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Ok, before jumping into the texturing part, let's talk about the texel density.
The part that we do a lot of things for that and we want to check it, it's ok or not.
So there is a generator inside Substance Painter that it could help us to check texel density,
it's ok or not.
So let's create a paint layer here and after that I'm going to add a generator, ok, in
the generator we have UV texel density, ok.
So when we apply this generator to the layer we can keep the color, just the color, there
is no need to keep other channel turned on.
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So there is three colors, blue, red and blue.
green and red. Blue, it means you are near to the higher resolution texture,
okay? And the green is, it's okay, you can use that. But the red is, no, it's not okay, you need to
increase the size of the UV island inside the packing, inside the UV tie, okay? So,
as you can see, all area is like blue, the same color, and it's very good.
So, let's go use a cross texture set, and as you can see, yeah, we have pure blue
all over
the model, except this part, which is
on purpose, and we know why it's happening.
So, this is a texel density generator that we can check
the scale and the size and ratio of the UV island
in here in Substance Painter, which can tell us
it's okay for the texturing, you can have a good result
at the end, or not.
So, there is another way that we can do that.
Let's add fill layer, and in the base color
I'm going to search for checker,
okay, and for the checker
I'm going to set tiling to something like 10,
or we can increase it to 20.
Okay, and as you can see,
we have the same size here, in here, and in here,
but not here.
which we know that it's okay, but the goal is to have exactly this result.
So we are good for the textile density, and now it's time to start the process
of creating material for this air conditioner.
So we are in the body, okay, and let's increase the size to 2k,
because we need to see what's happening here,
and let's add the first folder, I'm going to call it base material body,
and let's add the base layer outside this folder.
This base layer, guarantee this, we have at least default data in each channel.
So, it's not a big deal, but I always do that.
because it's going to help me to see what's happening in each channel.
So, this is the base, and let's create
base paint layer here.
Okay, let me remove the base, it's not necessary to be here.
Okay, and I need color, roughness, and metallic.
Okay, for the roughness I'm going to set 0.4,
and for the color, yeah, maybe dark gray, a little darker.
Yeah, something like this, that's okay.
And as we discussed before, we can have different color variation
for a base material, or each part of the detail that we want to use.
And it's very crucial to have this color variation because it's bringing reality, it's bringing the realism to your texturing.
So, at the first, let me check, we have filter here, okay, and for example, yeah, I think coated is good.
Yeah, the scale should be much higher, like this, the intensity a little lower.
Yeah, I think it's good, it's very good, it's very good, yeah.
And we can increase the scale, okay, and we just need this in the normal, not anything or any channel.
Okay, we can use try.
Planner mapping, but we have a good UV packing with the right pixel density, so we need to use
that here. Okay, this is the first color effect, and let's create another layer, color what I want.
And in the color variation, I'm going to use soft light, a little darker. Okay, like this.
Let's add a black mask. In the black mask, I'm going to use generator, and let's use 3D linear
gradient, which it's going to use the position mesh maps. Okay, so let's go to the position.
Okay, if I want to create gradients like this, I'm going to choose the color here and here.
And this is the result.
of the gradient.
Okay, so the default, it's something like this.
I'm going to invert it.
And let's go to the material.
Yeah, it's okay.
And let's bring down the opacity to something like 50.
I think it's better.
We can make it darker.
Okay, it's okay.
The second color variation, it's like adding black mask.
Okay, let's make it just color and I'm going for the red
so we can understand what's happening.
Let's add fill layer.
In the fill layer, I'm going to load cloud.
Okay, cloud number one.
Yeah, I think it's okay.
Okay, so let's change the balance.
Give some random seed, disorder, yeah, and I'm going to create something like this.
Let's decrease the opacity. Okay, so for the base color we have something
like this, and with these two layers we convert the solid color to this. Okay, so for the third one
I'm going to use curvature.
Okay, the curvature inside the base color.
So let's change the blending mode to something
like overlay yeah and we can change the opacity to for example 20 or 30 so this
is the base color that we have okay and let's go for the roughness variation so
let's add roughness
variation number one and we need roughness okay and let's increase the
value to something like 0.9
okay and let's add a black mask here and fill layer and i'm going to load
cloud tree okay
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and let's bring up their contrast balance you can increase the tiling
amount and decrease the opacity to something like 50 and yeah
This is the result.
We can...
Okay, let's change it to something like Grunge.
Okay.
Yeah.
Yes, maybe this one.
Let's increase the balance,
the contrast, and this is the result.
Let's decrease the tiling amount.
Okay, and we can bring down the opacity of the mask
so we can control this mask here.
So let's go for the next layer.
I'm going to add two or three dirt layers
for the base material.
So let's add the first dirt.
Okay, the first dirt is like add black mask,
add generator, and add dirt generator.
Okay, something like this, and we want to have roughness like 0.7, and the color
should be dark gray. Okay, this is the dirt, and we can decrease the opacity.
Okay, like this, to 65, and let's play with the ground amount, dirt level, okay, ground scale,
and yeah, that's it. So this is the base dirt layer. Let's go for the dirt
extra, and now we are going to keep the color and the roughness. The color should be
something like dark brown, okay, and we can turn on the normal and change the
blending mode and all channel to normal, so we can remove this flaker effect from
the paint layer in a dirt. It's a good way to make difference. So for the roughness let's go for the
85, so let's add black mask. In the black mask I'm going to add fill layer,
and in here let's load something like a grunge concrete.
Okay, which one is better? I think this one. Yeah.
Yeah, it's so perfect, so perfect. And this is the result. Let's increase the
tiling to 2, play with the balance and contrast here, like this.
Okay, and bring down the opacity here to 80.
Okay, and let's add another fill layer, something like
yeah, this one, and
make it multiply here. Okay, let's play with the balance, contrast.
Yeah, we can increase the tiling to something like 2.
Okay, like this.
So,
yeah, we can decrease the opacity of this layer too. Okay, there is a little
difference, as you can see, it's so much better. So, this is the first dirt extra
layer. Okay, we can decrease the opacity of the color, base color channel, from 100 to,
for example, 70. Okay, that's it. And let's add another dirt
extra 2. This is the extra one. Okay, and in here, let's keep color in red, roughness in something like
0.95 and let's add black mask. I'm going to add fill layer and in here, let's load charcoal.
Yeah. Okay, that's okay. Let's increase the tiling to 2. Okay, we can change the
rotation to 90. Yeah, it's very good. It's very good. And we can press invert. That's it.
And now we can decrease the opacity from 100 to 20. Okay, and this time we make
a black detail. Okay, and that's it.
So, this is the base for the material body.
Okay, we can decrease the roughness.
Yeah.
Like this.
And if we go to the base color, we have enough data.
If we go to the roughness channel, we have very good data here.
Okay, and this is just the beginning of the texturing process.
So, we are good.
Let's add a paint layer.
I'm going to call it sharpen.
Change the blending mode to pass through in all channels.
And let's add filter.
Sharpen.
Okay.
And...
Yeah, let's decrease the sharpen intensity to something like 0.5.
So we are good, and in the next video we are going to create
the logic behind the rust and the peeling effect for this material.
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