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These are the user uploaded subtitles that are being translated: 1 00:00:10,500 --> 00:00:11,733 in this tutorial 2 00:00:11,733 --> 00:00:13,500 this will be a workshop 3 00:00:13,500 --> 00:00:16,866 of where I'm going to show you how to take 4 00:00:16,866 --> 00:00:17,966 a simple prop 5 00:00:18,000 --> 00:00:19,333 our file cabinet 6 00:00:19,466 --> 00:00:21,066 model it all the way through 7 00:00:21,100 --> 00:00:22,666 I'm going to show you how to UV it 8 00:00:22,766 --> 00:00:23,533 and then I'm going to take 9 00:00:23,533 --> 00:00:25,200 it into painter and texture it 10 00:00:25,200 --> 00:00:27,366 so this is going to be the entire process 11 00:00:27,366 --> 00:00:29,300 from Maya modeling to uving 12 00:00:29,300 --> 00:00:31,100 to substance painter texturing 13 00:00:31,500 --> 00:00:33,533 and this is gonna be entirely in real time 14 00:00:33,733 --> 00:00:35,066 nothing's gonna be left out 15 00:00:35,266 --> 00:00:36,800 there's gonna be a lot of tips 16 00:00:36,800 --> 00:00:38,000 a lot of workflow 17 00:00:38,000 --> 00:00:39,800 processes that I'm gonna share with you 18 00:00:40,166 --> 00:00:42,266 and as a bonus at the very end 19 00:00:42,300 --> 00:00:43,533 I've also decided to put 20 00:00:43,533 --> 00:00:45,700 together a little scene using this wild cabinet 21 00:00:45,700 --> 00:00:46,800 the completed version 22 00:00:46,800 --> 00:00:48,133 and create a small 23 00:00:48,200 --> 00:00:50,933 LED scene rendered in Maya with wordshift 24 00:00:50,933 --> 00:00:53,700 and I'll show you what I did what props I added 25 00:00:53,766 --> 00:00:55,466 I just kind of to finish everything off 26 00:00:55,700 --> 00:00:57,866 than the context of an environment scene 27 00:00:57,933 --> 00:00:59,266 a very small simple one 28 00:00:59,266 --> 00:01:01,400 I'll talk about what I did and how I set that up 29 00:01:01,500 --> 00:01:04,100 so sit back take a lot of notes enjoy 30 00:01:04,133 --> 00:01:05,733 and let's get started 31 00:01:06,733 --> 00:01:09,900 let's begin with some preliminary pre planning work 32 00:01:09,900 --> 00:01:11,333 and I'm going to show you what I've done 33 00:01:11,733 --> 00:01:14,500 so first things first you have to collect reference 34 00:01:14,533 --> 00:01:16,066 after you know where you go to model 35 00:01:16,066 --> 00:01:17,933 you have to go out and collect as many 36 00:01:17,933 --> 00:01:19,100 references as you need 37 00:01:19,100 --> 00:01:21,133 to make sure you are modeling your object correctly 38 00:01:21,133 --> 00:01:23,333 so I already have them collected 39 00:01:23,333 --> 00:01:24,300 and what I like 40 00:01:24,300 --> 00:01:27,066 to do is create a master reference image 41 00:01:27,066 --> 00:01:29,000 this is where I compile all the images 42 00:01:29,000 --> 00:01:30,333 onto one single sheet 43 00:01:30,333 --> 00:01:32,966 like so there are many other softwares that 44 00:01:32,966 --> 00:01:34,533 organize your pictures for you 45 00:01:34,700 --> 00:01:37,500 your images but I like to do it the old school way 46 00:01:37,533 --> 00:01:39,300 manually and here's what I have 47 00:01:39,500 --> 00:01:42,133 just basically all the references that I've collected 48 00:01:42,300 --> 00:01:43,566 of the file cabinet 49 00:01:43,566 --> 00:01:46,133 and some other props that I may want to create 50 00:01:46,400 --> 00:01:49,166 and then I just placed on one single sheet 51 00:01:49,366 --> 00:01:50,300 so that way I can just 52 00:01:50,300 --> 00:01:52,600 look through them and study my object 53 00:01:53,100 --> 00:01:55,266 next let's talk about my scene 54 00:01:55,266 --> 00:01:57,333 so I'm not going to insert all these objects 55 00:01:57,333 --> 00:01:59,500 and show you exactly what I did and how I did it 56 00:01:59,500 --> 00:02:01,566 I'm just going to talk about what I have 57 00:02:01,566 --> 00:02:03,100 so for every scene that I create 58 00:02:03,133 --> 00:02:06,200 and for every environmental prop that I model 59 00:02:06,200 --> 00:02:09,166 I always insert a human scale reference 60 00:02:09,366 --> 00:02:10,866 this is a simple box 61 00:02:12,000 --> 00:02:13,000 let me unlock it 62 00:02:13,933 --> 00:02:18,500 this is a simple cube that is about 6 feet in height 63 00:02:18,500 --> 00:02:21,800 and the dimensions for this cube are width at 50 64 00:02:22,133 --> 00:02:24,200 depths at 50 and height is 180 65 00:02:24,600 --> 00:02:26,600 so this is in centimeters because 66 00:02:26,600 --> 00:02:28,133 everything in Mia by default 67 00:02:28,133 --> 00:02:29,333 is set to centimeters 68 00:02:29,333 --> 00:02:32,300 and this nicely translates to unwarging 405 69 00:02:32,366 --> 00:02:34,300 and of course many other game engines as well 70 00:02:34,533 --> 00:02:37,966 so this allows me to judge my proportion and scale 71 00:02:37,966 --> 00:02:39,566 to whatever objects I create 72 00:02:39,933 --> 00:02:41,766 and I always have one of these 73 00:02:41,766 --> 00:02:44,533 sometimes I even have an actual model 74 00:02:44,766 --> 00:02:48,066 of a human inserted in here instead of a box 75 00:02:48,166 --> 00:02:50,533 but that box just gives you a quick way to 76 00:02:50,533 --> 00:02:51,333 have something 77 00:02:51,466 --> 00:02:54,366 if you don't have an actual human model to insert 78 00:02:54,666 --> 00:02:56,700 and then I usually place it on the layer unlock it 79 00:02:58,066 --> 00:03:01,700 and then one more thing I have inside this scene is a 80 00:03:01,700 --> 00:03:05,133 dome light now this is a red shift dome light 81 00:03:05,500 --> 00:03:06,933 red shift is a render 82 00:03:06,933 --> 00:03:10,333 and what I like to do with this is assign an HDR image 83 00:03:11,900 --> 00:03:15,700 and I use this to periodically do a quick render 84 00:03:15,700 --> 00:03:17,300 of whatever I'm modeling 85 00:03:17,300 --> 00:03:19,400 to see how it would look with lighting 86 00:03:19,400 --> 00:03:22,166 now this is not necessary but I often like to 87 00:03:22,166 --> 00:03:24,733 check my progress with some kind of a render 88 00:03:24,733 --> 00:03:26,766 even if it's going to go into a game engine 89 00:03:26,766 --> 00:03:28,166 this way I can model something 90 00:03:28,166 --> 00:03:30,200 and do a quick render test 91 00:03:30,466 --> 00:03:33,300 see what it looks like see if I have a model correctly 92 00:03:33,366 --> 00:03:34,500 see how the light hits it 93 00:03:34,500 --> 00:03:35,333 and it just kind of 94 00:03:35,333 --> 00:03:37,200 gives me a bit of inspiration and motivation 95 00:03:37,300 --> 00:03:38,666 that is going to look good in the end 96 00:03:38,966 --> 00:03:40,733 and if you don't have ratchet render 97 00:03:40,733 --> 00:03:43,533 you can use Arnold or whatever render you're using 98 00:03:43,533 --> 00:03:45,733 and do quick tests as you model 99 00:03:45,733 --> 00:03:47,466 so I'll be doing this throughout the process 100 00:03:47,466 --> 00:03:48,466 and I always do this 101 00:03:48,666 --> 00:03:50,000 to help me out 102 00:03:50,200 --> 00:03:52,133 all right so when it comes to the file cabinet 103 00:03:52,133 --> 00:03:53,000 we're gonna model 104 00:03:53,000 --> 00:03:55,266 you have to start with specific dimensions 105 00:03:55,266 --> 00:03:57,200 or not really specific dimensions but 106 00:03:57,533 --> 00:03:59,466 something of a size 107 00:03:59,533 --> 00:04:01,666 something in centimeters that you can start with 108 00:04:01,800 --> 00:04:04,366 you could insert a box and just start scaling 109 00:04:04,366 --> 00:04:06,000 just based on what you think the 110 00:04:06,000 --> 00:04:08,133 size of the file cabinet should be 111 00:04:08,300 --> 00:04:10,133 but it helps a lot if you just have 112 00:04:10,133 --> 00:04:11,500 specific dimensions to enter 113 00:04:11,500 --> 00:04:12,900 for the cube and start 114 00:04:12,900 --> 00:04:14,400 sizing and just going from there 115 00:04:15,000 --> 00:04:16,133 so what you could do is 116 00:04:16,133 --> 00:04:18,200 of course is you do your research and you find 117 00:04:18,200 --> 00:04:19,566 the dimensions for the object 118 00:04:20,200 --> 00:04:22,366 a really nice tip that I like to use is 119 00:04:22,500 --> 00:04:25,200 most of objects and props that you create 120 00:04:25,366 --> 00:04:28,066 you could find dimensions on Amazon 121 00:04:28,166 --> 00:04:30,800 and you can use those values to start with 122 00:04:30,800 --> 00:04:32,533 so for example here's 123 00:04:32,566 --> 00:04:34,466 a basic four drawer 124 00:04:34,466 --> 00:04:36,133 file and cabinet that we're gonna model 125 00:04:36,166 --> 00:04:38,733 and it already gives you the overall dimensions 126 00:04:38,733 --> 00:04:39,900 and I can use this 127 00:04:39,900 --> 00:04:42,133 these inches convert them to centimeters 128 00:04:42,133 --> 00:04:43,400 and have something to start with 129 00:04:43,400 --> 00:04:44,400 and that's what I'm gonna do 130 00:04:44,400 --> 00:04:45,800 and then you just take this 131 00:04:45,866 --> 00:04:47,466 and then you can convert it to 132 00:04:47,900 --> 00:04:51,566 cm by doing a quick Google search inchester centimeters 133 00:04:51,966 --> 00:04:53,000 and then just 134 00:04:53,500 --> 00:04:54,800 simple enter 52 135 00:04:54,800 --> 00:04:56,600 dissiculate your value in centimeters 136 00:04:56,600 --> 00:04:57,900 and that's where you could use 137 00:04:58,000 --> 00:05:00,100 now I'm not going to use these values exactly 138 00:05:00,100 --> 00:05:01,766 but it's a nice starting point and then I can 139 00:05:01,766 --> 00:05:02,566 adjust it 140 00:05:02,566 --> 00:05:05,366 based on my scene and based on a human scale reference 141 00:05:05,800 --> 00:05:07,300 so let's do just that 142 00:05:07,866 --> 00:05:09,966 I'm going to go ahead and create a cube 143 00:05:10,100 --> 00:05:12,000 and show you how this process goes 144 00:05:12,133 --> 00:05:12,533 so 145 00:05:12,533 --> 00:05:15,100 create a cube and I'm going to go into the input tab 146 00:05:15,100 --> 00:05:17,600 and already converted these values so let's start 147 00:05:17,966 --> 00:05:22,566 the height converted to centimeters is 152 148 00:05:23,133 --> 00:05:26,066 width is going to be 38 149 00:05:26,600 --> 00:05:29,766 and depth is 63 150 00:05:30,900 --> 00:05:33,900 now this is going to be a little bit too small 151 00:05:34,533 --> 00:05:35,500 for what I want 152 00:05:35,500 --> 00:05:38,166 I want a little bit bulkier file cabinet 153 00:05:38,166 --> 00:05:41,133 and you'll find out that many values that are 154 00:05:41,266 --> 00:05:42,933 translated from real world 155 00:05:43,066 --> 00:05:44,566 into an actual model 156 00:05:44,766 --> 00:05:46,000 tends to be small 157 00:05:46,066 --> 00:05:48,533 and doesn't have that volume that you are gonna 158 00:05:48,666 --> 00:05:51,100 expect from a game or from a good render 159 00:05:51,100 --> 00:05:52,400 now it will still work just fine 160 00:05:52,400 --> 00:05:54,600 but I usually like to tweak these values 161 00:05:55,733 --> 00:05:57,933 so I'm gonna go ahead and just start adjusting them 162 00:05:57,966 --> 00:06:01,166 so I'm gonna set my width to 45 163 00:06:01,766 --> 00:06:03,400 gonna keep depth the same 164 00:06:03,766 --> 00:06:05,366 because I think that looks pretty good 165 00:06:06,166 --> 00:06:07,333 and for height 166 00:06:08,100 --> 00:06:09,800 I'm gonna set it to 1:40 167 00:06:09,800 --> 00:06:11,566 and actually I think I converted 168 00:06:11,566 --> 00:06:14,200 the height for inches or not I think 52 169 00:06:14,200 --> 00:06:16,000 inches in height is actually one 170 00:06:16,100 --> 00:06:19,133 32 cm let me double check 171 00:06:19,366 --> 00:06:20,466 so 52 yeah 172 00:06:20,666 --> 00:06:25,533 132 not 152 so I'm gonna set my height to 140 173 00:06:25,933 --> 00:06:26,700 to go a little higher 174 00:06:26,700 --> 00:06:28,733 and I usually like to run down these values 175 00:06:28,733 --> 00:06:30,533 rather than have decimals 176 00:06:30,533 --> 00:06:31,400 because if 177 00:06:31,400 --> 00:06:33,566 I'm gonna create a following cabinet I may want to 178 00:06:33,566 --> 00:06:34,966 stack these on top of each other 179 00:06:34,966 --> 00:06:35,900 and just make sure easier 180 00:06:35,900 --> 00:06:36,900 their whole values 181 00:06:36,900 --> 00:06:38,166 so that way I can snap 182 00:06:38,733 --> 00:06:41,133 let's go ahead and position this on the ground plane 183 00:06:42,266 --> 00:06:45,733 and I think this is good thickness good volume for this 184 00:06:46,100 --> 00:06:47,333 and now we can begin 185 00:06:47,666 --> 00:06:48,466 so I'm gonna have 186 00:06:48,466 --> 00:06:50,000 my reference images that I'm gonna be 187 00:06:50,000 --> 00:06:51,200 looking at throughout this entire 188 00:06:51,200 --> 00:06:52,933 process on another monitor 189 00:06:52,933 --> 00:06:54,900 so just know whenever we model this 190 00:06:54,900 --> 00:06:57,266 I won't bring in the references into the 191 00:06:57,266 --> 00:06:59,700 recording but I will always have them on another 192 00:06:59,700 --> 00:07:01,600 monitor that I'm always looking at them 193 00:07:01,600 --> 00:07:03,000 so you should always be 194 00:07:03,133 --> 00:07:04,700 looking at what you are modeling 195 00:07:04,700 --> 00:07:07,100 and constantly studying your object 196 00:07:07,133 --> 00:07:10,566 so that way you can replicate it in Mia in 3d software 197 00:07:10,866 --> 00:07:13,166 so we need to insert 198 00:07:13,166 --> 00:07:15,533 extra edges because I don't have enough geometry here 199 00:07:15,533 --> 00:07:17,300 in order to focus on 200 00:07:17,366 --> 00:07:18,566 the 4 drawers 201 00:07:18,900 --> 00:07:20,366 so I need faces 202 00:07:20,366 --> 00:07:21,366 in order to begin to 203 00:07:21,366 --> 00:07:22,966 extrude and do something with them 204 00:07:22,966 --> 00:07:25,000 and I just don't have sufficient geometry here 205 00:07:25,333 --> 00:07:27,366 so I need to insert extra edges 206 00:07:27,366 --> 00:07:28,966 and begin to subdivide this 207 00:07:29,100 --> 00:07:30,600 simple cube into 208 00:07:30,800 --> 00:07:31,800 something I can use 209 00:07:31,800 --> 00:07:34,133 so for this I'm going to use the model and toolkit 210 00:07:34,133 --> 00:07:35,333 on the right hand side 211 00:07:35,333 --> 00:07:37,000 if you switch over to model and toolkit 212 00:07:38,333 --> 00:07:40,466 and I'm going to use the connect option 213 00:07:41,000 --> 00:07:43,000 I'm going to switch over to edge computer mode 214 00:07:43,000 --> 00:07:44,566 I'm going to select these four edges 215 00:07:45,800 --> 00:07:48,066 and I'm going to left click to enable connect 216 00:07:48,533 --> 00:07:53,066 and I want three segments that gives me 4 faces 217 00:07:53,300 --> 00:07:54,866 so if you unable collect 218 00:07:54,866 --> 00:07:57,166 it will insert between the selected edges 219 00:07:57,466 --> 00:07:58,666 the amount of segments you want 220 00:07:58,666 --> 00:08:00,333 and if your middle mouse click or drag 221 00:08:00,933 --> 00:08:03,733 you can interactively insert as many as you need 222 00:08:03,933 --> 00:08:05,066 so I just need three 223 00:08:05,066 --> 00:08:07,533 and I'm going to go ahead and hit enter to commit 224 00:08:07,666 --> 00:08:11,100 and now I have sufficient geometer to work with 225 00:08:12,400 --> 00:08:14,400 now most filing cabinets 226 00:08:14,466 --> 00:08:16,933 have a bit of a border at the top 227 00:08:16,933 --> 00:08:18,766 and a thicker border on the bottom 228 00:08:19,866 --> 00:08:20,733 something like this 229 00:08:21,166 --> 00:08:22,500 has a bit of a kind of 230 00:08:22,533 --> 00:08:24,600 a base and a bit more geometry here 231 00:08:24,600 --> 00:08:26,766 so I'm going to go ahead and introduce that now 232 00:08:27,333 --> 00:08:29,566 so I'm gonna select that top face 233 00:08:29,700 --> 00:08:32,300 and I'm gonna extrude Ctrl E 234 00:08:32,566 --> 00:08:33,966 to extrude shortcut 235 00:08:33,966 --> 00:08:35,733 and I'm gonna give a bit of thickness 236 00:08:36,466 --> 00:08:37,666 and for this thickness 237 00:08:37,666 --> 00:08:39,900 I'm gonna give a thickness of let's say 4 238 00:08:42,766 --> 00:08:44,700 and then for the bottom I'll select that face 239 00:08:44,700 --> 00:08:45,966 I'm gonna next create that as well 240 00:08:46,000 --> 00:08:47,900 and actually for first I let me erase this up 241 00:08:52,000 --> 00:08:54,266 select that face and I'm going to extrude this one 242 00:08:54,333 --> 00:08:55,900 and I'm not sure how many 243 00:08:56,066 --> 00:08:58,266 units I want how many centimeters of thickness 244 00:08:58,400 --> 00:09:00,300 so I'll just begin to extrude 245 00:09:00,766 --> 00:09:02,066 and look at my reference 246 00:09:02,066 --> 00:09:04,500 and I think about I think 10 is a good number 247 00:09:04,866 --> 00:09:07,900 let's do 10 I usually round out these values 248 00:09:08,800 --> 00:09:10,666 and not all the time 249 00:09:11,866 --> 00:09:12,733 I try to 250 00:09:14,666 --> 00:09:15,800 so here's what I have 251 00:09:16,466 --> 00:09:18,500 let's go ahead and snap this down to our 252 00:09:18,666 --> 00:09:19,866 ground plane to our grid 253 00:09:20,000 --> 00:09:21,566 and since I've been using whole values 254 00:09:21,566 --> 00:09:22,900 it will snap down perfectly 255 00:09:23,533 --> 00:09:26,300 next let's go ahead and select these four faces 256 00:09:26,500 --> 00:09:29,133 now we can begin to extrude and create 257 00:09:29,400 --> 00:09:31,166 the detail for the drawers 258 00:09:31,166 --> 00:09:35,166 so in the reference right here we have a bit of indent 259 00:09:35,566 --> 00:09:38,100 and I'm going to try to replicate that in my model 260 00:09:38,100 --> 00:09:41,166 and this is simple to do by simply 261 00:09:41,266 --> 00:09:43,766 using the extrude with a few options 262 00:09:44,300 --> 00:09:46,466 so I'm gonna go ahead and select these four faces 263 00:09:46,466 --> 00:09:48,266 hit Ctrl E to extrude 264 00:09:48,333 --> 00:09:50,366 and then I'm gonna start to offset 265 00:09:51,500 --> 00:09:52,166 so this is 266 00:09:52,166 --> 00:09:54,500 it begins to offset on the inside to create that extra 267 00:09:54,500 --> 00:09:55,100 Geo 268 00:09:55,100 --> 00:09:57,566 however I need to deal with these faces individually 269 00:09:57,566 --> 00:10:00,133 so I'm gonna switch key faces together off 270 00:10:01,666 --> 00:10:03,200 and let's adjust offset 271 00:10:04,666 --> 00:10:07,700 and I think a value of 1 is pretty good 272 00:10:07,800 --> 00:10:09,700 so that gives me that outside border 273 00:10:09,933 --> 00:10:11,900 and the shape for each drawer 274 00:10:11,900 --> 00:10:13,766 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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