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Okay, welcome to this project. For this project, we are going to texture
the air conditioner as a hero game asset, okay?
And for a hero game asset, we need to keep details, some details, big shapes, in the
topology and model, and we need to keep high quality and the best quality in the texture
for this asset, okay? So, for this purpose, I'm going to use UDIMs for the body part,
okay? And the other part, for example, the stands, the fans, and this stuff, they are
going to be a separate material, okay? But the main challenge here is...
how to keep the same textile density, or in the other word, how to keep the scale of the UV islands
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in the same size in both different material and different UV coils in eudyms. So this is
the main challenge that we have here and I'm going to tell you how you can do this in the easiest way,
okay, for this project and the other project that you want to use these techniques and after that we
go to Substance Painter and start our process. But we need to consider this when we want to
texture a hero game asset, which is very important for us and in the game we are going to see it a
in the close-up shots. So we need to consider
the texturing quality, okay? And it's very important to have control on the details on the model,
okay? So, for this purpose, when you are going to texture, for example, the downside,
okay, this floor, you don't have enough control on this, because in Substance Painter you cannot
rotate the model and work on the floor, okay? Or, for example, if I hide this body,
okay, we don't have any control of these sections, okay? So, it's not good for this type of asset,
or any asset that we are going to work on, and the quality is important, the details are important,
and we need more control on it.
We need to take two steps for this, ok?
The first one is manage the baking process.
That's it.
So we need to control which part is going to affect the other parts
and they are going to be like stick together or separated.
So, we need for the first step
take care of baking process, ok?
So, for this project I'm going to use the explode technique.
So, we are going to make separate model
and each part is going to be far enough from the other parts.
So, when we bake each part
they are going to affect on themselves, not other part, ok?
So...
Let's show you what mean explode. I'm going to show you, don't worry.
And after that, we need to manage the texturing part.
Ok? So, for the texturing part, I'm going to use the technique which is called clone.
Ok? So, let's focus on the baking process.
I'm going to show you what mean when we call the explode technique.
Ok? This is the original one.
As you can see, the model is assembled, and everything is ok.
And we are going to render this model after all.
Ok? So, for the baking, I'm going to create this arrangement.
Ok? This is body.
This is a section related to the fans and the radiator and the screw part.
Ok? So, this is the second one, this is the first one.
Ok? And the third one is the stand, the fans and the other stuff here.
Ok? So, when we make mesh maps on this model,
the AO, the curvature and all these mesh maps which is related to the texturing part and they are important.
We can control in this way.
Ok, in the AO, for example, let me explain you in this way.
For the AO, in the original method, like this,
we have a dark area here and when we want to texture this part,
Ok?
there is just ale, the darkest spots. So, it's not good for the texturing part.
Ok? But when we bake the mesh maps in this way, it's not going to be all dark area here.
Ok? Because there is no things, there is no any model to affect in this area.
Ok? So that's it. I'm going to show you the difference between each of them.
The assembly mesh maps, it's good or not. And this explode method, which is good or not,
we can discuss it later. But, this is the first action that we are going to take. Ok?
So, there is another technique, we are going to discuss about that in the next project.
So, don't worry, the explode is very good.
technique for baking a complex model, but we are in the modern age, and we have the modern way to
do it. But, explode method is very good for controlling manual baking, okay? Controlling
manually the baking process. So, we need to learn that, and after that we can use the explode or
the modern way, okay? So, that's it, and this is enough for the baking process. I'm going to show
you this part in the future, near future, and let's go for the texturing part, okay? As I mentioned
before, we need to control the details around the model, okay? And, for example, in the baking we
create separate model to control the effect on the model on each other.
Okay, so let's go back again on the original one. In the original model I couldn't control
any data here because this model is underway. Okay, so and when we are going to use HDR lighting
inside Substance Painter viewport we couldn't have enough lighting data in here because it's
a downside. It's near to the floor. So we can use the clone technique. And what is that?
For the clone technique we are going to separate clone, instance, copy, anything you call it.
Okay, different copy of the original model. As you can see this is the original one.
This is the upside down version.
And this is the rotate version in both left and right.
Okay, and when we are texturing inside Substance Printer,
we can texture and we can see the result of the texturing in anywhere on the model.
Okay, because we are going to use the same UV, the same data from the UV and the material.
So we are going to show you the same, exactly the same effect from the original one.
Okay, so we bake data from this model, export the mesh maps from this arrangement.
Okay, from this setup model.
And after we bake this, we are going to import and give the mesh maps.
to the project that we create with this model, with the set of this model. Okay, so
we can have control on this part in here, we can have control of the texture, of the button,
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background, and all the thing here, we can see the result here. Okay, there is enough lighting
data here that we can see. That's it. And when we export the texture from Substance Painter,
we can use it in original model. Okay, that's it. Very easy and very efficient. So,
because we are going to use UDIMS and the Marmosetoolbag,
it's not like UDIMS support rendering engine.
So we need to take some further action, okay?
So for example, the yellow part is one UV tie,
the blue part is one UV tie,
but the body, it's not one UV tie,
it's like three UDIMS, okay?
So for each UV tie,
I set a unique material inside 2ds Max,
you can do it in Maya, you can do it in Blender,
it's not a different, actually,
you are going to give a material
for each UV tie separately, okay?
So that's it.
And when we export this model into Marmstor Toolbag,
we can give the material for each UV tie separately
and it's done.
So we are going to discuss about this whenever we want to render it inside Barmstool Toolbag,
so don't worry. And let's go skip this part because we have all the information that we
need for starting and let's go to the Rizom UV Lab and I'm going to show you how to keep
the same size across different materials, different UV ties to get better results.
Okay, so the main goal here is when you give the checker material to the model,
okay let's select the model here, and when you give the checker material, as you can see,
we have the same scale, listen, we have the same scale of the UV checker on the UV, the whole UV.
It's not different from each material to each material, the material to material, okay?
So everything is like the same size, the same UV, except the back part here because it's going to be
dark, solid black, so it's not mandatory to have the same scale here, let me show you,
okay, except this part, but we have the same UV scale all around the model,
in different parts of the model, different material, different UV tiles, and we keep this
size exactly the same. So how we can do that? Let's go for the UV part, I'm going to show you
some technique to keep this and use it in your project, and after that we are going to
start the baking process and make this air conditioner awesome.
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