All language subtitles for Chapter_08.ENGlish

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranรฎ)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu

Original subtitles

Hello and welcome to this chapter, so in this chapter we're going to continue our texturing

and we're going to move beyond the whole sculpt painting features that we did on the different

stuff and get into proper kind of texture painting where we paint directly on texture

maps.

This means that we need to start baking all the color we already have onto textures so

we have a base to start working from.

So this is a pretty big step as we're moving away from the whole polypainting sculpting

workflow and getting into the more traditional workflow.

So to start off with that we're going to jump into texture paint where we're going to look

around a little bit.

So this is kind of the workflow or the workspace where you would be doing most of the texture

painting and right now our guy here is just purple and that's because there's no texture

map associated with the thing right now because it's just vertex colors.

So we need to create those texture maps.

There's different ways of creating those texture maps.

One way is coming up here and then going to texture slots and then creating textures in

Subtitled by online-courses.club We compress knowledge for you!

here and you can do that that works just fine but I kind of like just creating the maps

that I need on my own.

So I'm going to create a new texture and I think for this guy I don't really need something

bigger than 2k.

So I'm going to do 2048 by 2048 and then the color is just going to be black that's fine

and I'm going to call this one base color.

So this is the base color of our body.

So I might call it actually body base color I think here.

Then it's created that map and then we can see the layout of the UV stuff right there.

So to bake this on top of this is actually pretty simple.

We just need to access some of the cycles baking features but we need to do some setup

first.

So the first thing we do is we go into the shading editor and then we're going to create

an image texture with the texture that we just created.

So I'm going to search image texture and way over there and then we're going to select

that texture that we just created inside of blender here and this is the one body base

color right there and now that texture holds the color and I'm just going to select it.

So it's selected inside the shader editor right.

So that one's selected but not that one selected.

So this one is selected and then I'm going to come up to the render settings here and

then under cycles make sure you're on cycles then I'm going to set it to GPU there's some

denoising stuff that's okay and then I'm going to come down to bake and here is where I want

to start choosing some things.

So I'm going to choose to get the diffuse color and then I'm going to get only the diffuse

not the direct and the indirect just the color itself right and what that's going to do is

that's going to look at the shader here and then see anything that's coming in essentially

to the base color and then it's going to try to output that onto the texture of selected.

So that's our entire stack of the veins and the two all clamped together and then baked

onto this texture.

That's essentially what is has been set up now with diffuse color and the stuff then

there's some stuff with big two image textures and and clear images means that it clears

it for whatever is on it which you might want or might not want depending on what you're

doing but we can look at that a little bit later.

Okay cool then we're just going to hit bake but I might need to set this one down and

just say because we just need to direct input so we could actually set this down to like

one sample here and then so it doesn't run for too long and then it's going to hit bake

and there's no okay I need to select the object also there we go so object selected and then

we're going to hit bake so it knows what UVs to use and then it's going to start baking

and if we look at the texture over here then something it's already been cleared I think

here that's why we're seeing this transparency and then there we got the big texture immediately

kind of just popping up over here and that has all the color variation and the two some

stuff and the veins and our little toes here everything just immediately on our texture

and this texture can now be used as the color for our skin and it looks pretty much identical

to this one I actually can't tell the difference so that's that's awesome that's essentially

how it works it's that simple to bake the things the process is a little bit strange

as to where the stuff is but once you get it it's really straightforward and then we

just need to do that with everything else as well now this is where it can get a little

bit funky because we have different assets here and they're all contributing to the to

the effect so we're going to start off with the cloth and then see how we get get that

functioning right so I'm going to hit new here a new texture I'm going to set up the

vertex color thing here so we're going to say color attribute I'm going to get the color

so that's just the default for the thing here and then we have that blue color so on so

forth right and we want to do exactly the same so we're going to create a new texture

and go over here and say actually I'm going to save this texture first I'm going to say

image and save I'm going to save it underneath where the characters are here actually I'm

going to call it body base color that's exactly right I'm just going to save it right there

so now this has been saved right so I have it because you might lose it in the blender

buffer if you don't save the file immediately but now I got that then I'm going to create

a new image I'm going to call this one the item base color or items base color basically

that's going to house everything else as well so I got the color there and then have this

one associated there then I'm going to create the new image texture and I'm going to select

the items base color and selecting this one and then essentially baking it to this one

and then we'll see what happens and this one is going to clear the image so it becomes

completely fresh here now and we got the cloth in there and that is now ready to be textured

the problem though is with the other assets right now we also need to get those on top

here and let's see how we're going to go about doing that so let's take the bag here for

example create a new texture and say image sorry no color attribute there we go and then

it just picks the default one so that's great then we're going to create the image texture

node I'm going to take the items base color because we want the stuff to be on the same

one here right so I'm going to select that one then instead I'm going to not I'm going

to tick off the clear image and then I'm going to hit bake and then we'll see what

happens going to wait for the baking here and then hopefully we'll see an interesting

addition to the image over there and we do we essentially just get all the stuff with

the bag was placed in the packing without destroying the stuff that we already had and

that's the way we're going to do the rest of the items as well so a little bit of fiddly

work with with this color attribute thing and you know you could have combined some

of these assets and then made that process a little bit simpler for yourself by not having

to do all these materials for each of them but I think it it actually ends up working

I'm wonder actually if if this one used the same material all right okay they can also

they can all just have the same material actually so okay so I'm going to call this

one local color vertex oh actually items matte so they can all have the same one I that that

is actually beneficial so I'm going to select all these items here and the skull there and

just click that one and click ctrl L link materials oh and the helmet as well link materials

then they all use that shader with the local color attribute and then I wonder if we select

multiple items here and then select this item based color will it then grab multiple at

once built is not enabled for rendering oh somehow that is been turned off fake let's

try that see what we get then I suspect that it it'll try to bake all of them at once here

yep it's doing that so it's taking one at a time and adding it to the to the setup here

we get the rest right there actually looks like it's maybe laying itself on top of the

other stuff not in the most easy way here did something happen to the okay I think it's

Subtitled by online-courses.club We compress knowledge for you!

because of this margin thing here I had a margin on it that means that this stuff is

overlapping but essentially this just proves that we can do all the assets at once so I'm

gonna do margin here and say zero and then I'm gonna just grab all the assets select objects

except for oh and this one technically also we also need this one but this one has a different

setup so we'll add that one at the end with the other stuff here so select objects we don't need

that one and then we don't need the belt we don't need the belt we need that one I need those pants

there yep don't need the body that seems pretty good and then we can just hit bake and then it

should take all the assets and build them into the diffuser here circular dependencies for image

items base color that's probably because of the this one here right it's because we plugged in

the cloth so I'm just gonna untidy this one and bring it onto the same material as everything else

like materials see here so now everything should hopefully be on the same map yeah okay this cool

and then we just gotta select this stuff again get the sword skull get this stuff here and there

yep and now we can hit bake finally and that thing selected and then we just gotta wait for

those to bake all the assets to the texture file and there we have the entire map baked and we only

need these two little squares here which are for the the rope itself and to test out our maps we

can plug it in to this and we should essentially see no difference on any of it because it all just

lined up perfectly and we got this new texture here so that's amazing gonna say image save as

and save that as the base color and then we got a texture now for our assets we just need to get

that rope to be a part of the family here so we're gonna create an image texture and select

that items base color like that and then I'm just gonna bake that onto the image itself as well and

then we just need to save it one more time after this baking process is complete and we got it

there filled out on each spot where we needed it awesome and it's a little bit lower resolution

but I think when we plug it in it's gonna look absolutely fine or maybe not actually that's a

little bit too low resolution actually for this one so that's because our map is simply these

ones were too small for for this texture here so we should have made them a little bit bigger or

done them in a slightly different way it looked a lot better with with this of course and if you're

doing a higher detail character then you could do that but for us you know you would never ever see

it and it just gives it a little bit of variation and that's essentially what I was going for so

that's great then I can save this one and I'll save it here save and then we got all of it textured

onto maps and that's what we wanted awesome and we're essentially kind of done with the color

attributes here so I'm just gonna save out my the rest of my stuff here and now we could start

painting in some variation directly onto the textures for for the different objects so we

could paint and we have a little bit of rust up here on the helmet I'm gonna start painting that

in on the helmet as a texture painting thing and we could also do some material variation in the

in the editor here right and if we wanted to do some roughness variations and patterning you can

just apply that in the stack here put as the base color and rebake it to the base color I don't

really need much more than a base color for my for my character the roughness is not gonna matter

a lot but I might do something for for this one you can also get a lot by just extracting stuff

from from this map okay let's see here let's go into the helmet here then and then jump over to

the texture painting workflow and now you can see it's no longer purple we got all these colors to

play with but once again I'm gonna change the matte cap to this white one just so everything's

a little bit more clear and then now I should be able to come up to this helmet I could even press

X and then I could do some kind of color picking maybe if I select some color over here like this

kind of reddish color then I could start painting that in here and it's not amazingly performant

because Blender's texture painting tools are not the best in the world but it's definitely

serviceable you know it can it can be used for for smaller things and also it's gonna depend on how

big your your texture files are like the resolution of your texture files if you're just doing like

you know 1024 by 1024 then I think you can you can get really far with that okay let's see here

so we're just creating some I'm starting out with some symmetry creating kind of rust in the in the

crevices here and stuff and then I might get some might get some asymmetry afterwards all right

I'm just starting with this a little bit and that's just me painting the different effects

paint them in the crevices that's kind of where the rust would would gather and I think maybe

with the edge of this one it would definitely start eating it it up like that and there's an

edge up here somewhere I'm gonna imagine that the guys at this this helmet for a while and therefore

it it's definitely become a lot more decrepit okay I'm gonna turn off the the x-factor here

I can get some kind of local variation and this is just to demonstrate how you can paint directly

on the thing and you have to remember to to save the maps because the details might be gone if you

don't save for a while so just remember to save and you can see there's a little star little

asterisks next to the image here that means that this this map needs to be saved so I'll just save

this now because details have been added which we can also see in here you can also export this map

you know and then use it in Photoshop or something and paint in details there that also totally works

works out I just like this workflow you know there's tools like substance and stuff which

can get you really really far with the texturing but this is just kind of fast and handy and for

this kind of stuff I think it's really ideal okay so that's a little bit of a variation there with

with with the rust right a different way we could have done the rust is by looking at some of the

crevices and and corners and stuff procedurally in the shader so I just want to jump over the

shader and just look at how that could have been done here so now this helmet here is using the

textures from the from everything else but let's say that we didn't want to do that we wanted to

do something a little bit more custom I'm just gonna create a duplicate of this called the

helmet matte like so and this one is now going to use the item based color and some additional

stuff so we're gonna create an ambient occlusion node and this is gonna look completely white

because there's no ambient occlusion on we could turn it on in Eevee if we go to Eevee here and

then turn on ambient occlusion then you start seeing the the ambient occlusion there or we

could use it in cycles if you go to cycles see how it renders there it's gonna set it to scene

light there then okay so it's the first time rendering then we can start seeing how the ambient

occlusion is really affecting it and then we can use the ambient occlusion together with a noise

to mask out some details and if you're doing anything a little bit more realistic then for

sure it can be the the right way to go about that's probably the way I would go about it

there's a bit more for stylized character so it's not necessarily needed a more more hand-painted

approach is it's probably the way to to go but um but let's see so just waiting for it here okay

and here we are now we can see the the effect of the ambient occlusion a little bit more and then

I can apply some kind of ramp node here and then we can exaggerate the crevices and that can be

really cool for for applying rust or effects like that that would that would affect it I could invert

the mask or something and then together with a noise texture here so it's noise then I get this

one here and that looks like like that kind of and then I ramp on top of that one and then it

could also be a little bit faster in Eevee here let's just go back here let's see what we get

yeah we still get that ambient occlusion feeling and I just need to move some stuff around like

that and scale the window up here a little bit and then a mix I think you can mix these two

together and then we start getting some kind of deal here let's see I really want to clamp

these two together as much as possible and what kind of mix do I want to do

that's a good question actually so maybe we're going to use this one as a factor

and then this one as the color and then this one is a black here

right and then I can get that noise in there like this kind of get some detail it's a roughness

and then I can adjust this depending on where I want that noise level then I have something like

that kind of then I can use that to to color the helmet so let's say that we had a base

color that looks a little bit more like like this one here and then I plug this one in as

the factor put that into the color then we get just a completely blank thing now then we say

that the base is some kind of gray but in the rust here is some kind of reddish color and then

we're getting that more procedural rust effect where it just affects the crevices and we don't

have to paint it in you can also use this as a base and then hand paint in some stuff afterwards

you know and here get kind of the edginess of it like that right and then you just get that

feature and that's also really really useful but for my purpose I am I'm doing it hand painted I

just wanted to show that you could you could easily do something like this and then bake

that to the map like we did before but I'm gonna stick with we're just doing some hand painted

stuff very nice and that means I can bring it back to the body matte here let's see bring it

back to the items matte and keep it simple like that something can also try is if you want to get

some very quick feel for the roughness maps or getting some variation at least throughout the

character then simply using the the base color here as a roughness map it can be kind of an

interesting way of doing that we take this and then we just plug it into a ramp node here then

we're gonna get this black and white output here and then we can start messing with those values

we could do it the other way around generally if you keep it kind of rough then it'll look

kind of natural and here I can see the metals are actually going darker than the rest so that's

actually not too bad except for the skull over there then I plug that into the roughness here

excuse me then we get quite a rough look here but then if we start bringing that in then we get that

shine and then obviously they don't feel very metallic that's kind of the next the next step

here if we bring in something like this and then say that this should be our metallic like that

and then we say that it actually needs to be the other way around but this stuff is metallic and

then the rest is kind of not it's something like that and the bag becomes quite quite metallic here

but the advantage is that you could get a base for the different maps the metalness map and

roughness map and then now we get that metallic helmet and we get the rust and it all looks a

little bit more kind of how it would feel properly right let's see actually let's bring in the metal

a bit more like that and then the roughness here roughness like that something along those lines

and then some of these other bits also kind of work right this metal here that kind of works

but then the the bag is I think also some kind of weird metal now which is not no actually no it's

sorry the bag is not a weird metal actually it's kind of working out and the cloth is getting a

little bit of a metallic quality which also isn't too bad and this is definitely metal and that's

just kind of coincidence with the colors and here we have some edge bleed a little bit got the color

there done done done done done so that's actually working and then now we have a just a slight base

and then we could use that as our base to to bake a metalness map and a roughness map so I'm gonna

go here to this one and create a new texture image new I'm gonna create a texture called

let's see here it's called image texture it's gonna be called items roughness rough map and

roughness like that and yeah we're gonna have an alpha on it and then I could go up to the

baking options again here and then select all of my assets select all the assets here I think we

can also select everything that has to say material if we go to select select all by type

no sorry select select linked material so then we select everything that has that material so

the what doesn't the rope also have the material what's supposed to have the material so let's

get the rope here say items met like that I can say ctrl L select no not select so select linked

so shift L that's the command shift L materials and then we get all the stuff with that material

on it and then we go over here and we say we need to create that image texture that's what we used

to do I mean to select the items roughness so it'll become a little there but then I get the

item roughness and then I want to bake essentially what becomes the roughness from the baking so over

here in big type I'm gonna select roughness and then it's gonna take the roughness input from all

of those and bake it to the item roughness and we need to do the baking for all the stuff once again

so I'm gonna do that and there I have my roughness map baked out and we can see the result here will

most likely be exactly the same yeah so we got that we have some stuff that's not correct like

oh actually it's a little bit interesting when it's metal then it's just being kind of white

or maybe it should be gold instead didn't count on that that actually that's a kind of an interesting

it's less visible in the thing but it just looks I think I'm just being like you know a raven it's

shiny or crow or the different kind of Corvettes that collect shiny metals so yes so now we got

that kind of texture variation if you needed that with the roughness and we could do the same thing

for the metalness map just selecting the metalness over over here there should be one for well there's

no option for the metalness yet I guess what you would do then alright what I've done in the past

is that I have I've plugged the metalness into the roughness and then baked it from the roughness

again and then I got the metalness map that way for some reason blender doesn't have a metal option

here I think it's because it's a legacy thing it's just they haven't gotten around to updating that

part yet but that's how you do that but to be really simple usually what I do is I do all my

color passes first and then I base my metalness and my roughness passes off the color and then

I make adjustments after that but I want to be absolutely certain that I kind of got my color

pass completed first right so that's what I'm gonna go ahead and do I'm gonna plug this stuff

back in so that it's based off the color pass right now and then I'm gonna finish off my my

colors I'm gonna go back to the texture painting workflow here and then I can see here we got some

different slots and I need this one here that's the one I need my base color here so that's for

the helmet there I think that's it's fine for now don't really need to do a lot of crazy stuff

with this one for some reason it's not allowing me to paint why is it not allowing me to paint

do I need to paint the other one huh that is strange

okay now I can paint don't know why that was but uh just a little bug okay and then I can paint

all this stuff out if I want to get that the detailing in as much as you want here and there

I think there's some strands on this one on the actual that could be a little bit interesting

having stuff like this a little bit crooked and uneven

something along those lines pretty interesting like that I think that's pretty close and then

now I got all the details I'm gonna go in with a gray and just evening it out a little bit again

so it's not so intense just here and there and I could introduce you know some greens and things

you know if it's a it's a brassy copper thing then some greens like these kinds of greens

that could also be in here and it's applying a little bit of color to the whole thing if we if

we needed that right then that could also be in here just slight huge variations here and there

I think that can look kind of interesting that going on that going on there that's the

the helmet pretty much

I'm missing that edge a little bit

and then once again going in with the with the grays and something like that then we can always

see what it looks like here right then we with the metal it all looks quite a bit different gets a

very different feel but it from afar it kind of starts having those qualities that we're we're

looking for and that's that's exactly what I need awesome okay I think that's the helmet there

compared to texture painting then I want to give the cloth here a little bit of variation as well

so come into a texture painting on that one and then we could try a kind of color burn and just

that's gonna burn the whole thing up a little bit and create some variation like that just in

different places here just to see what we what we get and then with a mix I can come back and just

clean it all up a little bit getting some splotches of variation yeah that feels kind of

cool and then we could do kind of the the opposite also where we introduce some sunburn maybe so we

could get a maybe like a screen and then grab this here and then we get a little bit of bleaching

on the bits that would be hit by the Sun the most that's probably these upwards facing areas here

there would definitely be some please a little bit and then come in with a mix and just clean it up a

little bit like that get that variation

I hear it's got a little bit wild but

let's try that in there it's okay if it's a bit darker in here more dirt would probably

regularly be trapped in there and you can do some kind of lining for the for this edge here that

could also look kind of good if we just do something like this like an edge we could probably

even do some kind of dots if we go up to the brush or the stroke here and go to space and

here if we set it to something like spacing 15 that's ratio of maybe 0.5 and then a dash length

20 then we get something kind of like stitches here and then we could make that around this

thing which could look pretty kind of cool actually that could look pretty good we could

also try stabilizing or stroke a little bit just to see if we get something a bit more

yeah let's use this I just want a slightly different color maybe something like that

but a bit more vibrant yeah like that exactly then I want to get this here and then oh that's

not so good maybe something like that and I could probably have had X symmetry on for this one so

I'm just gonna redo this one and then we get a little bit more symmetry on this one here yeah

cool then we get some stitches they're super super neat just a very simple kind of workflow

now we could also get that along here and it's just adding a little bit of variation to the

whole cloth here like that yeah and we could add it to the to this one also you could probably find

a better use than the one I'm using right here but you know it's just it's kind of handy we

could also use it for the leather belts and stuff and for the bag and etc okay I think that's the

head scarf there then I'm gonna go down to the this one here and go to texture paint texture

paint there we go and here we actually have that selection still and I think I'm gonna select these

two areas and go to texture paint and just bring in that color and then setting my stroke back to

dots here and turning off stabilize stroke and then I can just paint those in so I can get that

even line over there right so I don't have anything kind of corrupting that and that's all from the

vertex paint there cool then I got that then I can create some variation and I think we're gonna

create some variation only on the blue part so I'm gonna inverse selection and go to texture

paint and then this is the one that was take care of that selection part there then we can do

something similar as we did to the scarf here give it some variation with a color burn maybe

reduce the strength a little bit even more maybe and just kind of cram some stuff in here

that's just ever so slightly some variation here and there especially in the crevices give it that

variation it's a very simple cloth the one he has on it it doesn't offer much in terms of variation

get some crevice things here and then get some darker blues it's also cool like that and then

we can get the opposite end which is a little bit of a screen color here just to create some

slight hue variations you could probably do all kinds of fancy things with the textures of

different kinds to give it some feel but this works out quite well for me yeah then I got

that kind of settled in and then kind of want the opposite for this one so I can go texture paint

and then gonna bring in some just a lighter color of this one here it's almost creating like a fake

highlight but that's not really what I want I think I just want the material to that but you

could do that you know it could be really interesting if you had that kind of stuff

and you're going for a really toony look and you had fake highlights and and those things but that's

that's for another time texture painting oh so I'm gonna select that and then texture painting

like that and then maybe some burn here where's the burn color burn like that it's creating that

variation mix leaving those things out here a little bit then I got that variation on the

cloths great but then I can do the same on this one this one's really interesting because there's

so many different colors going on so let's start with the metal bits here just gonna select all

the metals like that I'm going to texture paint and then just create a so do this selection here

so that it's only that that's being affected and then some screen we could do those crevices

kind of a bit more interestingly so I'm gonna do a color burn here just put that around the

edges here ever so slightly and no particularly great reason for using color burn I was just

interested in the effect that would give me I rarely use color burn actually it it it's not

one of the more regular blending modes to use but it felt right this time and then some mix here

you know and my perspective is really you know this one right like what does stuff feel like

from this from this distance here that's the closest I would probably see the character

so so if it's all just a little bit rough on the edges that's that is okay

and get some edge kind of wear and tear here if I set this to a screen then maybe getting some

edge wear here

like that

well it's kind of swirly effect here it's kind of cool

doesn't really fit with the character but it was it was kind of a bit fun to play with there

and then these browns like that and this looks certain way there but then when you see it with

the with the metal then it has a completely different look so that's also just something

to to keep in mind how that will be really affected but it adds a little bit of quite

interesting variation to it and it's a lot it's way too shiny right there I wanted more a lot

rougher like this thing here but that's the kind of variation I'm looking for cool I think that's

that's good enough for that one at least so let's get back to texture painting make sure to save

when I say save all images they all get saved and then this one here we could select that one

those ones and those ones and then when we jump into texture painting then they're gonna be a

little bit more like this and then we need some maybe some color burning in that's just kind of

the flow right now a little bit of burn here and there reduce the strength a little bit

strength this this stuff here and then some lighten or a screen I think here give it that

especially at the tops here I think that's it'll feel really good there like this like that yeah

that's actually kind of cool and then I kind of want those stitches again we're never really

gonna notice them but I just like doing them I'm gonna go to space here and then see what

we got yeah we got something like that then I'm gonna go mix and find a color here maybe a little

bit more red and then I just want to bring this one in so I'm gonna fit my strength a little bit

higher and then it's quite low resolution because we don't have a lot of detailing on this one so

it might not be allowed but I'm gonna make do with what I have you know this is where your

resolution comes into play right and then you have what you have I'm putting it in there

trying these ones around here a little bit too small seems like they are view dependent but let's

see if we can bring the stuff in here and it's all just to feel it you know I know it's not

perfect I just want to maybe notice the stitches once in a while and feel them there and then you

just feel a slight little texture variation on the thing that's kind of what I'm going for very

nice then we have that we have the metal here I think that's the next bit then I'm gonna go

into texture painting oh you've got unselected maybe no texture painting oh yeah right it's

because it's just almost the same color there then we get a color burn it's like that color

and just give it gonna go strength a little bit lower here give it some stuff around there

and maybe some scratches like that and then some screen some variation like that kind of

and then some scratches like that kind of and that's pretty good for those then we got the

belt then I'm gonna do with the underpants they're gonna be very simple here they're just gonna have

a little bit of color burn on them like that nothing too complicated

then some mix you know this is just a very chill process this texture painting process

there's not a lot going on you're just putting color onto the the assets and making it look the

way you want it to look if you want to see them while you're texture painting then you can go

just up to Eevee and then you see what it actually looks like whilst you're you're texturing it but

it can be a little bit slower of course I'm going to the back here and then texture paint and then

this one select this stuff here instead texture paint then we select that and then we could say

color burn here then I now I'm seeing it as it's all being kind of done in real time

and then I want some screen

mix just getting that back in and stitches could also be kind of interesting so if I go

it's already on space that's why I was getting weird strokes let's try this and then this color

here but then something quite reddish or maybe a blue stitch yeah I think I think I like that

then we're just gonna wrap that around the bag here wrap that around there wrap that around

here get it underneath there very simple little leather bag yeah that kind of works cool and

then we only have the scabbard and the sandals left to do so let's get the scabbard here say

that we want only this stuff here it's actually gonna be okay so I'm gonna select these first

and then like this there we go then texture paint and then color pick color burn nope turn

this one on there we go and just reduce the strength a little bit and the stroke is probably

still set to that so I just said that's dots a screen give some variation here I think in

hindsight I would probably have made the scabbard a bit more round the fact that it's so square

is annoying me a little bit but it's always something you could change but then you'd have

to redo all your UVs and then if you're redoing all the UVs you have to redo all your textures

and then it's a it's a big hassle but you could do a thing where you you save the textures and

then you use those textures to read back to the new UVs you can have different UV sets it's just

a little bit annoying cool and then we go in here then I control I then texture paint then I I think

I'm just gonna grab only the highlights here like that like that nice nice then we're getting that

there and then we have the final little bit which is the sandals they also deserving it now

can we do X on this one maybe just that work for it huh probably not that well actually if we go

here and then we say symmetry then I guess the symmetry will just stay hmm it doesn't work for

the symmetry here because they don't share that basically for some reason it doesn't work in

symmetry here that's actually a little bit strange it happens sometimes where it just doesn't

that could be something that's set up a little bit wrong but that's something you would want

to figure out of course for if you're doing a really detailed thing then then you want that

in order okay pretty good then I just need some stitches as well and space and then I'm gonna

this one maybe stitches like this and this is quite low resolution here I think I'm not gonna

get yeah I'm not gonna get a lot here but that's okay it's still super fun to put the stitches on

oh don't really doesn't work let's do this instead then just something simple just for the

variation awesome yep that is pretty much the base color done for the entire character and

then we just have the sword left here let's see we can do some variation on the blade so if we go

in here and then we say a texture painting and then yeah we're only selecting that select the

color there let's do a screen oh that is affecting it a lot here you kind of want that edge to do

something here and I keep it shiny there maybe a few scratches in there and then go in here

and texture painting and then what what do we need for this one let's try this here just give

it a little bit of screen there it is a kind of wood actually so it could have like some darker

I could have some darker veins going along it oh and then we need to be unstuck here

this is some very simple texture painting down on top here I think super fancy

give it that variation and all these extra seams you see here that's because the UV tiles are

really close so to fix that you would have to put your UV tiles with a higher margin around

them when you're packing them but I am I'm so far away from my character like the use case for

it like it's it would not be noticeable at all so I just and neither with these details but they're

a little bit fun to do and just in case you know if you want to do something a little bit more

close-up then there's just an extra detailing on it cool then I can come in here as well like that

and it's bleeding on top of the other stuff a little bit that's also okay I will just go in

afterwards like this like this here let's say that's from texture painting now and then I just

go in like this I cover it out and then I get some screen and just see what I get a little bit of

something here and there an edge they're pretty good I get that variation and the

gold can be quite golden like on that one yeah that actually looks kind of good like

when you see the the wood there that feels kind of nice and then we have the head and

that is mostly to do with the roughness I would say I think I'm gonna keep it

this white but let me give it a little bit of variation at least let's see here

okay with some of these colors here oh I said to why for some reason right

right right it's supposed to be on wire on this one to be symmetrical that's right

there a little bit of bony variation there we go

oh wait did it work on the multiverse here now all right it's because it's texture painting

never mind it's I thought it was a poly painting of course it's supposed to work

awesome that looks great what else we missing here now nothing that seems to be it for the

texture painting with the color then we can just move on to doing the the roughness and

the metal map so I'm gonna go in and rebake those and then alter them after the fact so

shading here then we have everything there just make sure to save all images save all

images like that they all been saved and then I want to go in and rebake the roughness map

so when I select the roughness map here make sure roughness is selected over here and hit

bake oh I need to select all the objects so select all objects here and hit bake except

for the image of course when I remove the image is everything yep and then hit bake

I've gone ahead and baked both both a roughness map and a metalness map and the metalness map

I baked exactly the same way as I baked the roughness map and it went through the roughness

channel and then that way around something to keep in mind is that after you saved your maps

you get access to change the color space on the images on the roughness and the metalness to see

them properly in blender you want to set them to non color not sRGB but the color should still be

set to sRGB so now I got a map for the metalness the metalness I got over there and then a

roughness map the roughness map looks like this but I want to adjust these maps a little bit to

get a slightly different effect on some of the materials it's gotten a little bit less kind of

rough here it's got been a bit more rough when I pulled it through the roughness map and I guess

there's some imprecise impreciseness with the color channels and and these things the method

is not 100% so what I'm gonna do to adjust them is that I'm gonna go back to the texture painting

workflow and then here in texture slots you can select the different maps you have and I could

select something like roughness or metalness the main thing I want to adjust right now is the

metalness and we can see here that the helmet is quite metallic and what we can do then is we can

jump into the helmet and then we could say that I want this stuff to be a little bit more metallic

so I'm gonna select all the helmet and then texture paint and then go into something like an

overlay color here maybe the overlay will work I think the overlay will make stuff darker and

stuff brighter I just need the right setting here I think yeah and then we could also see it just

in this mode and then I guess actually it's the roughness mostly that is affecting this one I

think the metalness is is quite right on that one and then the roughness on that one let's see

actually on yeah I mean that looks pretty good for metal the cloth here is definitely a little

bit more varied I'm just checking I think I don't mind that the cloth has a little bit of metallicness

in it but this one needs a bit more so we can go into texture painting and then I'm gonna give it

a very slight overhaul here of metalness just across the entire thing and that's that's just

to help with the look a little bit here like that I think that's fine that that's pretty uniform

that works out and the same goes for the cloth down here I'm gonna take these invert and then

texture paint and then get some kind of color also going here something a bit more like this

and it can be pretty uniform it it's a very simple map what's this going on here like that

like that like that where the roughness can vary than the this metalness can't be a bit more

uniform yep that seems pretty good and this one I'm just gonna make sure that it's see here

because we could make it all like that that kind of works and but then getting a little bit of

potentially variation in here around the corners here maybe that's going to just add a little bit

of variance which can be good that looks pretty good that's supposed to be kind of black and the

helmet up there and the cloth there we got this and the wood is definitely not supposed to be

metallic so I'm gonna do that and then just do a black like this kind of for the metalness here

like that and then that has kind of been solved with that thing nice then we got the helmet there

and the sandals they also look good we just have one spot right there I'm gonna paint that black

there and then we have on the undergarments here texture paint we definitely don't need any

metallicness on those ones whatsoever I'm just gonna paint there there there we can look at the

result here yep the handle now looks fine sandals look good that looks good there that looks good

there then what I'm missing is the I need the roughness to come back a little bit so let's go

to texture slots and then go to roughness and then jump back to this one and this is where we can

start seeing what is going on here so I think this one I can boost this one a little bit so I could

go up to maybe an overlay and just get a blacker color and just get this going here so I still

maintain some of that detail and maybe it's easier just to see it here because then I can

actually see it affecting the whole thing hmm how black can it go okay so it's very black now but

it's not really creating that much reflection so why is that is that because something else is

being put in there right now I'm just gonna save this image here save the roughness here image

save and then the roughness is there oh it's being put into the anisotropic oh that's why

so I was actually making a big mistake there but look at that chrome though look at that

chrome and the helmet looks that way that's great okay so it's a that was simply that was

why it was plugged into the wrong one that's my bad whoa that looks really that looks so

interesting I'm gonna tone that down now that was a mistake so texture painting and then let's see

here let's get a little bit of this going on and then we can adjust the shininess with the black

here I can see that probably the this stuff is the most shiny like that this could be a little

bit shiny here create a shiny strip that could actually be kind of cool doing something like

this just to see what that would feel like then you have this one area that's just like really

shiny right there you could emphasize that but then we could go down some other stuff here just

say no this should be a lot more rough then you actually get something like that and then you

have that variance it's kind of interesting you can play it can give it a more painterly

look having quite harsh differences between things let's try that yeah that feels pretty

cool quite like that nice then we jump down to the rest of the stuff here let's see so this

actually that looks pretty good this could use a little bit of shine and the helmet could also

use a little bit of shine here so let's see what we need to get maybe an overlay and just making

it a little bit darker so we are on one roughness now there yeah okay so we just need to get this

stuff a little bit buffed up get a little bit of shine back a little bit of shine here

nice maybe even just mixing the stuff in get similar kind of harsh reflection somewhere

then if we really needed to we could come in and just do the opposite on the rust

creating like dead zones which is no shine like that

like that a little bit everywhere here yeah that's a bit closer to what I wanted

then let's do the scabbard here texture paint on these ones and then we'll set it to a darker

color and just multiply this give this some shine in there some streaks of shininess that's

kind of cool then the same goes for this stuff here let's actually invert this and then get

some shiny and on the sword and let's do everything that's a bit more actually you can just do it on

top of it texture paint texture paint and then we won't have this one just give it shine or we

we think we need shine and the wood can also be you know a little bit lacquered so it can

actually be a shiny wood that's pretty cool so we get this one here

a little variation the sword just so it catches the light awesome yeah I think that's that's it

for those things then we only have one little thing left which are the eyes I'm just gonna

only select the eyes and the body here looks kind of terrifying now with the body paint on

and the eyes I'm gonna do a very simple trick where I go to shading mode then I just isolate

them I say new and then I grab a gradient texture and I set it to spherical then here we need that

one to kind of align with the eyes is that the best way of doing this actually no let's let's do

it slightly differently so let's go to texture painting instead and then we get the the eyes

here so we get these ones the ice thank you very much isolate them and then we say that they also

need to have the body matte like this and then we're gonna jump into texture painting and then

we have it here and then we can literally paint it in here by going up to edit so go to paint

and move these ones out and here we can paint them a little bit more normally so multiply there

we go so now I can paint this in kind of ever so carefully and then you can see it affects us it's

over there on the on the right it's popping out you just put this in literally like this and then

we have the eyes there and here we can create a little bit of variation so let's create some

redness around the eyes and create some veins coming in they're so small the eyes and in the

eyeballs so we won't be able to see that much of it still it's just a slight feature here

there we go

instead and maybe the eyes are actually a bit more yellow so if I do like an

and overly maybe and then a yellowy kind of color

maybe a multiply

something along those lines and then we can come in with a black color and do some kind of

iris pupil mix here like that maybe even with a slight hinge of maybe with a blue almost

not that the character from the area that the characters in would necessarily have blue eyes

but the character is cursed so maybe the the blue is is hinting at that like that here

I got those things going on see how that looks in the characters head yeah it's not too bad

but maybe simplicity is the way I'm just doing this yeah I think so and then I'm gonna go

multiply grab a little bit of a more darker color around here and also grab some red ish

colors and just get that kind of strobe it around here on the edge of everything

and this one mix

yep that looks pretty good and gonna bring everything together here and there we pretty

much have the final textured model asset pretty cool so that marks the end for this

chapter and then we're gonna move on to the next one

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.