42,862 --> 01:12:54,619
shiny right there you could emphasize that but then we could go down some other stuff here just
520
01:12:54,622 --> 01:13:00,179
say no this should be a lot more rough then you actually get something like that and then you
521
01:13:00,182 --> 01:13:08,499
have that variance it's kind of interesting you can play it can give it a more painterly
522
01:13:08,502 --> 01:13:24,819
look having quite harsh differences between things let's try that yeah that feels pretty
523
01:13:24,822 --> 01:13:33,739
cool quite like that nice then we jump down to the rest of the stuff here let's see so this
524
01:13:33,742 --> 01:13:39,819
actually that looks pretty good this could use a little bit of shine and the helmet could also
525
01:13:39,822 --> 01:13:49,099
use a little bit of shine here so let's see what we need to get maybe an overlay and just making
526
01:13:49,102 --> 01:14:02,499
it a little bit darker so we are on one roughness now there yeah okay so we just need to get this
527
01:14:02,502 --> 01:14:19,019
stuff a little bit buffed up get a little bit of shine back a little bit of shine here
528
01:14:19,022 --> 01:14:36,619
nice maybe even just mixing the stuff in get similar kind of harsh reflection somewhere
529
01:14:36,622 --> 01:14:44,819
then if we really needed to we could come in and just do the opposite on the rust
530
01:14:44,822 --> 01:14:58,140
creating like dead zones which is no shine like that
531
01:15:05,380 --> 01:15:12,700
like that a little bit everywhere here yeah that's a bit closer to what I wanted
532
01:15:12,820 --> 01:15:26,179
then let's do the scabbard here texture paint on these ones and then we'll set it to a darker
533
01:15:26,182 --> 01:15:46,339
color and just multiply this give this some shine in there some streaks of shininess that's
534
01:15:46,342 --> 01:15:59,179
kind of cool then the same goes for this stuff here let's actually invert this and then get
535
01:15:59,182 --> 01:16:11,379
some shiny and on the sword and let's do everything that's a bit more actually you can just do it on
536
01:16:11,382 --> 01:16:19,739
top of it texture paint texture paint and then we won't have this one just give it shine or we
537
01:16:19,742 --> 01:16:31,819
we think we need shine and the wood can also be you know a little bit lacquered so it can
538
01:16:31,822 --> 01:16:51,140
actually be a shiny wood that's pretty cool so we get this one here
539
01:17:02,380 --> 01:17:18,899
a little variation the sword just so it catches the light awesome yeah I think that's that's it
540
01:17:18,902 --> 01:17:25,859
for those things then we only have one little thing left which are the eyes I'm just gonna
541
01:17:25,862 --> 01:17:31,299
only select the eyes and the body here looks kind of terrifying now with the body paint on
542
01:17:31,302 --> 01:17:39,179
and the eyes I'm gonna do a very simple trick where I go to shading mode then I just isolate
543
01:17:39,182 --> 01:17:54,700
them I say new and then I grab a gradient texture and I set it to spherical then here we need that
544
01:17:54,820 --> 01:18:07,219
one to kind of align with the eyes is that the best way of doing this actually no let's let's do
545
01:18:07,222 --> 01:18:13,939
it slightly differently so let's go to texture painting instead and then we get the the eyes
546
01:18:13,942 --> 01:18:24,619
here so we get these ones the ice thank you very much isolate them and then we say that they also
547
01:18:24,622 --> 01:18:33,099
need to have the body matte like this and then we're gonna jump into texture painting and then
548
01:18:33,102 --> 01:18:39,779
we have it here and then we can literally paint it in here by going up to edit so go to paint
549
01:18:39,782 --> 01:18:49,819
and move these ones out and here we can paint them a little bit more normally so multiply there
550
01:18:49,822 --> 01:18:57,059
we go so now I can paint this in kind of ever so carefully and then you can see it affects us it's
551
01:18:57,062 --> 01:19:06,739
over there on the on the right it's popping out you just put this in literally like this and then
552
01:19:06,742 --> 01:19:15,059
we have the eyes there and here we can create a little bit of variation so let's create some
553
01:19:15,062 --> 01:19:27,779
redness around the eyes and create some veins coming in they're so small the eyes and in the
554
01:19:27,782 --> 01:19:35,620
eyeballs so we won't be able to see that much of it still it's just a slight feature here
555
01:19:37,740 --> 01:19:40,539
there we go
556
01:19:40,542 --> 01:19:48,099
instead and maybe the eyes are actually a bit more yellow so if I do like an
557
01:19:48,102 --> 01:19:53,059
and overly maybe and then a yellowy kind of color
558
01:19:53,062 --> 01:19:59,820
maybe a multiply
559
01:20:07,340 --> 01:20:17,059
something along those lines and then we can come in with a black color and do some kind of
560
01:20:17,062 --> 01:20:31,979
iris pupil mix here like that maybe even with a slight hinge of maybe with a blue almost
561
01:20:31,982 --> 01:20:39,179
not that the character from the area that the characters in would necessarily have blue eyes
562
01:20:39,182 --> 01:20:51,300
but the character is cursed so maybe the the blue is is hinting at that like that here
563
01:20:51,340 --> 01:21:07,579
I got those things going on see how that looks in the characters head yeah it's not too bad
564
01:21:07,582 --> 01:21:20,379
but maybe simplicity is the way I'm just doing this yeah I think so and then I'm gonna go
565
01:21:20,382 --> 01:21:33,419
multiply grab a little bit of a more darker color around here and also grab some red ish
566
01:21:33,422 --> 01:21:42,780
colors and just get that kind of strobe it around here on the edge of everything
567
01:21:50,540 --> 01:21:54,260
and this one mix
568
01:22:06,940 --> 01:22:18,979
yep that looks pretty good and gonna bring everything together here and there we pretty
569
01:22:18,982 --> 01:22:28,779
much have the final textured model asset pretty cool so that marks the end for this
570
01:22:28,782 --> 01:22:31,180
chapter and then we're gonna move on to the next one
70828
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