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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:12,999 Hello and welcome to this chapter, so in this chapter we are gonna finalize the model with the textures and baking details onto normal maps and doing some variation to the body a little bit. 2 00:00:13,002 --> 00:00:21,999 So we're almost there with the model, this is really the final step and then the whole model is done with the textures and then we can move on to rigging. 3 00:00:22,002 --> 00:00:24,000 So it's getting pretty exciting here. 4 00:00:25,000 --> 00:00:28,999 So in terms of the body, there are kind of two goals right now. 5 00:00:29,002 --> 00:00:42,999 We want to experiment a little bit with the ambient occlusion like we did on the helmet and just define some crevices and these are things that can help emphasize some of the muscle tones when the character is further away. 6 00:00:43,002 --> 00:00:55,999 That can be quite useful and then we want to be able to bake the actual muscle definition onto the lower res model which means we need to start reconstructing the body. 7 00:00:56,002 --> 00:01:01,061 And we also need to do the same thing for the skull actually as it also has a multi-res modifier here. 8 00:01:01,063 --> 00:01:03,783 Subtitled by online-courses.club We compress knowledge for you! 9 00:01:03,784 --> 00:01:18,999 The skull giving it its own normal map and all this stuff is a little bit overkill potentially because it's just this bit so I might cut this one out and just leave it like a little bit higher resolution here because it is quite high resolution. 10 00:01:19,002 --> 00:01:27,999 But if I brought it down to this lowest level here then it's still fairly usable. 11 00:01:28,002 --> 00:01:29,999 But that's up to you. 12 00:01:30,002 --> 00:01:33,999 I think I could bring it up to this level actually. 13 00:01:34,002 --> 00:01:35,999 I would be okay with that. 14 00:01:36,002 --> 00:01:39,999 It's a bit too much for sure but it's just so I have a little bit of that definition. 15 00:01:40,002 --> 00:01:43,999 Oh and actually the metalness needs to change for this one. 16 00:01:44,002 --> 00:01:45,999 I did not get around to doing that. 17 00:01:46,002 --> 00:01:52,999 But the focus right now is the body and getting the detail extracted and stuff. 18 00:01:53,002 --> 00:01:55,999 So I'm going to isolate the body for now. 19 00:01:56,002 --> 00:01:59,999 And then the first thing is just I'm going to look at the texture once again. 20 00:02:00,002 --> 00:02:06,999 For the body right now and the texture work we only have a setup for the base color. 21 00:02:07,002 --> 00:02:10,999 We don't really have a roughness one and we could do one for the tattoo. 22 00:02:11,002 --> 00:02:12,999 That would be a little bit interesting. 23 00:02:13,002 --> 00:02:18,999 But if we just take the body here, look at it and then say what we actually want to happen. 24 00:02:19,002 --> 00:02:23,999 Then maybe the tattoo could be a little bit less rough than the rest. 25 00:02:24,002 --> 00:02:28,999 So we could do this thing where we modify the color. 26 00:02:29,002 --> 00:02:31,999 Plot the color in again here. 27 00:02:32,002 --> 00:02:34,999 Oh the tattoo could be more rough than the skin. 28 00:02:35,002 --> 00:02:36,999 That's what I meant. 29 00:02:37,002 --> 00:02:40,999 Giving it a little bit of a look or the other way around. 30 00:02:41,002 --> 00:02:43,999 We can see what's going to work out for us. 31 00:02:44,002 --> 00:02:46,999 So I plug this into the roughness. 32 00:02:47,002 --> 00:02:49,999 Then we get quite shiny here. 33 00:02:50,002 --> 00:02:52,999 I'm going to bring this up to the middle. 34 00:02:53,002 --> 00:02:54,999 Maybe even further. 35 00:02:55,002 --> 00:03:01,999 I mean that's almost the max shine that we would want here for something like this. 36 00:03:02,002 --> 00:03:06,999 And then maybe we even want to reverse these two so that it becomes the other way around. 37 00:03:07,002 --> 00:03:09,999 So this is what we kind of have to play with here. 38 00:03:10,002 --> 00:03:12,000 Let's see. 39 00:03:13,000 --> 00:03:15,000 Let's see here. 40 00:03:17,000 --> 00:03:19,999 So we could bring that in a little bit. 41 00:03:20,002 --> 00:03:22,000 If we wanted to. 42 00:03:23,000 --> 00:03:24,999 Something like that. 43 00:03:25,002 --> 00:03:26,999 Feels pretty good. 44 00:03:27,002 --> 00:03:28,999 And then the tattoo here. 45 00:03:29,002 --> 00:03:31,999 How much do we actually... 46 00:03:32,002 --> 00:03:34,999 Do we want that to be more shiny or... 47 00:03:35,002 --> 00:03:38,000 What are we looking for here? 48 00:03:40,000 --> 00:03:42,999 It is cool that it has a different quality for sure. 49 00:03:43,002 --> 00:03:44,999 It almost makes it feel a bit more like paint. 50 00:03:45,002 --> 00:03:48,000 But that's maybe not a bad thing. 51 00:03:50,000 --> 00:03:51,999 You know I think I actually kind of like that. 52 00:03:52,002 --> 00:03:53,999 Just this kind of more matte finish. 53 00:03:54,002 --> 00:03:55,999 It gives a good contrast to the shiny helmet. 54 00:03:56,002 --> 00:03:57,999 Yeah okay let's do that. 55 00:03:58,002 --> 00:04:02,999 What I want to do is I want to emphasize some of these crevices with an ambient occlusion node. 56 00:04:03,002 --> 00:04:06,999 And you don't need this but it can be helpful. 57 00:04:07,002 --> 00:04:10,999 It's kind of like artificial ambient occlusion because the lighting would provide it. 58 00:04:11,002 --> 00:04:14,999 But in game engines sometimes you don't have it. 59 00:04:15,002 --> 00:04:21,000 So baking in a fake one can be a lifesaver sometimes. 60 00:04:22,000 --> 00:04:26,999 Okay let's get a ramp node here and just see what we get. 61 00:04:27,002 --> 00:04:31,999 And we are getting it certain places here. 62 00:04:32,002 --> 00:04:36,999 But I want to emphasize this a lot more I think. 63 00:04:37,002 --> 00:04:42,000 And then we're getting it around certain crevices. 64 00:04:43,000 --> 00:04:44,999 Like that. 65 00:04:45,002 --> 00:04:45,999 We could change the falloff also. 66 00:04:46,002 --> 00:04:50,000 Maybe we get something a bit more interesting. 67 00:04:51,000 --> 00:04:55,999 Actually linear seems to be doing pretty well. 68 00:04:56,002 --> 00:05:00,999 So it's something along those lines here. 69 00:05:01,002 --> 00:05:05,999 And we're getting a lot of ambient occlusion from the clothing around it and stuff. 70 00:05:06,002 --> 00:05:10,999 Which maybe we just want inside only. 71 00:05:11,002 --> 00:05:13,999 Only local I mean. 72 00:05:14,002 --> 00:05:17,000 So it's only the body that's affecting it. 73 00:05:18,000 --> 00:05:21,999 Like this kind of. 74 00:05:22,002 --> 00:05:31,999 And that together with the color node can create some nice color variations. 75 00:05:32,002 --> 00:05:34,999 We can introduce some slight darks or reds here. 76 00:05:35,002 --> 00:05:36,999 So we're going to put it here. 77 00:05:37,002 --> 00:05:37,999 Create a mix node. 78 00:05:38,002 --> 00:05:40,999 Set that to color. 79 00:05:41,002 --> 00:05:44,999 And then plug the color into this one here. 80 00:05:45,002 --> 00:05:47,999 Plug the ambient occlusion into the factor. 81 00:05:48,002 --> 00:05:50,999 And then this goes into the base color. 82 00:05:51,002 --> 00:05:54,999 And then we're going to get some white edges here. 83 00:05:55,002 --> 00:05:56,999 Oh actually it needs to be the. 84 00:05:57,002 --> 00:05:59,999 No that's the other way around. 85 00:06:00,002 --> 00:06:01,999 Exactly like this. 86 00:06:02,002 --> 00:06:09,999 And then set this to multiply. 87 00:06:10,002 --> 00:06:10,999 And then we're getting. 88 00:06:11,002 --> 00:06:13,999 So now it needs to be the other way around. 89 00:06:14,002 --> 00:06:15,999 Okay that's. 90 00:06:16,002 --> 00:06:16,999 No. 91 00:06:17,002 --> 00:06:17,999 No okay. 92 00:06:18,002 --> 00:06:20,999 It was just. 93 00:06:21,002 --> 00:06:24,999 It's supposed to make it darker. 94 00:06:25,002 --> 00:06:27,999 But it really isn't. 95 00:06:28,002 --> 00:06:28,999 So it's because. 96 00:06:29,002 --> 00:06:29,999 Right. 97 00:06:30,002 --> 00:06:30,999 It's because it needs to be like this. 98 00:06:31,002 --> 00:06:32,999 There we go. 99 00:06:33,002 --> 00:06:34,999 Like that. 100 00:06:35,002 --> 00:06:38,999 And then. 101 00:06:39,002 --> 00:06:40,999 We get those darker. 102 00:06:41,002 --> 00:06:45,999 Hues there. 103 00:06:46,002 --> 00:06:46,999 So you can see without. 104 00:06:47,002 --> 00:06:47,999 And then with. 105 00:06:48,002 --> 00:06:49,999 It's just giving it a little bit of definition. 106 00:06:50,002 --> 00:06:53,999 Making things poke out. 107 00:06:54,002 --> 00:06:55,999 Let's see if we give it some. 108 00:06:56,002 --> 00:06:57,999 Kind of slightly reddish. 109 00:06:58,002 --> 00:07:02,999 Tones. 110 00:07:03,002 --> 00:07:12,999 Slightly reddish tones there. 111 00:07:13,002 --> 00:07:16,999 Bring that down there. 112 00:07:17,002 --> 00:07:19,999 Let's see we got that here. 113 00:07:20,002 --> 00:07:22,999 Then you can figure out the fall off that you want. 114 00:07:23,002 --> 00:07:27,999 You probably want to check cycles also because cycles going to make it look a little bit different. 115 00:07:28,002 --> 00:07:29,999 And that's the one we're using it for for baking. 116 00:07:30,002 --> 00:07:32,999 Actually that's pretty close approximation there. 117 00:07:33,002 --> 00:07:37,999 And it just makes stuff pop for from a bit further away. 118 00:07:38,002 --> 00:07:40,999 You can see it here with. 119 00:07:41,002 --> 00:07:43,999 Without. 120 00:07:44,002 --> 00:07:45,999 Without there. 121 00:07:46,002 --> 00:07:48,999 And then. 122 00:07:49,002 --> 00:07:53,999 With here. 123 00:07:54,002 --> 00:07:55,999 So just seeing it together here now. 124 00:07:56,002 --> 00:07:57,999 When it's all. 125 00:07:58,002 --> 00:07:59,999 Together what does it look like. 126 00:08:00,002 --> 00:08:02,999 Oh it's just waiting for it here. 127 00:08:03,002 --> 00:08:05,999 There we go. 128 00:08:06,002 --> 00:08:07,999 Getting some. 129 00:08:08,002 --> 00:08:09,999 Crevice details. 130 00:08:10,002 --> 00:08:12,999 Yeah that's exactly what I want. 131 00:08:13,002 --> 00:08:14,999 And here we have it without. 132 00:08:15,002 --> 00:08:18,999 Just giving it a little bit of punch. 133 00:08:19,002 --> 00:08:20,999 In certain areas. 134 00:08:21,002 --> 00:08:23,999 That's what I was looking for. 135 00:08:24,002 --> 00:08:24,999 Very good. 136 00:08:25,002 --> 00:08:25,999 Nice. 137 00:08:26,002 --> 00:08:26,999 So we got that as well. 138 00:08:27,002 --> 00:08:29,999 So that means we could pick that out. 139 00:08:30,002 --> 00:08:30,999 As is. 140 00:08:31,002 --> 00:08:32,999 So I could take the body here. 141 00:08:33,002 --> 00:08:35,999 Select. 142 00:08:36,002 --> 00:08:37,999 The body base color. 143 00:08:38,002 --> 00:08:42,999 Oh that will create a dependency loop actually. 144 00:08:43,002 --> 00:08:46,999 So maybe it actually comes from this one here instead. 145 00:08:47,002 --> 00:08:48,999 Like that. 146 00:08:49,002 --> 00:08:51,999 And then yeah that's the way to do it. 147 00:08:52,002 --> 00:08:54,999 A little bit more. 148 00:08:55,002 --> 00:08:55,999 A little bit more there. 149 00:08:56,002 --> 00:08:59,999 And then go over and bake the diffuse. 150 00:09:00,002 --> 00:09:01,999 So diffuse here. 151 00:09:02,002 --> 00:09:02,999 Adjust the color. 152 00:09:03,002 --> 00:09:04,999 Select the body base color. 153 00:09:05,002 --> 00:09:10,999 And bake. 154 00:09:11,002 --> 00:09:12,999 I'm still seeing circular dependency. 155 00:09:13,002 --> 00:09:16,999 But that's just because it's connected to the roughness. 156 00:09:17,002 --> 00:09:21,999 Which is absolutely fine. 157 00:09:22,002 --> 00:09:28,999 We're getting that in there. 158 00:09:29,002 --> 00:09:29,999 Waiting for the texture baking. 159 00:09:30,002 --> 00:09:31,999 And then once we have the texture baking ready. 160 00:09:32,002 --> 00:09:35,999 Then we need to reconstruct the subdivisions for our character. 161 00:09:36,002 --> 00:09:40,999 And here we have all of it with variations on top of it. 162 00:09:41,002 --> 00:09:43,999 That's really good. 163 00:09:44,002 --> 00:09:48,999 Then we need to get the roughness map out. 164 00:09:49,002 --> 00:09:52,999 So we need to create a new image texture. 165 00:09:53,002 --> 00:09:56,999 And we're going to call that one. 166 00:09:57,002 --> 00:09:57,999 Let's see here. 167 00:09:58,002 --> 00:10:01,173 We're going to call it body base. 168 00:10:01,173 --> 00:10:03,217 Subtitled by online-courses.club We compress knowledge for you! 169 00:10:03,218 --> 00:10:04,999 Body roughness. 170 00:10:05,002 --> 00:10:05,999 And it's also going to be 2K. 171 00:10:06,002 --> 00:10:09,999 Like that. 172 00:10:10,002 --> 00:10:12,999 And now the base color falls in there. 173 00:10:13,002 --> 00:10:13,999 So that's good. 174 00:10:14,002 --> 00:10:16,999 And then we can set this to roughness. 175 00:10:17,002 --> 00:10:19,999 And I can select that roughness map there. 176 00:10:20,002 --> 00:10:22,999 So it's a non-color almost. 177 00:10:23,002 --> 00:10:26,999 And then we bake it. 178 00:10:27,002 --> 00:10:29,999 So I'm going to bake it. 179 00:10:30,002 --> 00:10:30,999 Select the body. 180 00:10:31,002 --> 00:10:32,999 And then bake it. 181 00:10:33,002 --> 00:10:35,999 And then we can bake this one now. 182 00:10:36,002 --> 00:10:37,999 And then we have the two maps we need. 183 00:10:38,002 --> 00:10:40,999 And we don't need a metalness map for the character. 184 00:10:41,002 --> 00:10:45,000 Because it will just be set to zero basically. 185 00:10:46,000 --> 00:10:49,999 If you had any kind of metal stitches or some kind of metal component of your character. 186 00:10:50,002 --> 00:10:51,999 Then you would have a map for that. 187 00:10:52,002 --> 00:10:53,999 And here we have the roughness map. 188 00:10:54,002 --> 00:10:55,999 And then we can plug that one in. 189 00:10:56,002 --> 00:11:00,999 And that becomes the full character with the full texture maps there. 190 00:11:01,002 --> 00:11:01,999 Nice. 191 00:11:02,002 --> 00:11:02,999 Okay. 192 00:11:03,002 --> 00:11:08,999 Now it's time to apply the detail to a lower resolution model. 193 00:11:09,002 --> 00:11:11,999 Because right now our model looks like this. 194 00:11:12,002 --> 00:11:16,999 In order to do this, we need to reconstruct some subdivisions. 195 00:11:17,002 --> 00:11:18,999 So we are going to click on model. 196 00:11:19,002 --> 00:11:21,999 And go to multi-resolution. 197 00:11:22,002 --> 00:11:24,999 And then we are going to start unsubdividing it. 198 00:11:25,002 --> 00:11:27,999 And I need to unsubdivide it four times. 199 00:11:28,002 --> 00:11:32,999 To get back to the original subdivision level we had in the way beginning. 200 00:11:33,002 --> 00:11:34,999 When we first made our model. 201 00:11:35,002 --> 00:11:37,999 So this is kind of what we've been building our way towards. 202 00:11:38,002 --> 00:11:40,999 Now having that lower resolution game ready model. 203 00:11:41,002 --> 00:11:46,999 With nice normal maps and textures that all work seamlessly. 204 00:11:47,002 --> 00:11:48,999 So I'm going to unsubdivide. 205 00:11:49,002 --> 00:11:50,999 And this is going to take a lot of time. 206 00:11:51,002 --> 00:11:52,999 So I'm just going to do it four times. 207 00:11:53,002 --> 00:11:53,999 Okay. 208 00:11:54,002 --> 00:11:54,999 And here we are. 209 00:11:55,002 --> 00:11:56,999 And I've subdivided all the way down. 210 00:11:57,002 --> 00:12:00,999 Or unsubdivided all the way down to the base. 211 00:12:01,002 --> 00:12:02,999 And now our mesh looks like this. 212 00:12:03,002 --> 00:12:06,999 Which is kind of our target resolution. 213 00:12:07,002 --> 00:12:07,999 And keep in mind. 214 00:12:08,002 --> 00:12:09,999 When you do this. 215 00:12:10,002 --> 00:12:11,999 The vertex colors. 216 00:12:12,002 --> 00:12:13,999 They die out. 217 00:12:14,002 --> 00:12:14,999 Right. 218 00:12:15,002 --> 00:12:16,999 So now if I go back to level four. 219 00:12:17,002 --> 00:12:20,999 The vertex colors are going to be a much lower resolution. 220 00:12:21,002 --> 00:12:22,999 Than they were before. 221 00:12:23,002 --> 00:12:24,999 As I remember it. 222 00:12:25,002 --> 00:12:25,999 Yeah. 223 00:12:26,002 --> 00:12:28,999 I think we're getting a little bit of artifacts. 224 00:12:29,002 --> 00:12:30,999 They might actually be surviving. 225 00:12:31,002 --> 00:12:31,999 There might be a new thing. 226 00:12:32,002 --> 00:12:32,999 Or they might be broken. 227 00:12:33,002 --> 00:12:34,999 I can't really tell on this one. 228 00:12:35,002 --> 00:12:36,999 But I think they will be broken. 229 00:12:37,002 --> 00:12:38,999 So keep a copy of your model. 230 00:12:39,002 --> 00:12:39,999 Yeah. 231 00:12:40,002 --> 00:12:40,999 They're definitely broken. 232 00:12:41,002 --> 00:12:42,999 Keep a copy of your high-res one. 233 00:12:43,002 --> 00:12:45,999 If you want to keep those vertex colors around for another time. 234 00:12:46,002 --> 00:12:47,999 So I'm going to save this one as a new file. 235 00:12:48,002 --> 00:12:51,999 To not override the changes that I just made. 236 00:12:52,002 --> 00:12:56,999 But now I have re-established the multi-res. 237 00:12:57,002 --> 00:12:57,999 With the lowest one. 238 00:12:58,002 --> 00:12:59,999 And then what needs to happen. 239 00:13:00,002 --> 00:13:02,999 Is that I need to bake the different kinds of maps. 240 00:13:03,002 --> 00:13:03,999 That I need. 241 00:13:04,002 --> 00:13:06,999 And what I'm going to be baking. 242 00:13:07,002 --> 00:13:09,999 Is a normal map. 243 00:13:10,002 --> 00:13:11,999 And then probably also a displacement map. 244 00:13:12,002 --> 00:13:15,999 And the displacement map is just if you want to use it. 245 00:13:16,002 --> 00:13:17,999 In some other context. 246 00:13:18,002 --> 00:13:21,999 And that can also be useful. 247 00:13:22,002 --> 00:13:23,999 But it's the same process basically. 248 00:13:24,002 --> 00:13:25,999 But the normal map is the one we're going to be using. 249 00:13:26,002 --> 00:13:27,999 For the final character. 250 00:13:28,002 --> 00:13:28,999 Okay. 251 00:13:29,002 --> 00:13:29,999 Very cool. 252 00:13:30,002 --> 00:13:34,999 So I'm going to go all the way back to the shading tab here. 253 00:13:35,002 --> 00:13:37,999 And then we need to create some new nodes. 254 00:13:38,002 --> 00:13:39,999 We need to create another texture node. 255 00:13:40,002 --> 00:13:41,999 And the new texture node we're creating. 256 00:13:42,002 --> 00:13:44,999 Is the normal map node. 257 00:13:45,002 --> 00:13:46,999 I also need to just save this one out here. 258 00:13:47,002 --> 00:13:47,999 Save. 259 00:13:48,002 --> 00:13:48,999 Image save. 260 00:13:49,002 --> 00:13:50,999 Add body roughness. 261 00:13:51,002 --> 00:13:52,999 There we go. 262 00:13:53,002 --> 00:13:54,999 And that's set correctly there. 263 00:13:55,002 --> 00:13:58,999 Then we're going to create a new image texture. 264 00:13:59,002 --> 00:13:59,999 Image texture node here. 265 00:14:00,002 --> 00:14:00,999 And then a new texture on that node. 266 00:14:01,002 --> 00:14:06,999 And we're going to call that body normal. 267 00:14:07,002 --> 00:14:07,999 Normal like that. 268 00:14:08,002 --> 00:14:09,999 And we're going to say okay. 269 00:14:10,002 --> 00:14:12,999 That's also going to be 2K. 270 00:14:13,002 --> 00:14:16,999 Which will be enough detail for this one. 271 00:14:17,002 --> 00:14:19,999 So here we have the body normal. 272 00:14:20,002 --> 00:14:22,999 That's the one we want to get the detail onto. 273 00:14:23,002 --> 00:14:25,999 And the really cool thing about the multi-res modifier. 274 00:14:26,002 --> 00:14:29,999 Is that it already works with the baking and everything set up. 275 00:14:30,002 --> 00:14:30,999 It's built into it. 276 00:14:31,002 --> 00:14:32,999 And that's why you have this little tab over here. 277 00:14:33,002 --> 00:14:33,999 Under render. 278 00:14:34,002 --> 00:14:34,999 Bake. 279 00:14:35,002 --> 00:14:35,999 And then under the bake button. 280 00:14:36,002 --> 00:14:38,999 There's a tab that says bake from multi-res. 281 00:14:39,002 --> 00:14:41,999 And you can see it's already set to normals. 282 00:14:42,002 --> 00:14:42,999 Right. 283 00:14:43,002 --> 00:14:45,999 And that's just going to take the highest subdivision level. 284 00:14:46,002 --> 00:14:47,999 And bake it to the lowest subdivision level. 285 00:14:48,002 --> 00:14:49,999 As far as I remember. 286 00:14:50,002 --> 00:14:51,999 So we're just going to test that out here. 287 00:14:52,002 --> 00:14:53,999 Selecting my node. 288 00:14:54,002 --> 00:14:55,999 Hitting bake. 289 00:14:56,002 --> 00:14:58,999 And then letting that do its job. 290 00:14:59,002 --> 00:15:03,999 And then we essentially get nothing. 291 00:15:04,002 --> 00:15:06,999 Because I think we have to go back to the lowest one. 292 00:15:07,002 --> 00:15:07,999 That's how it works. 293 00:15:08,002 --> 00:15:09,999 So we go to the lowest one. 294 00:15:10,002 --> 00:15:13,000 And then we hit bake from that one. 295 00:15:15,000 --> 00:15:16,999 Let's see here. 296 00:15:17,002 --> 00:15:19,999 I'm going to grab that one and then we hit bake. 297 00:15:20,002 --> 00:15:21,999 Let's try that. 298 00:15:22,002 --> 00:15:22,999 Okay. 299 00:15:23,002 --> 00:15:23,999 And then we get. 300 00:15:24,002 --> 00:15:24,999 Then we get some stuff. 301 00:15:25,002 --> 00:15:25,999 Right. 302 00:15:26,002 --> 00:15:26,999 So you have to be on the lowest subdivision level. 303 00:15:27,002 --> 00:15:28,999 And then bake down. 304 00:15:29,002 --> 00:15:32,999 And this is the normal map of all the details. 305 00:15:33,002 --> 00:15:35,999 Just instant from the multi-res modifier. 306 00:15:36,002 --> 00:15:37,999 Super great. 307 00:15:38,002 --> 00:15:41,999 And this one we can use in our normal map setup here. 308 00:15:42,002 --> 00:15:43,999 So we go over here. 309 00:15:44,002 --> 00:15:45,999 And then we find it over here. 310 00:15:46,002 --> 00:15:47,999 So we can save it. 311 00:15:48,002 --> 00:15:48,999 Party normal. 312 00:15:49,002 --> 00:15:49,999 Image. 313 00:15:50,002 --> 00:15:50,999 Save as. 314 00:15:51,002 --> 00:15:51,999 Party normal. 315 00:15:52,002 --> 00:15:53,999 There we go. 316 00:15:54,002 --> 00:15:55,999 And then this one is now saved. 317 00:15:56,002 --> 00:15:57,999 And then we can set it to non-color. 318 00:15:58,002 --> 00:15:59,999 Which is very important for it to behave properly. 319 00:16:00,002 --> 00:16:01,999 Then you can see the color changes there. 320 00:16:02,002 --> 00:16:04,999 And then we're going to get a normal map node. 321 00:16:05,002 --> 00:16:08,999 I'm going to plug that into the tangent space. 322 00:16:09,002 --> 00:16:10,999 And normal. 323 00:16:11,002 --> 00:16:14,999 And then we get all the detail back. 324 00:16:15,002 --> 00:16:17,999 As if though we had lost nothing. 325 00:16:18,002 --> 00:16:18,999 Isn't that incredible? 326 00:16:19,002 --> 00:16:19,999 Look how much detail here. 327 00:16:20,002 --> 00:16:22,999 Even though the mesh looks like that. 328 00:16:23,002 --> 00:16:26,999 That is just awesome. 329 00:16:27,002 --> 00:16:28,999 I just love normal maps. 330 00:16:29,002 --> 00:16:30,999 It's such an awesome technique. 331 00:16:31,002 --> 00:16:32,999 And it works so seamlessly with the multi-res here. 332 00:16:33,002 --> 00:16:37,999 And we just get perfect detailing back from everything. 333 00:16:38,002 --> 00:16:39,999 And if I unhide all the assets. 334 00:16:40,002 --> 00:16:43,999 It's like nothing changed. 335 00:16:44,002 --> 00:16:44,999 And we still have the multi-res. 336 00:16:45,002 --> 00:16:46,999 So we can go all the way up to 4. 337 00:16:47,002 --> 00:16:48,999 As it was before. 338 00:16:49,002 --> 00:16:51,999 And then it will end up getting this kind of double effect. 339 00:16:52,002 --> 00:16:53,999 Because the normal map is on. 340 00:16:54,002 --> 00:16:57,999 But then you can turn off the normal map here. 341 00:16:58,002 --> 00:16:59,999 Set it to 0. 342 00:17:00,002 --> 00:17:01,999 And then we get the normal one. 343 00:17:02,002 --> 00:17:03,999 But they look so similar. 344 00:17:04,002 --> 00:17:07,999 The normal map and the full-res sculpt. 345 00:17:08,002 --> 00:17:10,999 And that's kind of the idea. 346 00:17:11,002 --> 00:17:12,999 So I'm going to bring that back. 347 00:17:13,002 --> 00:17:15,999 Bring these ones down to the lowest level. 348 00:17:16,002 --> 00:17:18,999 And that is your model essentially. 349 00:17:19,002 --> 00:17:20,999 We can also create a displacement map. 350 00:17:21,002 --> 00:17:22,999 If you need that for something else. 351 00:17:23,002 --> 00:17:24,999 So I'll just create a new image texture here. 352 00:17:25,002 --> 00:17:25,999 I'll take this one. 353 00:17:26,002 --> 00:17:26,999 Duplicate it. 354 00:17:27,002 --> 00:17:27,999 Remove the texture here. 355 00:17:28,002 --> 00:17:29,999 Save it there. 356 00:17:30,002 --> 00:17:33,999 And then call it body displacement. 357 00:17:34,002 --> 00:17:36,999 And then getting it in there. 358 00:17:37,002 --> 00:17:39,999 Then bake from multi-res. 359 00:17:40,002 --> 00:17:42,000 I have it there on the lowest one. 360 00:17:43,000 --> 00:17:45,999 And then the render settings. 361 00:17:46,002 --> 00:17:48,999 Select that one and hit bake. 362 00:17:49,002 --> 00:17:51,999 And then I get that one. 363 00:17:52,002 --> 00:17:53,999 Selecting it over here. 364 00:17:54,002 --> 00:17:55,999 Image. Save as. 365 00:17:56,002 --> 00:17:57,999 Body displacement. 366 00:17:58,002 --> 00:18:00,999 And then set it to non-color. 367 00:18:01,002 --> 00:18:03,999 Get a displacement node. 368 00:18:04,002 --> 00:18:06,999 Like that. 369 00:18:07,002 --> 00:18:08,999 Put it to the height here. 370 00:18:09,002 --> 00:18:10,999 And then we can plug that one in here. 371 00:18:11,002 --> 00:18:14,999 And actually that's going to work as a normal map right now. 372 00:18:15,002 --> 00:18:16,999 As a bump map basically. 373 00:18:17,002 --> 00:18:20,999 And you can see it's also very similar to the normals. 374 00:18:21,002 --> 00:18:24,999 But the normals will look just a little bit better. 375 00:18:25,002 --> 00:18:25,999 Take the normals off here. 376 00:18:26,002 --> 00:18:27,999 Oh actually. 377 00:18:28,002 --> 00:18:30,999 It's not working so nicely. 378 00:18:31,002 --> 00:18:37,999 And it's probably something to do with the strength here. 379 00:18:38,002 --> 00:18:43,999 But that's actually pretty interesting. 380 00:18:44,002 --> 00:18:45,999 Let's see if we just. 381 00:18:46,002 --> 00:18:48,999 Yeah so you have to decrease this one a little bit. 382 00:18:49,002 --> 00:18:51,999 So it's not quite as strong. 383 00:18:52,002 --> 00:18:54,999 Then you can see you also get the detailing back a little bit. 384 00:18:55,002 --> 00:18:56,999 But it's not going to work as nicely as the normal map. 385 00:18:57,002 --> 00:19:01,999 The normal map is definitely a lot nicer. 386 00:19:02,002 --> 00:19:02,999 So yeah. 387 00:19:03,002 --> 00:19:05,999 But just in case you need a displacement map for some purpose. 388 00:19:06,002 --> 00:19:08,999 That's how you do it. 389 00:19:09,002 --> 00:19:10,999 Awesome. 390 00:19:11,002 --> 00:19:12,999 And that's our character there. 391 00:19:13,002 --> 00:19:14,999 Then we just need to finish up the skull here. 392 00:19:15,002 --> 00:19:19,999 And I think the way I'm going to do it is just applying this one there. 393 00:19:20,002 --> 00:19:21,999 Then I get that one. 394 00:19:22,002 --> 00:19:29,999 And then the problem for this one was that it was set to be metallic. 395 00:19:30,002 --> 00:19:30,999 And that's not what we wanted. 396 00:19:31,002 --> 00:19:33,999 So we're going to go into metalness. 397 00:19:34,002 --> 00:19:37,999 Go into here and just set the color. 398 00:19:38,002 --> 00:19:39,999 I think I was being cheated because it looked white. 399 00:19:40,002 --> 00:19:43,999 So I was like all right that's white because it's a skull. 400 00:19:44,002 --> 00:19:44,999 But no. 401 00:19:45,002 --> 00:19:47,999 That's not how it's supposed to look. 402 00:19:48,002 --> 00:19:51,999 That was not the idea. 403 00:19:52,002 --> 00:19:52,999 Awesome. 404 00:19:53,002 --> 00:19:57,999 And then I think that basically does it. 405 00:19:58,002 --> 00:20:00,999 Awesome. 406 00:20:01,002 --> 00:20:02,999 We've got this guy here. 407 00:20:03,002 --> 00:20:04,999 Got that thing there. 408 00:20:05,002 --> 00:20:05,999 And then we got our full. 409 00:20:06,002 --> 00:20:11,999 It's amazing how it kind of jumps from this simple of a model because of all the local vertex colors. 410 00:20:12,002 --> 00:20:18,999 And then it suddenly is like it gets all this extra detail even though the wireframe is exactly the same. 411 00:20:19,002 --> 00:20:22,999 It's quite magic that feeling. 412 00:20:23,002 --> 00:20:25,999 And I think I can take this one and then actually combine it with the sword now. 413 00:20:26,002 --> 00:20:29,999 So they become one unified thing. 414 00:20:30,002 --> 00:20:34,999 And we could also take a bunch of these assets and combine them if we wanted to. 415 00:20:35,002 --> 00:20:38,999 That could make some things a little bit easier. 416 00:20:39,002 --> 00:20:39,999 Let's see here. 417 00:20:40,002 --> 00:20:41,999 If we take these ones. 418 00:20:42,002 --> 00:20:43,999 Combine these. 419 00:20:44,002 --> 00:20:45,999 Then we get that going on. 420 00:20:46,002 --> 00:20:47,999 Set it to auto smooth. 421 00:20:48,002 --> 00:20:50,999 Take the helmet and this one and combine them. 422 00:20:51,002 --> 00:20:54,999 Set it to auto smooth. 423 00:20:55,002 --> 00:20:56,999 Or just smooth. 424 00:20:57,002 --> 00:20:58,999 Auto smooth. 425 00:20:59,002 --> 00:21:01,999 It's kind of like this one doesn't need it so. 426 00:21:02,002 --> 00:21:03,999 Maybe this one because that's shade smooth. 427 00:21:04,002 --> 00:21:05,999 Oh it can't. 428 00:21:06,002 --> 00:21:06,999 If one is set to. 429 00:21:07,002 --> 00:21:07,999 Okay. 430 00:21:08,002 --> 00:21:10,999 Let's see if we go to normals. 431 00:21:11,002 --> 00:21:18,999 And just adjust this a little bit. 432 00:21:19,002 --> 00:21:26,999 Then it's only the sharpest of edges that kind of gets it. 433 00:21:27,002 --> 00:21:36,999 That's a good question actually what should be. 434 00:21:37,002 --> 00:21:39,999 And then it also gets it here. 435 00:21:40,002 --> 00:21:40,999 On the cloth there. 436 00:21:41,002 --> 00:21:43,999 Maybe that's not really what I want. 437 00:21:44,002 --> 00:21:46,999 Set it to 45. 438 00:21:47,002 --> 00:21:47,999 That feels pretty good. 439 00:21:48,002 --> 00:21:49,999 So that all becomes one. 440 00:21:50,002 --> 00:21:50,999 That's good. 441 00:21:51,002 --> 00:21:53,999 The sandals are there. 442 00:21:54,002 --> 00:21:57,999 This thing can join that one. 443 00:21:58,002 --> 00:22:00,999 Sandals are on their own. 444 00:22:01,002 --> 00:22:04,999 I mean the whole item set could you know become. 445 00:22:05,002 --> 00:22:13,999 It's own asset like all of this could be combined for simplicity's sake. 446 00:22:14,002 --> 00:22:17,999 But I think it's also nice to have some divisions sometimes. 447 00:22:18,002 --> 00:22:19,999 The sword for sure should be its own object. 448 00:22:20,002 --> 00:22:22,999 And this one then you can take this one off. 449 00:22:23,002 --> 00:22:24,999 Put on a different helmet. 450 00:22:25,002 --> 00:22:26,999 You can take this off instead of the belt. 451 00:22:27,002 --> 00:22:27,999 That looks kind of weird. 452 00:22:28,002 --> 00:22:28,999 You can take the shoes off. 453 00:22:29,002 --> 00:22:33,999 So there's some stuff to exchange if you need it to. 454 00:22:34,002 --> 00:22:36,999 Very, very, very nice. 455 00:22:37,002 --> 00:22:44,999 And this essentially marks the end for making the model itself. 456 00:22:45,002 --> 00:22:46,999 All this stuff has now been completed. 457 00:22:47,002 --> 00:22:48,999 The texturing. 458 00:22:49,002 --> 00:22:50,999 The different texture sheets. 459 00:22:51,002 --> 00:22:51,999 The modeling. 460 00:22:52,002 --> 00:22:54,999 The setup with the resolution here. 461 00:22:55,002 --> 00:22:55,999 And the multi-res. 462 00:22:56,002 --> 00:22:57,999 We're just keeping that on. 463 00:22:58,002 --> 00:22:59,999 We don't need it right now. 464 00:23:00,002 --> 00:23:01,999 But also it's not in the way. 465 00:23:02,002 --> 00:23:02,999 So we can just keep it here. 466 00:23:03,002 --> 00:23:08,999 And that means we can now move on to doing the rigging of the model. 467 00:23:09,002 --> 00:23:12,000 So we'll start with that in the next chapter. 33286

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