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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:04,719 Hello and welcome to this chapter, so in this chapter we're going to continue our texturing 2 00:00:04,722 --> 00:00:09,159 and we're going to move beyond the whole sculpt painting features that we did on the different 3 00:00:09,162 --> 00:00:14,719 stuff and get into proper kind of texture painting where we paint directly on texture 4 00:00:14,722 --> 00:00:15,719 maps. 5 00:00:15,722 --> 00:00:21,399 This means that we need to start baking all the color we already have onto textures so 6 00:00:21,402 --> 00:00:24,519 we have a base to start working from. 7 00:00:24,522 --> 00:00:28,239 So this is a pretty big step as we're moving away from the whole polypainting sculpting 8 00:00:28,242 --> 00:00:33,399 workflow and getting into the more traditional workflow. 9 00:00:33,402 --> 00:00:36,839 So to start off with that we're going to jump into texture paint where we're going to look 10 00:00:36,842 --> 00:00:38,059 around a little bit. 11 00:00:38,062 --> 00:00:41,959 So this is kind of the workflow or the workspace where you would be doing most of the texture 12 00:00:41,962 --> 00:00:47,999 painting and right now our guy here is just purple and that's because there's no texture 13 00:00:48,002 --> 00:00:52,999 map associated with the thing right now because it's just vertex colors. 14 00:00:53,002 --> 00:00:55,279 So we need to create those texture maps. 15 00:00:55,282 --> 00:00:57,440 There's different ways of creating those texture maps. 16 00:00:57,640 --> 00:01:00,942 One way is coming up here and then going to texture slots and then creating textures in 17 00:01:00,942 --> 00:01:03,164 Subtitled by online-courses.club We compress knowledge for you! 18 00:01:03,164 --> 00:01:06,719 here and you can do that that works just fine but I kind of like just creating the maps 19 00:01:06,722 --> 00:01:09,239 that I need on my own. 20 00:01:09,242 --> 00:01:13,799 So I'm going to create a new texture and I think for this guy I don't really need something 21 00:01:13,802 --> 00:01:14,799 bigger than 2k. 22 00:01:14,802 --> 00:01:21,719 So I'm going to do 2048 by 2048 and then the color is just going to be black that's fine 23 00:01:21,722 --> 00:01:26,239 and I'm going to call this one base color. 24 00:01:26,242 --> 00:01:29,719 So this is the base color of our body. 25 00:01:29,722 --> 00:01:37,119 So I might call it actually body base color I think here. 26 00:01:37,122 --> 00:01:43,959 Then it's created that map and then we can see the layout of the UV stuff right there. 27 00:01:43,962 --> 00:01:51,639 So to bake this on top of this is actually pretty simple. 28 00:01:51,642 --> 00:01:56,199 We just need to access some of the cycles baking features but we need to do some setup 29 00:01:56,202 --> 00:01:57,199 first. 30 00:01:57,202 --> 00:02:00,919 So the first thing we do is we go into the shading editor and then we're going to create 31 00:02:00,922 --> 00:02:06,479 an image texture with the texture that we just created. 32 00:02:06,482 --> 00:02:12,479 So I'm going to search image texture and way over there and then we're going to select 33 00:02:12,482 --> 00:02:19,679 that texture that we just created inside of blender here and this is the one body base 34 00:02:19,682 --> 00:02:25,419 color right there and now that texture holds the color and I'm just going to select it. 35 00:02:25,422 --> 00:02:28,779 So it's selected inside the shader editor right. 36 00:02:28,782 --> 00:02:30,899 So that one's selected but not that one selected. 37 00:02:30,902 --> 00:02:36,179 So this one is selected and then I'm going to come up to the render settings here and 38 00:02:36,182 --> 00:02:41,299 then under cycles make sure you're on cycles then I'm going to set it to GPU there's some 39 00:02:41,302 --> 00:02:48,419 denoising stuff that's okay and then I'm going to come down to bake and here is where I want 40 00:02:48,422 --> 00:02:50,099 to start choosing some things. 41 00:02:50,102 --> 00:02:56,579 So I'm going to choose to get the diffuse color and then I'm going to get only the diffuse 42 00:02:56,582 --> 00:03:03,699 not the direct and the indirect just the color itself right and what that's going to do is 43 00:03:03,702 --> 00:03:07,619 that's going to look at the shader here and then see anything that's coming in essentially 44 00:03:07,622 --> 00:03:11,619 to the base color and then it's going to try to output that onto the texture of selected. 45 00:03:11,622 --> 00:03:18,459 So that's our entire stack of the veins and the two all clamped together and then baked 46 00:03:18,462 --> 00:03:19,779 onto this texture. 47 00:03:19,782 --> 00:03:24,939 That's essentially what is has been set up now with diffuse color and the stuff then 48 00:03:24,942 --> 00:03:30,739 there's some stuff with big two image textures and and clear images means that it clears 49 00:03:30,742 --> 00:03:38,939 it for whatever is on it which you might want or might not want depending on what you're 50 00:03:38,942 --> 00:03:43,779 doing but we can look at that a little bit later. 51 00:03:43,782 --> 00:03:50,859 Okay cool then we're just going to hit bake but I might need to set this one down and 52 00:03:50,862 --> 00:03:55,899 just say because we just need to direct input so we could actually set this down to like 53 00:03:55,902 --> 00:04:02,899 one sample here and then so it doesn't run for too long and then it's going to hit bake 54 00:04:02,902 --> 00:04:08,619 and there's no okay I need to select the object also there we go so object selected and then 55 00:04:08,622 --> 00:04:15,059 we're going to hit bake so it knows what UVs to use and then it's going to start baking 56 00:04:15,062 --> 00:04:20,299 and if we look at the texture over here then something it's already been cleared I think 57 00:04:20,302 --> 00:04:25,339 here that's why we're seeing this transparency and then there we got the big texture immediately 58 00:04:25,342 --> 00:04:30,819 kind of just popping up over here and that has all the color variation and the two some 59 00:04:30,822 --> 00:04:38,300 stuff and the veins and our little toes here everything just immediately on our texture 60 00:04:38,580 --> 00:04:48,819 and this texture can now be used as the color for our skin and it looks pretty much identical 61 00:04:48,822 --> 00:04:56,299 to this one I actually can't tell the difference so that's that's awesome that's essentially 62 00:04:56,302 --> 00:05:01,899 how it works it's that simple to bake the things the process is a little bit strange 63 00:05:01,902 --> 00:05:07,259 as to where the stuff is but once you get it it's really straightforward and then we 64 00:05:07,262 --> 00:05:14,659 just need to do that with everything else as well now this is where it can get a little 65 00:05:14,662 --> 00:05:22,419 bit funky because we have different assets here and they're all contributing to the to 66 00:05:22,422 --> 00:05:30,659 the effect so we're going to start off with the cloth and then see how we get get that 67 00:05:30,662 --> 00:05:35,099 functioning right so I'm going to hit new here a new texture I'm going to set up the 68 00:05:35,102 --> 00:05:43,219 vertex color thing here so we're going to say color attribute I'm going to get the color 69 00:05:43,222 --> 00:05:48,339 so that's just the default for the thing here and then we have that blue color so on so 70 00:05:48,342 --> 00:05:53,579 forth right and we want to do exactly the same so we're going to create a new texture 71 00:05:53,582 --> 00:05:57,659 and go over here and say actually I'm going to save this texture first I'm going to say 72 00:05:57,662 --> 00:06:05,499 image and save I'm going to save it underneath where the characters are here actually I'm 73 00:06:05,502 --> 00:06:10,859 going to call it body base color that's exactly right I'm just going to save it right there 74 00:06:10,862 --> 00:06:16,059 so now this has been saved right so I have it because you might lose it in the blender 75 00:06:16,062 --> 00:06:20,219 buffer if you don't save the file immediately but now I got that then I'm going to create 76 00:06:20,222 --> 00:06:29,019 a new image I'm going to call this one the item base color or items base color basically 77 00:06:29,022 --> 00:06:37,379 that's going to house everything else as well so I got the color there and then have this 78 00:06:37,382 --> 00:06:42,339 one associated there then I'm going to create the new image texture and I'm going to select 79 00:06:42,342 --> 00:06:48,100 the items base color and selecting this one and then essentially baking it to this one 80 00:06:48,380 --> 00:06:52,339 and then we'll see what happens and this one is going to clear the image so it becomes 81 00:06:52,342 --> 00:07:05,379 completely fresh here now and we got the cloth in there and that is now ready to be textured 82 00:07:05,382 --> 00:07:10,219 the problem though is with the other assets right now we also need to get those on top 83 00:07:10,222 --> 00:07:14,539 here and let's see how we're going to go about doing that so let's take the bag here for 84 00:07:14,542 --> 00:07:27,499 example create a new texture and say image sorry no color attribute there we go and then 85 00:07:27,502 --> 00:07:31,959 it just picks the default one so that's great then we're going to create the image texture 86 00:07:31,962 --> 00:07:36,939 node I'm going to take the items base color because we want the stuff to be on the same 87 00:07:36,942 --> 00:07:41,459 one here right so I'm going to select that one then instead I'm going to not I'm going 88 00:07:41,462 --> 00:07:45,659 to tick off the clear image and then I'm going to hit bake and then we'll see what 89 00:07:45,662 --> 00:07:54,699 happens going to wait for the baking here and then hopefully we'll see an interesting 90 00:07:54,702 --> 00:08:02,499 addition to the image over there and we do we essentially just get all the stuff with 91 00:08:02,502 --> 00:08:07,419 the bag was placed in the packing without destroying the stuff that we already had and 92 00:08:07,422 --> 00:08:12,339 that's the way we're going to do the rest of the items as well so a little bit of fiddly 93 00:08:12,342 --> 00:08:16,419 work with with this color attribute thing and you know you could have combined some 94 00:08:16,422 --> 00:08:20,499 of these assets and then made that process a little bit simpler for yourself by not having 95 00:08:20,502 --> 00:08:27,419 to do all these materials for each of them but I think it it actually ends up working 96 00:08:27,422 --> 00:08:34,779 I'm wonder actually if if this one used the same material all right okay they can also 97 00:08:34,782 --> 00:08:39,019 they can all just have the same material actually so okay so I'm going to call this 98 00:08:39,022 --> 00:08:49,579 one local color vertex oh actually items matte so they can all have the same one I that that 99 00:08:49,582 --> 00:08:56,379 is actually beneficial so I'm going to select all these items here and the skull there and 100 00:08:56,382 --> 00:09:03,540 just click that one and click ctrl L link materials oh and the helmet as well link materials 101 00:09:03,660 --> 00:09:12,299 then they all use that shader with the local color attribute and then I wonder if we select 102 00:09:12,302 --> 00:09:18,099 multiple items here and then select this item based color will it then grab multiple at 103 00:09:18,102 --> 00:09:28,859 once built is not enabled for rendering oh somehow that is been turned off fake let's 104 00:09:28,862 --> 00:09:38,699 try that see what we get then I suspect that it it'll try to bake all of them at once here 105 00:09:38,702 --> 00:09:48,379 yep it's doing that so it's taking one at a time and adding it to the to the setup here 106 00:09:48,382 --> 00:09:56,139 we get the rest right there actually looks like it's maybe laying itself on top of the 107 00:09:56,142 --> 00:10:05,602 other stuff not in the most easy way here did something happen to the okay I think it's 108 00:10:05,604 --> 00:10:04,434 Subtitled by online-courses.club We compress knowledge for you! 109 00:10:10,860 --> 00:10:15,299 because of this margin thing here I had a margin on it that means that this stuff is 110 00:10:15,302 --> 00:10:19,379 overlapping but essentially this just proves that we can do all the assets at once so I'm 111 00:10:19,382 --> 00:10:27,499 gonna do margin here and say zero and then I'm gonna just grab all the assets select objects 112 00:10:27,502 --> 00:10:35,939 except for oh and this one technically also we also need this one but this one has a different 113 00:10:35,942 --> 00:10:43,819 setup so we'll add that one at the end with the other stuff here so select objects we don't need 114 00:10:43,822 --> 00:10:53,739 that one and then we don't need the belt we don't need the belt we need that one I need those pants 115 00:10:53,742 --> 00:11:02,139 there yep don't need the body that seems pretty good and then we can just hit bake and then it 116 00:11:02,142 --> 00:11:09,699 should take all the assets and build them into the diffuser here circular dependencies for image 117 00:11:09,702 --> 00:11:21,699 items base color that's probably because of the this one here right it's because we plugged in 118 00:11:21,702 --> 00:11:29,139 the cloth so I'm just gonna untidy this one and bring it onto the same material as everything else 119 00:11:29,142 --> 00:11:43,859 like materials see here so now everything should hopefully be on the same map yeah okay this cool 120 00:11:43,862 --> 00:11:55,459 and then we just gotta select this stuff again get the sword skull get this stuff here and there 121 00:11:55,462 --> 00:12:06,259 yep and now we can hit bake finally and that thing selected and then we just gotta wait for 122 00:12:06,262 --> 00:12:15,659 those to bake all the assets to the texture file and there we have the entire map baked and we only 123 00:12:15,662 --> 00:12:21,699 need these two little squares here which are for the the rope itself and to test out our maps we 124 00:12:21,702 --> 00:12:30,299 can plug it in to this and we should essentially see no difference on any of it because it all just 125 00:12:30,302 --> 00:12:37,499 lined up perfectly and we got this new texture here so that's amazing gonna say image save as 126 00:12:37,502 --> 00:12:46,099 and save that as the base color and then we got a texture now for our assets we just need to get 127 00:12:46,102 --> 00:12:52,699 that rope to be a part of the family here so we're gonna create an image texture and select 128 00:12:52,702 --> 00:13:00,459 that items base color like that and then I'm just gonna bake that onto the image itself as well and 129 00:13:00,462 --> 00:13:08,539 then we just need to save it one more time after this baking process is complete and we got it 130 00:13:08,542 --> 00:13:15,979 there filled out on each spot where we needed it awesome and it's a little bit lower resolution 131 00:13:15,982 --> 00:13:22,779 but I think when we plug it in it's gonna look absolutely fine or maybe not actually that's a 132 00:13:22,782 --> 00:13:30,419 little bit too low resolution actually for this one so that's because our map is simply these 133 00:13:30,422 --> 00:13:35,779 ones were too small for for this texture here so we should have made them a little bit bigger or 134 00:13:35,782 --> 00:13:41,099 done them in a slightly different way it looked a lot better with with this of course and if you're 135 00:13:41,102 --> 00:13:46,499 doing a higher detail character then you could do that but for us you know you would never ever see 136 00:13:46,502 --> 00:13:53,379 it and it just gives it a little bit of variation and that's essentially what I was going for so 137 00:13:53,382 --> 00:14:04,619 that's great then I can save this one and I'll save it here save and then we got all of it textured 138 00:14:04,622 --> 00:14:11,059 onto maps and that's what we wanted awesome and we're essentially kind of done with the color 139 00:14:11,062 --> 00:14:21,019 attributes here so I'm just gonna save out my the rest of my stuff here and now we could start 140 00:14:21,022 --> 00:14:29,419 painting in some variation directly onto the textures for for the different objects so we 141 00:14:29,422 --> 00:14:33,299 could paint and we have a little bit of rust up here on the helmet I'm gonna start painting that 142 00:14:33,302 --> 00:14:40,099 in on the helmet as a texture painting thing and we could also do some material variation in the 143 00:14:40,102 --> 00:14:48,259 in the editor here right and if we wanted to do some roughness variations and patterning you can 144 00:14:48,262 --> 00:14:54,339 just apply that in the stack here put as the base color and rebake it to the base color I don't 145 00:14:54,342 --> 00:15:04,579 really need much more than a base color for my for my character the roughness is not gonna matter 146 00:15:04,582 --> 00:15:11,419 a lot but I might do something for for this one you can also get a lot by just extracting stuff 147 00:15:11,422 --> 00:15:17,539 from from this map okay let's see here let's go into the helmet here then and then jump over to 148 00:15:17,542 --> 00:15:23,540 the texture painting workflow and now you can see it's no longer purple we got all these colors to 149 00:15:24,060 --> 00:15:28,819 play with but once again I'm gonna change the matte cap to this white one just so everything's 150 00:15:28,822 --> 00:15:33,979 a little bit more clear and then now I should be able to come up to this helmet I could even press 151 00:15:33,982 --> 00:15:41,659 X and then I could do some kind of color picking maybe if I select some color over here like this 152 00:15:41,662 --> 00:15:50,059 kind of reddish color then I could start painting that in here and it's not amazingly performant 153 00:15:50,062 --> 00:15:55,699 because Blender's texture painting tools are not the best in the world but it's definitely 154 00:15:55,702 --> 00:16:05,059 serviceable you know it can it can be used for for smaller things and also it's gonna depend on how 155 00:16:05,062 --> 00:16:10,900 big your your texture files are like the resolution of your texture files if you're just doing like 156 00:16:11,380 --> 00:16:21,299 you know 1024 by 1024 then I think you can you can get really far with that okay let's see here 157 00:16:21,302 --> 00:16:30,379 so we're just creating some I'm starting out with some symmetry creating kind of rust in the in the 158 00:16:30,382 --> 00:16:42,339 crevices here and stuff and then I might get some might get some asymmetry afterwards all right 159 00:16:42,342 --> 00:16:48,339 I'm just starting with this a little bit and that's just me painting the different effects 160 00:16:48,342 --> 00:16:55,219 paint them in the crevices that's kind of where the rust would would gather and I think maybe 161 00:16:55,222 --> 00:17:10,299 with the edge of this one it would definitely start eating it it up like that and there's an 162 00:17:10,302 --> 00:17:23,419 edge up here somewhere I'm gonna imagine that the guys at this this helmet for a while and therefore 163 00:17:23,422 --> 00:17:34,539 it it's definitely become a lot more decrepit okay I'm gonna turn off the the x-factor here 164 00:17:34,542 --> 00:17:43,099 I can get some kind of local variation and this is just to demonstrate how you can paint directly 165 00:17:43,102 --> 00:17:48,820 on the thing and you have to remember to to save the maps because the details might be gone if you 166 00:17:49,740 --> 00:17:55,659 don't save for a while so just remember to save and you can see there's a little star little 167 00:17:55,662 --> 00:18:01,579 asterisks next to the image here that means that this this map needs to be saved so I'll just save 168 00:18:01,582 --> 00:18:06,379 this now because details have been added which we can also see in here you can also export this map 169 00:18:06,382 --> 00:18:12,660 you know and then use it in Photoshop or something and paint in details there that also totally works 170 00:18:12,820 --> 00:18:19,219 works out I just like this workflow you know there's tools like substance and stuff which 171 00:18:19,222 --> 00:18:26,939 can get you really really far with the texturing but this is just kind of fast and handy and for 172 00:18:26,942 --> 00:18:32,499 this kind of stuff I think it's really ideal okay so that's a little bit of a variation there with 173 00:18:32,502 --> 00:18:40,539 with with the rust right a different way we could have done the rust is by looking at some of the 174 00:18:40,542 --> 00:18:47,139 crevices and and corners and stuff procedurally in the shader so I just want to jump over the 175 00:18:47,142 --> 00:18:58,179 shader and just look at how that could have been done here so now this helmet here is using the 176 00:18:58,182 --> 00:19:03,219 textures from the from everything else but let's say that we didn't want to do that we wanted to 177 00:19:03,222 --> 00:19:07,859 do something a little bit more custom I'm just gonna create a duplicate of this called the 178 00:19:07,862 --> 00:19:16,619 helmet matte like so and this one is now going to use the item based color and some additional 179 00:19:16,622 --> 00:19:26,259 stuff so we're gonna create an ambient occlusion node and this is gonna look completely white 180 00:19:26,262 --> 00:19:31,419 because there's no ambient occlusion on we could turn it on in Eevee if we go to Eevee here and 181 00:19:31,422 --> 00:19:36,539 then turn on ambient occlusion then you start seeing the the ambient occlusion there or we 182 00:19:36,542 --> 00:19:45,699 could use it in cycles if you go to cycles see how it renders there it's gonna set it to scene 183 00:19:45,702 --> 00:19:52,419 light there then okay so it's the first time rendering then we can start seeing how the ambient 184 00:19:52,422 --> 00:19:55,779 occlusion is really affecting it and then we can use the ambient occlusion together with a noise 185 00:19:55,782 --> 00:20:02,619 to mask out some details and if you're doing anything a little bit more realistic then for 186 00:20:02,622 --> 00:20:08,379 sure it can be the the right way to go about that's probably the way I would go about it 187 00:20:08,382 --> 00:20:13,859 there's a bit more for stylized character so it's not necessarily needed a more more hand-painted 188 00:20:13,862 --> 00:20:24,699 approach is it's probably the way to to go but um but let's see so just waiting for it here okay 189 00:20:24,702 --> 00:20:32,579 and here we are now we can see the the effect of the ambient occlusion a little bit more and then 190 00:20:32,582 --> 00:20:41,859 I can apply some kind of ramp node here and then we can exaggerate the crevices and that can be 191 00:20:41,862 --> 00:20:49,179 really cool for for applying rust or effects like that that would that would affect it I could invert 192 00:20:49,182 --> 00:20:57,859 the mask or something and then together with a noise texture here so it's noise then I get this 193 00:20:57,862 --> 00:21:05,659 one here and that looks like like that kind of and then I ramp on top of that one and then it 194 00:21:05,662 --> 00:21:11,939 could also be a little bit faster in Eevee here let's just go back here let's see what we get 195 00:21:11,942 --> 00:21:21,940 yeah we still get that ambient occlusion feeling and I just need to move some stuff around like 196 00:21:21,980 --> 00:21:33,539 that and scale the window up here a little bit and then a mix I think you can mix these two 197 00:21:33,542 --> 00:21:43,420 together and then we start getting some kind of deal here let's see I really want to clamp 198 00:21:43,460 --> 00:21:50,379 these two together as much as possible and what kind of mix do I want to do 199 00:21:50,382 --> 00:22:01,259 that's a good question actually so maybe we're going to use this one as a factor 200 00:22:01,262 --> 00:22:06,660 and then this one as the color and then this one is a black here 201 00:22:15,900 --> 00:22:25,580 right and then I can get that noise in there like this kind of get some detail it's a roughness 202 00:22:25,740 --> 00:22:36,059 and then I can adjust this depending on where I want that noise level then I have something like 203 00:22:36,062 --> 00:22:46,539 that kind of then I can use that to to color the helmet so let's say that we had a base 204 00:22:46,542 --> 00:22:57,979 color that looks a little bit more like like this one here and then I plug this one in as 205 00:22:57,982 --> 00:23:06,579 the factor put that into the color then we get just a completely blank thing now then we say 206 00:23:06,582 --> 00:23:14,099 that the base is some kind of gray but in the rust here is some kind of reddish color and then 207 00:23:14,102 --> 00:23:22,299 we're getting that more procedural rust effect where it just affects the crevices and we don't 208 00:23:22,302 --> 00:23:27,739 have to paint it in you can also use this as a base and then hand paint in some stuff afterwards 209 00:23:27,742 --> 00:23:40,619 you know and here get kind of the edginess of it like that right and then you just get that 210 00:23:40,622 --> 00:23:46,459 feature and that's also really really useful but for my purpose I am I'm doing it hand painted I 211 00:23:46,462 --> 00:23:49,659 just wanted to show that you could you could easily do something like this and then bake 212 00:23:49,662 --> 00:23:55,099 that to the map like we did before but I'm gonna stick with we're just doing some hand painted 213 00:23:55,102 --> 00:24:07,019 stuff very nice and that means I can bring it back to the body matte here let's see bring it 214 00:24:07,022 --> 00:24:14,899 back to the items matte and keep it simple like that something can also try is if you want to get 215 00:24:14,902 --> 00:24:20,579 some very quick feel for the roughness maps or getting some variation at least throughout the 216 00:24:20,582 --> 00:24:29,299 character then simply using the the base color here as a roughness map it can be kind of an 217 00:24:29,302 --> 00:24:37,019 interesting way of doing that we take this and then we just plug it into a ramp node here then 218 00:24:37,022 --> 00:24:42,259 we're gonna get this black and white output here and then we can start messing with those values 219 00:24:42,262 --> 00:24:48,739 we could do it the other way around generally if you keep it kind of rough then it'll look 220 00:24:48,742 --> 00:24:58,059 kind of natural and here I can see the metals are actually going darker than the rest so that's 221 00:24:58,062 --> 00:25:03,659 actually not too bad except for the skull over there then I plug that into the roughness here 222 00:25:03,662 --> 00:25:15,139 excuse me then we get quite a rough look here but then if we start bringing that in then we get that 223 00:25:15,142 --> 00:25:20,339 shine and then obviously they don't feel very metallic that's kind of the next the next step 224 00:25:20,342 --> 00:25:33,619 here if we bring in something like this and then say that this should be our metallic like that 225 00:25:33,622 --> 00:25:42,419 and then we say that it actually needs to be the other way around but this stuff is metallic and 226 00:25:42,422 --> 00:25:56,539 then the rest is kind of not it's something like that and the bag becomes quite quite metallic here 227 00:25:56,542 --> 00:26:05,859 but the advantage is that you could get a base for the different maps the metalness map and 228 00:26:05,862 --> 00:26:11,659 roughness map and then now we get that metallic helmet and we get the rust and it all looks a 229 00:26:11,662 --> 00:26:20,459 little bit more kind of how it would feel properly right let's see actually let's bring in the metal 230 00:26:20,462 --> 00:26:33,459 a bit more like that and then the roughness here roughness like that something along those lines 231 00:26:33,462 --> 00:26:40,019 and then some of these other bits also kind of work right this metal here that kind of works 232 00:26:40,022 --> 00:26:47,659 but then the the bag is I think also some kind of weird metal now which is not no actually no it's 233 00:26:47,662 --> 00:26:51,499 sorry the bag is not a weird metal actually it's kind of working out and the cloth is getting a 234 00:26:51,502 --> 00:26:58,019 little bit of a metallic quality which also isn't too bad and this is definitely metal and that's 235 00:26:58,022 --> 00:27:05,939 just kind of coincidence with the colors and here we have some edge bleed a little bit got the color 236 00:27:05,942 --> 00:27:14,499 there done done done done done so that's actually working and then now we have a just a slight base 237 00:27:14,502 --> 00:27:22,939 and then we could use that as our base to to bake a metalness map and a roughness map so I'm gonna 238 00:27:22,942 --> 00:27:31,139 go here to this one and create a new texture image new I'm gonna create a texture called 239 00:27:31,142 --> 00:27:52,980 let's see here it's called image texture it's gonna be called items roughness rough map and 240 00:27:53,140 --> 00:28:02,459 roughness like that and yeah we're gonna have an alpha on it and then I could go up to the 241 00:28:02,462 --> 00:28:12,459 baking options again here and then select all of my assets select all the assets here I think we 242 00:28:12,462 --> 00:28:19,459 can also select everything that has to say material if we go to select select all by type 243 00:28:19,462 --> 00:28:30,939 no sorry select select linked material so then we select everything that has that material so 244 00:28:30,942 --> 00:28:36,579 the what doesn't the rope also have the material what's supposed to have the material so let's 245 00:28:36,582 --> 00:28:48,539 get the rope here say items met like that I can say ctrl L select no not select so select linked 246 00:28:48,542 --> 00:28:53,899 so shift L that's the command shift L materials and then we get all the stuff with that material 247 00:28:53,902 --> 00:29:03,299 on it and then we go over here and we say we need to create that image texture that's what we used 248 00:29:03,302 --> 00:29:10,339 to do I mean to select the items roughness so it'll become a little there but then I get the 249 00:29:10,342 --> 00:29:14,779 item roughness and then I want to bake essentially what becomes the roughness from the baking so over 250 00:29:14,782 --> 00:29:19,379 here in big type I'm gonna select roughness and then it's gonna take the roughness input from all 251 00:29:19,382 --> 00:29:26,979 of those and bake it to the item roughness and we need to do the baking for all the stuff once again 252 00:29:26,982 --> 00:29:35,539 so I'm gonna do that and there I have my roughness map baked out and we can see the result here will 253 00:29:35,542 --> 00:29:41,420 most likely be exactly the same yeah so we got that we have some stuff that's not correct like 254 00:29:41,580 --> 00:29:46,699 oh actually it's a little bit interesting when it's metal then it's just being kind of white 255 00:29:46,702 --> 00:29:54,179 or maybe it should be gold instead didn't count on that that actually that's a kind of an interesting 256 00:29:54,182 --> 00:30:02,379 it's less visible in the thing but it just looks I think I'm just being like you know a raven it's 257 00:30:02,382 --> 00:30:10,459 shiny or crow or the different kind of Corvettes that collect shiny metals so yes so now we got 258 00:30:10,462 --> 00:30:15,059 that kind of texture variation if you needed that with the roughness and we could do the same thing 259 00:30:15,062 --> 00:30:24,739 for the metalness map just selecting the metalness over over here there should be one for well there's 260 00:30:24,742 --> 00:30:31,419 no option for the metalness yet I guess what you would do then alright what I've done in the past 261 00:30:31,422 --> 00:30:37,419 is that I have I've plugged the metalness into the roughness and then baked it from the roughness 262 00:30:37,422 --> 00:30:43,179 again and then I got the metalness map that way for some reason blender doesn't have a metal option 263 00:30:43,182 --> 00:30:48,619 here I think it's because it's a legacy thing it's just they haven't gotten around to updating that 264 00:30:48,622 --> 00:30:55,539 part yet but that's how you do that but to be really simple usually what I do is I do all my 265 00:30:55,542 --> 00:31:01,179 color passes first and then I base my metalness and my roughness passes off the color and then 266 00:31:01,182 --> 00:31:05,500 I make adjustments after that but I want to be absolutely certain that I kind of got my color 267 00:31:05,620 --> 00:31:13,739 pass completed first right so that's what I'm gonna go ahead and do I'm gonna plug this stuff 268 00:31:13,742 --> 00:31:21,099 back in so that it's based off the color pass right now and then I'm gonna finish off my my 269 00:31:21,102 --> 00:31:27,219 colors I'm gonna go back to the texture painting workflow here and then I can see here we got some 270 00:31:27,222 --> 00:31:35,339 different slots and I need this one here that's the one I need my base color here so that's for 271 00:31:35,342 --> 00:31:43,739 the helmet there I think that's it's fine for now don't really need to do a lot of crazy stuff 272 00:31:43,742 --> 00:31:51,459 with this one for some reason it's not allowing me to paint why is it not allowing me to paint 273 00:31:51,462 --> 00:31:58,140 do I need to paint the other one huh that is strange 274 00:32:21,460 --> 00:32:38,739 okay now I can paint don't know why that was but uh just a little bug okay and then I can paint 275 00:32:38,742 --> 00:32:47,979 all this stuff out if I want to get that the detailing in as much as you want here and there 276 00:32:47,982 --> 00:32:57,419 I think there's some strands on this one on the actual that could be a little bit interesting 277 00:32:57,422 --> 00:33:12,339 having stuff like this a little bit crooked and uneven 278 00:33:12,342 --> 00:33:39,819 something along those lines pretty interesting like that I think that's pretty close and then 279 00:33:39,822 --> 00:33:46,379 now I got all the details I'm gonna go in with a gray and just evening it out a little bit again 280 00:33:46,382 --> 00:34:01,779 so it's not so intense just here and there and I could introduce you know some greens and things 281 00:34:01,782 --> 00:34:07,980 you know if it's a it's a brassy copper thing then some greens like these kinds of greens 282 00:34:08,140 --> 00:34:19,339 that could also be in here and it's applying a little bit of color to the whole thing if we if 283 00:34:19,342 --> 00:34:35,499 we needed that right then that could also be in here just slight huge variations here and there 284 00:34:35,502 --> 00:34:55,859 I think that can look kind of interesting that going on that going on there that's the 285 00:34:55,862 --> 00:35:00,020 the helmet pretty much 286 00:35:14,260 --> 00:35:17,700 I'm missing that edge a little bit 287 00:35:26,580 --> 00:35:37,099 and then once again going in with the with the grays and something like that then we can always 288 00:35:37,102 --> 00:35:44,979 see what it looks like here right then we with the metal it all looks quite a bit different gets a 289 00:35:44,982 --> 00:35:51,139 very different feel but it from afar it kind of starts having those qualities that we're we're 290 00:35:51,142 --> 00:36:01,139 looking for and that's that's exactly what I need awesome okay I think that's the helmet there 291 00:36:01,142 --> 00:36:05,539 compared to texture painting then I want to give the cloth here a little bit of variation as well 292 00:36:05,542 --> 00:36:13,499 so come into a texture painting on that one and then we could try a kind of color burn and just 293 00:36:13,502 --> 00:36:27,179 that's gonna burn the whole thing up a little bit and create some variation like that just in 294 00:36:27,182 --> 00:36:38,499 different places here just to see what we what we get and then with a mix I can come back and just 295 00:36:38,502 --> 00:36:55,259 clean it all up a little bit getting some splotches of variation yeah that feels kind of 296 00:36:55,262 --> 00:37:03,899 cool and then we could do kind of the the opposite also where we introduce some sunburn maybe so we 297 00:37:03,902 --> 00:37:13,139 could get a maybe like a screen and then grab this here and then we get a little bit of bleaching 298 00:37:13,142 --> 00:37:22,299 on the bits that would be hit by the Sun the most that's probably these upwards facing areas here 299 00:37:22,302 --> 00:37:30,299 there would definitely be some please a little bit and then come in with a mix and just clean it up a 300 00:37:30,302 --> 00:37:43,540 little bit like that get that variation 301 00:37:48,420 --> 00:37:50,819 I hear it's got a little bit wild but 302 00:37:50,822 --> 00:38:07,779 let's try that in there it's okay if it's a bit darker in here more dirt would probably 303 00:38:07,782 --> 00:38:14,659 regularly be trapped in there and you can do some kind of lining for the for this edge here that 304 00:38:14,662 --> 00:38:21,379 could also look kind of good if we just do something like this like an edge we could probably 305 00:38:21,382 --> 00:38:28,459 even do some kind of dots if we go up to the brush or the stroke here and go to space and 306 00:38:28,462 --> 00:38:38,899 here if we set it to something like spacing 15 that's ratio of maybe 0.5 and then a dash length 307 00:38:38,902 --> 00:38:49,739 20 then we get something kind of like stitches here and then we could make that around this 308 00:38:49,742 --> 00:38:56,219 thing which could look pretty kind of cool actually that could look pretty good we could 309 00:38:56,222 --> 00:39:03,619 also try stabilizing or stroke a little bit just to see if we get something a bit more 310 00:39:03,622 --> 00:39:13,659 yeah let's use this I just want a slightly different color maybe something like that 311 00:39:13,662 --> 00:39:31,219 but a bit more vibrant yeah like that exactly then I want to get this here and then oh that's 312 00:39:31,222 --> 00:39:40,819 not so good maybe something like that and I could probably have had X symmetry on for this one so 313 00:39:40,822 --> 00:39:51,539 I'm just gonna redo this one and then we get a little bit more symmetry on this one here yeah 314 00:39:51,542 --> 00:40:02,339 cool then we get some stitches they're super super neat just a very simple kind of workflow 315 00:40:02,342 --> 00:40:10,979 now we could also get that along here and it's just adding a little bit of variation to the 316 00:40:10,982 --> 00:40:22,859 whole cloth here like that yeah and we could add it to the to this one also you could probably find 317 00:40:22,862 --> 00:40:31,979 a better use than the one I'm using right here but you know it's just it's kind of handy we 318 00:40:31,982 --> 00:40:39,419 could also use it for the leather belts and stuff and for the bag and etc okay I think that's the 319 00:40:39,422 --> 00:40:47,979 head scarf there then I'm gonna go down to the this one here and go to texture paint texture 320 00:40:47,982 --> 00:40:53,899 paint there we go and here we actually have that selection still and I think I'm gonna select these 321 00:40:53,902 --> 00:41:04,980 two areas and go to texture paint and just bring in that color and then setting my stroke back to 322 00:41:05,860 --> 00:41:17,459 dots here and turning off stabilize stroke and then I can just paint those in so I can get that 323 00:41:17,462 --> 00:41:24,699 even line over there right so I don't have anything kind of corrupting that and that's all from the 324 00:41:24,702 --> 00:41:31,379 vertex paint there cool then I got that then I can create some variation and I think we're gonna 325 00:41:31,382 --> 00:41:37,259 create some variation only on the blue part so I'm gonna inverse selection and go to texture 326 00:41:37,262 --> 00:41:45,139 paint and then this is the one that was take care of that selection part there then we can do 327 00:41:45,142 --> 00:41:50,979 something similar as we did to the scarf here give it some variation with a color burn maybe 328 00:41:50,982 --> 00:41:59,420 reduce the strength a little bit even more maybe and just kind of cram some stuff in here 329 00:42:01,980 --> 00:42:14,499 that's just ever so slightly some variation here and there especially in the crevices give it that 330 00:42:14,502 --> 00:42:29,699 variation it's a very simple cloth the one he has on it it doesn't offer much in terms of variation 331 00:42:29,702 --> 00:42:46,059 get some crevice things here and then get some darker blues it's also cool like that and then 332 00:42:46,062 --> 00:42:52,979 we can get the opposite end which is a little bit of a screen color here just to create some 333 00:42:52,982 --> 00:43:02,659 slight hue variations you could probably do all kinds of fancy things with the textures of 334 00:43:02,662 --> 00:43:11,299 different kinds to give it some feel but this works out quite well for me yeah then I got 335 00:43:11,302 --> 00:43:19,419 that kind of settled in and then kind of want the opposite for this one so I can go texture paint 336 00:43:19,422 --> 00:43:31,339 and then gonna bring in some just a lighter color of this one here it's almost creating like a fake 337 00:43:31,342 --> 00:43:35,259 highlight but that's not really what I want I think I just want the material to that but you 338 00:43:35,262 --> 00:43:39,659 could do that you know it could be really interesting if you had that kind of stuff 339 00:43:39,662 --> 00:43:47,020 and you're going for a really toony look and you had fake highlights and and those things but that's 340 00:43:47,380 --> 00:43:55,499 that's for another time texture painting oh so I'm gonna select that and then texture painting 341 00:43:55,502 --> 00:44:07,899 like that and then maybe some burn here where's the burn color burn like that it's creating that 342 00:44:07,902 --> 00:44:22,379 variation mix leaving those things out here a little bit then I got that variation on the 343 00:44:22,382 --> 00:44:28,259 cloths great but then I can do the same on this one this one's really interesting because there's 344 00:44:28,262 --> 00:44:34,419 so many different colors going on so let's start with the metal bits here just gonna select all 345 00:44:34,422 --> 00:44:43,019 the metals like that I'm going to texture paint and then just create a so do this selection here 346 00:44:43,022 --> 00:44:52,499 so that it's only that that's being affected and then some screen we could do those crevices 347 00:44:52,502 --> 00:45:03,059 kind of a bit more interestingly so I'm gonna do a color burn here just put that around the 348 00:45:03,062 --> 00:45:11,339 edges here ever so slightly and no particularly great reason for using color burn I was just 349 00:45:11,342 --> 00:45:22,659 interested in the effect that would give me I rarely use color burn actually it it it's not 350 00:45:22,662 --> 00:45:30,220 one of the more regular blending modes to use but it felt right this time and then some mix here 351 00:45:33,700 --> 00:45:41,299 you know and my perspective is really you know this one right like what does stuff feel like 352 00:45:41,302 --> 00:45:46,259 from this from this distance here that's the closest I would probably see the character 353 00:45:46,262 --> 00:45:54,259 so so if it's all just a little bit rough on the edges that's that is okay 354 00:45:54,262 --> 00:46:05,499 and get some edge kind of wear and tear here if I set this to a screen then maybe getting some 355 00:46:05,502 --> 00:46:09,220 edge wear here 356 00:46:15,300 --> 00:46:16,660 like that 357 00:46:26,940 --> 00:46:31,660 well it's kind of swirly effect here it's kind of cool 358 00:46:35,500 --> 00:46:41,499 doesn't really fit with the character but it was it was kind of a bit fun to play with there 359 00:46:41,502 --> 00:46:51,419 and then these browns like that and this looks certain way there but then when you see it with 360 00:46:51,422 --> 00:46:57,379 the with the metal then it has a completely different look so that's also just something 361 00:46:57,382 --> 00:47:04,219 to to keep in mind how that will be really affected but it adds a little bit of quite 362 00:47:04,222 --> 00:47:12,019 interesting variation to it and it's a lot it's way too shiny right there I wanted more a lot 363 00:47:12,022 --> 00:47:21,219 rougher like this thing here but that's the kind of variation I'm looking for cool I think that's 364 00:47:21,222 --> 00:47:26,659 that's good enough for that one at least so let's get back to texture painting make sure to save 365 00:47:26,662 --> 00:47:36,419 when I say save all images they all get saved and then this one here we could select that one 366 00:47:36,422 --> 00:47:45,419 those ones and those ones and then when we jump into texture painting then they're gonna be a 367 00:47:45,422 --> 00:47:52,300 little bit more like this and then we need some maybe some color burning in that's just kind of 368 00:47:52,460 --> 00:48:00,419 the flow right now a little bit of burn here and there reduce the strength a little bit 369 00:48:00,422 --> 00:48:18,059 strength this this stuff here and then some lighten or a screen I think here give it that 370 00:48:18,062 --> 00:48:36,739 especially at the tops here I think that's it'll feel really good there like this like that yeah 371 00:48:36,742 --> 00:48:42,379 that's actually kind of cool and then I kind of want those stitches again we're never really 372 00:48:42,382 --> 00:48:47,579 gonna notice them but I just like doing them I'm gonna go to space here and then see what 373 00:48:47,582 --> 00:48:57,339 we got yeah we got something like that then I'm gonna go mix and find a color here maybe a little 374 00:48:57,342 --> 00:49:05,619 bit more red and then I just want to bring this one in so I'm gonna fit my strength a little bit 375 00:49:05,622 --> 00:49:14,019 higher and then it's quite low resolution because we don't have a lot of detailing on this one so 376 00:49:14,022 --> 00:49:23,819 it might not be allowed but I'm gonna make do with what I have you know this is where your 377 00:49:23,822 --> 00:49:31,299 resolution comes into play right and then you have what you have I'm putting it in there 378 00:49:31,302 --> 00:49:40,739 trying these ones around here a little bit too small seems like they are view dependent but let's 379 00:49:40,742 --> 00:49:58,099 see if we can bring the stuff in here and it's all just to feel it you know I know it's not 380 00:49:58,102 --> 00:50:07,619 perfect I just want to maybe notice the stitches once in a while and feel them there and then you 381 00:50:07,622 --> 00:50:14,539 just feel a slight little texture variation on the thing that's kind of what I'm going for very 382 00:50:14,542 --> 00:50:24,139 nice then we have that we have the metal here I think that's the next bit then I'm gonna go 383 00:50:24,142 --> 00:50:35,499 into texture painting oh you've got unselected maybe no texture painting oh yeah right it's 384 00:50:35,502 --> 00:50:43,179 because it's just almost the same color there then we get a color burn it's like that color 385 00:50:43,182 --> 00:50:51,699 and just give it gonna go strength a little bit lower here give it some stuff around there 386 00:50:51,702 --> 00:51:04,499 and maybe some scratches like that and then some screen some variation like that kind of 387 00:51:04,502 --> 00:51:16,379 and then some scratches like that kind of and that's pretty good for those then we got the 388 00:51:16,382 --> 00:51:24,979 belt then I'm gonna do with the underpants they're gonna be very simple here they're just gonna have 389 00:51:24,982 --> 00:51:36,700 a little bit of color burn on them like that nothing too complicated 390 00:51:41,700 --> 00:51:48,859 then some mix you know this is just a very chill process this texture painting process 391 00:51:48,862 --> 00:51:56,219 there's not a lot going on you're just putting color onto the the assets and making it look the 392 00:51:56,222 --> 00:52:01,539 way you want it to look if you want to see them while you're texture painting then you can go 393 00:52:01,542 --> 00:52:09,059 just up to Eevee and then you see what it actually looks like whilst you're you're texturing it but 394 00:52:09,062 --> 00:52:15,140 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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