All language subtitles for 11. Chapter - 10.mp4

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French Download
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,333 --> 00:00:01,366 Hello and welcome. 2 00:00:01,366 --> 00:00:02,400 So now that we are done 3 00:00:02,400 --> 00:00:05,466 with the modeling in this lecture, we will apply all the modifiers 4 00:00:05,466 --> 00:00:08,466 and then you'll be in traffic to export substance Painter 5 00:00:08,500 --> 00:00:10,400 so that we can start with a dictionary. 6 00:00:10,400 --> 00:00:14,133 So basically what I mean by applying all the modifiers is like 7 00:00:14,133 --> 00:00:16,100 making all the changes for money. 8 00:00:16,100 --> 00:00:17,733 Right now you can 9 00:00:17,733 --> 00:00:20,733 select any of these Boolean boxes and move them around 10 00:00:21,000 --> 00:00:24,933 and you will see the updates are being made into the models. 11 00:00:25,200 --> 00:00:28,300 But when you apply all the modifiers, you cannot really make any changes, 12 00:00:28,300 --> 00:00:31,266 so make sure you are happy with your models completely. 13 00:00:31,266 --> 00:00:33,266 Let me just quickly show you by an example. 14 00:00:33,266 --> 00:00:36,266 If I Google here, duplicate 15 00:00:36,266 --> 00:00:39,533 this and let's say I use the different operations 16 00:00:39,533 --> 00:00:42,800 to select this, this attack this and press control minus. 17 00:00:43,633 --> 00:00:47,866 And you can see I can select this cuboid here and this is created 18 00:00:47,866 --> 00:00:48,900 and I can move it around. 19 00:00:48,900 --> 00:00:51,600 However I like and it is moving. 20 00:00:51,600 --> 00:00:55,433 But let's say I select this hue and to apply the modifier, 21 00:00:55,466 --> 00:00:59,466 there are two different ways I think you need to select the object. 22 00:00:59,500 --> 00:01:02,633 Go here in the modified tab and select the modifier. 23 00:01:02,633 --> 00:01:05,633 Click over here on this arrow and hit apply. 24 00:01:05,666 --> 00:01:08,666 As soon as you do that now you will see the changes up. 25 00:01:08,900 --> 00:01:10,800 If you move this around, you cannot really 26 00:01:11,900 --> 00:01:12,700 like change that. 27 00:01:12,700 --> 00:01:13,800 The decision 28 00:01:13,800 --> 00:01:16,866 that is made on this object, this is the best that you can see. 29 00:01:17,200 --> 00:01:21,033 You can do that on, but you cannot really like change this 30 00:01:22,766 --> 00:01:24,033 by moving this box. 31 00:01:24,033 --> 00:01:26,066 You can undo it 32 00:01:26,066 --> 00:01:29,066 and then it will come back and now you can again do it. 33 00:01:29,833 --> 00:01:32,100 But that is basically it. Right now. 34 00:01:32,100 --> 00:01:35,700 If you select this object step, it will see the cube is complete 35 00:01:36,233 --> 00:01:38,733 and as soon as you come out of the edit, 36 00:01:38,733 --> 00:01:41,466 then you can move around the boolean object. 37 00:01:41,466 --> 00:01:44,466 But as soon as you applied the modifier, 38 00:01:45,533 --> 00:01:48,333 when you press that, you can like edit all of these faces. 39 00:01:48,333 --> 00:01:53,100 Also like in basically applying the modifier. 40 00:01:53,300 --> 00:01:56,300 All right, so let's just delete these things now. 41 00:01:57,233 --> 00:01:59,666 All right. So back to our main model. 42 00:01:59,666 --> 00:02:02,500 We cannot really like select each and every object and one 43 00:02:02,500 --> 00:02:05,500 by one apply all the modifiers that would be like really dull. 44 00:02:05,666 --> 00:02:07,966 So this is like a nice and easy shortcut for this. 45 00:02:07,966 --> 00:02:09,166 But before that, 46 00:02:09,166 --> 00:02:12,433 what I basically want to do is I want to create a duplicate of this fight 47 00:02:12,733 --> 00:02:16,633 because I don't really want to apply all the modifiers on my this model, 48 00:02:16,833 --> 00:02:21,400 because maybe later on in the future we face some type of issue 49 00:02:21,433 --> 00:02:22,800 that we have to fix in the main 50 00:02:22,800 --> 00:02:26,533 model, or we want to like modify this model in some sort of way. 51 00:02:26,766 --> 00:02:30,866 So we need to keep this like model without any modifiers applied. 52 00:02:31,166 --> 00:02:33,900 So basically I would just create a duplicate of this site 53 00:02:33,900 --> 00:02:36,066 and in that duplicate file we would just apply all 54 00:02:36,066 --> 00:02:37,033 the modifiers. 55 00:02:37,033 --> 00:02:38,400 So that I mean, more 56 00:02:38,400 --> 00:02:41,400 like remains intact because it has all the modifiers. 57 00:02:42,033 --> 00:02:46,666 So is go to file and save as and we will just save it. 58 00:02:46,666 --> 00:02:49,500 Does making the game in brackets we can write apply 59 00:02:50,666 --> 00:02:52,066 so that we know this small 60 00:02:52,066 --> 00:02:55,066 file has all the modifiers applied and you'd save this. 61 00:02:55,166 --> 00:02:56,966 Now we are in the applied file, so. 62 00:02:56,966 --> 00:03:01,566 All right, now we need to apply all the modifiers on our main object. 63 00:03:01,733 --> 00:03:05,133 So the shortcut for that is just to select everything 64 00:03:05,566 --> 00:03:08,266 and then press F3 so as to basically 65 00:03:08,266 --> 00:03:12,066 to search for the command and search for convert to mesh. 66 00:03:12,566 --> 00:03:14,133 So we would find this one convert to mesh. 67 00:03:14,133 --> 00:03:16,433 As soon as you do that you selected 68 00:03:16,433 --> 00:03:21,166 and you will notice that we have some kind of weird while 69 00:03:21,300 --> 00:03:24,533 all the modifiers had applied, but we have like a very weird result. 70 00:03:24,933 --> 00:03:28,066 I mean, body has disappeared, so just a I know this 71 00:03:28,433 --> 00:03:31,933 and the reason for this is if you remember I mentioned 72 00:03:31,933 --> 00:03:36,233 like a few lectures back, whenever we use like the Intersect operation, 73 00:03:36,600 --> 00:03:39,066 we need to go over here in the object data properties 74 00:03:39,066 --> 00:03:42,300 and make sure to like make the object data unique. 75 00:03:42,533 --> 00:03:44,566 So I think we forgot it for some piece. 76 00:03:44,566 --> 00:03:48,133 Yet for this main object only we forgot to like make it unique. 77 00:03:48,133 --> 00:03:49,833 You can see this do over here. 78 00:03:49,833 --> 00:03:52,833 So this too means it is being used by two different objects. 79 00:03:53,100 --> 00:03:56,633 So yes, we use like intersect operation just once with this thing. 80 00:03:57,133 --> 00:04:00,300 See that time we forgot to like click over here to make it unique. 81 00:04:00,300 --> 00:04:02,400 So just click over here now 82 00:04:02,400 --> 00:04:03,266 and quickly check 83 00:04:03,266 --> 00:04:06,433 if there are any other remaining objects that we need to like. 84 00:04:07,033 --> 00:04:08,766 Big object data property unique. 85 00:04:09,766 --> 00:04:11,966 But I don't think there are any. 86 00:04:11,966 --> 00:04:15,166 And now if you press eight to select everything, then press F3 87 00:04:15,700 --> 00:04:18,200 and the command is already over here. 88 00:04:18,200 --> 00:04:20,233 So just select and work to mesh. 89 00:04:20,233 --> 00:04:22,500 I think it will go properly now. 90 00:04:22,500 --> 00:04:22,766 Yeah. 91 00:04:22,766 --> 00:04:25,066 As you can see, everything is fine now. 92 00:04:25,066 --> 00:04:26,966 If you select like any of the boolean object 93 00:04:26,966 --> 00:04:27,766 and try to move it 94 00:04:27,766 --> 00:04:31,600 around, you will see that none of the changes are being made. 95 00:04:31,666 --> 00:04:35,900 That means the modify has been applied and all the changes are not. 96 00:04:35,933 --> 00:04:39,766 Formanek You can selected and see your in the modifier step. 97 00:04:39,766 --> 00:04:41,700 Also you will see nothing. 98 00:04:41,700 --> 00:04:43,100 So the first thing that I would do is 99 00:04:43,100 --> 00:04:45,633 I will delete all these unnecessary objects. 100 00:04:45,633 --> 00:04:48,633 So just quickly select them all 101 00:04:48,900 --> 00:04:50,466 and one by one just delete them 102 00:05:11,133 --> 00:05:12,500 in whole shift and 103 00:05:12,500 --> 00:05:15,500 create a selection like this to delete two 104 00:05:15,533 --> 00:05:18,533 or three of the ones. 105 00:05:41,433 --> 00:05:42,166 All right. 106 00:05:42,166 --> 00:05:45,166 I think all of them are deleted now, 107 00:05:47,500 --> 00:05:50,333 so now we can proceed further 108 00:05:50,333 --> 00:05:55,666 and the next thing that we can do is in this one we left deleted. 109 00:05:56,133 --> 00:05:59,200 And now what we can do is we can select everything 110 00:06:00,000 --> 00:06:03,233 and now this and move this to a new collection. 111 00:06:03,300 --> 00:06:05,300 Let's rename this collection to Zoom. 112 00:06:05,300 --> 00:06:07,333 We made. 113 00:06:07,333 --> 00:06:10,766 Okay, so that a separate collection is created over here. 114 00:06:12,166 --> 00:06:15,200 I don't want these reference images now so I can just select them. 115 00:06:15,666 --> 00:06:17,733 If you want to delete them, you can delete them all 116 00:06:17,733 --> 00:06:20,766 or we can just press M and move this to another collection 117 00:06:20,766 --> 00:06:25,500 with different images so that we can basically just I did like this. 118 00:06:27,433 --> 00:06:29,100 Let's add the material now 119 00:06:29,100 --> 00:06:33,333 select this object, select any object and then add a new material. 120 00:06:33,566 --> 00:06:36,566 Rename this material to give my 121 00:06:38,266 --> 00:06:39,233 and this material 122 00:06:39,233 --> 00:06:42,233 would be like acting as a picture set in substance. 123 00:06:42,400 --> 00:06:45,333 You will understand when we export this to subsets center. 124 00:06:45,333 --> 00:06:45,900 So yeah, now 125 00:06:45,900 --> 00:06:49,166 we need to copy this material on each and every single object 126 00:06:49,400 --> 00:06:50,866 on that model. 127 00:06:50,866 --> 00:06:54,366 So again, the long way to do this would be to just select 128 00:06:54,366 --> 00:06:57,900 each and every object, go over here and select Gameboy like this 129 00:06:58,833 --> 00:07:00,066 media that is very long. 130 00:07:00,066 --> 00:07:03,833 And so the shortcut for this is just select any object 131 00:07:03,833 --> 00:07:06,033 that has this material like the Gameboy went. 132 00:07:06,033 --> 00:07:07,866 So select this main object, 133 00:07:07,866 --> 00:07:10,200 then proceed to select the rest of the objects. 134 00:07:10,200 --> 00:07:12,300 So select everything to receive. 135 00:07:12,300 --> 00:07:16,500 Then press control and link the data and link materials like this. 136 00:07:17,133 --> 00:07:18,733 And you can see these written overhead. 137 00:07:18,733 --> 00:07:20,400 That means this object 138 00:07:20,400 --> 00:07:23,400 or this material is being used by totally different objects. 139 00:07:23,700 --> 00:07:25,500 So we have copied it successfully. 140 00:07:26,766 --> 00:07:28,933 Let's hit save, and the next thing to do is 141 00:07:28,933 --> 00:07:31,933 we need to apply all the modifiers closely. 142 00:07:32,066 --> 00:07:35,800 Next thing to do is to unwrap this so that we can finally export 143 00:07:35,800 --> 00:07:37,266 this substance. 144 00:07:37,266 --> 00:07:40,533 So let's go work the movie editing tab and you get it. 145 00:07:40,533 --> 00:07:44,033 Wrapping would be like a very straightforward and easy process. 146 00:07:44,900 --> 00:07:48,066 The first step that I want you all to do is just press 147 00:07:48,300 --> 00:07:49,800 to select everything. 148 00:07:49,800 --> 00:07:51,033 Then just press control. 149 00:07:51,033 --> 00:07:54,600 E To apply to escape because of the scale is not applied. 150 00:07:54,600 --> 00:07:56,400 It can mess up with the movies. 151 00:07:56,400 --> 00:07:56,666 So yeah, 152 00:07:56,666 --> 00:07:57,466 make sure 153 00:07:57,466 --> 00:08:00,466 the scale is applied for each and every single one of the objects. 154 00:08:00,566 --> 00:08:03,566 Then press tab recede, Select everything 155 00:08:04,300 --> 00:08:07,866 you can select this also so that corresponding vertices 156 00:08:07,866 --> 00:08:11,333 are selected in the movies also and the 3D window 157 00:08:12,300 --> 00:08:15,000 and enable display stretch from here. 158 00:08:15,000 --> 00:08:16,000 So display stretches 159 00:08:16,000 --> 00:08:19,500 basically we show you the stretching in we are going on. 160 00:08:20,366 --> 00:08:23,500 So basically what this means is we show you different colors 161 00:08:23,500 --> 00:08:24,833 for different types of stretching. 162 00:08:24,833 --> 00:08:27,833 So what you want to aim for, this is dark blue color. 163 00:08:27,866 --> 00:08:31,566 If you have this kind of dark blue color over all your values, 164 00:08:31,566 --> 00:08:33,600 that means you are pretty good. 165 00:08:33,600 --> 00:08:36,033 But if the color is like yellow green greenery, 166 00:08:36,033 --> 00:08:39,000 that means they are facing some kind of stretching. 167 00:08:39,000 --> 00:08:41,933 So just press ABC everything, then press you and smart 168 00:08:41,933 --> 00:08:44,933 you project okay, 169 00:08:45,333 --> 00:08:46,366 and you more or less. 170 00:08:46,366 --> 00:08:48,266 Everything is like blue bilaterally. 171 00:08:48,266 --> 00:08:51,266 So that means the U is a pretty good 172 00:08:52,133 --> 00:08:55,133 you can just click over here and 173 00:08:56,433 --> 00:08:57,833 increase the island margin 174 00:08:59,466 --> 00:09:00,833 just so everything like 175 00:09:00,833 --> 00:09:03,833 fills out properly. 176 00:09:08,466 --> 00:09:08,933 All right. 177 00:09:08,933 --> 00:09:12,533 So basically next what we can do is go over to the label 178 00:09:12,533 --> 00:09:15,933 tab again and we need to export this substance. 179 00:09:15,966 --> 00:09:19,066 Painter So one thing that I want you guys to check before exporting 180 00:09:19,066 --> 00:09:22,066 is to go over here and enable face orientation 181 00:09:23,166 --> 00:09:25,500 and make sure everything is this dark blue color. 182 00:09:25,500 --> 00:09:28,100 If anything you see is like great color. 183 00:09:28,100 --> 00:09:31,100 So you can just quickly show you if anything is like 184 00:09:32,600 --> 00:09:34,733 this for you, because it can happen. 185 00:09:34,733 --> 00:09:36,866 It is like very common. You don't have to worry. 186 00:09:36,866 --> 00:09:39,233 That just means that the normals are flipped 187 00:09:39,233 --> 00:09:40,633 and you need to fix the normals. 188 00:09:40,633 --> 00:09:44,500 So if any of the object needs to go through different 189 00:09:44,500 --> 00:09:49,533 objects so 190 00:09:50,566 --> 00:09:51,533 like that, if you have 191 00:09:51,533 --> 00:09:55,133 like two or three different objects, that is red, like we can see 192 00:09:55,500 --> 00:09:59,766 when I missed it already, this felt good to see the fix. 193 00:09:59,766 --> 00:10:02,700 This is really that you need to just select the object press tab. 194 00:10:02,700 --> 00:10:03,200 Press eight 195 00:10:03,200 --> 00:10:07,400 to select everything and bring shift plus ten to recalculate the numbers. 196 00:10:07,700 --> 00:10:10,800 As soon as you do that, you will see it is back to its new color 197 00:10:11,200 --> 00:10:14,166 to proceed to select everything been shifted and yet 198 00:10:14,166 --> 00:10:17,166 just recalculate the enormous. 199 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. 202 00:10:25,300 --> 00:10:27,266 Just select that particular object, 203 00:10:27,266 --> 00:10:30,266 go with the modifiers and activated normal modifier 204 00:10:30,366 --> 00:10:33,633 and you basically can fix everything and just quickly apply it. 205 00:10:35,400 --> 00:10:37,166 So this is a necessity thing. 206 00:10:37,166 --> 00:10:37,766 You must not. 207 00:10:37,766 --> 00:10:40,900 So I think this one or another one, okay, this one 208 00:10:41,166 --> 00:10:44,166 reestablished eight and shift and 209 00:10:44,700 --> 00:10:47,700 and for the last one, this one also a stop 210 00:10:47,700 --> 00:10:50,700 to select everything plus 211 00:10:52,166 --> 00:10:54,600 if you don't check this and export some of the objects 212 00:10:54,600 --> 00:10:56,700 with like supernovas, it will look like 213 00:10:56,700 --> 00:11:00,400 very weird substance thing as if it is like inside out. 214 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. 216 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, 218 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. 221 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. 223 00:11:27,133 --> 00:11:30,166 The best one that was working was this one dot object, 224 00:11:30,500 --> 00:11:32,266 different object legacy one. 225 00:11:32,266 --> 00:11:33,333 So this select document 226 00:11:34,933 --> 00:11:36,533 make sure to enable selection only 227 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 229 00:11:43,466 --> 00:11:46,800 come back and in the export folder it export 230 00:11:47,600 --> 00:11:50,600 we put it to export and yet now the export file is created 231 00:11:50,733 --> 00:11:54,266 open as options vendor and looking for it to open. 232 00:11:54,266 --> 00:11:58,866 And then we can import or export in model intercepts and to enter. 233 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 242 00:12:27,600 --> 00:12:29,000 to anything you want to. 243 00:12:29,000 --> 00:12:31,500 That is totally up to you if you want to make any changes. 244 00:12:31,500 --> 00:12:34,500 But we don't really have to do anything over here. 245 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

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