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in this tutorial
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this will be a workshop
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of where I'm going to show you how to take
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a simple prop
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our file cabinet
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model it all the way through
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I'm going to show you how to UV it
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and then I'm going to take
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it into painter and texture it
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so this is going to be the entire process
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from Maya modeling to uving
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to substance painter texturing
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and this is gonna be entirely in real time
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nothing's gonna be left out
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there's gonna be a lot of tips
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a lot of workflow
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processes that I'm gonna share with you
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and as a bonus at the very end
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I've also decided to put
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together a little scene using this wild cabinet
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the completed version
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and create a small
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LED scene rendered in Maya with wordshift
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and I'll show you what I did what props I added
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I just kind of to finish everything off
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than the context of an environment scene
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a very small simple one
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I'll talk about what I did and how I set that up
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so sit back take a lot of notes enjoy
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and let's get started
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let's begin with some preliminary pre planning work
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and I'm going to show you what I've done
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so first things first you have to collect reference
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after you know where you go to model
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you have to go out and collect as many
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references as you need
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to make sure you are modeling your object correctly
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so I already have them collected
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and what I like
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to do is create a master reference image
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this is where I compile all the images
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onto one single sheet
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like so there are many other softwares that
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organize your pictures for you
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your images but I like to do it the old school way
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manually and here's what I have
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just basically all the references that I've collected
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of the file cabinet
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and some other props that I may want to create
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and then I just placed on one single sheet
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so that way I can just
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look through them and study my object
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next let's talk about my scene
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so I'm not going to insert all these objects
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and show you exactly what I did and how I did it
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I'm just going to talk about what I have
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so for every scene that I create
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and for every environmental prop that I model
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I always insert a human scale reference
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this is a simple box
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let me unlock it
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this is a simple cube that is about 6 feet in height
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and the dimensions for this cube are width at 50
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depths at 50 and height is 180
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so this is in centimeters because
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everything in Mia by default
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is set to centimeters
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and this nicely translates to unwarging 405
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and of course many other game engines as well
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so this allows me to judge my proportion and scale
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to whatever objects I create
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and I always have one of these
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sometimes I even have an actual model
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of a human inserted in here instead of a box
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but that box just gives you a quick way to
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have something
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if you don't have an actual human model to insert
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and then I usually place it on the layer unlock it
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and then one more thing I have inside this scene is a
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dome light now this is a red shift dome light
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red shift is a render
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and what I like to do with this is assign an HDR image
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and I use this to periodically do a quick render
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of whatever I'm modeling
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to see how it would look with lighting
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now this is not necessary but I often like to
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check my progress with some kind of a render
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even if it's going to go into a game engine
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this way I can model something
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and do a quick render test
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see what it looks like see if I have a model correctly
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see how the light hits it
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and it just kind of
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gives me a bit of inspiration and motivation
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that is going to look good in the end
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and if you don't have ratchet render
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you can use Arnold or whatever render you're using
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and do quick tests as you model
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so I'll be doing this throughout the process
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and I always do this
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to help me out
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all right so when it comes to the file cabinet
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we're gonna model
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you have to start with specific dimensions
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or not really specific dimensions but
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something of a size
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something in centimeters that you can start with
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you could insert a box and just start scaling
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just based on what you think the
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size of the file cabinet should be
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but it helps a lot if you just have
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specific dimensions to enter
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for the cube and start
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sizing and just going from there
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so what you could do is
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of course is you do your research and you find
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the dimensions for the object
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a really nice tip that I like to use is
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most of objects and props that you create
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you could find dimensions on Amazon
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and you can use those values to start with
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so for example here's
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a basic four drawer
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file and cabinet that we're gonna model
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and it already gives you the overall dimensions
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and I can use this
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these inches convert them to centimeters
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and have something to start with
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and that's what I'm gonna do
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and then you just take this
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and then you can convert it to
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cm by doing a quick Google search inchester centimeters
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and then just
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simple enter 52
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dissiculate your value in centimeters
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and that's where you could use
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now I'm not going to use these values exactly
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but it's a nice starting point and then I can
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adjust it
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based on my scene and based on a human scale reference
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so let's do just that
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I'm going to go ahead and create a cube
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and show you how this process goes
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so
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create a cube and I'm going to go into the input tab
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and already converted these values so let's start
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the height converted to centimeters is 152
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width is going to be 38
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and depth is 63
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now this is going to be a little bit too small
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for what I want
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I want a little bit bulkier file cabinet
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and you'll find out that many values that are
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translated from real world
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into an actual model
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tends to be small
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and doesn't have that volume that you are gonna
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expect from a game or from a good render
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now it will still work just fine
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but I usually like to tweak these values
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so I'm gonna go ahead and just start adjusting them
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so I'm gonna set my width to 45
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gonna keep depth the same
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because I think that looks pretty good
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and for height
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I'm gonna set it to 1:40
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and actually I think I converted
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the height for inches or not I think 52
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inches in height is actually one
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32 cm let me double check
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so 52 yeah
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132 not 152 so I'm gonna set my height to 140
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to go a little higher
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and I usually like to run down these values
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rather than have decimals
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because if
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I'm gonna create a following cabinet I may want to
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stack these on top of each other
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and just make sure easier
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their whole values
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so that way I can snap
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let's go ahead and position this on the ground plane
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and I think this is good thickness good volume for this
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and now we can begin
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so I'm gonna have
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my reference images that I'm gonna be
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looking at throughout this entire
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process on another monitor
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so just know whenever we model this
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I won't bring in the references into the
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recording but I will always have them on another
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monitor that I'm always looking at them
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so you should always be
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looking at what you are modeling
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and constantly studying your object
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so that way you can replicate it in Mia in 3d software
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so we need to insert
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extra edges because I don't have enough geometry here
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in order to focus on
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the 4 drawers
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so I need faces
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in order to begin to
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extrude and do something with them
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and I just don't have sufficient geometry here
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so I need to insert extra edges
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and begin to subdivide this
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simple cube into
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something I can use
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so for this I'm going to use the model and toolkit
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on the right hand side
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if you switch over to model and toolkit
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and I'm going to use the connect option
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I'm going to switch over to edge computer mode
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I'm going to select these four edges
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and I'm going to left click to enable connect
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and I want three segments that gives me 4 faces
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so if you unable collect
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it will insert between the selected edges
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the amount of segments you want
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and if your middle mouse click or drag
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you can interactively insert as many as you need
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so I just need three
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and I'm going to go ahead and hit enter to commit
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and now I have sufficient geometer to work with
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now most filing cabinets
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have a bit of a border at the top
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and a thicker border on the bottom
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something like this
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has a bit of a kind of
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a base and a bit more geometry here
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so I'm going to go ahead and introduce that now
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so I'm gonna select that top face
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and I'm gonna extrude Ctrl E
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to extrude shortcut
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and I'm gonna give a bit of thickness
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and for this thickness
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I'm gonna give a thickness of let's say 4
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and then for the bottom I'll select that face
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I'm gonna next create that as well
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and actually for first I let me erase this up
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select that face and I'm going to extrude this one
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and I'm not sure how many
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units I want how many centimeters of thickness
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so I'll just begin to extrude
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and look at my reference
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and I think about I think 10 is a good number
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let's do 10 I usually round out these values
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and not all the time
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I try to
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so here's what I have
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let's go ahead and snap this down to our
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ground plane to our grid
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and since I've been using whole values
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it will snap down perfectly
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next let's go ahead and select these four faces
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now we can begin to extrude and create
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the detail for the drawers
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so in the reference right here we have a bit of indent
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and I'm going to try to replicate that in my model
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and this is simple to do by simply
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using the extrude with a few options
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so I'm gonna go ahead and select these four faces
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hit Ctrl E to extrude
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and then I'm gonna start to offset
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so this is
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it begins to offset on the inside to create that extra
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Geo
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however I need to deal with these faces individually
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so I'm gonna switch key faces together off
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and let's adjust offset
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and I think a value of 1 is pretty good
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so that gives me that outside border
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and the shape for each drawer
274
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and I'm going to go ahead and extrude again
275
00:10:14,200 --> 00:10:16,500
Ctrl E and let's do another offset
276
00:10:17,166 --> 00:10:19,100
and in this case I'm going to extrude
277
00:10:19,200 --> 00:10:20,733
probably a point five
278
00:10:21,066 --> 00:10:22,200
I think point five is good
279
00:10:22,533 --> 00:10:24,133
if you hold down Ctrl
280
00:10:24,166 --> 00:10:25,133
and then you use the
281
00:10:25,133 --> 00:10:27,333
slider on upside of any of these values on
282
00:10:27,333 --> 00:10:29,066
any of these properties
283
00:10:29,133 --> 00:10:30,166
this will give you
284
00:10:30,166 --> 00:10:33,100
fine to admit like it gives you an extra decimal point
285
00:10:33,200 --> 00:10:36,200
so left click click and drag it goes whole values
286
00:10:36,533 --> 00:10:39,566
and if you need more precision just hold on ctrl
287
00:10:39,666 --> 00:10:40,900
and left click and drag
288
00:10:41,000 --> 00:10:41,800
so I think
289
00:10:42,400 --> 00:10:44,566
5 I think that should be enough
290
00:10:44,600 --> 00:10:46,700
I just want something that I can extrude in
291
00:10:46,700 --> 00:10:47,766
and have that
292
00:10:47,800 --> 00:10:50,800
kind of self shadowing and extra detail pushed in
293
00:10:51,700 --> 00:10:53,400
and I usually like to zoom out
294
00:10:54,700 --> 00:10:56,733
and just take a look at my object far away
295
00:10:56,733 --> 00:10:58,566
to make sure that everything is looking good
296
00:10:58,566 --> 00:10:59,566
into proportion
297
00:11:00,066 --> 00:11:01,700
especially when I'm beginning to add more
298
00:11:01,700 --> 00:11:02,733
geometry into it
299
00:11:02,933 --> 00:11:04,700
so let's go ahead and switch back to face
300
00:11:04,900 --> 00:11:06,400
and now I want to go ahead and select
301
00:11:06,400 --> 00:11:08,366
these faces that I created with offset
302
00:11:08,500 --> 00:11:11,666
just these small faces here and then extrude them in
303
00:11:11,733 --> 00:11:12,533
however
304
00:11:13,000 --> 00:11:15,100
if I have to do this manually the selection part
305
00:11:15,366 --> 00:11:17,066
that is going to take a little too long
306
00:11:17,066 --> 00:11:18,866
that I don't want to select manually
307
00:11:19,066 --> 00:11:22,266
so I'm going to do a quick shortcut key for this
308
00:11:22,366 --> 00:11:24,166
I'm going to have these 4 selected again
309
00:11:24,166 --> 00:11:27,266
and then I'm going to grow my selection
310
00:11:27,500 --> 00:11:29,900
so to grow your selection there's a shortcut key
311
00:11:29,900 --> 00:11:31,533
but you can find this under Select
312
00:11:32,600 --> 00:11:36,733
Grow and the shortcut key is shift period
313
00:11:37,066 --> 00:11:39,733
shift period and shift comma will
314
00:11:39,933 --> 00:11:41,400
grow ensuring your selection
315
00:11:41,400 --> 00:11:43,800
so let's go ahead and grow by one
316
00:11:44,166 --> 00:11:47,600
it grabs all those faces and I'm going to hold Ctrl
317
00:11:47,966 --> 00:11:50,300
and deselect all the interior faces
318
00:11:51,366 --> 00:11:54,900
and then I can extrude these faces inside Ctrl E again
319
00:11:55,066 --> 00:11:56,566
and let's add some thickness
320
00:12:00,700 --> 00:12:03,966
and let's do a thickness of negative 1
321
00:12:04,100 --> 00:12:05,200
that should be plenty
322
00:12:06,166 --> 00:12:07,933
all right let's take a look
323
00:12:07,933 --> 00:12:12,000
now at this point this is where I like to check
324
00:12:12,600 --> 00:12:13,866
do a quick render
325
00:12:14,500 --> 00:12:16,600
using the dome light and the HDR image
326
00:12:17,300 --> 00:12:18,400
and see what looks like
327
00:12:18,533 --> 00:12:20,966
so I already have an HR image assigned to my dome light
328
00:12:21,000 --> 00:12:22,733
so let me switch over to redshift
329
00:12:22,866 --> 00:12:24,266
again you can use any render
330
00:12:24,700 --> 00:12:26,400
it just helps out so much
331
00:12:26,400 --> 00:12:28,866
just to quickly check if you need to adjust any
332
00:12:29,000 --> 00:12:30,866
indents any bevels
333
00:12:30,866 --> 00:12:32,100
any extrusions
334
00:12:32,600 --> 00:12:33,966
so let me do a quick render
335
00:12:36,333 --> 00:12:37,600
I think that's looking pretty good
336
00:12:41,200 --> 00:12:43,000
if that end then is too much
337
00:12:43,100 --> 00:12:44,966
you can always go ahead and adjust it
338
00:12:45,133 --> 00:12:46,700
and change the values
339
00:12:47,000 --> 00:12:49,900
so if it is too much you can always just jump back
340
00:12:50,066 --> 00:12:52,566
either undo and sometimes you can even go back
341
00:12:52,566 --> 00:12:53,866
into your history stack
342
00:12:53,966 --> 00:12:54,933
and change
343
00:12:56,166 --> 00:12:57,766
maybe how wide that is
344
00:12:57,866 --> 00:12:59,500
so if I want to go ahead and maybe
345
00:12:59,933 --> 00:13:03,733
find the offset maybe I do point 25
346
00:13:04,300 --> 00:13:05,933
and then let's do another render
347
00:13:06,666 --> 00:13:08,000
maybe that gap was too big
348
00:13:09,766 --> 00:13:12,000
and I think that's actually better
349
00:13:12,200 --> 00:13:13,800
smaller is better in this case
350
00:13:13,800 --> 00:13:14,866
so I'm going to keep that
351
00:13:15,166 --> 00:13:19,766
and then the next thing I want to do is do a bevel
352
00:13:19,933 --> 00:13:22,366
around all of the edges on the outside
353
00:13:23,400 --> 00:13:25,566
I think the inside drawers look pretty good
354
00:13:25,933 --> 00:13:28,600
what we're going to end up doing is having the handle
355
00:13:28,866 --> 00:13:31,266
and not this handle but maybe another one
356
00:13:31,600 --> 00:13:33,900
but these are going to be separate pieces
357
00:13:33,900 --> 00:13:34,866
flooring pieces
358
00:13:34,866 --> 00:13:37,466
and we'll just combine them with our main case
359
00:13:37,466 --> 00:13:40,700
but I do want to include a bit of a bevel everywhere
360
00:13:40,800 --> 00:13:43,166
on the outside to get that nice
361
00:13:43,166 --> 00:13:44,366
little beveled highlight
362
00:13:44,533 --> 00:13:47,000
so for this I need to go ahead and select
363
00:13:47,766 --> 00:13:49,400
all of the edges around
364
00:13:54,766 --> 00:13:56,333
so this may take a little bit of time
365
00:13:56,333 --> 00:13:58,566
I'm just going to hold shift double click
366
00:13:59,133 --> 00:14:00,766
on all the edges that I can
367
00:14:00,966 --> 00:14:02,800
so it selects a continuous edge loop
368
00:14:03,133 --> 00:14:05,066
in some cases I just need to select the manual
369
00:14:05,066 --> 00:14:05,866
one by one
370
00:14:07,333 --> 00:14:10,100
select this one and there's a few more on the bottom
371
00:14:11,800 --> 00:14:13,100
and there's one more here
372
00:14:13,200 --> 00:14:15,100
make sure you don't miss any edges when you bubble
373
00:14:15,200 --> 00:14:16,933
otherwise it's gonna be a
374
00:14:17,200 --> 00:14:19,133
little harder to fix them because you're gonna have
375
00:14:19,300 --> 00:14:20,900
a gap of no bubble
376
00:14:20,900 --> 00:14:23,666
and quite a few hand guns you'll have to deal with
377
00:14:24,600 --> 00:14:26,333
so I think I have everything selected
378
00:14:26,866 --> 00:14:29,366
and now Ctrl B to bubble
379
00:14:29,900 --> 00:14:31,533
the initial fraction
380
00:14:31,800 --> 00:14:34,333
the amount of the bubble is too much
381
00:14:34,566 --> 00:14:37,700
so I'm going to change the fraction here 2.25
382
00:14:38,000 --> 00:14:41,133
and increase this amount of segments to 2
383
00:14:41,266 --> 00:14:43,500
that gives you a nicer rounded corners
384
00:14:44,500 --> 00:14:46,300
one is just maybe too low
385
00:14:46,466 --> 00:14:48,666
might be good for some low poly model
386
00:14:49,000 --> 00:14:51,966
but in this case I'm not really concerned with the
387
00:14:51,966 --> 00:14:52,766
polygon count
388
00:14:52,900 --> 00:14:54,766
so I'm going to increase the segments to two
389
00:14:55,766 --> 00:14:56,500
all right
390
00:14:56,500 --> 00:14:59,800
this is another time that I do a quick test render
391
00:15:00,133 --> 00:15:01,800
just see what that bubble looks like
392
00:15:01,966 --> 00:15:03,933
and see how that light hits it
393
00:15:06,166 --> 00:15:08,400
let's go ahead zoom in a little closer and do it again
394
00:15:09,100 --> 00:15:11,566
again depending on which agr image you're using
395
00:15:12,333 --> 00:15:14,500
sometimes you may have to just kind of
396
00:15:14,500 --> 00:15:15,766
position your camera a little bit better
397
00:15:16,666 --> 00:15:19,533
until that highlight gets hits by the light
398
00:15:19,733 --> 00:15:21,600
alright that was looking pretty good to me
399
00:15:22,400 --> 00:15:25,766
now let me just take a look make sure that I have
400
00:15:26,100 --> 00:15:27,733
all of the edges bubbled
401
00:15:29,000 --> 00:15:29,800
and I do
402
00:15:30,700 --> 00:15:32,666
and I'm also going to do the same thing
403
00:15:32,666 --> 00:15:35,900
a slight bevel on the corners for the drawers
404
00:15:36,700 --> 00:15:38,333
so I'm going to go ahead and select
405
00:15:38,400 --> 00:15:39,766
all these edges right here
406
00:15:40,600 --> 00:15:42,066
so I have 1 2 3 4
407
00:15:42,200 --> 00:15:45,333
we'll end up having 16 edges
408
00:15:45,933 --> 00:15:46,900
that I will bevel
409
00:15:47,066 --> 00:15:48,466
and the reason I'm counting is because
410
00:15:48,466 --> 00:15:49,466
so I don't miss any
411
00:15:49,600 --> 00:15:53,133
and I always check right here in the heads up display
412
00:15:54,166 --> 00:15:56,333
to make sure that I have that proper amount
413
00:15:56,500 --> 00:15:58,200
especially when you're doing with bevels
414
00:15:58,400 --> 00:16:00,733
and I have just a few more to select here
415
00:16:01,100 --> 00:16:04,566
have 16 yep and let's go ahead and zoom in close
416
00:16:04,600 --> 00:16:07,500
and let's do a bevel ctrl B2 segments
417
00:16:07,500 --> 00:16:09,733
and that smaller fraction let's do point one
418
00:16:12,200 --> 00:16:13,666
so again it's going to be very small
419
00:16:13,666 --> 00:16:15,600
but it will be noticeable because
420
00:16:15,700 --> 00:16:17,900
now you don't have those 90 degree corners
421
00:16:19,400 --> 00:16:21,400
and let's go ahead and zoom in right here
422
00:16:21,800 --> 00:16:23,400
and let's do a render again
423
00:16:23,800 --> 00:16:25,333
see if I need to adjust anything
424
00:16:27,300 --> 00:16:29,700
now I'll probably never get my camera that close
425
00:16:29,966 --> 00:16:31,166
but it does look better
426
00:16:31,733 --> 00:16:33,066
than this sharp edge
427
00:16:33,400 --> 00:16:35,666
let me try the other view real quick
428
00:16:37,200 --> 00:16:38,366
all right that's looking good
429
00:16:38,766 --> 00:16:42,466
all right so we've created a simple file cabinet
430
00:16:42,500 --> 00:16:43,933
and we added a bit of detail
431
00:16:43,933 --> 00:16:46,500
and now we have four drawers that we can deal with
432
00:16:47,200 --> 00:16:49,533
and I think one more thing I want to do is
433
00:16:49,600 --> 00:16:51,966
introduce a bit more detail for the top
434
00:16:52,000 --> 00:16:55,366
so if you take a look at the reference we have a bit of
435
00:16:55,766 --> 00:16:58,800
an indent going around like a panel
436
00:16:58,800 --> 00:17:00,533
and this I think might be good
437
00:17:00,533 --> 00:17:02,466
another kind of nice detail to add
438
00:17:03,500 --> 00:17:05,966
so to do that I already have an edge here
439
00:17:06,400 --> 00:17:07,866
so I'm going to double click
440
00:17:07,933 --> 00:17:10,066
hold shift double click to select all around
441
00:17:10,166 --> 00:17:12,666
so all the edges are selected and they are
442
00:17:12,966 --> 00:17:15,066
and then I'm going to bevel once
443
00:17:15,066 --> 00:17:17,533
Ctrl B is going to introduce another edge with it
444
00:17:17,533 --> 00:17:18,966
and I'm going to adjust my fraction
445
00:17:18,966 --> 00:17:20,000
let's do point 1
446
00:17:20,200 --> 00:17:22,600
and actually let's go point 05
447
00:17:22,666 --> 00:17:24,000
so it's very small
448
00:17:24,300 --> 00:17:26,766
and then I'm going to switch over to face computer mode
449
00:17:27,200 --> 00:17:29,200
select this face hold shift
450
00:17:29,400 --> 00:17:30,600
double click on the face next to it
451
00:17:30,600 --> 00:17:32,666
it will select the entire edge ring
452
00:17:32,800 --> 00:17:35,733
and then I can go ahead and extrude Ctrl E
453
00:17:36,166 --> 00:17:37,800
and add a bit of thickness
454
00:17:38,266 --> 00:17:39,300
and push that in
455
00:17:39,766 --> 00:17:41,133
I want to push in too far
456
00:17:41,166 --> 00:17:43,866
because these faces will begin to overlap
457
00:17:44,133 --> 00:17:45,133
right about there
458
00:17:47,066 --> 00:17:48,733
let's do a negative
459
00:17:50,533 --> 00:17:53,500
point 1 and let me do another under
460
00:17:54,866 --> 00:17:56,366
and just kind of test
461
00:17:58,866 --> 00:18:01,166
maybe I'll just need to increase the fraction
462
00:18:01,166 --> 00:18:02,800
let's increase the fraction even more
463
00:18:02,800 --> 00:18:05,366
let's do a negative point to five
464
00:18:08,366 --> 00:18:09,300
here we go much better
465
00:18:10,400 --> 00:18:13,600
and as far as the main shape goes I think we're done
466
00:18:14,100 --> 00:18:16,500
let me just kind of do a render faraway
467
00:18:17,466 --> 00:18:19,333
just going to take a look at the overall object
468
00:18:20,333 --> 00:18:21,300
and that's my reference
469
00:18:21,300 --> 00:18:22,933
let me zoom in a little close on the tab
470
00:18:23,000 --> 00:18:25,400
and the next step will be to start adding
471
00:18:25,400 --> 00:18:26,966
the handles and it will
472
00:18:27,100 --> 00:18:29,000
tag display for each drawer
473
00:18:30,866 --> 00:18:32,600
and here are the ones that I'm going to go with
474
00:18:33,000 --> 00:18:34,300
these right here
475
00:18:35,666 --> 00:18:38,466
so here is the tag and here is the handle
476
00:18:39,266 --> 00:18:41,366
so let's start with the tag get that out of the way
477
00:18:41,400 --> 00:18:43,266
and we'll only have to create one of each
478
00:18:43,266 --> 00:18:44,866
and then we'll be able to duplicate
479
00:18:44,900 --> 00:18:46,066
for the rest of it
480
00:18:47,700 --> 00:18:49,466
so this one looks like it's a cube
481
00:18:49,466 --> 00:18:51,400
and then extruded cube and then another
482
00:18:51,400 --> 00:18:52,666
extrusion on the inside
483
00:18:52,700 --> 00:18:54,766
and then we'll knock out the interior
484
00:18:55,100 --> 00:18:56,300
so let's do that right now
485
00:18:56,666 --> 00:18:58,600
gonna bring in an a cube
486
00:19:00,800 --> 00:19:02,133
now let's go ahead and scale this
487
00:19:03,300 --> 00:19:04,500
move it further
488
00:19:04,733 --> 00:19:07,300
actually scale it up and then make it smaller
489
00:19:08,166 --> 00:19:09,566
and let's go in the front view
490
00:19:09,933 --> 00:19:11,800
and just raise this up where it needs to go
491
00:19:13,466 --> 00:19:14,866
and then make it smaller even
492
00:19:15,166 --> 00:19:16,566
and scale it down
493
00:19:18,900 --> 00:19:20,500
right about there
494
00:19:20,800 --> 00:19:22,866
and scale it to the sides a little bit
495
00:19:23,933 --> 00:19:25,100
I'm going to perspective
496
00:19:25,100 --> 00:19:27,800
and I'm going to push this end so it gets closer to
497
00:19:28,133 --> 00:19:28,933
the drawer
498
00:19:29,100 --> 00:19:32,500
so that way I can judge the scale in depth a lot better
499
00:19:34,866 --> 00:19:37,666
so let's make it smaller right about there
500
00:19:38,266 --> 00:19:40,066
let's go in the front view and now
501
00:19:40,266 --> 00:19:42,466
I'm gonna go ahead and select the face
502
00:19:44,133 --> 00:19:48,400
and let's extrude with offset Ctrl E to extrude
503
00:19:48,733 --> 00:19:51,066
to an offset then go right about there
504
00:19:51,066 --> 00:19:52,100
let's take a look at the front
505
00:19:52,933 --> 00:19:54,933
and now let's do another extrusion
506
00:19:55,400 --> 00:19:58,266
and in this case I'm going to extrude but add thickness
507
00:19:58,266 --> 00:20:00,600
control E and let's add thickness to
508
00:20:01,700 --> 00:20:02,900
it another point five
509
00:20:03,800 --> 00:20:06,000
and now let's do another extrusion without set
510
00:20:06,900 --> 00:20:07,600
let's do another
511
00:20:07,600 --> 00:20:10,000
just keep it consistent point five for this as well
512
00:20:11,366 --> 00:20:13,200
and then let's do another extrusion
513
00:20:14,966 --> 00:20:16,266
and push that in
514
00:20:16,800 --> 00:20:18,600
and I'm gonna go in the side view
515
00:20:18,800 --> 00:20:20,400
and see how far I need to push it in
516
00:20:20,400 --> 00:20:22,366
actually instead of using the thickness I can
517
00:20:22,366 --> 00:20:23,933
hit W to go to move tool
518
00:20:24,066 --> 00:20:26,600
and just after I extrude you can use your
519
00:20:26,700 --> 00:20:29,700
regular movement tools and just push the face down
520
00:20:29,733 --> 00:20:30,766
however far you need
521
00:20:31,000 --> 00:20:34,733
actually maybe I'll go down here past that face
522
00:20:36,000 --> 00:20:38,000
and actually let me adjust it a little bit
523
00:20:38,500 --> 00:20:39,666
so it kind of has
524
00:20:40,100 --> 00:20:41,500
similar thickness all over
525
00:20:42,133 --> 00:20:43,933
and then I can delete this face right here
526
00:20:44,566 --> 00:20:46,400
so that way I have a hole and also I'm going
527
00:20:46,466 --> 00:20:47,966
to delete this face in the back
528
00:20:48,000 --> 00:20:49,766
so that way we can see right through it
529
00:20:50,100 --> 00:20:51,466
because if you take a look at the wrappers here
530
00:20:51,466 --> 00:20:52,533
we can see right through
531
00:20:52,800 --> 00:20:53,800
to the drawers
532
00:20:54,300 --> 00:20:55,766
so that's perfect
533
00:20:56,266 --> 00:20:57,766
and then let me take a look
534
00:20:58,000 --> 00:21:01,466
I'm thinking I either want to maybe extrude
535
00:21:02,200 --> 00:21:04,900
this further and then just kind of close out this gap
536
00:21:04,966 --> 00:21:07,533
I'll extrude without that maybe I'll just put
537
00:21:07,533 --> 00:21:09,133
I can just push it all the way in
538
00:21:09,900 --> 00:21:10,700
like so
539
00:21:10,733 --> 00:21:12,566
but I don't think that's gonna look too good so
540
00:21:12,600 --> 00:21:13,700
I'm gonna actually
541
00:21:14,566 --> 00:21:16,700
push the edges right here
542
00:21:16,900 --> 00:21:19,533
and then I'm going to extrude those edges Ctrl E
543
00:21:19,766 --> 00:21:21,300
and add offset
544
00:21:21,533 --> 00:21:22,900
actually let's do thickness
545
00:21:25,066 --> 00:21:27,600
let me see which one I do I need because I want them to
546
00:21:27,766 --> 00:21:28,966
kind of spread out
547
00:21:29,500 --> 00:21:31,733
here we go I need to add a bit of thickness
548
00:21:31,733 --> 00:21:32,600
let's go to front
549
00:21:32,933 --> 00:21:33,966
and do that here
550
00:21:36,400 --> 00:21:37,533
right about there
551
00:21:38,766 --> 00:21:40,800
so that creates the interior face
552
00:21:41,100 --> 00:21:43,666
that you can't really see it and then
553
00:21:44,266 --> 00:21:45,400
Ctrl E again
554
00:21:46,200 --> 00:21:49,166
and add thickness and that gives me thickness
555
00:21:49,300 --> 00:21:51,933
that I can push in right like so
556
00:21:53,700 --> 00:21:55,100
so you can see on the inside just gives me
557
00:21:55,100 --> 00:21:56,266
extra geometry
558
00:21:56,933 --> 00:21:58,366
that looks a little bit more real
559
00:21:58,366 --> 00:22:00,300
and actually these faces right here on the inside
560
00:22:00,300 --> 00:22:01,400
I don't need anymore
561
00:22:01,933 --> 00:22:03,533
so I'm going to go ahead and delete them
562
00:22:06,766 --> 00:22:09,466
just make sure I am only deleted
563
00:22:10,666 --> 00:22:11,966
faces that I
564
00:22:13,766 --> 00:22:16,600
do not need I was just checking if it was
565
00:22:16,600 --> 00:22:18,000
if I had a double face there
566
00:22:18,400 --> 00:22:21,600
and let me go ahead and so let me go in a wireframe
567
00:22:23,700 --> 00:22:25,300
let's go back to shaded
568
00:22:25,666 --> 00:22:27,533
so I need to delete the face that I will not see
569
00:22:27,533 --> 00:22:29,000
which is right there
570
00:22:29,266 --> 00:22:31,066
actually let me go to object mode
571
00:22:31,066 --> 00:22:32,933
hit Ctrl 1 to isolate select
572
00:22:33,200 --> 00:22:34,466
so I'm only working with
573
00:22:34,866 --> 00:22:36,600
the object itself
574
00:22:36,733 --> 00:22:38,900
and there's one more face I will never see
575
00:22:38,966 --> 00:22:40,166
which is this one over here
576
00:22:40,566 --> 00:22:42,133
bring everything back Ctrl 1
577
00:22:43,066 --> 00:22:44,300
and here's the
578
00:22:44,800 --> 00:22:47,266
nice looking tag
579
00:22:47,300 --> 00:22:50,300
now I will do a pass of bevels
580
00:22:51,000 --> 00:22:53,766
but before I do that I just want to kind of take a look
581
00:22:54,066 --> 00:22:55,200
if I got the size right
582
00:22:56,100 --> 00:22:57,500
and it looks correct
583
00:22:58,100 --> 00:22:59,666
so let's do a bevel pass
584
00:23:00,766 --> 00:23:02,300
I'm going to go ahead and duplicate this
585
00:23:02,366 --> 00:23:04,133
just in case I need to bring it back
586
00:23:05,133 --> 00:23:05,966
if I mess up
587
00:23:05,966 --> 00:23:08,166
if I do too many bevels if it just doesn't look right
588
00:23:08,166 --> 00:23:10,300
I usually like to duplicate things off
589
00:23:10,300 --> 00:23:12,400
when I do a bevel pass on the corners
590
00:23:13,000 --> 00:23:15,900
and now let's select all these right here
591
00:23:16,333 --> 00:23:19,266
I can bevel these with two segments
592
00:23:20,066 --> 00:23:22,700
and point one or point two five
593
00:23:23,366 --> 00:23:24,800
so that gives me nice corners
594
00:23:28,400 --> 00:23:29,966
and let's do one across here
595
00:23:30,900 --> 00:23:32,200
as well Ctrl B
596
00:23:33,366 --> 00:23:36,066
2 and 425 keep it the same
597
00:23:36,533 --> 00:23:39,733
and I can even do these corners right here all across
598
00:23:39,866 --> 00:23:41,566
so if I just select them
599
00:23:41,766 --> 00:23:43,466
individually all at once though
600
00:23:45,600 --> 00:23:48,500
I like to do just the outside corners and then
601
00:23:48,533 --> 00:23:49,766
the corners themselves
602
00:23:50,166 --> 00:23:53,133
so when you do bevels and passes it works a lot better
603
00:23:53,400 --> 00:23:55,166
but you just have to make sure that you select
604
00:23:55,400 --> 00:23:58,000
continuous ones if you do in the cross like I did
605
00:23:58,533 --> 00:24:00,366
they all have to be selected all around
606
00:24:00,700 --> 00:24:02,066
to avoid any issues
607
00:24:03,933 --> 00:24:06,133
and let's do a bevel here control B
608
00:24:07,266 --> 00:24:09,066
the fraction is going to be way too much
609
00:24:09,333 --> 00:24:10,333
let's do point two
610
00:24:10,800 --> 00:24:13,533
point one let's do 2 seconds
611
00:24:14,300 --> 00:24:17,566
and smaller fraction point zero five
612
00:24:19,766 --> 00:24:21,200
and that's looking pretty good
613
00:24:21,200 --> 00:24:23,500
so I'm gonna bring you in this one just a 4 comparison
614
00:24:23,766 --> 00:24:25,533
so this is the low poly version
615
00:24:26,066 --> 00:24:28,066
and this is the bubbled version of course
616
00:24:28,166 --> 00:24:30,400
we are going higher in triangle count
617
00:24:30,566 --> 00:24:31,900
to 72 for this one
618
00:24:32,200 --> 00:24:33,666
only 48 for this one
619
00:24:34,066 --> 00:24:34,766
so again
620
00:24:34,766 --> 00:24:37,100
because I know my output is going to be just a render
621
00:24:37,100 --> 00:24:37,966
and redshift
622
00:24:38,133 --> 00:24:40,566
and possibly just the beauty scene in you before
623
00:24:40,733 --> 00:24:43,133
I'm not concerned with triangle count at all
624
00:24:44,533 --> 00:24:45,900
so known your output
625
00:24:45,900 --> 00:24:48,166
will help you determine where to add geometry
626
00:24:48,200 --> 00:24:49,766
or where to keep it low poly
627
00:24:52,666 --> 00:24:54,100
so let's do a quick render
628
00:24:55,000 --> 00:24:57,266
and take a look at the result
629
00:24:58,966 --> 00:25:00,466
zoom in a little bit and do another one
630
00:25:01,300 --> 00:25:03,066
yeah it looks much nicer on the right
631
00:25:03,733 --> 00:25:05,800
and if you still need to adjust maybe
632
00:25:05,800 --> 00:25:07,100
thickness too much
633
00:25:07,466 --> 00:25:10,266
in this case I could probably scale everything
634
00:25:12,100 --> 00:25:13,933
on the side like so
635
00:25:15,166 --> 00:25:16,666
just take these and scale them
636
00:25:16,700 --> 00:25:18,700
however just be careful when you scale things
637
00:25:18,700 --> 00:25:19,400
when you already have
638
00:25:19,400 --> 00:25:22,300
bubbles the bubbles will scale with them
639
00:25:22,366 --> 00:25:23,966
and you may not want to do that
640
00:25:24,200 --> 00:25:25,166
and and if you don't want
641
00:25:25,166 --> 00:25:26,066
to destroy the bevels
642
00:25:26,066 --> 00:25:27,733
you will just have to do this manually
643
00:25:28,000 --> 00:25:28,800
just select
644
00:25:29,700 --> 00:25:31,066
and just move these in
645
00:25:32,100 --> 00:25:34,300
and take these and just move them
646
00:25:35,066 --> 00:25:38,066
so this will not destroy the bevels but scale will
647
00:25:41,066 --> 00:25:42,500
and let me do one more render
648
00:25:46,700 --> 00:25:47,500
that's much better
649
00:25:47,966 --> 00:25:52,400
just less depth and looks like it does in the reference
650
00:25:56,666 --> 00:25:58,466
all right so that's our tag and now
651
00:25:58,466 --> 00:26:00,733
the next step is we're gonna do the handle
652
00:26:01,200 --> 00:26:06,100
the handle has two components to it it has a square
653
00:26:06,266 --> 00:26:10,366
base and then it has a rounded handle itself
654
00:26:10,500 --> 00:26:14,333
so what we could do is just do a
655
00:26:14,566 --> 00:26:17,000
cube do the same thing that we did for this
656
00:26:17,266 --> 00:26:19,666
just a bunch of extrusions without said beveled
657
00:26:19,666 --> 00:26:22,366
and then do the handle that's rounded separate
658
00:26:22,366 --> 00:26:25,366
or we can do all together as one solid piece
659
00:26:25,766 --> 00:26:28,933
so I'm going to attempt this as one solid piece
660
00:26:29,300 --> 00:26:31,666
and in order to make some of these pieces rounded
661
00:26:31,666 --> 00:26:34,100
so we can bridge and have this rounded while
662
00:26:34,300 --> 00:26:37,266
keeping this square is going to be circulized
663
00:26:37,466 --> 00:26:40,000
so let's introduce another cube to start with
664
00:26:43,533 --> 00:26:44,800
and let me go ahead and
665
00:26:45,133 --> 00:26:47,100
drag this all the way up when needs to go
666
00:26:50,333 --> 00:26:51,466
and make it larger
667
00:26:52,566 --> 00:26:54,800
and just kind of set the size of it first
668
00:26:55,600 --> 00:26:58,166
I think right about that I think that's pretty good
669
00:26:58,166 --> 00:26:59,966
let's take a look at it in perspective view
670
00:27:00,000 --> 00:27:01,933
compared to everything else
671
00:27:03,266 --> 00:27:04,666
and let's scale it down
672
00:27:06,533 --> 00:27:09,966
right about so and let's position it up against this
673
00:27:11,166 --> 00:27:12,000
geometry
674
00:27:13,100 --> 00:27:14,800
so that's going to be that first part
675
00:27:14,800 --> 00:27:17,200
and it's actually brought in a little bit closer
676
00:27:17,566 --> 00:27:19,266
maybe a little bit smaller
677
00:27:19,933 --> 00:27:21,666
and let me duplicate it just to see
678
00:27:21,666 --> 00:27:22,566
what it would look like
679
00:27:22,600 --> 00:27:23,900
the two pieces
680
00:27:24,400 --> 00:27:25,700
just to block things out
681
00:27:26,100 --> 00:27:27,300
alright I think that's pretty good
682
00:27:28,000 --> 00:27:30,100
so now I'm going to go ahead and select this one
683
00:27:30,800 --> 00:27:32,700
ctrl 1 to isolate select
684
00:27:33,100 --> 00:27:34,500
then delete the face in the back
685
00:27:34,900 --> 00:27:36,733
bring everything back Ctrl 1
686
00:27:38,333 --> 00:27:40,133
push this out right about there
687
00:27:41,800 --> 00:27:44,700
and let's do an extrusion on the space
688
00:27:45,000 --> 00:27:46,000
Ctrl E
689
00:27:46,800 --> 00:27:48,133
let's add offset
690
00:27:48,766 --> 00:27:51,533
let's go on the front union and just adjust it here
691
00:27:52,200 --> 00:27:54,466
so a little easier to see right about there
692
00:27:55,400 --> 00:27:58,933
maybe less and I'm constantly looking at my reference
693
00:27:59,066 --> 00:28:00,600
see how far I need to push things
694
00:28:01,300 --> 00:28:04,500
and now let's do an extrude and push that out Ctrl E
695
00:28:06,000 --> 00:28:07,100
right about there
696
00:28:08,266 --> 00:28:11,133
and let me go in the side you hit F to frame
697
00:28:11,566 --> 00:28:14,066
and compare it okay everything's looking good here
698
00:28:14,800 --> 00:28:16,366
right about there that's good
699
00:28:17,333 --> 00:28:19,166
all right so I'm gonna go ahead and duplicate this
700
00:28:19,166 --> 00:28:21,333
off so I have a copy just in case
701
00:28:22,066 --> 00:28:22,866
so
702
00:28:23,000 --> 00:28:25,800
again I'm not sure if the circulized option will work
703
00:28:25,900 --> 00:28:27,966
or not it will probably work but
704
00:28:27,966 --> 00:28:31,200
I still want to I want to have bevels everywhere after
705
00:28:31,533 --> 00:28:33,700
and it might be a little harder to do
706
00:28:34,533 --> 00:28:37,300
once I have circleized in here and I have to bevel
707
00:28:37,900 --> 00:28:39,533
some it might give me more work
708
00:28:39,566 --> 00:28:41,700
to do rather than maybe keeping that
709
00:28:41,900 --> 00:28:44,000
rounded handle as a separate piece of geometry
710
00:28:44,066 --> 00:28:47,100
and again rounded piece of geometry might be faster
711
00:28:47,300 --> 00:28:48,366
because it's such a small
712
00:28:48,500 --> 00:28:50,466
area I may not have to fuse it together
713
00:28:50,900 --> 00:28:52,733
and again my camera
714
00:28:52,800 --> 00:28:54,566
my render camera is going to be further away
715
00:28:54,566 --> 00:28:55,300
so I don't need to be
716
00:28:55,300 --> 00:28:57,333
so close up on it to see that detail
717
00:28:57,600 --> 00:28:59,666
but I do want to attempt it and see see
718
00:28:59,666 --> 00:29:00,933
if I can make it happen
719
00:29:01,166 --> 00:29:02,800
but if not I'll come back to that other one
720
00:29:03,866 --> 00:29:05,866
so in order to do circleize
721
00:29:05,866 --> 00:29:08,266
I need more geometry in here first
722
00:29:08,400 --> 00:29:09,766
so I'm going to select this face again
723
00:29:09,933 --> 00:29:11,666
and extrude without set
724
00:29:12,366 --> 00:29:13,733
so that gives me the area
725
00:29:13,733 --> 00:29:15,700
that I will be able to circleize
726
00:29:16,133 --> 00:29:17,800
this quad right here
727
00:29:18,333 --> 00:29:20,800
now I'm going to delete this face
728
00:29:22,166 --> 00:29:23,200
let me isolate this
729
00:29:23,600 --> 00:29:24,400
ctrl 1
730
00:29:24,800 --> 00:29:27,000
so here's what I have I'll couple and knock that out
731
00:29:28,133 --> 00:29:29,800
now I cannot circulize
732
00:29:30,466 --> 00:29:34,300
these I can circulize edges I can circulize varices
733
00:29:34,800 --> 00:29:36,733
so I'm gonna circulize varices
734
00:29:36,866 --> 00:29:40,000
now I can't do anything to it right now so if I go to
735
00:29:41,166 --> 00:29:41,966
editmesh
736
00:29:42,733 --> 00:29:44,266
circulize nothing will happen
737
00:29:44,400 --> 00:29:46,733
because I don't have sufficient geometry to circulise
738
00:29:47,066 --> 00:29:48,666
so I'm going to use the connect
739
00:29:49,366 --> 00:29:50,400
the multecut tool
740
00:29:50,866 --> 00:29:52,800
and insert additional cuts
741
00:29:52,900 --> 00:29:54,900
so I'm going to hold down Ctrl middle mouse click
742
00:29:54,933 --> 00:29:56,900
on all the 4 corners right here
743
00:29:56,933 --> 00:29:59,466
Ctrl middle mouse click will insert right in center
744
00:29:59,500 --> 00:30:02,933
so that gives me extra verses that I can select
745
00:30:04,400 --> 00:30:06,133
and I can now circulize these
746
00:30:06,533 --> 00:30:08,666
no problem so edit mesh
747
00:30:09,466 --> 00:30:10,866
and circulize
748
00:30:12,266 --> 00:30:13,333
all right so I have one piece
749
00:30:13,333 --> 00:30:15,466
let me see what happens when I duplicate it
750
00:30:15,466 --> 00:30:17,166
and I try to bridge between those edges
751
00:30:17,166 --> 00:30:18,766
and see if I can get that shape that
752
00:30:19,366 --> 00:30:21,466
I see that I see in the reference
753
00:30:24,966 --> 00:30:26,500
so I'm going to duplicate this one
754
00:30:26,900 --> 00:30:28,133
so I have a copy of it
755
00:30:28,366 --> 00:30:30,400
and in order to use the bridge tool
756
00:30:30,666 --> 00:30:33,266
you need to have the object combined as one
757
00:30:33,533 --> 00:30:34,966
so I'm going to select both of these meshes
758
00:30:34,966 --> 00:30:36,333
go to mesh and combine
759
00:30:37,000 --> 00:30:38,166
go to perspective
760
00:30:38,533 --> 00:30:40,866
and I double click to select these edges
761
00:30:41,000 --> 00:30:42,600
double click to select these edges
762
00:30:42,866 --> 00:30:45,400
and go to at mesh and bridge
763
00:30:47,700 --> 00:30:50,500
I need to change my curve type to blend
764
00:30:50,766 --> 00:30:53,066
and increase divisions
765
00:30:53,600 --> 00:30:54,866
so that gives me
766
00:30:55,666 --> 00:30:57,133
the shape that I'm looking for
767
00:30:57,666 --> 00:30:59,300
let's bring everything back control 1
768
00:31:01,300 --> 00:31:02,466
and kind of zoom out
769
00:31:03,300 --> 00:31:04,666
so that's looking pretty good
770
00:31:04,933 --> 00:31:07,100
I may need to adjust this from top of you
771
00:31:07,166 --> 00:31:08,766
because I don't want it to be surrounded
772
00:31:08,900 --> 00:31:09,766
maybe I want
773
00:31:10,700 --> 00:31:11,800
a little bit more
774
00:31:12,333 --> 00:31:13,800
angler right here
775
00:31:14,400 --> 00:31:15,966
maybe I need to adjust it manually
776
00:31:17,266 --> 00:31:19,766
by actually pushing these verts in a little bit
777
00:31:20,266 --> 00:31:23,333
at a time making sure I'm selecting all of them across
778
00:31:23,700 --> 00:31:24,500
right there
779
00:31:25,766 --> 00:31:27,733
and maybe hold Ctrl to deselect
780
00:31:30,733 --> 00:31:33,366
and keep kind of adjusting until
781
00:31:33,400 --> 00:31:34,933
I get the shape that I want
782
00:31:36,100 --> 00:31:38,666
alright so so far that's working out pretty good
783
00:31:41,000 --> 00:31:41,733
now let me
784
00:31:41,733 --> 00:31:44,333
let me go ahead and insert a bunch of edges on here
785
00:31:44,666 --> 00:31:46,600
so oh bevels not edges
786
00:31:46,600 --> 00:31:48,266
I don't want to insert edges I want to
787
00:31:48,400 --> 00:31:51,366
I want a bevel to make this nice and rounded
788
00:31:54,000 --> 00:31:56,066
so let me take a look
789
00:31:56,733 --> 00:31:59,333
because I want to have around the corners right here
790
00:32:01,466 --> 00:32:03,600
so let me see if I can just first I'm gonna
791
00:32:03,800 --> 00:32:05,900
double click on these edges right here
792
00:32:06,500 --> 00:32:08,066
and on the other side as well
793
00:32:08,400 --> 00:32:11,266
and beveled these first ctrl B
794
00:32:11,733 --> 00:32:13,166
with two segments
795
00:32:14,300 --> 00:32:15,966
and to point
796
00:32:16,666 --> 00:32:18,300
2 of a fraction
797
00:32:20,933 --> 00:32:23,100
you can also do this on these as well
798
00:32:23,733 --> 00:32:24,566
Ctrl B
799
00:32:25,333 --> 00:32:26,533
on here we select them again
800
00:32:27,566 --> 00:32:28,566
let me move this up
801
00:32:28,700 --> 00:32:30,400
just to make sure I didn't duplicate something
802
00:32:31,000 --> 00:32:32,500
so double click on that
803
00:32:32,800 --> 00:32:36,000
edge double click on this hold shift and Ctrl B
804
00:32:36,300 --> 00:32:38,100
and let's do two segments here
805
00:32:38,600 --> 00:32:40,466
and let's do point one
806
00:32:43,100 --> 00:32:44,300
alright so that's working out good
807
00:32:45,800 --> 00:32:47,800
and now I want to go ahead and see if I can
808
00:32:47,866 --> 00:32:50,200
run out these corners right here as well as these
809
00:32:50,733 --> 00:32:52,333
so if I double click is going to select
810
00:32:52,666 --> 00:32:53,533
everything around
811
00:32:54,000 --> 00:32:56,600
so I only want to select these across here
812
00:32:56,666 --> 00:32:59,166
so let me do a quick test first some of the shift
813
00:32:59,266 --> 00:33:02,400
I'm going to select this edge hold shift and let's do
814
00:33:03,500 --> 00:33:05,500
double click on this edge right here
815
00:33:05,500 --> 00:33:07,100
it will select everything in between
816
00:33:07,333 --> 00:33:10,333
let me do a quick test by beveling just this one corner
817
00:33:10,400 --> 00:33:13,766
Ctrl B with two segments and point 1
818
00:33:14,866 --> 00:33:17,500
all right so that gives me a nice corner right here
819
00:33:17,533 --> 00:33:19,600
now we just need to fix this area
820
00:33:20,166 --> 00:33:22,000
in order to remove the end guns
821
00:33:22,000 --> 00:33:23,900
now the only problem that I'm seeing
822
00:33:23,900 --> 00:33:25,400
currently with this shape is
823
00:33:25,500 --> 00:33:28,133
my cylindrical shape is very low poly
824
00:33:28,500 --> 00:33:30,766
so if I double click on this I only have 8
825
00:33:31,200 --> 00:33:33,500
edges to create my cylinder
826
00:33:34,866 --> 00:33:36,266
so when I render this
827
00:33:36,266 --> 00:33:38,366
it's not gonna look as good as if I had it made
828
00:33:38,400 --> 00:33:39,966
16 or 24
829
00:33:40,133 --> 00:33:41,266
let me do a quick render
830
00:33:41,266 --> 00:33:44,266
so this is the one downside I may just go with
831
00:33:44,933 --> 00:33:45,733
let me see
832
00:33:46,133 --> 00:33:49,700
because these edges are also set to a hard edge
833
00:33:50,566 --> 00:33:52,366
from the undo until I get that out
834
00:33:53,066 --> 00:33:55,800
back so these edges are also set to a hard edge
835
00:33:55,800 --> 00:33:58,500
so you may see this fast sideed look to them
836
00:33:58,600 --> 00:34:02,066
but should be okay if I turn them to a soft edge
837
00:34:03,266 --> 00:34:06,900
so I'm gonna select this model hold shift
838
00:34:07,066 --> 00:34:08,266
right click hold
839
00:34:08,366 --> 00:34:11,733
go to soften hardenedge and toggle soft edge display
840
00:34:12,800 --> 00:34:15,333
and all these edges right here for the curvature
841
00:34:15,866 --> 00:34:18,133
I'm gonna select them and I'm gonna set them to a
842
00:34:18,133 --> 00:34:19,066
soft edge
843
00:34:22,800 --> 00:34:26,466
and I'm going to go to Mesh Display and softenage
844
00:34:27,366 --> 00:34:29,366
and let's do a render just on this
845
00:34:32,766 --> 00:34:34,066
and I think this will work
846
00:34:34,366 --> 00:34:35,866
again I'm so up close
847
00:34:36,266 --> 00:34:38,700
but I'm not gonna be rendering this at this
848
00:34:39,166 --> 00:34:40,866
up close perspective
849
00:34:41,333 --> 00:34:43,166
my scene that I'm thinking of is gonna be
850
00:34:43,333 --> 00:34:45,400
the file cabin is gonna be in the back like so
851
00:34:45,900 --> 00:34:46,700
it's going
852
00:34:46,700 --> 00:34:48,700
to take up the entire scene but it's going to be
853
00:34:48,733 --> 00:34:50,466
further away with other objects
854
00:34:50,533 --> 00:34:53,566
so the screen space for the handle you know
855
00:34:53,733 --> 00:34:56,066
sometimes you don't have to worry about so many things
856
00:34:56,200 --> 00:34:57,800
because you know what you shall will be
857
00:34:57,966 --> 00:35:00,133
so I think that's this is gonna work out well
858
00:35:02,500 --> 00:35:04,766
so let me go ahead and run out these corners and
859
00:35:05,500 --> 00:35:09,300
fix the end guns so I'm going to do this real quick
860
00:35:09,333 --> 00:35:11,666
I'll probably speed up this portion
861
00:35:12,566 --> 00:35:14,500
so here's what I'm going to do I'm going to select
862
00:35:14,733 --> 00:35:15,900
this edge right here
863
00:35:16,300 --> 00:35:18,966
hold shift double click on this edge to
864
00:35:18,966 --> 00:35:20,200
select everything in between
865
00:35:20,900 --> 00:35:21,766
and I'm going to
866
00:35:22,266 --> 00:35:24,466
bevel it but I'm going to do this all at the same time
867
00:35:24,600 --> 00:35:26,400
so that way it's a one single bevel
868
00:35:27,866 --> 00:35:29,366
and all the valuies are the same
869
00:35:29,400 --> 00:35:31,066
and then I'm going to have to come in and fix
870
00:35:31,066 --> 00:35:32,366
the end guns on the corners
871
00:35:41,466 --> 00:35:43,700
alright here we are I have everything selected
872
00:35:44,666 --> 00:35:46,466
and now let's do our bevel
873
00:35:47,133 --> 00:35:49,266
all at the same time control B
874
00:35:49,500 --> 00:35:51,300
let's do two segments
875
00:35:51,966 --> 00:35:54,966
with a lower fraction point two five maybe
876
00:35:55,366 --> 00:35:57,566
let's maybe do point two
877
00:35:58,266 --> 00:35:59,333
surmound a little bit
878
00:35:59,600 --> 00:36:01,266
now we have around the corners
879
00:36:04,666 --> 00:36:06,966
and now it's time to fix this
880
00:36:07,166 --> 00:36:09,200
so I'm going to enable multicut
881
00:36:09,566 --> 00:36:12,566
and I'm going to fix this on one so you can see what
882
00:36:13,000 --> 00:36:15,533
it does but then I'll speed up with the rest of it
883
00:36:15,533 --> 00:36:16,900
because this is just repeating the same thing
884
00:36:16,900 --> 00:36:18,500
for all the other corners
885
00:36:19,066 --> 00:36:22,400
so here's the endgun 1 2 3 4 5
886
00:36:22,933 --> 00:36:25,933
and then gun is a quad that has more than four edges
887
00:36:25,933 --> 00:36:29,966
and this quad right here this face has 1 2 3 4 5 edges
888
00:36:30,000 --> 00:36:31,266
so I'm going to go ahead and fix this
889
00:36:31,566 --> 00:36:32,866
so I can use multi cut
890
00:36:33,000 --> 00:36:35,500
or maybe let's do a target welding instead
891
00:36:35,733 --> 00:36:37,100
let's switch over to verdex
892
00:36:37,366 --> 00:36:38,200
enable target weld
893
00:36:38,200 --> 00:36:39,966
and actually just target about this one
894
00:36:40,500 --> 00:36:43,100
to that corner so that gives me a quad and a triangle
895
00:36:43,100 --> 00:36:43,966
so that's good
896
00:36:45,100 --> 00:36:46,600
actually that's gonna be a lot faster
897
00:36:47,266 --> 00:36:49,266
Target Weld will take care
898
00:36:50,400 --> 00:36:51,333
of the problem
899
00:36:54,200 --> 00:36:56,266
make sure I'll do this in real time because that's
900
00:36:56,600 --> 00:36:57,933
a lot quicker than I thought
901
00:37:01,066 --> 00:37:02,366
and let's drag this one
902
00:37:03,366 --> 00:37:04,333
just one more
903
00:37:04,733 --> 00:37:06,600
on the top and one more on the bottom
904
00:37:07,733 --> 00:37:09,466
so drag this one target weld
905
00:37:09,866 --> 00:37:11,700
and one more target weld
906
00:37:13,200 --> 00:37:14,333
go to object mode
907
00:37:15,466 --> 00:37:17,700
and now we have our nice looking handle
908
00:37:18,066 --> 00:37:19,800
I'm going to press Alt 5
909
00:37:20,100 --> 00:37:23,066
or click on this icon right here to disable wireframe
910
00:37:23,066 --> 00:37:24,800
I shaded so you can see
911
00:37:25,100 --> 00:37:26,766
how it is smoothed out
912
00:37:27,766 --> 00:37:29,866
and we have a nice looking handle
913
00:37:30,366 --> 00:37:32,166
tag and file cabinet
914
00:37:34,400 --> 00:37:36,700
so I'm gonna go ahead and temporarily
915
00:37:36,800 --> 00:37:39,366
duplicate this piece for the rest
916
00:37:39,466 --> 00:37:41,066
of the drawers going down
917
00:37:41,866 --> 00:37:44,533
and the reason I'm doing this temporarily is because
918
00:37:44,933 --> 00:37:46,100
this is a repeating element
919
00:37:46,100 --> 00:37:48,466
so you want to go ahead and UV this first
920
00:37:48,866 --> 00:37:50,166
and then duplicate it
921
00:37:50,500 --> 00:37:53,066
so that way you don't have to UV the same object
922
00:37:53,333 --> 00:37:54,600
over and over and over again
923
00:37:55,566 --> 00:37:58,200
but I do want to see how it looks altogether
924
00:37:58,466 --> 00:38:00,766
so I'm going to go ahead and ctrl d to duplicate
925
00:38:00,966 --> 00:38:01,933
move that down
926
00:38:02,700 --> 00:38:04,266
shift d shift d
927
00:38:05,400 --> 00:38:07,300
shift d will duplicate with transform
928
00:38:07,966 --> 00:38:10,766
and let me zoom in and actually move these out
929
00:38:10,766 --> 00:38:13,333
and I'm going to do a quick test render
930
00:38:13,800 --> 00:38:14,933
to check my mod on
931
00:38:15,600 --> 00:38:17,333
render view let's render
932
00:38:17,733 --> 00:38:19,800
and that is looking pretty good
933
00:38:20,400 --> 00:38:21,600
let's get a close up
934
00:38:21,733 --> 00:38:22,900
yep that's looking nice
935
00:38:23,333 --> 00:38:26,200
so I think this is now done
936
00:38:26,400 --> 00:38:27,400
I'm gonna do one final
937
00:38:27,400 --> 00:38:29,600
test just to see if I have any end guns
938
00:38:29,733 --> 00:38:32,266
even though nobody is gonna really see my topology
939
00:38:32,266 --> 00:38:34,333
or check this is just for a tutorial
940
00:38:35,000 --> 00:38:36,566
I have to keep my scene clean
941
00:38:36,666 --> 00:38:38,366
just to kind of maintain quality
942
00:38:39,066 --> 00:38:40,866
across all of my pieces that I create
943
00:38:41,966 --> 00:38:42,900
so I'm going to select everything
944
00:38:42,900 --> 00:38:44,900
and let's check for end guns
945
00:38:45,000 --> 00:38:46,200
I'm going to go to mesh
946
00:38:46,666 --> 00:38:47,900
cleanup options
947
00:38:48,266 --> 00:38:49,933
and I'm going to make sure that I have
948
00:38:49,933 --> 00:38:51,333
select matching polygons
949
00:38:51,333 --> 00:38:54,300
so that way Mya selects for me instead of fixing it
950
00:38:54,366 --> 00:38:55,666
and then I'm going to also
951
00:38:55,933 --> 00:38:58,366
enable faces with more than the 4 sides
952
00:38:58,666 --> 00:38:59,533
and hit apply
953
00:38:59,766 --> 00:39:01,300
if everything gets deselected
954
00:39:01,333 --> 00:39:02,900
that means you have no end guns
955
00:39:03,166 --> 00:39:04,933
and let me go ahead and delete
956
00:39:05,466 --> 00:39:06,700
these pieces right here
957
00:39:07,600 --> 00:39:08,966
because I'm going to UV them
958
00:39:08,966 --> 00:39:10,666
and then we'll duplicate them across
959
00:39:11,333 --> 00:39:13,600
let's UV this file cabinet
960
00:39:13,733 --> 00:39:14,000
now
961
00:39:14,000 --> 00:39:17,166
overall this file cabinet is not a very complex object
962
00:39:17,466 --> 00:39:18,866
if I take a look at the reference
963
00:39:19,266 --> 00:39:21,333
it contains just one
964
00:39:21,333 --> 00:39:23,733
solid material for pretty much everything else
965
00:39:23,866 --> 00:39:26,400
and with the exception of course of the file
966
00:39:26,700 --> 00:39:28,700
the name tag and the handle
967
00:39:28,700 --> 00:39:29,733
those are separate materials
968
00:39:29,733 --> 00:39:30,933
but there are separate objects
969
00:39:30,933 --> 00:39:34,000
but the entire thing is one solid
970
00:39:34,366 --> 00:39:35,366
painted metal
971
00:39:35,366 --> 00:39:38,066
so usually you would make cuts UV seams
972
00:39:38,300 --> 00:39:39,600
UV texture seams
973
00:39:39,666 --> 00:39:42,100
and separate UV shallows to where you would want
974
00:39:42,300 --> 00:39:44,200
able to have a different material and
975
00:39:44,366 --> 00:39:46,000
pay a little bit more attention to where
976
00:39:46,000 --> 00:39:47,366
the transition between different
977
00:39:47,566 --> 00:39:48,466
materials would happen
978
00:39:48,466 --> 00:39:49,900
and that's where you make your cuts
979
00:39:50,000 --> 00:39:52,566
in that case this overall is going to be fairly simple
980
00:39:52,566 --> 00:39:53,966
I just have to be concerned with
981
00:39:53,966 --> 00:39:55,266
the drawers themselves
982
00:39:55,266 --> 00:39:57,966
and because we've introduced quite a few bevels
983
00:39:57,966 --> 00:40:00,300
I just have to make sure I have my selections correct
984
00:40:00,566 --> 00:40:02,600
and I have no overlapping UVs when I do this
985
00:40:02,733 --> 00:40:03,800
in order to separate
986
00:40:03,800 --> 00:40:06,000
the interior parts of this foul cabinet
987
00:40:06,000 --> 00:40:08,100
so there are separate UV shawls
988
00:40:08,166 --> 00:40:12,333
so first I'm going to begin with the tag and handle
989
00:40:12,366 --> 00:40:13,500
get them out of the way
990
00:40:13,500 --> 00:40:15,400
and then we'll attack the file cabinet
991
00:40:15,400 --> 00:40:19,400
so I don't like to use the checker map that comes with
992
00:40:19,500 --> 00:40:20,166
Maya
993
00:40:20,166 --> 00:40:22,500
and I usually have a separate material with the UV
994
00:40:22,500 --> 00:40:24,000
texture that I use instead
995
00:40:24,000 --> 00:40:28,066
for UVs you can use the floating window UV editor
996
00:40:28,200 --> 00:40:29,000
like so
997
00:40:29,666 --> 00:40:31,400
or you can use the workspace
998
00:40:32,066 --> 00:40:33,566
and switching it to UV editing
999
00:40:33,566 --> 00:40:35,133
and I'm gonna use this instead
1000
00:40:35,333 --> 00:40:36,133
it makes it a little bit
1001
00:40:36,133 --> 00:40:37,933
cleaner than having the floating window run
1002
00:40:38,100 --> 00:40:40,800
eventually we're gonna combine the main file cabinet
1003
00:40:41,066 --> 00:40:44,266
the name tag holder and the handle into one
1004
00:40:44,366 --> 00:40:45,533
single texture
1005
00:40:45,533 --> 00:40:47,366
so everything's going to be combined in the end
1006
00:40:47,500 --> 00:40:50,333
as one object but for right now we're going
1007
00:40:50,400 --> 00:40:51,966
to treat them as separate and then
1008
00:40:52,066 --> 00:40:55,000
we'll deal with combination and deal with UV texture
1009
00:40:55,000 --> 00:40:56,566
density towards the end
1010
00:40:56,600 --> 00:40:57,966
so let's start with this first
1011
00:40:58,066 --> 00:41:00,200
I'm going to go ahead and create my separate material
1012
00:41:00,500 --> 00:41:03,800
so I can take a look at my UV grid and how
1013
00:41:04,000 --> 00:41:07,100
my UV stretching is going to happen and just
1014
00:41:07,200 --> 00:41:08,166
when I look at it
1015
00:41:08,266 --> 00:41:09,700
it'll be easier for me to work with
1016
00:41:09,700 --> 00:41:10,500
however
1017
00:41:10,566 --> 00:41:14,100
you could use under textures and enable checkermap
1018
00:41:14,133 --> 00:41:16,200
I'll give you this checkermap pattern
1019
00:41:16,466 --> 00:41:17,766
I don't like to use this
1020
00:41:19,066 --> 00:41:20,500
so I'm gonna go to hypershade
1021
00:41:20,533 --> 00:41:22,466
and create a Lambrid material
1022
00:41:22,466 --> 00:41:23,500
so let's go to Maya
1023
00:41:24,600 --> 00:41:27,866
Lambard and I'm gonna rename this to UV Grid
1024
00:41:29,666 --> 00:41:32,966
and assign my UV grid texture into the color parameter
1025
00:41:32,966 --> 00:41:35,800
now let me show you what my UV grid texture looks like
1026
00:41:35,800 --> 00:41:37,666
here it is that's the one I use
1027
00:41:38,133 --> 00:41:40,166
and I have another one that I use also
1028
00:41:40,566 --> 00:41:41,466
this is one of them
1029
00:41:41,533 --> 00:41:42,866
and that's the one I'm going to use
1030
00:41:42,866 --> 00:41:45,266
I already have it placed inside my project
1031
00:41:45,266 --> 00:41:47,133
directory into the source images folder
1032
00:41:47,133 --> 00:41:48,200
so all I need to do is
1033
00:41:48,700 --> 00:41:50,800
click on the checkerbox file
1034
00:41:50,966 --> 00:41:52,900
image name click on the folder
1035
00:41:53,133 --> 00:41:55,333
and just simply go and choose my User Grid
1036
00:41:56,800 --> 00:41:57,600
and open
1037
00:41:58,200 --> 00:41:59,100
let's close it
1038
00:41:59,600 --> 00:42:00,766
and I'm going to select
1039
00:42:00,800 --> 00:42:01,333
all of the
1040
00:42:01,333 --> 00:42:03,166
objects that I want to apply the material onto
1041
00:42:03,466 --> 00:42:04,500
right click hold
1042
00:42:05,133 --> 00:42:08,300
go to assign the existing material and choose UV Grid
1043
00:42:08,566 --> 00:42:09,733
if you don't see it
1044
00:42:10,200 --> 00:42:13,400
make sure you have 6 enabled on your keyboard
1045
00:42:13,700 --> 00:42:16,200
or this icon right here textured
1046
00:42:16,200 --> 00:42:16,733
so you can see
1047
00:42:16,733 --> 00:42:18,666
there's some heavy stretching on the main piece
1048
00:42:18,766 --> 00:42:20,733
and of course there's some stretching on
1049
00:42:21,300 --> 00:42:23,566
everything else because we haven't viewed it
1050
00:42:24,000 --> 00:42:24,966
but I like this
1051
00:42:25,133 --> 00:42:26,400
I like to use this a lot better
1052
00:42:26,700 --> 00:42:27,866
than that checker pattern
1053
00:42:28,100 --> 00:42:31,133
also just temporarily I'm going to quickly increase
1054
00:42:31,533 --> 00:42:33,333
the repetition of this UV grid
1055
00:42:33,333 --> 00:42:35,666
so I'm going to hit Ctrl a to go to attribute editor
1056
00:42:35,766 --> 00:42:37,266
go to UV grid
1057
00:42:37,600 --> 00:42:38,766
go to color
1058
00:42:39,866 --> 00:42:42,266
and then go to UV Coordinates
1059
00:42:42,700 --> 00:42:44,600
and then click on this icon right here
1060
00:42:44,600 --> 00:42:47,466
it will take me to a way to repeat my UV
1061
00:42:47,466 --> 00:42:49,866
so I'll go to 2 by two
1062
00:42:50,166 --> 00:42:52,100
so we just repeats my UV texture
1063
00:42:52,100 --> 00:42:54,366
so that way I can tell a lot better
1064
00:42:54,566 --> 00:42:57,000
what needs to be worked on and what's being stretched
1065
00:42:57,066 --> 00:42:59,100
all right let me go ahead and hit Ctrl a
1066
00:42:59,133 --> 00:43:00,966
go back to UV toolkit actually
1067
00:43:01,333 --> 00:43:02,566
and now we can begin
1068
00:43:03,366 --> 00:43:06,133
gonna select the name tag holder piece
1069
00:43:06,400 --> 00:43:09,766
and I'm gonna hit ctrl 1 to isolate select
1070
00:43:10,533 --> 00:43:13,300
so for this piece I'm gonna have to separate this
1071
00:43:13,700 --> 00:43:15,600
piece into a couple of different shells
1072
00:43:16,100 --> 00:43:17,800
there is also a phase back here
1073
00:43:17,800 --> 00:43:18,966
that we're kind of dealt with
1074
00:43:18,966 --> 00:43:21,666
because it's not attached to the main area
1075
00:43:22,000 --> 00:43:23,566
this is going to be a separate UV shell
1076
00:43:23,566 --> 00:43:25,866
so that phase we created just so we can not
1077
00:43:25,866 --> 00:43:26,900
see on the inside
1078
00:43:26,900 --> 00:43:28,333
of the geometry
1079
00:43:28,500 --> 00:43:30,366
if it happens to be at an angle
1080
00:43:30,400 --> 00:43:33,400
so first let me go ahead and project everything
1081
00:43:33,600 --> 00:43:35,200
and get all the UVs inside
1082
00:43:35,200 --> 00:43:36,600
0 to 1 space that
1083
00:43:36,600 --> 00:43:38,066
and make them look a little bit better
1084
00:43:38,066 --> 00:43:39,066
and what I like to do is just
1085
00:43:39,066 --> 00:43:40,500
choose a projection method
1086
00:43:40,500 --> 00:43:41,200
XY or Z
1087
00:43:41,200 --> 00:43:43,200
and just do a straight projection on everything
1088
00:43:43,200 --> 00:43:44,200
let's go to create
1089
00:43:44,566 --> 00:43:47,933
planar options and I'm going to choose Z axis
1090
00:43:48,066 --> 00:43:49,000
so it's straight on
1091
00:43:51,400 --> 00:43:52,466
alright and then
1092
00:43:52,466 --> 00:43:53,466
let's take a look of
1093
00:43:53,466 --> 00:43:55,566
where we need to begin to make cuts
1094
00:43:55,733 --> 00:43:58,200
to separate these into separate UV shells
1095
00:43:58,266 --> 00:43:59,600
and then we'll deal with them
1096
00:43:59,933 --> 00:44:01,533
we might run unfold
1097
00:44:01,533 --> 00:44:03,900
few unfold options so in this side UV toolkit
1098
00:44:03,900 --> 00:44:06,566
you have unfold options we'll be using some of these
1099
00:44:06,733 --> 00:44:09,366
as well as there's an unfold option on the modify
1100
00:44:09,500 --> 00:44:12,066
unfold and we'll be using this as well
1101
00:44:12,966 --> 00:44:15,466
so I'm going to go ahead and click this edge right here
1102
00:44:15,533 --> 00:44:18,166
let me hit 5 to go shade mode
1103
00:44:18,300 --> 00:44:19,533
I'm going to double click on this
1104
00:44:20,133 --> 00:44:21,400
and I will make a cut
1105
00:44:21,400 --> 00:44:22,766
so inside the UV editor
1106
00:44:22,766 --> 00:44:24,766
we're going to hold down shift right click hold
1107
00:44:24,966 --> 00:44:28,000
make a cut and also inside the UV editor
1108
00:44:28,133 --> 00:44:29,966
I don't have that texture showing up
1109
00:44:30,066 --> 00:44:32,266
is because I have under image
1110
00:44:32,666 --> 00:44:34,166
display disabled
1111
00:44:34,266 --> 00:44:36,600
otherwise this texture would show up when you apply it
1112
00:44:36,600 --> 00:44:37,800
as a material
1113
00:44:39,166 --> 00:44:40,866
so you can disable it by hitting
1114
00:44:40,866 --> 00:44:45,300
I mean you go to texture and you display 6
1115
00:44:45,400 --> 00:44:49,066
and then I have shaded enabled and that is under view
1116
00:44:49,166 --> 00:44:50,466
and you have wireframe
1117
00:44:50,500 --> 00:44:53,200
and you have shaded and the hotkeys are 4 and five
1118
00:44:54,100 --> 00:44:57,366
so I like to view in shaded mode hidden 5
1119
00:44:57,466 --> 00:44:58,466
so that gives me
1120
00:44:58,500 --> 00:45:00,533
ability to see what faces are flipped
1121
00:45:00,533 --> 00:45:01,766
which are going to show in red
1122
00:45:01,766 --> 00:45:03,766
and there anything in blue is going to show up as
1123
00:45:03,766 --> 00:45:04,966
correctly flipped
1124
00:45:05,133 --> 00:45:07,000
in the proper orientation
1125
00:45:07,000 --> 00:45:09,200
so but I often switch between 4 and
1126
00:45:09,200 --> 00:45:11,400
5 depending if I'm working the perspective or not
1127
00:45:12,066 --> 00:45:14,600
sometimes it's hard to see with shaded like so
1128
00:45:14,966 --> 00:45:17,000
so I'm utilizing quite a lot of hotkeys
1129
00:45:17,000 --> 00:45:18,700
so I already made that cut
1130
00:45:18,800 --> 00:45:20,933
and now that is a separate UV shell
1131
00:45:21,100 --> 00:45:21,900
I'm going to hit
1132
00:45:22,266 --> 00:45:24,200
select UVs double click on the UVs
1133
00:45:24,200 --> 00:45:26,066
and I can now move that UV shell out of the way
1134
00:45:26,066 --> 00:45:27,400
because I made the cut all
1135
00:45:27,533 --> 00:45:29,866
the way across around all the edges
1136
00:45:30,333 --> 00:45:32,800
alright and then let's take a look how else we can
1137
00:45:33,066 --> 00:45:35,466
kind of separate this a little further
1138
00:45:35,966 --> 00:45:38,366
because if I just unfold this piece right now
1139
00:45:38,500 --> 00:45:39,533
it probably may not
1140
00:45:39,533 --> 00:45:41,200
it may not give me exactly what I want
1141
00:45:41,200 --> 00:45:42,000
but let's try it
1142
00:45:42,133 --> 00:45:43,600
when I select all DVs
1143
00:45:44,133 --> 00:45:47,466
and let me try the unfold option inside the UV toolkit
1144
00:45:48,000 --> 00:45:49,766
and let me try unfold
1145
00:45:51,400 --> 00:45:53,366
right so not too
1146
00:45:53,600 --> 00:45:56,200
well it's overlapping it's not bad actually
1147
00:45:56,200 --> 00:45:59,000
so if I run maybe unfold along you
1148
00:46:00,166 --> 00:46:01,700
and unfold along v
1149
00:46:01,866 --> 00:46:03,166
so there's some overlap
1150
00:46:03,466 --> 00:46:06,533
but this is not that let's take a look at the texture
1151
00:46:07,000 --> 00:46:09,100
there's some stretching going on right here
1152
00:46:09,100 --> 00:46:10,600
so if I make a cut somewhere
1153
00:46:10,866 --> 00:46:12,666
I'll fix some of that stretching
1154
00:46:12,766 --> 00:46:14,966
but again this piece is going to be
1155
00:46:14,966 --> 00:46:17,266
occupying very small amount of UV space
1156
00:46:17,266 --> 00:46:19,200
so I'm not too concerned with stretching on this
1157
00:46:20,600 --> 00:46:22,466
let's make it a little bit better let me undo
1158
00:46:23,266 --> 00:46:25,000
and let's select this edge right here
1159
00:46:25,000 --> 00:46:26,266
I'm going to make a cut
1160
00:46:28,400 --> 00:46:30,000
make a cut here
1161
00:46:32,133 --> 00:46:33,333
make a cut right there
1162
00:46:34,333 --> 00:46:37,100
and make a cut right along that edge
1163
00:46:37,366 --> 00:46:39,533
and let me run my unfold options again
1164
00:46:39,533 --> 00:46:40,800
so let me try unfold
1165
00:46:41,733 --> 00:46:44,466
undo let me try just unfold all on U
1166
00:46:44,666 --> 00:46:46,066
and unfold all on v
1167
00:46:47,266 --> 00:46:50,100
alright so that split that up looks a little bit better
1168
00:46:50,766 --> 00:46:52,533
and let me take a look at these
1169
00:46:53,466 --> 00:46:55,266
if you can move these out manually
1170
00:46:55,866 --> 00:46:58,066
and let me hit F to frame my view
1171
00:46:58,366 --> 00:47:00,566
and there's some stretching going on right there
1172
00:47:00,566 --> 00:47:02,566
yeah some significant stretching across here
1173
00:47:02,933 --> 00:47:05,466
so let me undo all the way back and let's
1174
00:47:05,466 --> 00:47:07,266
cut along here as well
1175
00:47:07,700 --> 00:47:09,000
so the more cuts you can make
1176
00:47:09,000 --> 00:47:10,666
the better unfoldable work
1177
00:47:10,866 --> 00:47:13,300
however you are introducing texture seams
1178
00:47:13,300 --> 00:47:14,666
when you are making those cuts
1179
00:47:14,766 --> 00:47:16,900
but again this is a smaller
1180
00:47:16,933 --> 00:47:18,900
texture resolution piece it's a small
1181
00:47:19,100 --> 00:47:20,466
we're not going to be up close to it
1182
00:47:20,700 --> 00:47:23,100
so I'm not concerned the amount of cuts I'm making
1183
00:47:25,166 --> 00:47:28,900
so let's just do one cut across there
1184
00:47:29,200 --> 00:47:30,733
and I'll do another cut here
1185
00:47:32,700 --> 00:47:35,000
and do the same thing on the side cut
1186
00:47:35,000 --> 00:47:35,933
and I'm hitting G
1187
00:47:35,933 --> 00:47:37,666
to repeat my last use command which was
1188
00:47:37,666 --> 00:47:38,866
cut uvs
1189
00:47:40,000 --> 00:47:41,600
and let's go and unfold
1190
00:47:41,800 --> 00:47:44,266
and let's do unfold it on U and V
1191
00:47:45,533 --> 00:47:47,100
alright so that's not bad that actually
1192
00:47:47,966 --> 00:47:49,133
should be pretty good
1193
00:47:49,533 --> 00:47:50,466
there's some stretching right there
1194
00:47:50,466 --> 00:47:52,333
of course because we have a lap in Uvs
1195
00:47:52,466 --> 00:47:54,400
but this is a lot better you can see it's
1196
00:47:54,466 --> 00:47:55,566
a lot cleaner
1197
00:47:55,933 --> 00:47:57,500
slight distortion but
1198
00:47:59,000 --> 00:48:00,300
when we apply a texture
1199
00:48:00,600 --> 00:48:02,200
probably not even gonna notice it
1200
00:48:02,266 --> 00:48:04,533
so let's do this right here manually
1201
00:48:04,766 --> 00:48:05,766
I'm gonna keep this
1202
00:48:05,766 --> 00:48:06,500
and I'm just gonna
1203
00:48:06,500 --> 00:48:08,966
select some of these Jvs and just unfold them manually
1204
00:48:08,966 --> 00:48:11,300
otherwise these are not really gonna unfold
1205
00:48:11,366 --> 00:48:14,066
maybe I can use optimized tool that did not work
1206
00:48:14,600 --> 00:48:15,700
maybe unfold tool
1207
00:48:17,333 --> 00:48:19,300
so I want to keep those a little bit more straight
1208
00:48:20,266 --> 00:48:22,066
so I'm gonna go back and just move them manually
1209
00:48:22,066 --> 00:48:23,500
so let's select these two
1210
00:48:23,500 --> 00:48:25,466
UVs and I'm gonna drag them back
1211
00:48:25,533 --> 00:48:26,200
and
1212
00:48:26,200 --> 00:48:28,100
let me zoom in so you can see what's happening here
1213
00:48:28,100 --> 00:48:29,666
so I'm just gonna drag these back
1214
00:48:29,866 --> 00:48:31,200
right about there maybe
1215
00:48:31,400 --> 00:48:34,100
and then I'm gonna select these UVs right here
1216
00:48:34,300 --> 00:48:37,066
and that one and let's drag that one out
1217
00:48:37,566 --> 00:48:41,133
so that way no longer overlapping slide distortion here
1218
00:48:41,866 --> 00:48:43,100
which we will never see
1219
00:48:43,400 --> 00:48:45,800
and I'm going to repeat this for all the other parts
1220
00:48:45,800 --> 00:48:47,966
let me select this drag this one back
1221
00:48:48,366 --> 00:48:50,866
select these two UVs and drag that one
1222
00:48:51,866 --> 00:48:53,466
and I just select this one and move it up
1223
00:48:53,500 --> 00:48:54,300
let me zoom in
1224
00:48:55,500 --> 00:48:57,533
alright so that looks better much better
1225
00:48:58,200 --> 00:49:00,933
and just repeat this across everything
1226
00:49:01,666 --> 00:49:05,100
and unfold those GVS ourselves
1227
00:49:13,400 --> 00:49:14,600
alright that's looking good
1228
00:49:14,866 --> 00:49:16,266
all right this piece is done
1229
00:49:18,166 --> 00:49:20,066
let me take a look at it from far away
1230
00:49:21,333 --> 00:49:22,966
VVS and
1231
00:49:23,166 --> 00:49:25,200
it seems like I might need to kind of
1232
00:49:25,300 --> 00:49:25,966
I think these
1233
00:49:25,966 --> 00:49:27,700
right here and the sides are stretched out
1234
00:49:28,000 --> 00:49:29,566
so I'm gonna go ahead and take them
1235
00:49:29,600 --> 00:49:31,000
manually and just move them up
1236
00:49:31,266 --> 00:49:32,300
right about there
1237
00:49:32,866 --> 00:49:34,100
just look at the lettering
1238
00:49:34,466 --> 00:49:36,266
see if there's any instructions if I want too far
1239
00:49:36,266 --> 00:49:37,900
you can see that they're being squished
1240
00:49:38,000 --> 00:49:39,666
so I just need to kind of push them up
1241
00:49:39,666 --> 00:49:41,933
until I see more of a consistent
1242
00:49:42,400 --> 00:49:43,400
so that's looking good
1243
00:49:43,800 --> 00:49:46,066
and that piece is done let me move it out of the way
1244
00:49:46,300 --> 00:49:47,933
again we'll deal with the text little density
1245
00:49:47,933 --> 00:49:49,466
of the shell later
1246
00:49:49,466 --> 00:49:50,533
I can probably scale it down
1247
00:49:50,533 --> 00:49:52,366
because I know it's going to be a lot smaller
1248
00:49:52,900 --> 00:49:55,333
and and let's deal with this big piece right here
1249
00:49:55,366 --> 00:49:56,300
double click on it
1250
00:49:56,533 --> 00:49:57,700
there's another shell in here
1251
00:49:57,700 --> 00:49:59,600
and that's for the faces on the inside
1252
00:49:59,933 --> 00:50:01,166
and there's only four of them
1253
00:50:01,166 --> 00:50:03,133
and I can probably just separate them
1254
00:50:04,500 --> 00:50:06,366
and project them on y and X
1255
00:50:06,733 --> 00:50:07,900
let's deal with that last
1256
00:50:08,300 --> 00:50:09,366
so for this piece right here
1257
00:50:09,366 --> 00:50:11,266
there is some stretching going to be happening
1258
00:50:11,366 --> 00:50:12,300
at the very top
1259
00:50:12,533 --> 00:50:13,933
and everything else is looking good
1260
00:50:14,200 --> 00:50:17,066
so I'm going to select the edges and I'm going to
1261
00:50:17,266 --> 00:50:20,066
select this edge right here let's make a cut
1262
00:50:21,533 --> 00:50:23,000
one on the bottom in the corner
1263
00:50:24,666 --> 00:50:27,400
and there's two more on the other side this one
1264
00:50:28,866 --> 00:50:30,300
and that one right there
1265
00:50:31,733 --> 00:50:32,766
start the UV's
1266
00:50:34,100 --> 00:50:35,900
let me try to run the other option
1267
00:50:35,966 --> 00:50:37,500
so this works pretty well
1268
00:50:38,100 --> 00:50:40,700
let's go to modify unfold options
1269
00:50:41,000 --> 00:50:42,400
let's see what we can do with this
1270
00:50:43,533 --> 00:50:44,700
reset the settings
1271
00:50:45,066 --> 00:50:46,766
unfold 3D let's reply
1272
00:50:47,200 --> 00:50:48,333
that did not work
1273
00:50:50,700 --> 00:50:51,866
let me try a legacy
1274
00:50:52,566 --> 00:50:55,566
under the legacy I'm going to unfold constraint
1275
00:50:57,766 --> 00:50:58,566
vertical
1276
00:50:59,100 --> 00:50:59,900
hit apply
1277
00:51:01,333 --> 00:51:03,466
and let's do horizontal hit apply
1278
00:51:05,500 --> 00:51:07,300
all right and that does a pretty good job
1279
00:51:10,466 --> 00:51:11,200
so I believe
1280
00:51:11,200 --> 00:51:13,700
that option is very similar to unfold on U and v
1281
00:51:14,133 --> 00:51:16,133
it might be a similar maybe same
1282
00:51:16,400 --> 00:51:18,133
or very similar algorithm
1283
00:51:18,400 --> 00:51:20,200
or it might be exactly the same I'm not sure
1284
00:51:20,200 --> 00:51:21,566
but it seems like it does a pretty good job
1285
00:51:21,566 --> 00:51:22,966
and very close to what I would be
1286
00:51:23,266 --> 00:51:26,100
let's do maybe I run that again and you can see it's
1287
00:51:26,733 --> 00:51:27,700
pretty much identical
1288
00:51:29,666 --> 00:51:31,966
and it maintained pretty good consistency
1289
00:51:31,966 --> 00:51:33,466
didn't stretch anything outside
1290
00:51:33,733 --> 00:51:35,133
so I'll keep that
1291
00:51:35,300 --> 00:51:36,800
so that piece is done
1292
00:51:40,866 --> 00:51:44,000
and we'll deal with the placement layout as well
1293
00:51:44,533 --> 00:51:47,166
let me go ahead and select the faces right here
1294
00:51:47,300 --> 00:51:51,133
these faces alone I can probably do them one at a time
1295
00:51:51,300 --> 00:51:52,300
and just project
1296
00:51:52,300 --> 00:51:54,066
so I'll select this face right here
1297
00:51:54,066 --> 00:51:55,533
and that face on the other side
1298
00:51:55,533 --> 00:51:58,600
and I'm going to project these planer project on
1299
00:52:02,400 --> 00:52:04,333
and then I'm going to select these two faces
1300
00:52:04,333 --> 00:52:05,733
and these are going to be projected on
1301
00:52:05,733 --> 00:52:07,133
y because they're at top and bottom
1302
00:52:11,700 --> 00:52:13,466
and then I'm going to select UV shell
1303
00:52:14,733 --> 00:52:16,800
and anything that's in red needs to be flipped
1304
00:52:17,000 --> 00:52:19,133
so I'm going to go to modify and flip
1305
00:52:19,566 --> 00:52:20,766
so it needs to be blue
1306
00:52:21,133 --> 00:52:22,966
and there are two faces here and
1307
00:52:23,333 --> 00:52:25,500
that red one right here I need to flip it as well
1308
00:52:25,500 --> 00:52:27,000
modify and flip
1309
00:52:31,133 --> 00:52:33,066
and let's go to UVs I'm going to select them all
1310
00:52:33,066 --> 00:52:34,066
I'm going to scale them down
1311
00:52:35,000 --> 00:52:37,266
and these will get positioned somewhere in here
1312
00:52:37,533 --> 00:52:38,700
and we'll have to
1313
00:52:39,466 --> 00:52:41,133
work with the textual density of these as well
1314
00:52:41,133 --> 00:52:42,400
so they all match
1315
00:52:42,866 --> 00:52:43,900
I'll just place them
1316
00:52:44,133 --> 00:52:44,900
somewhere on here
1317
00:52:44,900 --> 00:52:46,666
next to each other so I know what they are
1318
00:52:46,700 --> 00:52:48,866
actually let's place them inside the working area
1319
00:52:49,000 --> 00:52:50,933
so this is your important part right here
1320
00:52:51,066 --> 00:52:54,166
0 to 1 UV space this is where all UVs are going to go
1321
00:52:54,666 --> 00:52:57,500
these three squares are going to be your working area
1322
00:52:57,666 --> 00:52:59,700
this is where you place things temporarily
1323
00:52:59,766 --> 00:53:01,766
as you UV and unwrap them
1324
00:53:02,666 --> 00:53:04,733
alright so here is our
1325
00:53:05,866 --> 00:53:08,600
piece unwrapped so that is done
1326
00:53:11,400 --> 00:53:12,700
let me go ahead and delete history
1327
00:53:13,466 --> 00:53:15,100
I already have it on my tool shelf
1328
00:53:16,900 --> 00:53:19,800
let's save and Ctrl 1 to bring everything back
1329
00:53:20,800 --> 00:53:23,333
alright the next one is going to be this handle
1330
00:53:23,400 --> 00:53:25,266
press Ctrl 1 to isolate select
1331
00:53:25,500 --> 00:53:28,100
let's go back to our UV editing workspace
1332
00:53:28,566 --> 00:53:30,566
and let's deal with this so
1333
00:53:31,066 --> 00:53:32,300
similar approach
1334
00:53:32,333 --> 00:53:35,100
we need to find where we're going to make our cuts
1335
00:53:35,366 --> 00:53:38,466
which is going to be I'm going to separate this handle
1336
00:53:38,800 --> 00:53:40,500
along the seam somewhere in here
1337
00:53:41,400 --> 00:53:43,566
this right here will be one
1338
00:53:44,366 --> 00:53:46,133
UV shell probably make some cuts
1339
00:53:46,166 --> 00:53:47,733
maybe even probably maybe two
1340
00:53:47,766 --> 00:53:49,000
very similar because we have
1341
00:53:49,300 --> 00:53:50,900
this part right here and then might make
1342
00:53:50,900 --> 00:53:51,700
some stretching
1343
00:53:53,466 --> 00:53:55,666
but again a small area
1344
00:53:56,100 --> 00:53:57,100
of resolution
1345
00:53:57,400 --> 00:53:58,666
never going to be up close
1346
00:53:59,200 --> 00:54:00,700
so I can be a little bit
1347
00:54:00,700 --> 00:54:03,766
forgiven in the in amount of stretching that this has
1348
00:54:05,266 --> 00:54:07,666
let's go ahead and do a straight projection
1349
00:54:07,666 --> 00:54:09,600
and in this case I'm going to project on y
1350
00:54:09,800 --> 00:54:13,200
just to get all the UVs kind of reuved and redone
1351
00:54:13,500 --> 00:54:16,166
so I'm going to go to create a nator object planner
1352
00:54:17,000 --> 00:54:19,100
option so let's do y projection
1353
00:54:19,400 --> 00:54:22,266
and let's make a cut across the handle
1354
00:54:22,266 --> 00:54:24,133
let's get the handle out of the way
1355
00:54:25,666 --> 00:54:26,600
make this smaller
1356
00:54:27,466 --> 00:54:29,866
going to double click on this edge right here
1357
00:54:29,966 --> 00:54:31,400
and make a cut there
1358
00:54:32,466 --> 00:54:34,533
and do the same thing on the other side
1359
00:54:34,600 --> 00:54:36,266
double click on this edge right here
1360
00:54:36,466 --> 00:54:39,166
hit G to repeat last use command
1361
00:54:39,566 --> 00:54:41,900
grab all the UVs now this is a separate UV shell
1362
00:54:41,966 --> 00:54:43,900
and let's make a cut across here
1363
00:54:44,100 --> 00:54:46,000
so for pieces like this
1364
00:54:46,000 --> 00:54:48,900
the easiest way to deal with them is you project them
1365
00:54:48,966 --> 00:54:50,400
on a specific axis
1366
00:54:50,400 --> 00:54:52,333
and you find where you want to make a cut
1367
00:54:52,333 --> 00:54:54,666
so you can unfold and not wrap properly
1368
00:54:54,733 --> 00:54:55,933
so I'm going to make a cut right there
1369
00:54:55,933 --> 00:54:57,600
so the texture seam is on the inside
1370
00:54:58,333 --> 00:54:59,333
let's make a cut
1371
00:54:59,333 --> 00:55:00,933
now I'm going to select all DVs
1372
00:55:01,533 --> 00:55:03,766
so you can see that there is a texture seam right there
1373
00:55:04,000 --> 00:55:06,900
border edge if you don't see those border edges
1374
00:55:06,900 --> 00:55:08,133
you can always enable
1375
00:55:08,400 --> 00:55:11,400
underview texture borders 9
1376
00:55:12,166 --> 00:55:15,333
super helpful to see where you are making your cuts
1377
00:55:16,133 --> 00:55:17,700
and then let's unfold
1378
00:55:17,700 --> 00:55:20,333
I'm going to go to modify unfold options
1379
00:55:20,500 --> 00:55:23,100
let's go to unfold 3D and hit apply
1380
00:55:24,466 --> 00:55:25,933
and this piece is done
1381
00:55:26,666 --> 00:55:28,133
if you want to make it a little bit more straighter
1382
00:55:28,133 --> 00:55:28,966
you can manually
1383
00:55:29,100 --> 00:55:29,933
straighten this out
1384
00:55:29,933 --> 00:55:31,466
or maybe under unfold
1385
00:55:31,533 --> 00:55:32,366
straighten shell
1386
00:55:32,500 --> 00:55:33,466
that did not work
1387
00:55:33,466 --> 00:55:34,966
let's try straighten uvs
1388
00:55:35,666 --> 00:55:37,066
nope that's not what I want
1389
00:55:37,366 --> 00:55:39,866
I'm going to go ahead and select one of the edges
1390
00:55:40,100 --> 00:55:41,733
and go to modify
1391
00:55:42,200 --> 00:55:44,066
an Orient shell to edges
1392
00:55:44,066 --> 00:55:45,700
so that's straightened out a little bit more
1393
00:55:45,866 --> 00:55:47,400
so anytime you need to straighten your
1394
00:55:47,466 --> 00:55:48,933
entire shell paste on the edge
1395
00:55:49,000 --> 00:55:50,400
that's a great way to do so
1396
00:55:50,900 --> 00:55:52,133
Orient shell to edges
1397
00:55:52,133 --> 00:55:54,900
or you can run under unfold some of these options here
1398
00:55:56,600 --> 00:55:57,600
let's move this down
1399
00:55:58,066 --> 00:55:59,266
so that is complete
1400
00:56:00,933 --> 00:56:02,066
let's deal with these
1401
00:56:02,566 --> 00:56:06,000
two things on the side where the handle is attached
1402
00:56:06,066 --> 00:56:08,866
so first I kind of want to minimize the amount of
1403
00:56:08,866 --> 00:56:10,333
cuts that I make and unfold
1404
00:56:10,533 --> 00:56:14,300
let me try one thing and see if that works
1405
00:56:14,333 --> 00:56:16,100
I'm going to make a cut across here
1406
00:56:16,166 --> 00:56:17,400
to select this edge
1407
00:56:17,500 --> 00:56:19,200
let me temporarily disable
1408
00:56:19,600 --> 00:56:21,966
my texture gonna hit five
1409
00:56:21,966 --> 00:56:23,733
so I'm gonna make a cut right there
1410
00:56:24,533 --> 00:56:26,300
and make maybe another cut right there
1411
00:56:26,300 --> 00:56:28,166
and I'm gonna repeat this on all four corners
1412
00:56:31,166 --> 00:56:32,400
gonna select this one
1413
00:56:32,933 --> 00:56:35,566
and that one make a cut and one more
1414
00:56:35,666 --> 00:56:38,500
and I'm gonna attempt to just unfold
1415
00:56:38,933 --> 00:56:40,333
as I have it as is
1416
00:56:40,566 --> 00:56:43,500
it may not work based on this part right here
1417
00:56:43,500 --> 00:56:45,166
I may have to cut across here
1418
00:56:45,366 --> 00:56:46,600
usually this is a good place to
1419
00:56:46,600 --> 00:56:48,333
cut because it's another degree angle
1420
00:56:48,366 --> 00:56:51,600
but let me attempt it and let me see what it does
1421
00:56:53,100 --> 00:56:54,000
before I do though
1422
00:56:54,300 --> 00:56:57,566
let me project these on Z
1423
00:56:58,200 --> 00:56:59,800
and I should have done this before
1424
00:57:00,333 --> 00:57:02,333
let me try and run unfold it may not work now
1425
00:57:04,266 --> 00:57:05,566
unfold apply
1426
00:57:07,300 --> 00:57:10,600
yeah let's not do that let me project these faces first
1427
00:57:10,733 --> 00:57:11,600
because it looks like I'm in the
1428
00:57:11,600 --> 00:57:13,600
cut across here when I selected the interior
1429
00:57:14,000 --> 00:57:16,600
so I'm gonna go ahead since we projected it on y
1430
00:57:16,666 --> 00:57:19,133
I actually need to reproject it straight on
1431
00:57:19,500 --> 00:57:21,266
so I'm gonna select both of these faces
1432
00:57:21,300 --> 00:57:24,666
or both of these kind of shells and let's go to create
1433
00:57:24,866 --> 00:57:27,866
Binar and let's go on Z project
1434
00:57:28,466 --> 00:57:29,700
here we go that's what I want
1435
00:57:30,800 --> 00:57:33,366
so I'm not touching this shell this shell is done
1436
00:57:33,600 --> 00:57:34,500
the one on the bottom
1437
00:57:36,966 --> 00:57:39,966
and let me go ahead and reselect those edges and run my
1438
00:57:41,500 --> 00:57:42,300
command
1439
00:57:43,700 --> 00:57:44,700
my unfold
1440
00:57:45,800 --> 00:57:47,133
make sure select these
1441
00:57:47,300 --> 00:57:49,466
and if I if this works on this one though
1442
00:57:49,466 --> 00:57:51,300
I'll just repeat the same thing for the other one
1443
00:57:51,933 --> 00:57:54,000
although I could just delete the other one and
1444
00:57:54,266 --> 00:57:56,500
now I probably wouldn't because it's attached
1445
00:57:56,700 --> 00:57:58,700
so I'll just have to do the same thing to the other
1446
00:57:58,700 --> 00:57:59,500
side
1447
00:58:03,500 --> 00:58:04,800
I select all DVS
1448
00:58:05,100 --> 00:58:09,166
let me go to modify unfold options and just run unfold
1449
00:58:09,333 --> 00:58:12,000
and actually that is pretty good
1450
00:58:12,733 --> 00:58:14,600
that's what I was hoping the other
1451
00:58:14,933 --> 00:58:16,133
the tack holder would do
1452
00:58:16,133 --> 00:58:18,000
in my case the unfold option
1453
00:58:18,000 --> 00:58:18,566
for some reason
1454
00:58:18,566 --> 00:58:21,200
it didn't do what I've expected it to do
1455
00:58:21,200 --> 00:58:22,500
and it's doing it for this one
1456
00:58:22,500 --> 00:58:24,700
and that's what I was going for just one shell
1457
00:58:24,700 --> 00:58:26,333
and just do a straight unfold with
1458
00:58:26,333 --> 00:58:27,533
some slight stretching
1459
00:58:28,400 --> 00:58:29,800
and let me hit 6
1460
00:58:30,766 --> 00:58:31,500
so there's some
1461
00:58:31,500 --> 00:58:33,166
you can see slight stretching right there
1462
00:58:33,300 --> 00:58:35,400
but I'm not going to be worried about that
1463
00:58:35,733 --> 00:58:37,166
and I think that's done
1464
00:58:37,166 --> 00:58:38,266
we're done with that piece
1465
00:58:39,700 --> 00:58:41,566
so that is complete let me move it down
1466
00:58:41,666 --> 00:58:43,700
and I'm going to repeat the same thing on the side
1467
00:58:43,900 --> 00:58:46,166
so let me grab the edges make a cut
1468
00:58:48,866 --> 00:58:49,666
these two
1469
00:58:49,700 --> 00:58:52,600
in UV Editor hold shift right click code go to cut
1470
00:58:52,933 --> 00:58:54,400
and now I'm going to press G
1471
00:58:55,000 --> 00:58:56,533
to repeat the last use command
1472
00:58:59,666 --> 00:59:01,766
so this edge this edge hit G
1473
00:59:02,933 --> 00:59:03,766
this edge
1474
00:59:04,133 --> 00:59:06,166
actually let's select this edge and hold shift
1475
00:59:06,166 --> 00:59:07,333
this edge and G
1476
00:59:08,133 --> 00:59:10,333
and then run unfold modify
1477
00:59:11,266 --> 00:59:12,066
unfold
1478
00:59:12,866 --> 00:59:13,666
done
1479
00:59:16,466 --> 00:59:18,766
so this has this is going to be three shells
1480
00:59:19,800 --> 00:59:22,266
let's save Ctrl 1 to bring everything back
1481
00:59:22,333 --> 00:59:24,500
let's go back quickly to my classic
1482
00:59:25,866 --> 00:59:27,000
and now I can select
1483
00:59:27,400 --> 00:59:29,533
this right here and this right here
1484
00:59:29,766 --> 00:59:31,000
let me delete history on both
1485
00:59:33,166 --> 00:59:34,666
that both have been Uvid
1486
00:59:35,166 --> 00:59:37,333
let me bring back the UV editor first
1487
00:59:37,600 --> 00:59:39,200
and just kind of position them next to each other
1488
00:59:39,200 --> 00:59:40,866
so I know what those shells are
1489
00:59:43,600 --> 00:59:45,266
so in order for you to select
1490
00:59:45,266 --> 00:59:46,566
right now there are separate objects
1491
00:59:46,566 --> 00:59:47,766
in order for you to select all the
1492
00:59:47,766 --> 00:59:48,600
UVs at the same time
1493
00:59:48,600 --> 00:59:50,866
just select all the objects that you want to kind of
1494
00:59:50,966 --> 00:59:52,333
move the UVs for
1495
00:59:52,700 --> 00:59:54,600
in my case I already have the tag
1496
00:59:54,733 --> 00:59:55,700
selected on the handle
1497
00:59:55,700 --> 00:59:56,200
so now you
1498
00:59:56,200 --> 00:59:58,166
can see I have both of those UV shells together
1499
00:59:58,400 --> 00:59:59,866
showing up in the UV editor
1500
00:59:59,933 --> 01:00:01,766
and I'm just going to move these next to each other
1501
01:00:02,733 --> 01:00:04,300
and I'm going to temporarily resize them
1502
01:00:04,300 --> 01:00:05,733
but they're still not same UV text
1503
01:00:05,733 --> 01:00:06,700
all done setting yet
1504
01:00:07,000 --> 01:00:08,566
but this way it looks to have them together
1505
01:00:08,766 --> 01:00:10,500
all right so those are done
1506
01:00:10,666 --> 01:00:13,066
and I'll duplicate them across once I'm done with this
1507
01:00:13,066 --> 01:00:14,200
and I have the text on denser
1508
01:00:14,200 --> 01:00:15,366
to correct all the pieces
1509
01:00:15,366 --> 01:00:16,700
and that way I can duplicate
1510
01:00:16,733 --> 01:00:17,600
all the way down
1511
01:00:17,600 --> 01:00:18,733
and I don't have to deal with
1512
01:00:18,733 --> 01:00:20,166
separate shells for everything
1513
01:00:21,300 --> 01:00:22,900
so that's probably gonna be at the very end
1514
01:00:23,600 --> 01:00:27,166
so let's deal with this main file cabinet and EV it
1515
01:00:27,533 --> 01:00:30,500
so let's see how we're going to attack
1516
01:00:30,500 --> 01:00:31,666
this file cabinet
1517
01:00:31,866 --> 01:00:35,100
I'm gonna hit 5 to go smooth shaded mode
1518
01:00:35,800 --> 01:00:37,366
and there's only
1519
01:00:37,666 --> 01:00:39,733
so many sides that we can kind of deal with
1520
01:00:40,466 --> 01:00:42,133
you can think of this as a cube
1521
01:00:42,600 --> 01:00:45,200
just a little bit more detailed cube with bevels
1522
01:00:46,533 --> 01:00:48,733
so we're going to deal with drawers separately
1523
01:00:48,766 --> 01:00:51,200
so they are going to be separate UV shells
1524
01:00:51,500 --> 01:00:53,066
we're going to have probably the front
1525
01:00:53,066 --> 01:00:54,266
as a separate UV shell
1526
01:00:54,566 --> 01:00:56,300
as well maybe the side
1527
01:00:57,100 --> 01:00:59,366
maybe we'll attach the front and the side together
1528
01:00:59,400 --> 01:01:00,700
as one flowing shell
1529
01:01:01,000 --> 01:01:03,000
top and bottom of course probably separate
1530
01:01:04,300 --> 01:01:05,500
so let's go ahead and begin
1531
01:01:06,366 --> 01:01:07,600
let me go to UV
1532
01:01:08,066 --> 01:01:10,266
edited mode workspace
1533
01:01:11,466 --> 01:01:14,100
so I'm going to utilize a lot of selections
1534
01:01:14,366 --> 01:01:17,300
especially select grow and shrink
1535
01:01:18,200 --> 01:01:19,333
especially for these drawers
1536
01:01:19,466 --> 01:01:22,000
so inside we have a little bit of extra detail
1537
01:01:22,866 --> 01:01:23,800
so we need to grab
1538
01:01:23,800 --> 01:01:26,000
quite a few of these faces because I want to keep them
1539
01:01:26,000 --> 01:01:28,100
together along with the drawer
1540
01:01:28,366 --> 01:01:29,933
and I will probably introduce a
1541
01:01:29,933 --> 01:01:31,900
small cut in order so we can unfold
1542
01:01:32,333 --> 01:01:35,000
so I'm gonna select this face and for this I'm gonna
1543
01:01:35,133 --> 01:01:38,700
in the UV editor I'm gonna hit 4 to go to wireframe
1544
01:01:38,800 --> 01:01:41,166
just makes it easy to select and I see those
1545
01:01:41,300 --> 01:01:42,700
blue or red faces
1546
01:01:42,966 --> 01:01:45,666
select this face and hold shift select this one
1547
01:01:46,666 --> 01:01:48,533
this one and this one so I have 4 selected
1548
01:01:48,866 --> 01:01:50,266
and then I project them
1549
01:01:51,100 --> 01:01:52,166
I'm not going to project them yet
1550
01:01:52,166 --> 01:01:53,866
I'm just going to make them my selections
1551
01:01:53,866 --> 01:01:54,400
so I'm going to
1552
01:01:54,400 --> 01:01:56,566
grow my selection in order to grab all these faces
1553
01:01:56,566 --> 01:01:57,800
and then I'm going to project them
1554
01:01:57,900 --> 01:02:00,933
so let's go to select grow
1555
01:02:00,933 --> 01:02:03,200
I'm going to start utilizing the shortcut key which is
1556
01:02:03,600 --> 01:02:07,000
shift peered and shift comma for grow and shrink
1557
01:02:08,400 --> 01:02:10,700
let's do one more time so shift period
1558
01:02:11,266 --> 01:02:12,133
one more time
1559
01:02:12,766 --> 01:02:14,800
I just double check that I grabbed everything
1560
01:02:15,766 --> 01:02:16,933
and it looks like it did
1561
01:02:17,066 --> 01:02:19,100
let's project these faces on
1562
01:02:20,066 --> 01:02:20,866
Z
1563
01:02:23,900 --> 01:02:25,600
and select C project
1564
01:02:26,700 --> 01:02:28,166
alright so here are defaced
1565
01:02:29,966 --> 01:02:32,800
and let's go ahead and number 6 for textured mode
1566
01:02:34,100 --> 01:02:35,866
and there's some stretching of course
1567
01:02:35,866 --> 01:02:37,700
on the sides so let's deal with that
1568
01:02:37,866 --> 01:02:39,933
I'm going to select
1569
01:02:40,333 --> 01:02:43,566
all these edges right here and then I'm going to unfold
1570
01:02:43,566 --> 01:02:45,600
so for this is just a matter of
1571
01:02:45,600 --> 01:02:47,933
making sure that I select them on all sides
1572
01:02:49,533 --> 01:02:50,600
and make a cut
1573
01:02:50,733 --> 01:02:52,800
and I just need to do this for every drawer
1574
01:02:53,100 --> 01:02:54,466
might be a little bit tedious
1575
01:02:54,733 --> 01:02:55,533
but
1576
01:02:55,866 --> 01:02:57,900
I mean that's just part of uving
1577
01:02:58,300 --> 01:02:59,700
Vivine is not fun
1578
01:03:00,533 --> 01:03:02,700
sometimes it's a little time consuming depending on
1579
01:03:02,900 --> 01:03:04,333
the complexity of your mesh
1580
01:03:05,500 --> 01:03:06,866
but it is a very
1581
01:03:06,966 --> 01:03:08,900
important necessary part of the production
1582
01:03:09,700 --> 01:03:11,966
so you just have to spend the time put in the time
1583
01:03:12,266 --> 01:03:14,500
and make yourself work a little faster
1584
01:03:15,566 --> 01:03:17,133
and after a while actually
1585
01:03:17,566 --> 01:03:19,500
you kind of begin to enjoy uving
1586
01:03:20,600 --> 01:03:23,166
just because you get in the flow of
1587
01:03:24,300 --> 01:03:27,000
of just selecting that just making cuts
1588
01:03:27,200 --> 01:03:28,866
especially once you have some experience
1589
01:03:32,066 --> 01:03:33,333
and you know what to do
1590
01:03:34,400 --> 01:03:36,333
which functions to run
1591
01:03:37,133 --> 01:03:39,800
what the result that you're going to get
1592
01:03:40,533 --> 01:03:43,600
usually the predictable result you're going to achieve
1593
01:03:44,366 --> 01:03:46,366
and again this just comes from experience
1594
01:03:46,366 --> 01:03:48,066
reviewing a lot of different objects
1595
01:03:49,866 --> 01:03:51,900
so I'm going to hit 5 let's go to shaded mode
1596
01:03:51,966 --> 01:03:54,866
I'm going to select all the UVs here in the UV editor
1597
01:03:55,066 --> 01:03:56,733
and I'm going to run unfolding all of them
1598
01:03:56,733 --> 01:03:57,333
see what happens
1599
01:03:57,333 --> 01:03:59,333
so I'm going to modify unfold
1600
01:03:59,533 --> 01:04:01,866
and in this case it's going to be the unfold 3D option
1601
01:04:03,300 --> 01:04:05,533
and here we go that looks pretty good
1602
01:04:06,966 --> 01:04:08,666
let me kind of zoom in a little closer
1603
01:04:09,066 --> 01:04:11,066
here we go that's unfolded pretty nicely
1604
01:04:12,133 --> 01:04:15,900
I'm going to go to edge select the edge for each shell
1605
01:04:16,333 --> 01:04:17,866
just one straight edge
1606
01:04:18,366 --> 01:04:20,800
I'm going to modify and orient shell straight edges
1607
01:04:20,800 --> 01:04:22,533
so now they're going to come in straight
1608
01:04:23,133 --> 01:04:24,466
I'm going to do this for everyone
1609
01:04:24,866 --> 01:04:27,766
and I'm pressing G now to repeat my last use command
1610
01:04:29,733 --> 01:04:33,100
so these four are now straight and the drawers are done
1611
01:04:33,266 --> 01:04:36,066
if I take a look at the texture mode hit 6
1612
01:04:37,266 --> 01:04:39,366
I have a nice even grid
1613
01:04:40,200 --> 01:04:42,600
and if there is any stretching on the inside I'm
1614
01:04:43,566 --> 01:04:45,733
I don't care it's going to be so small and
1615
01:04:46,700 --> 01:04:47,500
noticeable
1616
01:04:48,566 --> 01:04:51,100
and for these drawers there's no stretching
1617
01:04:51,700 --> 01:04:53,533
it's just a texture seat on the inside that
1618
01:04:53,533 --> 01:04:54,900
nobody's going to notice
1619
01:04:55,566 --> 01:04:57,533
alright so for these I'm going to start collecting
1620
01:04:57,900 --> 01:05:00,533
the pieces for this follic cabinet on the bottom
1621
01:05:01,066 --> 01:05:02,300
because everything else we have
1622
01:05:02,300 --> 01:05:03,933
in one of these other right here
1623
01:05:04,000 --> 01:05:04,900
for the drawer
1624
01:05:05,400 --> 01:05:08,166
mean for the handle and for the name tag
1625
01:05:08,700 --> 01:05:10,600
so I'm gonna utilize this space right here
1626
01:05:11,066 --> 01:05:13,533
alright let's deal with the top
1627
01:05:14,100 --> 01:05:16,166
think the top should be pretty quick to do
1628
01:05:17,166 --> 01:05:17,733
I'm
1629
01:05:17,733 --> 01:05:20,800
going to take the top itself and I'm probably going to
1630
01:05:20,800 --> 01:05:23,866
keep all these faces together
1631
01:05:24,100 --> 01:05:25,300
as one UV shell
1632
01:05:25,500 --> 01:05:27,200
and all these faces
1633
01:05:27,366 --> 01:05:29,533
all around including the ones on the bottom
1634
01:05:30,700 --> 01:05:32,100
or I could maybe run
1635
01:05:32,733 --> 01:05:35,100
and keep all these shells on the sides together
1636
01:05:35,500 --> 01:05:36,566
so I mean there is a couple of different
1637
01:05:36,566 --> 01:05:37,733
options you can run through
1638
01:05:38,366 --> 01:05:40,400
in this case because I have a little bit of a vivid
1639
01:05:40,966 --> 01:05:42,133
detail here
1640
01:05:42,766 --> 01:05:43,533
I think what I'll do
1641
01:05:43,533 --> 01:05:44,466
I'll just select this face
1642
01:05:44,466 --> 01:05:45,866
and I'll just grow my selection
1643
01:05:46,200 --> 01:05:49,566
shift period just grab all of these faces
1644
01:05:51,366 --> 01:05:53,566
and let's do a couple more times
1645
01:05:53,800 --> 01:05:56,266
grab my selection one more time and one more
1646
01:05:57,933 --> 01:05:58,900
and actually
1647
01:06:00,100 --> 01:06:01,900
let me shrink my selection one time
1648
01:06:02,166 --> 01:06:05,100
oh no let's grow this face right here that's a
1649
01:06:05,533 --> 01:06:06,266
that's not selected
1650
01:06:06,266 --> 01:06:08,500
it looks like it's selected but if I go to 5
1651
01:06:08,533 --> 01:06:11,733
I have 5 shady mode actually inside the UV editor
1652
01:06:11,733 --> 01:06:12,500
let me turn off
1653
01:06:12,500 --> 01:06:13,600
this is what's messing me up
1654
01:06:13,600 --> 01:06:14,900
because I'm thinking this is selected
1655
01:06:14,900 --> 01:06:15,566
but it's not
1656
01:06:15,566 --> 01:06:18,066
so I'm gonna hit 4 wireframe in the UV editor
1657
01:06:18,066 --> 01:06:19,366
so I don't want that face selected
1658
01:06:19,366 --> 01:06:21,100
I'm gonna probably keep that
1659
01:06:21,500 --> 01:06:23,333
shell that face all around
1660
01:06:23,666 --> 01:06:25,600
probably with one of these shells
1661
01:06:26,766 --> 01:06:28,466
all right so I have everything selected
1662
01:06:28,466 --> 01:06:29,966
let's project on y
1663
01:06:30,300 --> 01:06:32,666
go to create binar options
1664
01:06:33,333 --> 01:06:35,100
y let's project
1665
01:06:38,066 --> 01:06:40,100
all right so I have some overlapping shells of course
1666
01:06:40,100 --> 01:06:41,200
at the very top
1667
01:06:43,133 --> 01:06:45,400
top is very nice but on the sides and underneath
1668
01:06:45,733 --> 01:06:47,566
so I just need to select
1669
01:06:48,066 --> 01:06:50,500
edges where I want to make my cut
1670
01:06:50,966 --> 01:06:53,933
so I'm going to select my cut
1671
01:06:55,100 --> 01:06:56,300
to cut the edges
1672
01:06:56,800 --> 01:06:57,900
starting right here
1673
01:06:58,866 --> 01:07:00,133
this and this
1674
01:07:01,533 --> 01:07:04,600
so I'm going to keep the front of the file cabinet
1675
01:07:06,933 --> 01:07:08,066
as clean as possible
1676
01:07:08,066 --> 01:07:09,566
and I'm going to introduce the texture seam
1677
01:07:09,566 --> 01:07:10,533
right here in the corner
1678
01:07:11,866 --> 01:07:13,266
so we'll select this edge right here
1679
01:07:13,266 --> 01:07:14,500
and I think that's where I'm going to stop
1680
01:07:14,500 --> 01:07:15,700
and I make a cut right there
1681
01:07:17,500 --> 01:07:19,733
and let's do this on the other side as well
1682
01:07:21,300 --> 01:07:22,900
and I think for this
1683
01:07:23,700 --> 01:07:25,300
let's go over here in the corner
1684
01:07:25,900 --> 01:07:28,533
because this is the back and I'm not worried so I want
1685
01:07:28,966 --> 01:07:31,133
to try to hide some texture seams
1686
01:07:31,666 --> 01:07:33,600
even though they may not be that noticeable
1687
01:07:33,933 --> 01:07:36,266
I still want to minimize them from the view
1688
01:07:36,900 --> 01:07:37,766
and hide them
1689
01:07:37,766 --> 01:07:39,466
somewhere in the back so I'll select these
1690
01:07:39,466 --> 01:07:40,300
these right here
1691
01:07:41,266 --> 01:07:44,133
let's make a cut there and I think I need to have
1692
01:07:44,400 --> 01:07:46,466
one more nope that's it
1693
01:07:46,666 --> 01:07:49,700
let's do the other side select this one this one
1694
01:07:50,733 --> 01:07:53,000
and I'm just double checking okay I cut right there
1695
01:07:53,200 --> 01:07:55,500
so I'll keep it consistent cut
1696
01:07:57,000 --> 01:07:59,566
now so select this edge and this edge and cut
1697
01:08:02,400 --> 01:08:04,266
and for this side
1698
01:08:04,333 --> 01:08:06,200
I'm also gonna keep it on the side right here
1699
01:08:07,300 --> 01:08:08,400
make a cut right there
1700
01:08:08,933 --> 01:08:10,566
just just take a cut
1701
01:08:12,966 --> 01:08:13,766
all right
1702
01:08:14,300 --> 01:08:15,800
so let me go ahead and
1703
01:08:16,866 --> 01:08:18,000
select all levies
1704
01:08:18,900 --> 01:08:22,100
I'm going to hit 5 or 6 to see my textures
1705
01:08:22,733 --> 01:08:24,466
and I'm going to
1706
01:08:25,266 --> 01:08:27,566
unfold modify unfold
1707
01:08:29,200 --> 01:08:30,900
select one of my edges
1708
01:08:30,933 --> 01:08:33,200
go to modify and we're going to show the edges
1709
01:08:33,666 --> 01:08:34,566
so now it's straight
1710
01:08:36,500 --> 01:08:37,666
or somewhat straight
1711
01:08:38,133 --> 01:08:39,300
so let me take a look
1712
01:08:39,700 --> 01:08:41,333
yep everything's looking good
1713
01:08:44,333 --> 01:08:45,533
let's lock the UVs
1714
01:08:46,466 --> 01:08:48,333
let me check that over here
1715
01:08:48,733 --> 01:08:50,900
that's cut cut okay
1716
01:08:51,300 --> 01:08:53,666
if I like it let's rotate a little bit
1717
01:08:54,466 --> 01:08:56,066
and I'm just checking all my seams
1718
01:08:56,066 --> 01:08:58,166
that that's exactly where I want them
1719
01:09:00,266 --> 01:09:01,200
so it's all even
1720
01:09:02,266 --> 01:09:04,133
all right good so that is done
1721
01:09:05,133 --> 01:09:06,466
make this shell smaller
1722
01:09:07,300 --> 01:09:08,366
position over here
1723
01:09:09,100 --> 01:09:11,300
and we are done with that
1724
01:09:12,300 --> 01:09:14,966
so let's we can also do the same thing on the bottom
1725
01:09:16,700 --> 01:09:19,566
but for the bottom I'm gonna keep this shell right here
1726
01:09:19,566 --> 01:09:20,700
as one shell
1727
01:09:21,366 --> 01:09:22,700
so let's hit five here here
1728
01:09:22,700 --> 01:09:25,166
I want to go to yframe and the UV editor
1729
01:09:26,266 --> 01:09:28,800
so for this one I'm just gonna grab the bottom piece
1730
01:09:29,533 --> 01:09:33,366
and let's grab one more grow our selection of faces
1731
01:09:33,533 --> 01:09:35,100
and that's all I'm gonna do for the bottom
1732
01:09:35,366 --> 01:09:36,666
so there's gonna be a texture seam
1733
01:09:36,666 --> 01:09:37,700
right here in the corner
1734
01:09:38,333 --> 01:09:39,766
as it switches to the bottom
1735
01:09:39,933 --> 01:09:42,100
and let's project that face on Y
1736
01:09:45,333 --> 01:09:46,100
select this face
1737
01:09:46,100 --> 01:09:47,900
and I don't need to do anything for this
1738
01:09:51,133 --> 01:09:53,533
and the only thing I do need to do is to flip
1739
01:09:53,933 --> 01:09:55,933
because it's inverted
1740
01:09:56,133 --> 01:09:56,966
so I'm going to select all the
1741
01:09:56,966 --> 01:09:59,533
DVS go to modify and flip to these faces
1742
01:09:59,533 --> 01:10:00,333
to show
1743
01:10:01,333 --> 01:10:02,166
so that's gonna be in the bottom
1744
01:10:02,166 --> 01:10:03,966
so I'll just position some of these shelves
1745
01:10:03,966 --> 01:10:05,966
where they need to go so I know where they are
1746
01:10:05,966 --> 01:10:07,666
in terms of the layout
1747
01:10:07,733 --> 01:10:09,100
because I will probably
1748
01:10:09,300 --> 01:10:11,600
lay these out inside the UV
1749
01:10:11,900 --> 01:10:14,200
0 to 1 space manually
1750
01:10:14,900 --> 01:10:16,400
so I just need to know what they are
1751
01:10:16,400 --> 01:10:18,133
so I have some sort of order
1752
01:10:18,200 --> 01:10:21,400
for everything that I see in my UVs is my UV layout
1753
01:10:21,866 --> 01:10:23,600
let's deal with the sides now
1754
01:10:26,000 --> 01:10:26,966
so after
1755
01:10:26,966 --> 01:10:29,100
each and every shell you kind of get out of the way
1756
01:10:29,100 --> 01:10:30,933
it makes it easy and easier because you kind of
1757
01:10:30,933 --> 01:10:32,366
you know you begin to narrow down
1758
01:10:32,366 --> 01:10:33,466
what you need to do
1759
01:10:33,666 --> 01:10:35,300
next and how much you have left
1760
01:10:35,566 --> 01:10:37,466
so for the sides
1761
01:10:37,900 --> 01:10:40,200
I'm going to select this manually
1762
01:10:42,066 --> 01:10:44,066
so I'm going to select this face right here
1763
01:10:44,333 --> 01:10:47,600
this face I'm going to hold down tab
1764
01:10:47,800 --> 01:10:50,466
and left click hold and drag to paint a selection
1765
01:10:50,700 --> 01:10:52,766
I'm also going to go to Wi Fi the
1766
01:10:53,000 --> 01:10:56,500
shaded mode and y frame in the UV editor
1767
01:10:56,933 --> 01:10:58,666
so that I can see my selection is better
1768
01:10:59,266 --> 01:11:00,666
let's select this face now
1769
01:11:00,666 --> 01:11:02,600
here I'm going to hold on shift and left click
1770
01:11:03,133 --> 01:11:05,566
and shift and left click on this face
1771
01:11:08,533 --> 01:11:09,966
and I'm just gonna keep
1772
01:11:09,966 --> 01:11:12,400
these faces on the side because I'm gonna
1773
01:11:12,600 --> 01:11:14,600
have my texture seam right there
1774
01:11:15,266 --> 01:11:16,333
kind of following this
1775
01:11:17,500 --> 01:11:19,533
the one that I already created at the top
1776
01:11:21,200 --> 01:11:23,733
and I should probably grab these as well so this one
1777
01:11:23,766 --> 01:11:26,100
this one and these I'm gonna create a
1778
01:11:26,100 --> 01:11:27,800
select manual because they're so small
1779
01:11:29,066 --> 01:11:31,600
so shift left click grab this one
1780
01:11:32,666 --> 01:11:34,866
let's come down so I grab the ones on the bottom
1781
01:11:35,766 --> 01:11:37,666
and I have one across here
1782
01:11:37,800 --> 01:11:39,500
and let me just double check the one
1783
01:11:40,000 --> 01:11:41,566
small face right across here
1784
01:11:41,666 --> 01:11:43,100
so that's gonna go on the front
1785
01:11:43,600 --> 01:11:45,866
all right so let's go ahead and project this
1786
01:11:45,866 --> 01:11:47,566
this is gonna be projected on
1787
01:11:48,500 --> 01:11:50,733
X create planner
1788
01:11:51,400 --> 01:11:53,466
and project on X
1789
01:11:57,200 --> 01:11:59,300
so I'm going to hit 64 texture view
1790
01:12:00,000 --> 01:12:01,000
let me move these
1791
01:12:01,500 --> 01:12:03,600
yep so this way I can kind of check
1792
01:12:03,600 --> 01:12:05,166
when I start moving my UV shell
1793
01:12:05,300 --> 01:12:07,466
I also check that I selected
1794
01:12:07,666 --> 01:12:09,300
all the faces and projected them
1795
01:12:09,600 --> 01:12:12,466
and I can already see that the letters are flipped
1796
01:12:12,466 --> 01:12:14,133
so I just need to flip this UV shell
1797
01:12:14,333 --> 01:12:15,800
modify and flip
1798
01:12:16,966 --> 01:12:18,566
let's do the same thing on the inside
1799
01:12:18,900 --> 01:12:20,800
let me scale this down first and just position
1800
01:12:20,800 --> 01:12:21,733
where it would go
1801
01:12:22,400 --> 01:12:23,400
it's going to be right there
1802
01:12:25,900 --> 01:12:28,200
and let me go back to shaded mode
1803
01:12:28,733 --> 01:12:30,466
and do the same thing on this side
1804
01:12:30,466 --> 01:12:32,466
I do have to deal with one face right here
1805
01:12:32,466 --> 01:12:34,300
so right now it's overlapping but
1806
01:12:34,300 --> 01:12:35,766
let's deal with it in just a bit
1807
01:12:36,000 --> 01:12:37,866
so I'm going to select this this
1808
01:12:38,333 --> 01:12:40,300
paint this selection all the way down hold tab
1809
01:12:42,200 --> 01:12:44,300
select a bunch of small little faces right here
1810
01:12:44,300 --> 01:12:45,533
hold shift and left click
1811
01:12:49,300 --> 01:12:51,866
this one there's one more right there and
1812
01:12:52,133 --> 01:12:53,100
couple on the bottom
1813
01:12:53,766 --> 01:12:56,700
that one and that one let me check on the other side
1814
01:12:57,966 --> 01:12:59,800
with these you always want to double check
1815
01:13:00,100 --> 01:13:02,200
because if you miss one face then
1816
01:13:02,200 --> 01:13:03,866
you may have to reproject
1817
01:13:03,966 --> 01:13:04,400
because then
1818
01:13:04,400 --> 01:13:05,733
it's going to be a little bit more difficult
1819
01:13:05,733 --> 01:13:06,300
to kind of
1820
01:13:06,300 --> 01:13:09,200
match it up it just you add a little bit more time so
1821
01:13:09,466 --> 01:13:10,500
making sure you have
1822
01:13:10,500 --> 01:13:13,200
everything selected that you need before you project
1823
01:13:13,333 --> 01:13:14,966
is better than trying to
1824
01:13:15,533 --> 01:13:16,800
fix it afterwards
1825
01:13:16,800 --> 01:13:18,900
so spend the time to double check
1826
01:13:21,333 --> 01:13:22,866
and I think that's good
1827
01:13:22,933 --> 01:13:23,600
yep that's it
1828
01:13:23,600 --> 01:13:25,966
so let's go ahead and project this also an X
1829
01:13:29,533 --> 01:13:30,766
and move this down
1830
01:13:32,733 --> 01:13:35,066
let's hit 6 to see my texture
1831
01:13:35,500 --> 01:13:37,066
let's scale it down
1832
01:13:37,466 --> 01:13:38,566
position it right there
1833
01:13:40,333 --> 01:13:42,966
and there is an overlapping face at the very top
1834
01:13:43,933 --> 01:13:45,966
this one right here that's actually two
1835
01:13:46,066 --> 01:13:48,600
so let me see how I can deal with this
1836
01:13:48,900 --> 01:13:50,333
I just want to raise it up
1837
01:13:50,733 --> 01:13:54,266
I don't need to unfold because it's just 2 faces
1838
01:13:54,500 --> 01:13:56,466
so I should be able to maybe just select the
1839
01:13:56,466 --> 01:13:58,300
manually select this face and this face
1840
01:13:58,300 --> 01:13:59,400
and just move them up
1841
01:13:59,600 --> 01:14:02,800
and I actually need to convert them to UVs
1842
01:14:04,200 --> 01:14:07,100
so I actually go and enable 6
1843
01:14:07,400 --> 01:14:10,333
actually go 5 so it's a UV shading mode
1844
01:14:12,866 --> 01:14:14,366
and maybe let me select
1845
01:14:15,100 --> 01:14:16,300
these UVs
1846
01:14:17,366 --> 01:14:19,333
and maybe drag them up a little bit
1847
01:14:20,766 --> 01:14:23,733
and let's take actually this one and drag it down
1848
01:14:24,333 --> 01:14:25,900
and take this one drag it up
1849
01:14:29,133 --> 01:14:31,533
let me try unfolding maybe unfold will work
1850
01:14:32,733 --> 01:14:34,100
instead of doing this manually
1851
01:14:34,300 --> 01:14:36,300
so I'm gonna select all the VVs by double clicking on
1852
01:14:37,166 --> 01:14:39,133
and run unfold
1853
01:14:39,733 --> 01:14:40,600
yep that worked
1854
01:14:41,766 --> 01:14:43,966
let's do the same thing here unfold
1855
01:14:44,066 --> 01:14:47,400
and I'm just going to select one of
1856
01:14:48,266 --> 01:14:50,133
it does this work and it doesn't
1857
01:14:50,200 --> 01:14:51,733
it no longer makes it straight
1858
01:14:52,066 --> 01:14:53,733
so that's the only thing that I don't
1859
01:14:53,733 --> 01:14:55,100
like that unfold does
1860
01:14:55,166 --> 01:14:57,466
because it has to compensate for this little corner
1861
01:14:58,000 --> 01:15:00,300
so let me undo
1862
01:15:01,166 --> 01:15:02,800
I want to keep these shells straight
1863
01:15:03,466 --> 01:15:05,400
and I think I did the same thing for the top
1864
01:15:05,400 --> 01:15:05,966
like you can see
1865
01:15:05,966 --> 01:15:07,566
there is a little bit of a distortion here
1866
01:15:07,600 --> 01:15:10,566
so maybe I'll try to straighten the shell out as well
1867
01:15:10,566 --> 01:15:11,800
see what I can do
1868
01:15:13,300 --> 01:15:14,566
1 the automatic ways
1869
01:15:14,566 --> 01:15:17,000
so instead of doing this the unfold way
1870
01:15:18,166 --> 01:15:19,366
let me see maybe I can run this
1871
01:15:19,366 --> 01:15:20,700
let me select all the UVs
1872
01:15:20,700 --> 01:15:21,766
and I just want to see
1873
01:15:21,766 --> 01:15:24,400
maybe I can attempt to unfold the low on you
1874
01:15:24,866 --> 01:15:26,866
no let's maybe select all these
1875
01:15:27,133 --> 01:15:31,300
faces where UVs and just unfold only the selected ones
1876
01:15:34,266 --> 01:15:35,966
we go unfolding along V
1877
01:15:37,100 --> 01:15:38,566
only the selected
1878
01:15:38,900 --> 01:15:42,000
various selected UVs did what I wanted to do
1879
01:15:42,000 --> 01:15:44,300
so I selected them all unfolded along V
1880
01:15:44,966 --> 01:15:47,333
and just unfold them so perfect that's what I want
1881
01:15:48,066 --> 01:15:49,166
so I'll do the same thing here
1882
01:15:49,166 --> 01:15:51,100
just select those at the top unfold
1883
01:15:52,000 --> 01:15:53,200
and raise them up
1884
01:15:53,666 --> 01:15:56,266
let me see if I can quickly fix this one right here
1885
01:15:56,266 --> 01:15:58,366
I really don't like how skewed that is
1886
01:15:58,366 --> 01:16:00,000
even though it doesn't seem like it's going
1887
01:16:00,000 --> 01:16:01,666
to really cause any issues
1888
01:16:02,933 --> 01:16:05,000
but let's see if I can just fix it quickly
1889
01:16:05,200 --> 01:16:06,966
so I'm going to select all these UVs
1890
01:16:07,300 --> 01:16:08,366
let me unfold
1891
01:16:09,166 --> 01:16:11,166
and unfold along v
1892
01:16:11,500 --> 01:16:13,066
that looks like it straighten them out
1893
01:16:13,133 --> 01:16:14,100
a lot better than before
1894
01:16:14,100 --> 01:16:15,533
here's before little skewed
1895
01:16:16,466 --> 01:16:18,133
here's after just straighten those out
1896
01:16:18,533 --> 01:16:20,366
let's try and fold it on you
1897
01:16:21,600 --> 01:16:24,166
so that's what creates a little bit about distortion
1898
01:16:24,166 --> 01:16:25,133
so I'll undo that
1899
01:16:25,133 --> 01:16:26,100
so I'll keep this
1900
01:16:26,500 --> 01:16:28,400
it's a slightly better result
1901
01:16:28,400 --> 01:16:30,866
even though it might be not that noticeable
1902
01:16:33,566 --> 01:16:34,366
so then
1903
01:16:36,000 --> 01:16:38,000
the only thing I have left is the one in the back
1904
01:16:38,000 --> 01:16:39,400
and one in the front
1905
01:16:40,266 --> 01:16:42,966
so let's get rid of the one in the back
1906
01:16:43,566 --> 01:16:45,666
and then the only one I have deal with
1907
01:16:46,133 --> 01:16:47,566
is the front shell
1908
01:16:50,266 --> 01:16:51,366
so for this
1909
01:16:52,666 --> 01:16:54,266
and it looks like I
1910
01:16:54,733 --> 01:16:56,133
should have probably grabbed these
1911
01:16:56,500 --> 01:16:57,766
faces right here too
1912
01:16:57,933 --> 01:16:59,866
and kept them together on the side
1913
01:17:01,133 --> 01:17:02,933
and it looks like I missed them
1914
01:17:03,500 --> 01:17:06,466
I should have continued with this edge right here
1915
01:17:06,600 --> 01:17:07,733
and ran them down
1916
01:17:08,500 --> 01:17:11,200
so again it's just one of those things
1917
01:17:11,200 --> 01:17:13,900
you know you have to whether you can let it go
1918
01:17:13,900 --> 01:17:16,100
depending on the time or you might want to fix it
1919
01:17:16,133 --> 01:17:17,533
in my case let's fix it
1920
01:17:17,900 --> 01:17:22,200
I want to keep this kind of more consistent more neat
1921
01:17:22,466 --> 01:17:23,500
keep it that quality
1922
01:17:23,500 --> 01:17:26,200
so I want to run that texture seam along together
1923
01:17:26,266 --> 01:17:28,666
and I really don't want that kind of a transition
1924
01:17:28,666 --> 01:17:30,000
just even though it's a small face
1925
01:17:30,000 --> 01:17:31,066
it's going to be in the back
1926
01:17:31,266 --> 01:17:32,866
just keep it keep it quality
1927
01:17:32,933 --> 01:17:35,866
so how would we do this a little bit quicker
1928
01:17:36,133 --> 01:17:37,566
I'm going to select the faces
1929
01:17:37,933 --> 01:17:39,666
of all these shelves on the side
1930
01:17:40,533 --> 01:17:43,133
and I'm just going to add to it
1931
01:17:44,500 --> 01:17:47,133
the ones that I should have added before
1932
01:17:47,266 --> 01:17:48,933
let me go to shader mode
1933
01:17:50,333 --> 01:17:52,066
and I'm just going to select these
1934
01:17:52,066 --> 01:17:53,866
and this one right here
1935
01:17:59,300 --> 01:18:00,366
and let's project
1936
01:18:00,600 --> 01:18:02,766
and this is going to be projection on X
1937
01:18:02,900 --> 01:18:03,700
planner
1938
01:18:04,166 --> 01:18:07,900
project on X so I've reprojected this
1939
01:18:09,866 --> 01:18:12,500
let me flip this modify flip
1940
01:18:15,500 --> 01:18:17,500
and let me do my uvs again
1941
01:18:17,900 --> 01:18:19,400
select just the tap ones
1942
01:18:19,600 --> 01:18:20,966
unfold along v
1943
01:18:21,666 --> 01:18:25,333
actually those are unfold along v right not you
1944
01:18:25,933 --> 01:18:27,733
so it unfolds at the tap
1945
01:18:28,466 --> 01:18:29,133
ones on the sides
1946
01:18:29,133 --> 01:18:31,400
it looks like they are already unfolded pretty nicely
1947
01:18:31,533 --> 01:18:32,700
let me go and check
1948
01:18:33,500 --> 01:18:34,500
yep that looks nice
1949
01:18:35,800 --> 01:18:37,100
so that is done
1950
01:18:38,700 --> 01:18:40,000
again you can see how quick that was
1951
01:18:42,666 --> 01:18:43,533
scale them down
1952
01:18:43,533 --> 01:18:44,533
move them over here
1953
01:18:44,666 --> 01:18:45,666
and let's do the same thing here
1954
01:18:45,666 --> 01:18:47,100
I'm going to select all the faces
1955
01:18:47,466 --> 01:18:48,566
move to the other side
1956
01:18:49,600 --> 01:18:50,666
and let's select
1957
01:18:51,200 --> 01:18:52,566
the few faces that I missed
1958
01:18:52,566 --> 01:18:53,700
this one that one
1959
01:18:54,866 --> 01:18:55,933
go all the way down
1960
01:18:58,733 --> 01:18:59,533
this one
1961
01:19:01,300 --> 01:19:02,700
that one and a couple more
1962
01:19:04,566 --> 01:19:05,566
this one and that one
1963
01:19:05,566 --> 01:19:06,900
and let's reproject
1964
01:19:07,200 --> 01:19:08,800
go to create planar
1965
01:19:08,800 --> 01:19:10,266
it's going to be still on X
1966
01:19:12,400 --> 01:19:15,133
let's hit 6 so I can see my texture my UV grid
1967
01:19:15,966 --> 01:19:17,000
let's go to UVs
1968
01:19:17,000 --> 01:19:18,400
select just the top ones
1969
01:19:18,766 --> 01:19:20,366
and unfold the low and V
1970
01:19:21,400 --> 01:19:22,733
and let's scale this down
1971
01:19:23,866 --> 01:19:25,000
and it's going to be right there
1972
01:19:25,600 --> 01:19:27,500
and let's do the one in the back
1973
01:19:27,500 --> 01:19:29,600
now I can just simply select
1974
01:19:29,866 --> 01:19:31,466
let me go back to shader mode
1975
01:19:31,600 --> 01:19:34,266
and I'm just going to select this face right here
1976
01:19:34,733 --> 01:19:35,566
this one
1977
01:19:36,900 --> 01:19:38,166
paint the selection all the way down
1978
01:19:40,266 --> 01:19:41,533
so like this one and this one
1979
01:19:41,533 --> 01:19:43,533
and this is going to be the back
1980
01:19:44,166 --> 01:19:47,066
back is very simple and I'm going to project it on Z
1981
01:19:47,866 --> 01:19:49,700
create plan the projection option
1982
01:19:50,533 --> 01:19:51,900
C project
1983
01:19:53,500 --> 01:19:56,100
and that's it for that one I just need to flip it
1984
01:19:59,866 --> 01:20:01,266
I'm gonna hit 6 take a look
1985
01:20:03,400 --> 01:20:05,566
move it around I grabbed everything that I needed
1986
01:20:07,500 --> 01:20:09,666
and go to modify and
1987
01:20:10,500 --> 01:20:11,300
flip
1988
01:20:14,700 --> 01:20:16,300
and these faces
1989
01:20:16,700 --> 01:20:18,700
should only be the ones in the front
1990
01:20:20,600 --> 01:20:23,400
so everything that's inside 0 to 1 space
1991
01:20:24,133 --> 01:20:25,466
should be only for the front
1992
01:20:25,800 --> 01:20:27,900
so if I take these move
1993
01:20:28,166 --> 01:20:30,266
if I go into the perspective viewport
1994
01:20:30,466 --> 01:20:32,766
with all the faces selected that I need to UV
1995
01:20:33,000 --> 01:20:35,400
if I drag them out and around
1996
01:20:36,266 --> 01:20:38,533
this is a way for me to check that
1997
01:20:39,200 --> 01:20:42,166
I didn't leave one of the small faces somewhere
1998
01:20:42,933 --> 01:20:45,333
UV on the other pieces
1999
01:20:45,333 --> 01:20:47,533
or maybe there is a floating face that I forgot
2000
01:20:47,766 --> 01:20:51,366
to attach to so this is kind of a way that I can check
2001
01:20:51,500 --> 01:20:53,100
by selecting the faces inside the UV
2002
01:20:53,100 --> 01:20:55,700
editor that I need to UV that I know only below
2003
01:20:55,700 --> 01:20:58,333
to the front and inside the Perspective U port
2004
01:20:58,333 --> 01:20:59,600
actually just move them around
2005
01:20:59,933 --> 01:21:02,066
and if I happen to have a face somewhere
2006
01:21:02,866 --> 01:21:05,266
you would see it being pulled from the back with top
2007
01:21:05,266 --> 01:21:08,066
or the sides and you would know that that one face
2008
01:21:08,066 --> 01:21:09,133
just happens to be
2009
01:21:09,700 --> 01:21:11,533
maybe not attached to the other shells
2010
01:21:11,900 --> 01:21:13,333
and it should have been
2011
01:21:14,366 --> 01:21:17,133
so in this case everything is just for the front
2012
01:21:20,400 --> 01:21:24,100
so with all those faces selected let's project them
2013
01:21:24,200 --> 01:21:25,566
and project them on Z
2014
01:21:25,966 --> 01:21:27,533
Create and Project
2015
01:21:28,400 --> 01:21:29,200
Planar
2016
01:21:29,766 --> 01:21:30,566
project
2017
01:21:32,400 --> 01:21:35,900
alright so most of these should be okay
2018
01:21:36,666 --> 01:21:38,933
with exception of the ones on the inside
2019
01:21:40,800 --> 01:21:43,066
there is a face right here
2020
01:21:44,000 --> 01:21:48,533
that I don't think I want to add to be attached
2021
01:21:48,700 --> 01:21:51,300
but it's going to be inside this divot this
2022
01:21:51,300 --> 01:21:52,766
kind of interior bevel
2023
01:21:52,766 --> 01:21:55,766
and then that stretching right here that's going to be
2024
01:21:55,766 --> 01:21:57,600
created may not be that visible
2025
01:21:58,800 --> 01:22:01,533
so I want to see if I just
2026
01:22:02,366 --> 01:22:04,100
just unfold as is
2027
01:22:04,466 --> 01:22:07,100
if I can just unfold some of these pieces on the inside
2028
01:22:07,466 --> 01:22:09,533
so let me try just double clicking
2029
01:22:09,900 --> 01:22:12,566
and selecting all the UVs and just trying to unfold
2030
01:22:12,700 --> 01:22:14,133
on this therapy
2031
01:22:14,400 --> 01:22:15,366
see what happens
2032
01:22:17,933 --> 01:22:20,800
and that is actually not bad just slight
2033
01:22:21,300 --> 01:22:24,266
stretching over here which is not going to be seen
2034
01:22:25,533 --> 01:22:27,700
but everything else I think that's pretty good
2035
01:22:29,200 --> 01:22:30,666
yeah I'm going to keep this
2036
01:22:30,666 --> 01:22:31,566
let me select
2037
01:22:31,766 --> 01:22:32,500
one of the edges
2038
01:22:32,500 --> 01:22:34,333
and I'm going to orient my shallow stretch edges
2039
01:22:34,333 --> 01:22:35,166
so it's straight
2040
01:22:36,600 --> 01:22:38,000
and just take a look at it
2041
01:22:40,400 --> 01:22:41,900
yep that is good
2042
01:22:42,366 --> 01:22:43,166
all right
2043
01:22:43,900 --> 01:22:45,100
that shell is complete
2044
01:22:47,366 --> 01:22:48,933
all right so our next step
2045
01:22:48,933 --> 01:22:50,933
our next step is to get everything inside
2046
01:22:51,266 --> 01:22:54,266
0 to 1 space so we need to do our layout
2047
01:22:54,900 --> 01:22:56,100
so this is the important part
2048
01:22:56,266 --> 01:22:59,300
placing everything inside this square right here
2049
01:22:59,500 --> 01:23:01,100
everything else is just a working area
2050
01:23:01,533 --> 01:23:04,500
I need to go ahead and select everything that I have
2051
01:23:05,133 --> 01:23:06,533
I'm not going to combine them yet
2052
01:23:06,900 --> 01:23:08,666
but I do want to lay them out together
2053
01:23:08,666 --> 01:23:09,766
as if they are combined
2054
01:23:09,766 --> 01:23:11,733
so in order to see all the UVs inside
2055
01:23:11,733 --> 01:23:12,566
for you to lay them out
2056
01:23:12,566 --> 01:23:14,566
just select all the objects that are going to be
2057
01:23:14,566 --> 01:23:17,066
together next I want to set everything
2058
01:23:17,066 --> 01:23:18,500
to the same textile density
2059
01:23:20,133 --> 01:23:21,733
so I need to select all the UVs
2060
01:23:22,400 --> 01:23:24,200
and we can do this one at a time
2061
01:23:24,200 --> 01:23:26,166
and I usually prefer this one at a time
2062
01:23:26,166 --> 01:23:28,300
however you can do this all together
2063
01:23:29,266 --> 01:23:30,466
when you do this all together
2064
01:23:30,500 --> 01:23:33,066
the shells will split up all over the place
2065
01:23:33,133 --> 01:23:35,166
so it may kind of mess up your organization
2066
01:23:35,166 --> 01:23:36,466
that you're trying to maintain
2067
01:23:36,533 --> 01:23:37,600
so here's what I'm going to do
2068
01:23:37,600 --> 01:23:37,933
I'm going to
2069
01:23:37,933 --> 01:23:39,800
select them and see what happens when I do them all
2070
01:23:39,800 --> 01:23:43,500
together all the UV selected you go to transform
2071
01:23:44,400 --> 01:23:46,600
and under tools
2072
01:23:47,200 --> 01:23:49,733
you are going to see textral density
2073
01:23:50,600 --> 01:23:52,466
and I'm going to just input a number here
2074
01:23:52,466 --> 01:23:53,366
just any number
2075
01:23:53,533 --> 01:23:55,900
this will set every single UV shell to the same
2076
01:23:55,900 --> 01:23:56,533
textral density
2077
01:23:56,533 --> 01:23:58,733
so nothing is going to be bigger than the other
2078
01:23:58,733 --> 01:24:01,500
they'll all be maintained the same texture resolution
2079
01:24:01,533 --> 01:24:04,133
and same in my detail between each UV shell
2080
01:24:04,500 --> 01:24:06,066
so let me type in 1
2081
01:24:07,166 --> 01:24:08,266
and click set
2082
01:24:09,200 --> 01:24:11,366
alright so see how everything kind of got broken up
2083
01:24:11,366 --> 01:24:12,966
so we just need to place them back together
2084
01:24:13,133 --> 01:24:13,933
however
2085
01:24:14,733 --> 01:24:15,766
I can do this a little
2086
01:24:15,966 --> 01:24:18,733
bit more manually so I'll just scale everything down
2087
01:24:19,000 --> 01:24:20,533
position where everything needs to go
2088
01:24:20,900 --> 01:24:21,733
and I'll just
2089
01:24:23,000 --> 01:24:24,966
deal with this more owner of a
2090
01:24:25,100 --> 01:24:28,366
1 by 1 basis so I'll select this shell right here
2091
01:24:28,366 --> 01:24:30,566
and when I come down to the texlo density I'm gonna
2092
01:24:30,566 --> 01:24:32,066
click get it's gonna
2093
01:24:32,200 --> 01:24:33,400
collect the number
2094
01:24:33,400 --> 01:24:35,366
forward that texlo density for that shell
2095
01:24:35,933 --> 01:24:37,566
I'm going to double click on another shell
2096
01:24:37,566 --> 01:24:38,766
and click set
2097
01:24:39,966 --> 01:24:41,200
so it's going to match it
2098
01:24:41,366 --> 01:24:43,800
to the one that I got the information from
2099
01:24:45,200 --> 01:24:46,533
let me move these out
2100
01:24:47,266 --> 01:24:49,700
and I'm gonna do this to every shell click get
2101
01:24:50,100 --> 01:24:51,933
so that's gonna be that's the top
2102
01:24:52,666 --> 01:24:54,266
let's click get for this
2103
01:24:54,500 --> 01:24:56,400
I mean set because I already got the number
2104
01:24:56,400 --> 01:24:57,000
so I'm just gonna
2105
01:24:57,000 --> 01:24:58,000
click set and everything
2106
01:24:58,100 --> 01:25:00,900
and for that shell I'll just rotate this one
2107
01:25:01,800 --> 01:25:03,200
that's going to be going on the bottom
2108
01:25:03,200 --> 01:25:05,666
actually I can actually scale this down
2109
01:25:05,866 --> 01:25:08,133
because nobody is going to be seen on the bottom
2110
01:25:09,100 --> 01:25:10,766
so for that shell I can
2111
01:25:10,766 --> 01:25:13,100
really scale it down and maybe position it right there
2112
01:25:13,133 --> 01:25:15,333
to kind of save a little bit more space for me
2113
01:25:15,400 --> 01:25:16,933
for importing areas
2114
01:25:16,933 --> 01:25:19,900
unless this file cabinet is going to be sideways
2115
01:25:20,366 --> 01:25:22,866
so it might all just keep it as this
2116
01:25:23,533 --> 01:25:24,400
so it's the same
2117
01:25:26,600 --> 01:25:27,933
for this one let's flip it
2118
01:25:29,600 --> 01:25:31,900
and let's continue doing this for all of the shallows
2119
01:25:31,900 --> 01:25:32,933
I'll select these
2120
01:25:33,100 --> 01:25:34,866
and I'll click set
2121
01:25:36,700 --> 01:25:38,733
now for these I do want to maybe
2122
01:25:39,700 --> 01:25:42,566
so I'll have this open space right here maybe I will
2123
01:25:43,500 --> 01:25:45,533
because I'm going to be duplicating a lot of these
2124
01:25:45,700 --> 01:25:46,733
shells together
2125
01:25:46,800 --> 01:25:48,333
I'll probably put them inside
2126
01:25:48,333 --> 01:25:50,166
this area right here for all four
2127
01:25:50,333 --> 01:25:53,600
so this way at least I maximize the space that I have
2128
01:25:54,333 --> 01:25:58,166
so I'll keep that for now let me just continue getting
2129
01:26:00,400 --> 01:26:01,866
for everything so this one
2130
01:26:02,133 --> 01:26:03,100
that's the drawer
2131
01:26:03,866 --> 01:26:05,133
that's the second drawer
2132
01:26:06,400 --> 01:26:08,800
that's the third one and that's the fourth one
2133
01:26:10,300 --> 01:26:11,933
this one let's click set
2134
01:26:13,066 --> 01:26:15,100
and this is the back set
2135
01:26:20,366 --> 01:26:21,300
right and these
2136
01:26:22,166 --> 01:26:25,000
let's deal just with the handle
2137
01:26:25,333 --> 01:26:26,733
which is this part right here
2138
01:26:27,966 --> 01:26:30,133
click set click set
2139
01:26:30,400 --> 01:26:31,500
and click set
2140
01:26:33,133 --> 01:26:34,533
these are going to be very small
2141
01:26:34,733 --> 01:26:37,566
so I could probably just scale them out a little bit
2142
01:26:40,066 --> 01:26:41,533
in order to give them a little bit more
2143
01:26:41,533 --> 01:26:42,700
texture resolution
2144
01:26:44,733 --> 01:26:46,900
and they're going to be going to the top
2145
01:26:47,900 --> 01:26:50,366
not too much I want them to stand out
2146
01:26:51,000 --> 01:26:53,333
but maybe a little bit more than they are what they are
2147
01:26:53,800 --> 01:26:55,100
yeah it's okay to do that
2148
01:26:58,566 --> 01:27:01,133
and let's do the same thing for all these pieces
2149
01:27:02,366 --> 01:27:04,100
so I'm going to select all the uvs
2150
01:27:05,066 --> 01:27:06,166
and click set
2151
01:27:07,333 --> 01:27:09,000
same thing here click set
2152
01:27:09,366 --> 01:27:11,733
now I do prefer to do this manually
2153
01:27:12,366 --> 01:27:14,200
because this way I have full control
2154
01:27:14,200 --> 01:27:15,733
I know where the shells are going to be going
2155
01:27:15,866 --> 01:27:16,933
I can position them
2156
01:27:18,300 --> 01:27:20,366
it does take a little bit longer
2157
01:27:20,933 --> 01:27:23,800
than usual because you are doing this by hand
2158
01:27:24,333 --> 01:27:26,766
there's an option to do this automatically
2159
01:27:27,200 --> 01:27:29,466
and just tell Maya to
2160
01:27:29,733 --> 01:27:31,600
set text on density for everything is the same
2161
01:27:31,600 --> 01:27:33,933
and position everything inside 0 to 1 space
2162
01:27:34,466 --> 01:27:37,566
by going to modify and work in the layout options
2163
01:27:37,566 --> 01:27:40,733
right here and just working through this option
2164
01:27:40,866 --> 01:27:42,366
you can define padding
2165
01:27:43,133 --> 01:27:44,766
define resolution and so on
2166
01:27:46,100 --> 01:27:47,533
but that does it automatically
2167
01:27:50,100 --> 01:27:52,366
and in certain situations that would be fine
2168
01:27:53,500 --> 01:27:55,800
but just for this video I wanted to do it manually
2169
01:27:55,800 --> 01:27:56,700
to show it to you
2170
01:27:57,166 --> 01:27:58,900
I scaled this out as well
2171
01:28:01,166 --> 01:28:03,666
and I do prefer the more manual method
2172
01:28:04,966 --> 01:28:07,733
because you have more direct control
2173
01:28:12,500 --> 01:28:13,300
alright so now
2174
01:28:13,533 --> 01:28:15,766
I just need to position everything since 021 space
2175
01:28:15,766 --> 01:28:18,133
so in this case I need to select everything
2176
01:28:19,000 --> 01:28:22,800
and I may need to scale all the shells down together
2177
01:28:24,100 --> 01:28:25,300
and just find
2178
01:28:25,766 --> 01:28:28,366
how I can fit all these shells
2179
01:28:28,533 --> 01:28:31,866
maximizing the 021 space as much as possible
2180
01:28:32,966 --> 01:28:34,533
if you need to scale up or down
2181
01:28:34,700 --> 01:28:36,966
you can do so just do it all together
2182
01:28:39,066 --> 01:28:40,400
so let's flip this shell
2183
01:28:40,533 --> 01:28:44,133
so in this situation it becomes the more like Tetris
2184
01:28:44,566 --> 01:28:46,166
you are trying to find
2185
01:28:46,866 --> 01:28:48,733
the best possible position
2186
01:28:50,266 --> 01:28:51,566
for all these shells
2187
01:28:54,000 --> 01:28:55,200
might be a diamond right there
2188
01:28:55,300 --> 01:28:56,266
let's position this one
2189
01:28:56,266 --> 01:28:58,166
I want to avoid overlapping
2190
01:28:58,966 --> 01:28:59,766
any
2191
01:29:00,566 --> 01:29:01,466
UV shows
2192
01:29:06,066 --> 01:29:07,400
now let's move this one over here
2193
01:29:07,400 --> 01:29:10,100
which this one is the side yep
2194
01:29:11,700 --> 01:29:14,733
so I want to give unique UV space for each shell
2195
01:29:18,900 --> 01:29:20,800
and actually that turned up pretty well
2196
01:29:21,200 --> 01:29:23,000
I can probably scale this
2197
01:29:23,266 --> 01:29:25,300
slightly higher just a little bit
2198
01:29:28,200 --> 01:29:30,366
and that looks good
2199
01:29:32,766 --> 01:29:34,366
let's select these to move them out
2200
01:29:34,866 --> 01:29:37,066
I have a little bit of empty space but that's fine
2201
01:29:38,366 --> 01:29:39,266
and
2202
01:29:40,933 --> 01:29:43,466
that is good everything sides 0 to 1 space
2203
01:29:43,966 --> 01:29:46,566
and the last step is to select
2204
01:29:46,966 --> 01:29:49,700
these pieces right here and then duplicate them
2205
01:29:50,200 --> 01:29:51,200
position them down
2206
01:29:51,300 --> 01:29:54,200
and then I'm going to move those UVs
2207
01:29:54,600 --> 01:29:56,500
down the stack into each
2208
01:29:57,466 --> 01:29:58,733
area of the interior
2209
01:29:58,866 --> 01:30:01,066
so that way they also have their own UV space
2210
01:30:01,566 --> 01:30:03,166
so let's do that I'm going to select these
2211
01:30:03,266 --> 01:30:04,466
let's go to front view
2212
01:30:06,900 --> 01:30:07,800
so that wagon
2213
01:30:08,000 --> 01:30:09,866
shift d duplicate em
2214
01:30:10,266 --> 01:30:12,500
move em down right about there
2215
01:30:12,533 --> 01:30:14,866
and I get very simple distance from the top
2216
01:30:16,200 --> 01:30:17,466
right about there
2217
01:30:17,966 --> 01:30:19,166
and then shift d again
2218
01:30:22,166 --> 01:30:23,800
and then shift t again
2219
01:30:26,933 --> 01:30:27,933
take a look at the
2220
01:30:28,466 --> 01:30:29,400
perspective view
2221
01:30:29,533 --> 01:30:30,966
hit 54 shader mode
2222
01:30:31,466 --> 01:30:33,866
take a look at they are all kind of similar distance
2223
01:30:34,866 --> 01:30:36,066
they look like they are
2224
01:30:36,100 --> 01:30:38,600
and then I'm just going to select them all
2225
01:30:39,733 --> 01:30:42,566
and actually let's select these two
2226
01:30:42,566 --> 01:30:45,166
and these are the UVs I need to move down
2227
01:30:45,366 --> 01:30:47,266
so I'm going to select the file cabinet
2228
01:30:47,900 --> 01:30:49,800
take all these UVs that I have in here
2229
01:30:51,933 --> 01:30:52,733
move them down
2230
01:30:54,766 --> 01:30:57,500
then select these DVS with the power cabinet
2231
01:30:57,500 --> 01:30:58,800
so I can see all the DVS
2232
01:30:59,866 --> 01:31:02,566
select all these and move them down to the third one
2233
01:31:05,066 --> 01:31:06,566
and do the same thing for this
2234
01:31:10,700 --> 01:31:13,333
and move these UVs down to the very bottom
2235
01:31:14,566 --> 01:31:16,600
so now if I select everything
2236
01:31:17,000 --> 01:31:20,366
they all occupy their own UV space this
2237
01:31:20,966 --> 01:31:24,066
is a nice clean organized layout
2238
01:31:25,000 --> 01:31:26,700
and few last things
2239
01:31:26,700 --> 01:31:29,400
so let's go ahead and select everything that I have
2240
01:31:29,400 --> 01:31:32,900
I can now go ahead and combine everything as one object
2241
01:31:33,200 --> 01:31:35,800
let's go to mesh and combine
2242
01:31:35,866 --> 01:31:38,133
this is now one single file and cabinet
2243
01:31:38,566 --> 01:31:41,166
and all the UVs are attached together
2244
01:31:42,366 --> 01:31:46,500
I can now leave the UV editing mode back to my classic
2245
01:31:47,400 --> 01:31:48,733
so let's delete history
2246
01:31:48,933 --> 01:31:50,366
built up quite a stack here
2247
01:31:51,900 --> 01:31:53,366
I'm gonna name this
2248
01:31:53,600 --> 01:31:55,000
name it file cabinet
2249
01:31:57,466 --> 01:31:58,966
and let's modify a pivot point
2250
01:31:59,133 --> 01:32:00,600
I want it to be on the bottom
2251
01:32:00,666 --> 01:32:01,966
I haven't moved this file cabinet
2252
01:32:01,966 --> 01:32:02,933
from the very beginning
2253
01:32:02,933 --> 01:32:05,266
and I already had my pivot point perfectly on
2254
01:32:05,300 --> 01:32:05,933
the bottom
2255
01:32:05,933 --> 01:32:09,933
so I'll just snap it to the grid to the world origin
2256
01:32:10,400 --> 01:32:11,566
that's where it's going to be
2257
01:32:11,733 --> 01:32:14,000
that's where my pivot point for this object will be
2258
01:32:14,133 --> 01:32:15,333
so I'm going to hold on d
2259
01:32:15,966 --> 01:32:18,500
x the little mouse click and drag snap it
2260
01:32:19,566 --> 01:32:21,066
and that is it
2261
01:32:21,966 --> 01:32:24,800
if for some reason you need to collect a UV layout
2262
01:32:24,866 --> 01:32:25,900
you can do so
2263
01:32:26,100 --> 01:32:27,200
in the UV Editor
2264
01:32:27,566 --> 01:32:29,866
select the object go to
2265
01:32:31,600 --> 01:32:33,666
image UV Snapchat
2266
01:32:33,766 --> 01:32:36,500
define what you would want to save this UV
2267
01:32:36,500 --> 01:32:37,933
layout this image
2268
01:32:38,333 --> 01:32:39,500
with all the UVs in there
2269
01:32:39,700 --> 01:32:40,500
give it
2270
01:32:40,900 --> 01:32:43,866
size resolution image format JPEG
2271
01:32:44,466 --> 01:32:47,300
and you would save it and you could have this layout
2272
01:32:47,366 --> 01:32:49,000
if you needed it for some reason
2273
01:32:49,900 --> 01:32:53,166
let's finish things up by taking this automire
2274
01:32:53,166 --> 01:32:55,133
and texturing it in painter
2275
01:32:55,166 --> 01:32:57,900
so I'm going to go ahead and select the file cabinet
2276
01:32:57,900 --> 01:33:00,166
and we're going to export it as an FPX
2277
01:33:00,533 --> 01:33:01,566
going to go to file
2278
01:33:03,133 --> 01:33:04,133
Export selection
2279
01:33:04,300 --> 01:33:06,166
and under geometry
2280
01:33:06,166 --> 01:33:06,600
in
2281
01:33:06,600 --> 01:33:08,866
options I'm going to make sure I have smoothing groups
2282
01:33:08,866 --> 01:33:10,333
and smooth mesh enabled
2283
01:33:10,366 --> 01:33:13,466
these are the same options I use when I export for ue4
2284
01:33:13,533 --> 01:33:16,366
and they also seem to work in painter
2285
01:33:16,600 --> 01:33:17,766
so I'm going to give it a name
2286
01:33:20,400 --> 01:33:22,900
and export it somewhere that I can find it
2287
01:33:22,900 --> 01:33:24,966
and I already have an export folder right here
2288
01:33:25,400 --> 01:33:26,666
I'm just going to put it right there
2289
01:33:27,000 --> 01:33:28,300
and export selection
2290
01:33:29,766 --> 01:33:32,133
all right let's go ahead and jump over to painter
2291
01:33:32,766 --> 01:33:34,533
let's create a new project
2292
01:33:34,533 --> 01:33:36,100
go to file new
2293
01:33:36,766 --> 01:33:37,900
and for the template
2294
01:33:37,900 --> 01:33:41,000
I'm going to use PBR Metallicarfness
2295
01:33:41,066 --> 01:33:42,166
Alpha Blend
2296
01:33:42,333 --> 01:33:46,200
under file you select the FPX that you exported
2297
01:33:47,200 --> 01:33:49,333
go ahead choose my APX which is right here
2298
01:33:49,466 --> 01:33:50,733
and let's use that
2299
01:33:50,966 --> 01:33:52,600
for document resolution
2300
01:33:52,700 --> 01:33:55,600
I'm gonna go up to 2k texture
2301
01:33:56,166 --> 01:33:58,300
and you can always change just at any time
2302
01:33:58,333 --> 01:33:59,800
as well as during the export
2303
01:33:59,933 --> 01:34:02,166
and everything else I'm gonna keep the same
2304
01:34:02,533 --> 01:34:03,666
and click OK
2305
01:34:04,366 --> 01:34:05,400
all right here we are
2306
01:34:05,400 --> 01:34:07,966
we imported our mesh right in here
2307
01:34:08,066 --> 01:34:10,266
so the first thing you need to do is you need to
2308
01:34:10,500 --> 01:34:11,966
bake your meshes
2309
01:34:11,966 --> 01:34:15,600
Bake maps form right in here right inside substance
2310
01:34:15,666 --> 01:34:18,566
so go to texture set settings
2311
01:34:18,800 --> 01:34:19,800
scroll down
2312
01:34:20,766 --> 01:34:22,766
and you're going to see this mesh maps
2313
01:34:22,766 --> 01:34:24,333
and you need to do this
2314
01:34:24,566 --> 01:34:28,000
so painter can calculate and take a look at your mesh
2315
01:34:28,100 --> 01:34:29,966
and generate important parts of
2316
01:34:29,966 --> 01:34:31,666
the textures that will be used
2317
01:34:31,666 --> 01:34:34,900
to paint so go ahead and bake mesh maps
2318
01:34:35,133 --> 01:34:36,400
for the settings here
2319
01:34:36,566 --> 01:34:39,066
the only thing I'm going to choose is the output size
2320
01:34:39,066 --> 01:34:41,200
to the same output size that I have
2321
01:34:41,200 --> 01:34:43,966
that I set prior to importing the mesh
2322
01:34:43,966 --> 01:34:47,300
so 248 2k and I'm going to leave
2323
01:34:47,666 --> 01:34:48,700
everything in here
2324
01:34:48,766 --> 01:34:50,600
which maps to bake
2325
01:34:50,666 --> 01:34:52,666
add default I'm not going to change anything
2326
01:34:52,700 --> 01:34:54,300
and then go ahead and
2327
01:34:54,600 --> 01:34:56,100
bake select the textures
2328
01:34:56,133 --> 01:34:58,000
and you will see a difference after it's baked
2329
01:34:58,000 --> 01:34:59,766
you will actually see a difference in
2330
01:34:59,800 --> 01:35:01,900
the preview of your mesh in painter
2331
01:35:05,566 --> 01:35:06,900
here we are click OK
2332
01:35:07,766 --> 01:35:09,933
and it is already looking better
2333
01:35:10,700 --> 01:35:12,133
we have some even occlusion
2334
01:35:12,600 --> 01:35:13,566
and it's looking nice
2335
01:35:13,800 --> 01:35:17,000
alright so for texture in this cabinet
2336
01:35:17,000 --> 01:35:18,166
I'm gonna keep it simple
2337
01:35:18,166 --> 01:35:19,533
I'm not going to go through
2338
01:35:19,533 --> 01:35:20,700
and spend too much time here
2339
01:35:20,700 --> 01:35:23,500
I just want to apply a few materials
2340
01:35:23,500 --> 01:35:25,966
tweak a few properties and then generate my textures
2341
01:35:25,966 --> 01:35:29,533
to use so I'm going to utilize Smart Materials
2342
01:35:29,533 --> 01:35:30,266
these are
2343
01:35:30,266 --> 01:35:33,400
presets that have been given and created for you by
2344
01:35:33,400 --> 01:35:35,466
substance and they just allow you to
2345
01:35:35,466 --> 01:35:38,533
very quickly to start texturing and create something
2346
01:35:38,566 --> 01:35:40,200
so that's what I'm going to utilize
2347
01:35:40,266 --> 01:35:42,133
and we'll do a few tweaks here and there
2348
01:35:42,133 --> 01:35:44,066
so to apply Smart Material
2349
01:35:44,300 --> 01:35:45,800
I'm going to go back to layers
2350
01:35:46,266 --> 01:35:48,766
and I have a layer 1 which is an empty layer
2351
01:35:49,066 --> 01:35:50,400
you can go ahead and delete it
2352
01:35:50,600 --> 01:35:51,866
I'm going to delete mine
2353
01:35:51,933 --> 01:35:53,866
and I'm going to come over here to the shelf
2354
01:35:53,866 --> 01:35:55,366
and click on the second icon
2355
01:35:55,600 --> 01:35:57,300
which are smart materials
2356
01:35:57,700 --> 01:35:58,933
and there's a lie here
2357
01:35:59,766 --> 01:36:01,666
and I already know which one I'm gonna use
2358
01:36:01,666 --> 01:36:03,166
and for the main cabinet
2359
01:36:03,400 --> 01:36:06,400
I'm going to use steel painted stained
2360
01:36:06,466 --> 01:36:08,600
and it's gonna be right down here in the bottom
2361
01:36:08,933 --> 01:36:12,733
right here not this one still painted
2362
01:36:13,333 --> 01:36:15,133
right here still painted stained
2363
01:36:15,366 --> 01:36:16,266
so left click
2364
01:36:16,266 --> 01:36:18,400
hold and drag right over your mesh
2365
01:36:18,400 --> 01:36:19,733
and apply it or you can just
2366
01:36:19,733 --> 01:36:21,733
even drag it right into the layers palette
2367
01:36:21,733 --> 01:36:22,666
right here on the right
2368
01:36:22,866 --> 01:36:24,100
so either one will work
2369
01:36:24,766 --> 01:36:26,500
I'll drop it on top of the mesh
2370
01:36:26,600 --> 01:36:27,866
so this applies
2371
01:36:27,866 --> 01:36:30,700
the small material of the still painted stained
2372
01:36:30,966 --> 01:36:32,866
and I'm just going to take a look at what looks like
2373
01:36:33,266 --> 01:36:36,500
and again right away everything looks pretty good
2374
01:36:36,900 --> 01:36:38,266
it has a roughness
2375
01:36:38,533 --> 01:36:39,700
it has a base color
2376
01:36:40,266 --> 01:36:43,566
a little bit of height or normal map apply to it
2377
01:36:44,366 --> 01:36:46,000
so it's looking pretty good already
2378
01:36:46,300 --> 01:36:49,266
the detail right here the little edges and scratches
2379
01:36:49,300 --> 01:36:51,366
that's repeating a little bit too much
2380
01:36:51,366 --> 01:36:52,733
so I'm gonna tone that down
2381
01:36:52,766 --> 01:36:54,933
as well as I'm gonna change the color of this
2382
01:36:55,066 --> 01:36:57,466
so I'm gonna reposition my light by holding down
2383
01:36:57,466 --> 01:36:58,933
shift and right click
2384
01:36:59,066 --> 01:37:00,266
hold and drag
2385
01:37:00,733 --> 01:37:01,700
that's why I can check
2386
01:37:02,333 --> 01:37:03,200
what it looks like
2387
01:37:03,966 --> 01:37:05,166
especially at the roughness
2388
01:37:05,300 --> 01:37:06,900
and let's tweak a little bit
2389
01:37:07,000 --> 01:37:09,666
a few of the settings for the texture and then we'll
2390
01:37:09,666 --> 01:37:10,600
deal with the
2391
01:37:11,166 --> 01:37:14,566
name tag and the handle and do another material on it
2392
01:37:14,700 --> 01:37:16,533
so I'm gonna come over to the layers and I'm gonna
2393
01:37:16,533 --> 01:37:20,200
open this up you can see you have all of controls here
2394
01:37:20,500 --> 01:37:20,933
again
2395
01:37:20,933 --> 01:37:22,933
usually if you're going to do this manually you create
2396
01:37:22,933 --> 01:37:24,066
these yourself
2397
01:37:24,066 --> 01:37:24,866
but
2398
01:37:24,866 --> 01:37:28,066
since this is a small material it gets applied for you
2399
01:37:28,300 --> 01:37:30,933
just a quicker way to texture things
2400
01:37:32,333 --> 01:37:33,133
when you don't have time
2401
01:37:33,133 --> 01:37:35,066
you just you need to get something done
2402
01:37:35,100 --> 01:37:36,800
so we don't want to leave it as is of course
2403
01:37:36,800 --> 01:37:38,966
and so first I'm gonna come over here
2404
01:37:39,066 --> 01:37:40,266
and I'm gonna tone down
2405
01:37:40,533 --> 01:37:42,733
this these scratches kinda this
2406
01:37:43,200 --> 01:37:45,700
repeating pattern of missing paint
2407
01:37:45,800 --> 01:37:48,000
so if you don't know which one is doing what
2408
01:37:48,000 --> 01:37:49,066
in the small material
2409
01:37:49,066 --> 01:37:51,366
you can just enable disable the visibility of it
2410
01:37:51,400 --> 01:37:54,166
and I'll show you and it is this edges right here
2411
01:37:54,200 --> 01:37:56,333
so if I turn that off it removes it
2412
01:37:56,333 --> 01:37:58,800
and this is a nice clean file cabinet
2413
01:37:58,866 --> 01:38:00,466
so let's introduce it a little bit
2414
01:38:00,733 --> 01:38:02,500
so I'm gonna adjust that capacitor for it
2415
01:38:03,766 --> 01:38:05,000
so I'm done just turning it down
2416
01:38:05,333 --> 01:38:07,400
and I want a little bit to show through
2417
01:38:07,800 --> 01:38:10,500
so I'm just gonna tweak until I find something
2418
01:38:10,566 --> 01:38:12,166
where I don't see the repetition
2419
01:38:12,166 --> 01:38:14,333
so I'm gonna keep it about 20
2420
01:38:14,866 --> 01:38:17,200
and then I'm going to change the base color
2421
01:38:17,300 --> 01:38:19,066
I don't want to have this kind of
2422
01:38:19,100 --> 01:38:21,300
darker teal color applied onto it
2423
01:38:21,300 --> 01:38:23,100
I want more olive green
2424
01:38:23,666 --> 01:38:26,166
so I'm going to come over into the still painted
2425
01:38:26,466 --> 01:38:27,766
stack of layers
2426
01:38:27,766 --> 01:38:30,366
and it's going to be this bottom layer of base paint
2427
01:38:30,466 --> 01:38:31,400
I'm going to select it
2428
01:38:31,500 --> 01:38:33,366
and then in the properties you have
2429
01:38:33,666 --> 01:38:36,100
ability to change the base color right here
2430
01:38:36,733 --> 01:38:37,800
so I'm now left click on it
2431
01:38:37,966 --> 01:38:39,900
and I can just use the color picker
2432
01:38:39,900 --> 01:38:42,466
and I've already decided which color I want
2433
01:38:42,666 --> 01:38:45,366
and which value for the color that I'm going to use
2434
01:38:45,366 --> 01:38:47,366
so I'm going to just copy and paste it right here into
2435
01:38:48,100 --> 01:38:50,266
the hex the number and that's this color
2436
01:38:50,333 --> 01:38:52,266
but again you can choose whatever color you would want
2437
01:38:52,266 --> 01:38:53,700
for your base paint
2438
01:38:53,700 --> 01:38:54,766
let's go ahead and close this
2439
01:38:55,400 --> 01:38:57,500
and here's what I'm gonna go with
2440
01:38:57,766 --> 01:38:59,366
kind of this kind of army green
2441
01:38:59,733 --> 01:39:02,966
olive olive green all right that's looking pretty good
2442
01:39:04,566 --> 01:39:08,066
now let's deal with the handle and the name tag
2443
01:39:08,366 --> 01:39:10,333
for this I'm gonna use a whole different material
2444
01:39:10,333 --> 01:39:12,933
and then we're gonna mask this area out
2445
01:39:14,066 --> 01:39:16,466
so we are done with this as far as
2446
01:39:17,333 --> 01:39:21,266
the main file cabinet body I'm gonna just go ahead and
2447
01:39:21,500 --> 01:39:23,600
close the folder and then for
2448
01:39:24,700 --> 01:39:26,133
this I'm gonna use
2449
01:39:26,133 --> 01:39:28,466
another material and this is going to be
2450
01:39:28,800 --> 01:39:30,066
steel painted
2451
01:39:30,166 --> 01:39:34,000
also a smart material so it's gonna be this one right
2452
01:39:34,400 --> 01:39:37,166
here if you can find it you can always search
2453
01:39:37,300 --> 01:39:38,866
for a material so I'm gonna
2454
01:39:39,166 --> 01:39:41,666
just search for steel so it isolates it
2455
01:39:41,766 --> 01:39:43,400
and then it's gonna be steel
2456
01:39:43,800 --> 01:39:46,533
stained it's gonna be steel stained not painted
2457
01:39:47,333 --> 01:39:49,166
right here steel stained
2458
01:39:49,300 --> 01:39:50,666
so I'm gonna go ahead and left click
2459
01:39:50,666 --> 01:39:51,966
and again I can drop it
2460
01:39:52,200 --> 01:39:53,333
right onto the
2461
01:39:53,533 --> 01:39:56,666
object itself or I can just drop it right in the layer
2462
01:39:56,666 --> 01:39:58,600
so I'm gonna drop it in the layer at the top
2463
01:39:58,766 --> 01:40:00,400
it's going to apply this material
2464
01:40:00,400 --> 01:40:02,466
and override everything I have below
2465
01:40:02,866 --> 01:40:04,700
but that's fine we're going to use a mask
2466
01:40:04,966 --> 01:40:06,400
to define which areas we're going to
2467
01:40:06,866 --> 01:40:08,066
apply this onto
2468
01:40:08,266 --> 01:40:10,933
so let's do that now I'm going to
2469
01:40:11,366 --> 01:40:13,933
right click on a still painted layer
2470
01:40:14,400 --> 01:40:16,133
and add black mask
2471
01:40:16,933 --> 01:40:18,800
so everything is going to disappear
2472
01:40:19,133 --> 01:40:21,566
and then I can select which parts that I want
2473
01:40:21,866 --> 01:40:24,000
still stained to appear on
2474
01:40:24,266 --> 01:40:27,566
and for this because I don't have a material ID for
2475
01:40:27,566 --> 01:40:28,566
in order to select which
2476
01:40:28,566 --> 01:40:30,700
colors or which parts of the mesh to apply to
2477
01:40:30,733 --> 01:40:32,700
I'm going to use polygon fill
2478
01:40:33,366 --> 01:40:35,366
so I'm going to make sure my mask is selected
2479
01:40:35,866 --> 01:40:37,266
and come over on the left hand side
2480
01:40:37,566 --> 01:40:38,700
and right here
2481
01:40:38,900 --> 01:40:41,066
you're going to see polygon fill selected
2482
01:40:41,533 --> 01:40:43,200
and I'm going to switch over to
2483
01:40:43,533 --> 01:40:44,566
select mesh which is going
2484
01:40:44,566 --> 01:40:46,200
to be on the bottom right properties
2485
01:40:46,600 --> 01:40:48,733
Mesh fill enable this
2486
01:40:49,333 --> 01:40:51,266
and then with the mask selected
2487
01:40:52,066 --> 01:40:55,200
inside this still stand material I can just left click
2488
01:40:55,466 --> 01:40:57,100
on the meshes
2489
01:40:58,166 --> 01:41:00,266
and create the mask and reveal
2490
01:41:02,366 --> 01:41:03,800
the material
2491
01:41:06,000 --> 01:41:08,900
let's go one more time for the bottom one and this one
2492
01:41:11,533 --> 01:41:14,566
alright let's take a look and that's looking good
2493
01:41:15,666 --> 01:41:19,766
now I want to change the color of this so it's not
2494
01:41:19,800 --> 01:41:21,966
the silver but more like a
2495
01:41:22,166 --> 01:41:23,866
gold yellowish
2496
01:41:23,866 --> 01:41:26,500
so I can do this by creating a fill layer
2497
01:41:26,500 --> 01:41:30,666
so if I go inside the steel stained material
2498
01:41:30,666 --> 01:41:32,133
I don't have
2499
01:41:33,166 --> 01:41:34,866
like a paint color that I can change
2500
01:41:35,066 --> 01:41:36,266
so for me to do this
2501
01:41:36,266 --> 01:41:38,300
otherwise I'll just have to create a layer
2502
01:41:38,300 --> 01:41:40,666
and have it be kind of applied
2503
01:41:40,933 --> 01:41:41,866
color over it
2504
01:41:42,200 --> 01:41:45,466
so I'm going to select the steel base layer
2505
01:41:45,533 --> 01:41:47,566
and I'm going to create a fill layer on top
2506
01:41:48,266 --> 01:41:49,133
add fill layer
2507
01:41:50,400 --> 01:41:53,100
you can already see it assigns a certain color to it
2508
01:41:53,466 --> 01:41:55,366
then in the properties I'm going to
2509
01:41:55,566 --> 01:41:57,466
make sure I only have color applied
2510
01:41:57,466 --> 01:41:58,733
and I'm going to disable
2511
01:41:59,000 --> 01:42:00,866
all these other channels
2512
01:42:01,200 --> 01:42:03,300
so I'm just going with color the base color
2513
01:42:03,400 --> 01:42:05,000
because that's all I want to change for now
2514
01:42:05,166 --> 01:42:08,533
so I'm now left click bring out the color picker and
2515
01:42:09,066 --> 01:42:09,866
choose a color
2516
01:42:10,300 --> 01:42:11,666
now I already have a color
2517
01:42:11,800 --> 01:42:12,666
again selected
2518
01:42:12,666 --> 01:42:15,100
pretty selected before so I know what color I want
2519
01:42:15,133 --> 01:42:16,933
so I'm gonna use the number
2520
01:42:17,366 --> 01:42:18,500
I'm gonna paste that in here
2521
01:42:18,800 --> 01:42:20,600
it's gonna be this kind of a yellowish
2522
01:42:20,600 --> 01:42:21,766
gold kind of color
2523
01:42:21,933 --> 01:42:23,166
something similar to
2524
01:42:23,166 --> 01:42:24,700
the reference that you saw when I was
2525
01:42:25,000 --> 01:42:26,066
when we were modeling
2526
01:42:26,333 --> 01:42:28,400
and then I also want to control
2527
01:42:28,600 --> 01:42:29,966
a little bit of roughness
2528
01:42:30,566 --> 01:42:32,366
so right now it's a little too shiny
2529
01:42:32,366 --> 01:42:34,500
I just want to double it down just a bit
2530
01:42:34,766 --> 01:42:37,300
and for this I'm also going to create a layer
2531
01:42:37,300 --> 01:42:39,500
in order to control that roughness
2532
01:42:39,500 --> 01:42:41,566
so I'm real quick I'm going
2533
01:42:41,600 --> 01:42:44,200
to just rename this so it's going to be fill layer
2534
01:42:44,333 --> 01:42:45,133
color
2535
01:42:45,900 --> 01:42:47,900
let's create another fill layer
2536
01:42:48,133 --> 01:42:49,500
I'll ride on top of that one
2537
01:42:51,333 --> 01:42:54,700
and this is going to be a way for us to adjust
2538
01:42:55,133 --> 01:42:56,166
only roughness
2539
01:42:56,333 --> 01:42:57,733
and in the properties
2540
01:42:57,866 --> 01:43:01,766
I'm going to disable everything except for roughness
2541
01:43:02,466 --> 01:43:04,600
so only the roughness channel is available
2542
01:43:04,766 --> 01:43:06,200
and I'm going to lower this
2543
01:43:06,500 --> 01:43:09,300
so I'm going to lower this to let's say point two
2544
01:43:10,733 --> 01:43:12,066
let's see point three maybe
2545
01:43:14,100 --> 01:43:15,133
point two five
2546
01:43:15,666 --> 01:43:18,500
so you can enable disable visibility
2547
01:43:19,133 --> 01:43:21,166
and again I just want to make a slight adjustment
2548
01:43:21,166 --> 01:43:22,566
so it's a little bit duller
2549
01:43:23,100 --> 01:43:25,133
so here's before here's after
2550
01:43:26,733 --> 01:43:29,333
and that is it that's all I want to adjust
2551
01:43:29,800 --> 01:43:30,366
again
2552
01:43:30,366 --> 01:43:33,966
I want to keep this material distection process simple
2553
01:43:34,300 --> 01:43:36,700
again this is a simpler version of a prop
2554
01:43:37,566 --> 01:43:39,100
and it's looking pretty good
2555
01:43:40,366 --> 01:43:42,300
so we are done texturing
2556
01:43:42,366 --> 01:43:44,566
if you know about painter you know how to use it
2557
01:43:44,566 --> 01:43:45,600
you can go further
2558
01:43:45,600 --> 01:43:49,133
and you can just do more of different passes and
2559
01:43:49,666 --> 01:43:52,333
custom paint certain parts scratches dirt
2560
01:43:52,333 --> 01:43:53,900
rusty areas and so on
2561
01:43:53,900 --> 01:43:55,333
but as far as
2562
01:43:55,466 --> 01:43:57,766
us concerned with this file cabinet I'm done
2563
01:43:57,766 --> 01:44:00,700
so at this point we need to export the textures
2564
01:44:00,700 --> 01:44:02,766
if you go into render this somewhere else
2565
01:44:02,766 --> 01:44:04,800
in unranging 4 for example or
2566
01:44:04,900 --> 01:44:06,500
in Maya using a
2567
01:44:06,566 --> 01:44:08,466
render or anywhere else
2568
01:44:08,533 --> 01:44:10,900
or you can go ahead and render this right inside
2569
01:44:10,900 --> 01:44:13,266
painter and if you come over here on the top right
2570
01:44:13,400 --> 01:44:14,766
you have iray
2571
01:44:14,900 --> 01:44:16,166
so you can lock click on this
2572
01:44:16,333 --> 01:44:17,933
and render it right in here
2573
01:44:19,700 --> 01:44:21,766
there is a bunch of properties you can control
2574
01:44:22,566 --> 01:44:25,866
which display settings to use which environment map
2575
01:44:27,366 --> 01:44:29,000
if you want to see the background or not
2576
01:44:30,966 --> 01:44:32,733
and just a bunch of
2577
01:44:32,966 --> 01:44:34,366
porse processed effects
2578
01:44:34,366 --> 01:44:36,500
so you can go through and have a beauty shell
2579
01:44:36,500 --> 01:44:37,266
right in here
2580
01:44:37,266 --> 01:44:38,266
right in painter
2581
01:44:38,333 --> 01:44:40,933
in my case I want to export those textures
2582
01:44:41,966 --> 01:44:44,766
so I'm going to go ahead and go to file
2583
01:44:45,300 --> 01:44:46,500
export textures
2584
01:44:47,566 --> 01:44:48,466
I'm gonna select
2585
01:44:48,466 --> 01:44:50,666
where I want to export those textures into
2586
01:44:50,800 --> 01:44:52,566
so I'll navigate into the directory
2587
01:44:52,566 --> 01:44:54,166
where you want to have them in
2588
01:44:54,500 --> 01:44:56,600
so I'll just choose this one over my project
2589
01:44:57,100 --> 01:44:58,566
and I'll select that folder
2590
01:44:58,800 --> 01:45:00,200
then my output template
2591
01:45:00,300 --> 01:45:01,533
already predetermined before
2592
01:45:01,533 --> 01:45:04,133
but here you can change it for whatever else you need
2593
01:45:04,333 --> 01:45:06,500
and I'm going to choose PBR Meteliccraftness
2594
01:45:06,733 --> 01:45:07,533
that's what I want
2595
01:45:08,366 --> 01:45:10,300
file type PNG yes
2596
01:45:10,600 --> 01:45:12,000
and then I'm going to switch over to the Limbard
2597
01:45:12,000 --> 01:45:12,400
this is the
2598
01:45:12,400 --> 01:45:14,566
default material that was applied to the mesh
2599
01:45:14,766 --> 01:45:16,733
when we exported and when we imported
2600
01:45:17,600 --> 01:45:19,933
so this is kind of the name of the material that was
2601
01:45:19,966 --> 01:45:22,700
assigned to a file cabinet in the beginning
2602
01:45:22,700 --> 01:45:23,666
which was Limbard 1
2603
01:45:23,666 --> 01:45:24,700
we didn't change this
2604
01:45:24,900 --> 01:45:29,066
and I'll keep all of this except for emissup
2605
01:45:29,066 --> 01:45:30,700
there's no emissup properties for this
2606
01:45:30,700 --> 01:45:32,066
so I'm going to go ahead and disable it
2607
01:45:32,266 --> 01:45:33,800
and I'll keep everything else
2608
01:45:33,933 --> 01:45:36,000
and then just go ahead and click export
2609
01:45:36,766 --> 01:45:38,100
and it's done
2610
01:45:38,800 --> 01:45:40,766
and here are two textures
2611
01:45:41,133 --> 01:45:44,466
so we have the base color height metallic
2612
01:45:44,866 --> 01:45:46,400
normal and roughness
2613
01:45:46,700 --> 01:45:47,600
so you would take
2614
01:45:47,600 --> 01:45:50,100
these and you would use them in whatever render or
2615
01:45:50,100 --> 01:45:51,100
game agent you would need
2616
01:45:51,366 --> 01:45:55,200
and here is a test render I did in redshift
2617
01:45:55,533 --> 01:45:58,866
so I hooked up a redshift material input all the maps
2618
01:45:58,866 --> 01:46:01,533
and I have a tutorial on if you are using redshift
2619
01:46:01,700 --> 01:46:03,933
I have a tutorial series on that you can look for
2620
01:46:03,966 --> 01:46:06,100
and I'll link it in the video description
2621
01:46:06,166 --> 01:46:08,966
that shows you how to hook up all the maps correctly
2622
01:46:09,000 --> 01:46:12,533
and the materials from Substance Painter
2623
01:46:12,700 --> 01:46:14,166
or the textures look
2624
01:46:14,366 --> 01:46:16,866
exactly identical in the retrofronder
2625
01:46:17,000 --> 01:46:19,966
and for this last part as a bonus
2626
01:46:20,166 --> 01:46:22,733
let me talk about the scene that I wanted to create
2627
01:46:23,366 --> 01:46:25,733
so after we created the file cabinet
2628
01:46:25,733 --> 01:46:27,800
and you watch me go through the process
2629
01:46:27,800 --> 01:46:29,300
I didn't want to leave it as this
2630
01:46:29,300 --> 01:46:31,866
and I wanted to use it within the context of a very
2631
01:46:31,866 --> 01:46:32,566
simple
2632
01:46:32,566 --> 01:46:35,766
scene a very simple environment and do a render of it
2633
01:46:35,800 --> 01:46:37,666
and this is what I ended up with
2634
01:46:37,733 --> 01:46:39,400
as you can see this is very simple
2635
01:46:39,400 --> 01:46:41,566
I added an extra couple of props
2636
01:46:41,766 --> 01:46:43,666
a chair and a book
2637
01:46:43,666 --> 01:46:44,866
then I created a floor
2638
01:46:44,900 --> 01:46:47,666
a wall and I wanted to have the lighting
2639
01:46:47,666 --> 01:46:49,200
the majority of the work
2640
01:46:49,300 --> 01:46:51,600
so I'm going to briefly talk about how I set this up
2641
01:46:51,600 --> 01:46:53,533
and the end result
2642
01:46:53,766 --> 01:46:56,466
so the additional prop that I created was a chair
2643
01:46:57,300 --> 01:46:58,733
this is a very simple chair
2644
01:46:58,933 --> 01:47:00,466
let's take a look at the UVs
2645
01:47:00,933 --> 01:47:03,200
again everything is laid out inside 0 to 1 space
2646
01:47:03,566 --> 01:47:05,200
I brought it into substance
2647
01:47:05,300 --> 01:47:07,733
through a quick small material on top of it
2648
01:47:08,766 --> 01:47:11,133
and I ended up with this
2649
01:47:14,166 --> 01:47:14,933
this entire
2650
01:47:14,933 --> 01:47:17,200
chair was created with just a bunch of polygons
2651
01:47:17,200 --> 01:47:18,066
and then just
2652
01:47:18,266 --> 01:47:19,466
a lot of duplication
2653
01:47:19,566 --> 01:47:23,966
reusing the same piece of geometry over for the legs
2654
01:47:23,966 --> 01:47:26,400
and I applied a lot of bevels to get a nice
2655
01:47:26,400 --> 01:47:27,933
smooth corner on the end of it
2656
01:47:28,200 --> 01:47:29,666
on all the edges
2657
01:47:29,933 --> 01:47:33,000
the other prop that I created was a book
2658
01:47:33,333 --> 01:47:35,133
and I just wanted to throw some kind of a
2659
01:47:35,133 --> 01:47:36,100
quick text on it
2660
01:47:36,100 --> 01:47:38,933
and you can really read it inside the render
2661
01:47:39,133 --> 01:47:41,266
but that's okay as long as you can kind of get a nice
2662
01:47:41,266 --> 01:47:43,533
I get a sense that this is a book on top of the chair
2663
01:47:43,566 --> 01:47:44,566
that was enough for me
2664
01:47:44,666 --> 01:47:45,933
and then they had the two pieces of
2665
01:47:45,933 --> 01:47:48,333
geometry I created were A4
2666
01:47:49,000 --> 01:47:51,400
let's take a look at the Evs for this
2667
01:47:52,933 --> 01:47:54,466
this is a talable floor
2668
01:47:54,500 --> 01:47:57,000
and although it's not being used as a talable floor
2669
01:47:57,300 --> 01:48:01,066
it can be duplicated and tiled and it will be seamless
2670
01:48:01,100 --> 01:48:03,000
and same for the wall
2671
01:48:03,000 --> 01:48:05,266
the wall has a tiny little small border on the bottom
2672
01:48:05,266 --> 01:48:06,200
that's made of wood
2673
01:48:06,200 --> 01:48:07,533
and the rest of it is
2674
01:48:07,600 --> 01:48:09,966
a plaster concrete surface
2675
01:48:10,133 --> 01:48:13,500
so this took me no more than probably just a few hours
2676
01:48:13,700 --> 01:48:14,866
to put together
2677
01:48:15,200 --> 01:48:19,066
and then for the render I created a small
2678
01:48:19,333 --> 01:48:21,866
kind of blacked out environment used the same wall
2679
01:48:21,933 --> 01:48:24,300
with the border and I knocked out a few
2680
01:48:24,466 --> 01:48:25,766
areas for the windows
2681
01:48:25,766 --> 01:48:27,200
and the reason I did this
2682
01:48:27,266 --> 01:48:29,933
and created this kind of encapsulated environment
2683
01:48:30,200 --> 01:48:31,533
was for lighting
2684
01:48:31,733 --> 01:48:34,900
I wanted to introduce kind of a
2685
01:48:35,200 --> 01:48:37,066
sunlight going through a window
2686
01:48:37,066 --> 01:48:39,666
and casting some nice shadows on the interior
2687
01:48:40,533 --> 01:48:43,600
and the light that I used wasn't just a regular light
2688
01:48:43,600 --> 01:48:44,933
I used a dome light
2689
01:48:45,466 --> 01:48:47,800
right here it's a red shift dome light
2690
01:48:47,900 --> 01:48:50,766
and an HDR image to light the environment with
2691
01:48:51,266 --> 01:48:53,200
so if I open up the properties for it
2692
01:48:53,800 --> 01:48:56,766
dome light it has an assigned HDR image
2693
01:48:57,666 --> 01:48:59,166
and here's what it looks like
2694
01:48:59,166 --> 01:48:59,700
here's the
2695
01:48:59,700 --> 01:49:02,466
HDR image that has been used to light things with
2696
01:49:02,900 --> 01:49:05,366
and in order to use this HDRI image
2697
01:49:05,366 --> 01:49:08,000
and get the result that I was trying to achieve
2698
01:49:08,000 --> 01:49:09,466
tried to get with the lighting
2699
01:49:09,900 --> 01:49:12,200
so I have more shadows that I self occluded
2700
01:49:12,200 --> 01:49:14,100
I had to introduce a couple walls
2701
01:49:14,266 --> 01:49:16,400
otherwise if I didn't have
2702
01:49:16,500 --> 01:49:18,100
these walls over the windows
2703
01:49:18,133 --> 01:49:19,533
and if I just deleted the walls
2704
01:49:19,533 --> 01:49:20,933
it would be just too bright
2705
01:49:21,300 --> 01:49:22,866
so just as a quick example
2706
01:49:22,966 --> 01:49:24,566
let me bring in the renderview
2707
01:49:24,700 --> 01:49:26,300
and just show you what that would look like
2708
01:49:26,300 --> 01:49:29,800
so let me enable IPR and I'm rendering from a camera
2709
01:49:29,800 --> 01:49:31,066
so let me switch over to camera 1
2710
01:49:31,066 --> 01:49:32,866
and I'll show you how I set up the camera
2711
01:49:33,133 --> 01:49:35,733
so here's a quick render of the final shot
2712
01:49:36,066 --> 01:49:37,900
and let me show you what it looks like if I
2713
01:49:37,900 --> 01:49:39,266
just happened to delete these walls
2714
01:49:39,266 --> 01:49:40,600
and did not introduce them
2715
01:49:42,733 --> 01:49:44,800
so it's still the same setup
2716
01:49:45,200 --> 01:49:47,000
actually I do have a wall here
2717
01:49:47,166 --> 01:49:48,666
so it's still the same setup
2718
01:49:49,266 --> 01:49:53,766
however it is a lot more brighter and the HDR image
2719
01:49:54,266 --> 01:49:56,100
has a lot more bounce light on the outside
2720
01:49:56,100 --> 01:49:58,133
so by doing those walls
2721
01:49:58,266 --> 01:49:59,300
and counting out the windows
2722
01:49:59,300 --> 01:50:01,900
I was able to introduce that indirect lighting
2723
01:50:01,900 --> 01:50:04,200
and a lot more shadow in the area
2724
01:50:04,366 --> 01:50:07,100
that I wanted to have more darker areas
2725
01:50:07,533 --> 01:50:09,300
so after I went ahead and introduced it
2726
01:50:09,300 --> 01:50:10,733
you can see it got a lot darker
2727
01:50:10,733 --> 01:50:12,700
and I still have that very strong
2728
01:50:12,966 --> 01:50:15,000
directional light coming from the HR image
2729
01:50:15,066 --> 01:50:16,766
so that was the reason for
2730
01:50:16,966 --> 01:50:17,866
introducing the walls
2731
01:50:17,866 --> 01:50:20,166
and the reason I knocked out some of the windows is
2732
01:50:20,166 --> 01:50:22,900
again just to introduce more indirect color lit areas
2733
01:50:22,966 --> 01:50:24,000
that have more light
2734
01:50:24,133 --> 01:50:25,666
before if it was solid
2735
01:50:25,733 --> 01:50:27,300
it was just way too dark
2736
01:50:27,300 --> 01:50:28,733
now for the camera
2737
01:50:29,400 --> 01:50:32,166
I just used a regular camera in Maya
2738
01:50:32,566 --> 01:50:34,466
and you could go to create
2739
01:50:35,166 --> 01:50:37,266
cameras camera this is the one I used
2740
01:50:37,866 --> 01:50:39,566
and this is my renderable camera
2741
01:50:39,566 --> 01:50:42,333
this is what I used to set up the shot
2742
01:50:42,966 --> 01:50:44,733
and for the shot I
2743
01:50:45,333 --> 01:50:47,066
used a square format
2744
01:50:47,366 --> 01:50:48,800
instead of a white screen
2745
01:50:48,866 --> 01:50:51,066
because I just didn't have enough props or enough
2746
01:50:51,066 --> 01:50:52,400
interesting composition
2747
01:50:52,400 --> 01:50:53,066
to include it
2748
01:50:53,066 --> 01:50:55,800
so I did a lot of tests
2749
01:50:56,133 --> 01:50:57,200
trying to get
2750
01:50:57,766 --> 01:51:01,066
like a wide screen effect of it so like 720
2751
01:51:01,266 --> 01:51:04,066
but I didn't really like the composition of this
2752
01:51:04,100 --> 01:51:05,566
I didn't want to duplicate the same
2753
01:51:05,566 --> 01:51:07,066
cabinet to both sides
2754
01:51:07,066 --> 01:51:10,666
and I ended up going with a square format instead
2755
01:51:13,400 --> 01:51:15,400
I think compositionally that worked better
2756
01:51:15,666 --> 01:51:17,866
and primarily for the light
2757
01:51:17,933 --> 01:51:20,266
it was very important for me that I wanted to get
2758
01:51:20,500 --> 01:51:24,066
nice strong shadows and a very strong
2759
01:51:24,133 --> 01:51:25,666
directional light shining
2760
01:51:25,666 --> 01:51:28,366
revealing parts of the file cabinet
2761
01:51:28,500 --> 01:51:30,933
as well as hidden part of the wall
2762
01:51:31,166 --> 01:51:33,333
the poster and the chair with the book
2763
01:51:33,400 --> 01:51:34,966
and then I wanted to have some nice
2764
01:51:34,966 --> 01:51:36,766
cast shadows from the chair
2765
01:51:36,933 --> 01:51:38,400
creating a bit of more depth
2766
01:51:38,533 --> 01:51:40,800
so again because this was a basic scene
2767
01:51:40,800 --> 01:51:43,000
I wanted to make sure that lighting
2768
01:51:43,000 --> 01:51:46,600
was doing a lot of the work for me to showcase what
2769
01:51:46,733 --> 01:51:48,100
would be a very kind of
2770
01:51:48,266 --> 01:51:50,533
land seen if the light
2771
01:51:50,733 --> 01:51:52,600
wasn't good enough to light with
2772
01:51:52,600 --> 01:51:53,933
it wasn't achieving the results
2773
01:51:53,933 --> 01:51:54,966
that I was trying to get
2774
01:51:55,133 --> 01:51:56,900
so you can get away with a lot
2775
01:51:56,933 --> 01:51:59,700
by making sure that your lighting is on point
2776
01:52:00,166 --> 01:52:01,066
so in the end
2777
01:52:01,333 --> 01:52:04,300
I didn't want to just create a prop just a file cabinet
2778
01:52:04,400 --> 01:52:08,200
I wanted to make it a part of just something more
2779
01:52:08,200 --> 01:52:10,366
and creating a little extra few props
2780
01:52:10,533 --> 01:52:13,066
allowed me to create a very simple scene from it
2781
01:52:13,066 --> 01:52:14,766
and push it a little bit further
2782
01:52:14,766 --> 01:52:17,300
than just do a single prop and call it done
2783
01:52:17,566 --> 01:52:20,066
so I hope you enjoyed this tutorial workshop
2784
01:52:20,066 --> 01:52:22,400
the second simple prop file cabinet
2785
01:52:22,466 --> 01:52:25,366
going from the very beginning of modeling to uvine
2786
01:52:25,366 --> 01:52:28,566
and then texturing quickly in painter in order to get
2787
01:52:28,566 --> 01:52:31,066
the full process and the entire workflow
2788
01:52:31,133 --> 01:52:32,100
so hope you enjoyed it
2789
01:52:32,133 --> 01:52:33,100
got a lot out of it
2790
01:52:33,100 --> 01:52:34,933
thanks for watching I'll see you in the next video
205512
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