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Hello and welcome.
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So now that we are done
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with the modeling in this lecture,
we will apply all the modifiers
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and then you'll be in traffic
to export substance Painter
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so that we can start
with a dictionary.
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So basically what I mean by applying
all the modifiers is like
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making all the changes for money.
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Right now you can
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select any of these Boolean boxes
and move them around
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and you will see the updates
are being made into the models.
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But when you apply all the modifiers,
you cannot really make any changes,
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so make sure you are happy
with your models completely.
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Let me just quickly
show you by an example.
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If I Google here, duplicate
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this and let's say
I use the different operations
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to select this, this attack
this and press control minus.
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And you can see I can select this
cuboid here and this is created
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and I can move it around.
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However I like and it is moving.
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But let's say I select this hue
and to apply the modifier,
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there are two different ways I think
you need to select the object.
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Go here in the modified tab
and select the modifier.
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Click over here on this arrow
and hit apply.
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As soon as you do that
now you will see the changes up.
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If you move this
around, you cannot really
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like change that.
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The decision
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that is made on this object,
this is the best that you can see.
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You can do that on, but
you cannot really like change this
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by moving this box.
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You can undo it
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and then it will come back
and now you can again do it.
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But that is basically it. Right now.
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If you select this object step,
it will see the cube is complete
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and as soon as you
come out of the edit,
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then you can move around
the boolean object.
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But as soon as you applied
the modifier,
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when you press that,
you can like edit all of these faces.
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Also like in basically
applying the modifier.
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All right, so let's just
delete these things now.
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All right. So back to our main model.
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We cannot really like select each
and every object and one
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by one apply all the modifiers
that would be like really dull.
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So this is like a nice
and easy shortcut for this.
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But before that,
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what I basically want to do is I want
to create a duplicate of this fight
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because I don't really want to apply
all the modifiers on my this model,
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because maybe later on in the future
we face some type of issue
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that we have to fix in the main
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model, or we want to like modify
this model in some sort of way.
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So we need to keep this like model
without any modifiers applied.
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So basically I would just create
a duplicate of this site
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and in that duplicate file
we would just apply all
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the modifiers.
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So that I mean, more
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like remains intact
because it has all the modifiers.
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So is go to file and save as
and we will just save it.
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Does making the game in
brackets we can write apply
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so that we know this small
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file has all the modifiers applied
and you'd save this.
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Now we are in the applied file, so.
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All right, now we need to apply all
the modifiers on our main object.
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00:03:01,733 --> 00:03:05,133
So the shortcut for that
is just to select everything
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and then press F3 so as to basically
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to search for the command
and search for convert to mesh.
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So we would find this one
convert to mesh.
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As soon as you do that you selected
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and you will notice
that we have some kind of weird while
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all the modifiers had applied,
but we have like a very weird result.
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I mean, body has disappeared,
so just a I know this
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and the reason for
this is if you remember I mentioned
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like a few lectures back, whenever
we use like the Intersect operation,
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we need to go over here
in the object data properties
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and make sure to like
make the object data unique.
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So I think we forgot it
for some piece.
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Yet for this main object only
we forgot to like make it unique.
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You can see this do over here.
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So this too means it is being used
by two different objects.
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So yes, we use like intersect
operation just once with this thing.
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See that time we forgot to like
click over here to make it unique.
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So just click over here now
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and quickly check
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if there are any other remaining
objects that we need to like.
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Big object data property unique.
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But I don't think there are any.
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00:04:11,966 --> 00:04:15,166
And now if you press eight
to select everything, then press F3
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and the command is already over here.
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So just select and work to mesh.
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I think it will go properly now.
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Yeah.
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As you can see,
everything is fine now.
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00:04:25,066 --> 00:04:26,966
If you select
like any of the boolean object
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and try to move it
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00:04:27,766 --> 00:04:31,600
around, you will see that
none of the changes are being made.
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00:04:31,666 --> 00:04:35,900
That means the modify has been
applied and all the changes are not.
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00:04:35,933 --> 00:04:39,766
Formanek You can selected
and see your in the modifier step.
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Also you will see nothing.
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So the first thing that I would do is
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I will delete
all these unnecessary objects.
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So just quickly select them all
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00:04:48,900 --> 00:04:50,466
and one by one just delete them
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in whole shift and
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create a selection
like this to delete two
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or three of the ones.
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All right.
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I think all of them are deleted now,
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so now we can proceed further
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and the next thing that we can do
is in this one we left deleted.
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And now what we can do is
we can select everything
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00:06:00,000 --> 00:06:03,233
and now this and move this
to a new collection.
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00:06:03,300 --> 00:06:05,300
Let's rename this collection to Zoom.
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We made.
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00:06:07,333 --> 00:06:10,766
Okay, so that a separate collection
is created over here.
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I don't want these reference images
now so I can just select them.
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00:06:15,666 --> 00:06:17,733
If you want to delete them,
you can delete them all
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00:06:17,733 --> 00:06:20,766
or we can just press M and move this
to another collection
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00:06:20,766 --> 00:06:25,500
with different images so that we can
basically just I did like this.
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00:06:27,433 --> 00:06:29,100
Let's add the material now
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select this object, select any object
and then add a new material.
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Rename this material to give my
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00:06:38,266 --> 00:06:39,233
and this material
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would be like acting
as a picture set in substance.
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00:06:42,400 --> 00:06:45,333
You will understand when we export
this to subsets center.
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So yeah, now
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00:06:45,900 --> 00:06:49,166
we need to copy this material on each
and every single object
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00:06:49,400 --> 00:06:50,866
on that model.
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00:06:50,866 --> 00:06:54,366
So again, the long way to do
this would be to just select
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00:06:54,366 --> 00:06:57,900
each and every object, go over here
and select Gameboy like this
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00:06:58,833 --> 00:07:00,066
media that is very long.
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00:07:00,066 --> 00:07:03,833
And so the shortcut for
this is just select any object
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00:07:03,833 --> 00:07:06,033
that has this material
like the Gameboy went.
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00:07:06,033 --> 00:07:07,866
So select this main object,
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then proceed
to select the rest of the objects.
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00:07:10,200 --> 00:07:12,300
So select everything to receive.
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00:07:12,300 --> 00:07:16,500
Then press control and link the data
and link materials like this.
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00:07:17,133 --> 00:07:18,733
And you can see these
written overhead.
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That means this object
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00:07:20,400 --> 00:07:23,400
or this material is being used
by totally different objects.
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00:07:23,700 --> 00:07:25,500
So we have copied it successfully.
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00:07:26,766 --> 00:07:28,933
Let's
hit save, and the next thing to do is
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00:07:28,933 --> 00:07:31,933
we need to apply all the modifiers
closely.
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00:07:32,066 --> 00:07:35,800
Next thing to do is to unwrap this
so that we can finally export
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00:07:35,800 --> 00:07:37,266
this substance.
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00:07:37,266 --> 00:07:40,533
So let's go work
the movie editing tab and you get it.
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00:07:40,533 --> 00:07:44,033
Wrapping would be like a very
straightforward and easy process.
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00:07:44,900 --> 00:07:48,066
The first step that I want
you all to do is just press
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to select everything.
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Then just press control.
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E To apply to escape
because of the scale is not applied.
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00:07:54,600 --> 00:07:56,400
It can mess up with the movies.
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So yeah,
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make sure
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the scale is applied for each
and every single one of the objects.
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00:08:00,566 --> 00:08:03,566
Then press tab recede, Select
everything
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you can select this also
so that corresponding vertices
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00:08:07,866 --> 00:08:11,333
are selected in the movies
also and the 3D window
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00:08:12,300 --> 00:08:15,000
and enable display stretch from here.
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00:08:15,000 --> 00:08:16,000
So display stretches
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00:08:16,000 --> 00:08:19,500
basically we show you
the stretching in we are going on.
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00:08:20,366 --> 00:08:23,500
So basically what this means is
we show you different colors
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00:08:23,500 --> 00:08:24,833
for different types of stretching.
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00:08:24,833 --> 00:08:27,833
So what you want to aim for,
this is dark blue color.
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If you have this kind of dark
blue color over all your values,
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that means you are pretty good.
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00:08:33,600 --> 00:08:36,033
But if the color is like yellow green
greenery,
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that means they are facing
some kind of stretching.
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So just press ABC
everything, then press you and smart
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you project okay,
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and you more or less.
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Everything is like blue bilaterally.
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So that means the U is a pretty good
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you can just click over here and
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increase the island margin
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just so everything like
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fills out properly.
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All right.
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00:09:08,933 --> 00:09:12,533
So basically next what we can do
is go over to the label
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00:09:12,533 --> 00:09:15,933
tab again
and we need to export this substance.
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Painter So one thing that I want
you guys to check before exporting
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is to go over here
and enable face orientation
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and make sure everything is this dark
blue color.
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If anything you see is
like great color.
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So you can just quickly show you
if anything is like
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this for you, because it can happen.
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00:09:34,733 --> 00:09:36,866
It is like very common.
You don't have to worry.
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00:09:36,866 --> 00:09:39,233
That just means
that the normals are flipped
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00:09:39,233 --> 00:09:40,633
and you need to fix the normals.
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So if any of the object
needs to go through different
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objects so
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like that, if you have
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like two or three different objects,
that is red, like we can see
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when I missed it already,
this felt good to see the fix.
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This is really that you need
to just select the object press tab.
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00:10:02,700 --> 00:10:03,200
Press eight
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to select everything and bring shift
plus ten to recalculate the numbers.
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00:10:07,700 --> 00:10:10,800
As soon as you do that, you will see
it is back to its new color
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to proceed to select everything
been shifted and yet
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00:10:14,166 --> 00:10:17,166
just recalculate the enormous.
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00:10:17,966 --> 00:10:20,600
Whenever you do
like the global economics,
200
00:10:20,600 --> 00:10:23,600
you will notice sometimes
the edges can go a little bit
201
00:10:24,300 --> 00:10:25,300
so you don't have to worry.
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Just select that particular object,
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00:10:27,266 --> 00:10:30,266
go with the modifiers
and activated normal modifier
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00:10:30,366 --> 00:10:33,633
and you basically can fix everything
and just quickly apply it.
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So this is a necessity thing.
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You must not.
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00:10:37,766 --> 00:10:40,900
So I think this one or another one,
okay, this one
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00:10:41,166 --> 00:10:44,166
reestablished eight and shift and
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00:10:44,700 --> 00:10:47,700
and for the last one,
this one also a stop
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00:10:47,700 --> 00:10:50,700
to select everything plus
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00:10:52,166 --> 00:10:54,600
if you don't check this and export
some of the objects
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00:10:54,600 --> 00:10:56,700
with like supernovas,
it will look like
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00:10:56,700 --> 00:11:00,400
very weird substance thing
as if it is like inside out.
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00:11:00,800 --> 00:11:02,700
So just make sure to do that.
215
00:11:02,700 --> 00:11:06,466
And now I think we have done
everything that we needed to do.
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00:11:07,300 --> 00:11:10,300
So first just press eight to select
everything
217
00:11:10,433 --> 00:11:13,333
will to file export,
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00:11:13,333 --> 00:11:15,866
and we can select any kind of
219
00:11:15,866 --> 00:11:18,200
like format that we want to export
220
00:11:18,200 --> 00:11:21,333
and do so already, like experimenting
with this a little bit.
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00:11:21,666 --> 00:11:23,366
So we were getting like I was
222
00:11:23,366 --> 00:11:26,900
getting like a little bit of problems
with all different formats.
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00:11:27,133 --> 00:11:30,166
The best one that was working
was this one dot object,
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00:11:30,500 --> 00:11:32,266
different object legacy one.
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00:11:32,266 --> 00:11:33,333
So this select document
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00:11:34,933 --> 00:11:36,533
make sure to enable selection only
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00:11:36,533 --> 00:11:39,933
so that only the selection on the
that you have made is exporting
228
00:11:40,966 --> 00:11:43,466
and the name begin
keeping to this only it's
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00:11:43,466 --> 00:11:46,800
come back and in the export
folder it export
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00:11:47,600 --> 00:11:50,600
we put it to export and yet now
the export file is created
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00:11:50,733 --> 00:11:54,266
open as options vendor
and looking for it to open.
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00:11:54,266 --> 00:11:58,866
And then we can import or export
in model intercepts and to enter.
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00:11:59,233 --> 00:11:59,800
All right.
234
00:11:59,800 --> 00:12:01,800
So now the substance being
that has opened up,
235
00:12:01,800 --> 00:12:05,233
you can just close this window
over here on find new
236
00:12:06,300 --> 00:12:09,300
and click on the select
237
00:12:10,933 --> 00:12:14,200
and let's come over to our tutorial
directly in the export folder.
238
00:12:14,200 --> 00:12:18,100
Just select this file that we just
exported from Lynda and hit open.
239
00:12:18,800 --> 00:12:22,200
You do not really need
to make any changes to this window
240
00:12:22,200 --> 00:12:24,300
because all of these changes
we can do later on.
241
00:12:24,300 --> 00:12:27,600
So now you can change the resolution
or the normal format
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00:12:27,600 --> 00:12:29,000
to anything you want to.
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00:12:29,000 --> 00:12:31,500
That is totally up to you
if you want to make any changes.
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00:12:31,500 --> 00:12:34,500
But we don't really have to do
anything over here.
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00:12:34,866 --> 00:12:37,733
I would just hit
okay now and wait for it.
246
00:12:37,733 --> 00:12:39,300
Do this pop up and you
247
00:12:41,866 --> 00:12:42,866
just quickly
248
00:12:42,866 --> 00:12:45,833
hold art and use a left click
to move it on
249
00:12:45,833 --> 00:12:48,833
and see if there are any kind
of issues in your model
250
00:12:49,533 --> 00:12:52,533
and right away
and not seeing a couple of issues,
251
00:12:55,666 --> 00:12:58,666
let's see how we can fix them.
252
00:13:00,433 --> 00:13:02,300
So the very first thing that I'm
noticing
253
00:13:02,300 --> 00:13:04,500
in some of the Boolean objects,
you can see
254
00:13:04,500 --> 00:13:07,433
they are not like visible
properly overhead.
255
00:13:07,433 --> 00:13:10,400
Also, you can see
they are looking like really weird.
256
00:13:10,400 --> 00:13:13,400
And if you remember,
we had the cutout
257
00:13:13,533 --> 00:13:16,033
in here like this,
258
00:13:16,033 --> 00:13:19,033
but over here
we cannot really see it on this side
259
00:13:19,500 --> 00:13:20,833
and everything is pretty weird.
260
00:13:20,833 --> 00:13:23,833
So yeah, I think that is like
a really easy fix for this.
261
00:13:24,000 --> 00:13:26,700
What I will do is
I would quickly go back to Blender,
262
00:13:28,266 --> 00:13:29,100
select everything,
263
00:13:29,100 --> 00:13:32,566
then press tab, and then again
press eight or select everything.
264
00:13:32,566 --> 00:13:34,833
Then just to control plastic.
265
00:13:34,833 --> 00:13:37,633
And this will basically
triangulate everything.
266
00:13:37,633 --> 00:13:40,633
And I think that will help
with the shading issues.
267
00:13:40,900 --> 00:13:45,066
And then you can press RG to remove
the little bit of triangulation.
268
00:13:45,166 --> 00:13:48,166
And yeah,
I think it is pretty good now
269
00:13:50,266 --> 00:13:51,900
we need to unwrap it once again.
270
00:13:51,900 --> 00:13:54,733
So the school that you will see
271
00:13:54,733 --> 00:13:57,100
that this is to select everything
and you can see that
272
00:13:57,100 --> 00:13:59,000
you got messed up a little bit.
273
00:13:59,000 --> 00:14:02,000
So just press use my project, okay?
274
00:14:03,000 --> 00:14:04,800
And basically that was it.
275
00:14:04,800 --> 00:14:08,500
Now we need to export this once again
to go to file export
276
00:14:09,433 --> 00:14:12,233
the friend object
and just don't make any changes.
277
00:14:12,233 --> 00:14:15,000
Just hit export.
So that decided that the export
278
00:14:15,966 --> 00:14:17,466
will get replaced.
279
00:14:17,466 --> 00:14:20,933
So the export come back to substance
vendor and again
280
00:14:21,300 --> 00:14:25,366
to find create a new project,
click on select and select this one.
281
00:14:25,500 --> 00:14:26,600
And now let's just
282
00:14:26,600 --> 00:14:30,600
look again here, discard
and see if the problems are fixed.
283
00:14:30,800 --> 00:14:34,000
So again, just hold our user left
click and move around the more
284
00:14:34,266 --> 00:14:37,500
And yet you will notice
that all these boolean cutouts
285
00:14:37,500 --> 00:14:40,500
are not properly visible.
286
00:14:41,500 --> 00:14:43,900
We have a little bit of issue
going on over here.
287
00:14:43,900 --> 00:14:45,133
We have the shooting issue.
288
00:14:45,133 --> 00:14:46,900
Let's address this now.
289
00:14:46,900 --> 00:14:49,733
But I would just quickly look
through the complete model to see
290
00:14:49,733 --> 00:14:52,733
if there are any more issues
than just act.
291
00:14:53,400 --> 00:14:56,533
You can also go to shift and use
your right click to move the lighting
292
00:14:57,200 --> 00:14:58,500
to view everything properly.
293
00:14:58,500 --> 00:15:00,433
And I'm sure you are aware of it.
294
00:15:00,433 --> 00:15:01,500
All these shortcuts,
295
00:15:02,666 --> 00:15:03,200
move it out.
296
00:15:03,200 --> 00:15:06,600
You need to just rest tight,
then hold your left most important,
297
00:15:06,600 --> 00:15:10,500
and then you can also use the pen
and then right click to Zoom.
298
00:15:10,800 --> 00:15:13,800
So I just hold art and use all three
of the mouse buttons
299
00:15:14,033 --> 00:15:16,800
together
to like move around properly.
300
00:15:16,800 --> 00:15:17,433
And I don't
301
00:15:17,433 --> 00:15:20,600
think there are any more issues left
except this thing over here.
302
00:15:21,200 --> 00:15:23,533
So you have this little bit
of shading issue.
303
00:15:23,533 --> 00:15:25,000
So let's see how we can fix this.
304
00:15:25,000 --> 00:15:28,566
I will go back to Blender
and I think the easiest way of doing
305
00:15:28,566 --> 00:15:31,800
it would be you just press that
306
00:15:32,700 --> 00:15:34,800
and I would just select
a bunch of these faces
307
00:15:34,800 --> 00:15:36,366
which would have in
this issue, select
308
00:15:36,366 --> 00:15:40,333
this one, this one will shift
and just select select all of them.
309
00:15:42,866 --> 00:15:45,866
And what I will do is I will just
310
00:15:46,066 --> 00:15:49,066
click and then select shade, select
311
00:15:50,166 --> 00:15:53,833
the step, and you will see the issue
earlier there and blame that.
312
00:15:53,833 --> 00:15:56,833
Also, I would just undo it.
313
00:15:57,033 --> 00:16:00,033
And now you can see this issue
was there in Blender also.
314
00:16:00,066 --> 00:16:03,066
But if I just select them all again
315
00:16:03,600 --> 00:16:06,600
and right click and choose like
316
00:16:06,600 --> 00:16:08,933
the issue is now gone.
317
00:16:08,933 --> 00:16:11,900
So now we can again
just select everything
318
00:16:11,900 --> 00:16:16,133
file export needs and hit export.
319
00:16:16,833 --> 00:16:20,000
So this is like a little bit
of learning through this process.
320
00:16:20,000 --> 00:16:23,000
We have to like export again
and again
321
00:16:23,366 --> 00:16:26,933
to see like
if all these issues are fixed.
322
00:16:26,933 --> 00:16:28,566
This is like a back and forth
process.
323
00:16:28,566 --> 00:16:31,033
It can take like a couple of times.
324
00:16:31,033 --> 00:16:32,933
Sometimes it takes me like five, six
325
00:16:32,933 --> 00:16:35,933
or seven times
to like properly fix all the issues.
326
00:16:36,766 --> 00:16:39,833
And now, yeah, you can see
the shading issue is now gone.
327
00:16:40,900 --> 00:16:43,200
So this thing you can like tackle
all these issues
328
00:16:43,200 --> 00:16:46,266
that you face while exporting
from blended with substance.
329
00:16:46,266 --> 00:16:50,033
Painter And now what we need to do is
we need to
330
00:16:51,233 --> 00:16:53,766
most I would go to display
settings over here
331
00:16:53,766 --> 00:16:57,566
and make sure to just enable imported
into aliasing from here.
332
00:16:58,066 --> 00:17:01,066
This would like remove
all the jagged edges so
333
00:17:02,966 --> 00:17:05,966
let me just show you,
if you like, done this off.
334
00:17:06,066 --> 00:17:08,666
You can see all of the jagged edges,
335
00:17:08,666 --> 00:17:11,100
but if you enable this,
336
00:17:11,100 --> 00:17:14,566
they are like a lot more smoother
and yet it is nicer to look.
337
00:17:14,966 --> 00:17:17,533
So now whenever you import
anything into substance,
338
00:17:17,533 --> 00:17:20,533
the first thing that you must do is
you need to bake the mesh maps.
339
00:17:20,700 --> 00:17:24,300
So mesh maps are basically
like functional substance only.
340
00:17:24,300 --> 00:17:27,800
It will help us in using
all the features, like nice features.
341
00:17:27,900 --> 00:17:30,900
Substance has to provide like smart,
smart materials.
342
00:17:31,200 --> 00:17:34,200
See how to use all of them before
just need to bake the mesh
343
00:17:34,200 --> 00:17:35,466
maps of our market.
344
00:17:35,466 --> 00:17:39,300
Also, if you remember,
I mentioned that whatever material
345
00:17:39,300 --> 00:17:43,500
we create, it will show up
as the texture set over here.
346
00:17:43,500 --> 00:17:46,466
So you can see this game as texture,
say right now
347
00:17:46,466 --> 00:17:49,466
because we only have one material
in our margin.
348
00:17:49,633 --> 00:17:52,000
That's
why only one of them is showing up.
349
00:17:52,000 --> 00:17:53,400
But if we have
350
00:17:53,400 --> 00:17:55,900
multiple different materials,
we have like multiple different
351
00:17:55,900 --> 00:17:57,366
action sets up over here
352
00:17:57,366 --> 00:18:00,733
and we can like isolate them
by turning them on or off.
353
00:18:00,966 --> 00:18:03,500
So it is really useful
when we have like
354
00:18:03,500 --> 00:18:06,533
four or five different materials,
but yet we only have one,
355
00:18:06,533 --> 00:18:09,500
so we don't have to worry
that much about it.
356
00:18:09,500 --> 00:18:11,766
All right. So too big, the mesh maps.
357
00:18:12,766 --> 00:18:13,233
Also, if you
358
00:18:13,233 --> 00:18:15,133
do not see any of the windows
from over here,
359
00:18:15,133 --> 00:18:17,700
like the shades, the texture,
setlist, texture, search settings,
360
00:18:17,700 --> 00:18:21,033
anything you can go to window
and the views,
361
00:18:21,033 --> 00:18:24,033
you can just enable or disable them
and they will appear from here.
362
00:18:25,200 --> 00:18:27,300
All right,
so the big mesh fabric board picture
363
00:18:27,300 --> 00:18:30,300
search settings
and just click on big mesh maps.
364
00:18:30,400 --> 00:18:33,200
So the baking mesh
map window has changed quite a bit.
365
00:18:33,200 --> 00:18:35,700
If you are using all virgin
substance painter,
366
00:18:35,700 --> 00:18:36,900
it will look very different.
367
00:18:36,900 --> 00:18:38,766
But you don't have to worry at all
368
00:18:38,766 --> 00:18:41,900
because the functionality
is basically more or less the same.
369
00:18:42,700 --> 00:18:46,766
You will see this window appearing
on your window on the left side,
370
00:18:46,766 --> 00:18:50,733
so just disable it, map some here
and they still remain same.
371
00:18:50,733 --> 00:18:54,066
We don't have to do much changes
in the baking mesh map window
372
00:18:54,366 --> 00:18:56,533
because the default settings
are pretty much good.
373
00:18:56,533 --> 00:18:59,466
So the only things that I would be
changing is the output size
374
00:18:59,466 --> 00:19:03,000
I would increase is to 4K
to get the best possible quality.
375
00:19:03,000 --> 00:19:04,800
You can maybe work with Tokyo.
376
00:19:04,800 --> 00:19:07,800
So if you have like a slow ABC
because baking mesh
377
00:19:07,800 --> 00:19:09,566
maps can take a little light.
378
00:19:09,566 --> 00:19:12,433
So just take this to 4K or to enable
applied
379
00:19:12,433 --> 00:19:15,433
diffusion and use global emissions
high volume mesh.
380
00:19:15,566 --> 00:19:17,400
Because we only have
a single measure.
381
00:19:17,400 --> 00:19:20,133
We don't have like a high
a different one or a point.
382
00:19:21,400 --> 00:19:24,266
Anti-Aliasing
I haven't said this to 60 next.
383
00:19:24,266 --> 00:19:25,566
You can work that forward. Excellent.
384
00:19:25,566 --> 00:19:28,266
So it's fine
and the rest of the settings
385
00:19:28,266 --> 00:19:29,633
will remain pretty much same.
386
00:19:29,633 --> 00:19:33,566
We do not need to change anything
if we want like a couple of settings
387
00:19:33,566 --> 00:19:37,666
for specific mesh mats,
they can select the study,
388
00:19:37,666 --> 00:19:42,200
the normal map, or the occlusion map
and you can increase the secondary.
389
00:19:42,200 --> 00:19:42,566
It is.
390
00:19:42,566 --> 00:19:46,233
This will increase the quality
of the map for ambient occlusion.
391
00:19:46,800 --> 00:19:49,333
You can see
you can increase the secondary risk
392
00:19:49,333 --> 00:19:52,966
and this will increase
the quality of the mesh map.
393
00:19:52,966 --> 00:19:55,833
But as I said,
the default settings are pretty good,
394
00:19:55,833 --> 00:19:57,133
so I won't change much.
395
00:19:57,133 --> 00:19:59,200
Come back to common
settings and rest.
396
00:19:59,200 --> 00:20:01,600
Everything remains
pretty much the same.
397
00:20:01,600 --> 00:20:04,700
Just make all these changes
and big selected textures
398
00:20:05,533 --> 00:20:06,800
and just wait for it to finish.
399
00:20:06,800 --> 00:20:08,400
You can see it is baking
400
00:20:08,400 --> 00:20:11,033
and it might take a little while,
so I will just resume the video
401
00:20:11,033 --> 00:20:12,033
when everything is done.
402
00:20:12,033 --> 00:20:13,666
All right, guys,
So the baking is done.
403
00:20:13,666 --> 00:20:16,200
Now, I would just
hate to return to paint mode
404
00:20:17,933 --> 00:20:20,100
and quickly look through your models
and you can see
405
00:20:20,100 --> 00:20:23,533
we have like nice shadows appearing
now in a more just
406
00:20:25,233 --> 00:20:28,233
like nice immediately visual set.
407
00:20:28,466 --> 00:20:31,466
It makes it look much much bigger.
408
00:20:32,400 --> 00:20:33,700
And just quickly look for your model
409
00:20:33,700 --> 00:20:36,700
for any kind of shading issues.
410
00:20:36,733 --> 00:20:39,466
You can face
some of baking the mesh mats,
411
00:20:39,466 --> 00:20:41,866
but I don't think there are any.
So we are good to go.
412
00:20:41,866 --> 00:20:43,933
Now we can finally start
with the extreme.
413
00:20:43,933 --> 00:20:46,766
So now that everything is fine,
it looks for save Our projects.
414
00:20:46,766 --> 00:20:49,666
So the control plus plastics.
415
00:20:49,666 --> 00:20:52,066
And now we just quickly head
over to the tutorial.
416
00:20:52,066 --> 00:20:53,733
Be in the substance being defined.
417
00:20:53,733 --> 00:20:56,833
Let's say the name as a Gameboy
418
00:21:00,233 --> 00:21:02,066
and save the 40%.
419
00:21:02,066 --> 00:21:04,500
And yeah, I think this is
pretty much it. For this lecture.
420
00:21:04,500 --> 00:21:07,433
We continue texturing our model
in the next video.
421
00:21:07,433 --> 00:21:09,266
So thank you for
watching us in the next one.
35423
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