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Original subtitles

Okay, now it's time to create the rust material.

So, let's create a folder. I'm going to call it Rust.

Okay, and let's add a fill layer here.

Base Rust.

And in the material mode, I'm going to search about the rust.

And here, the metal rust.

So, okay, this is the first layer.

Okay, and we can create rust color variation.

It's a very powerful material that we can use.

You can play with the rust roughness.

Okay, the default is okay.

And you can increase the grain intensity, decrease it.

Okay, and that's it.

So, let's duplicate this

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rust, and I'm going to call it rust variation.

And let's change the color, yeah, to something like this.

Okay, so let's add a black mask.

And in the black mask, I'm going to load a fill layer.

For example, we can search again about the concrete.

Okay, and see what we have here.

Yeah, this one is okay, this one is okay.

Okay, let's select this one.

And let's increase the balance, the contrast.

Okay, let's decrease it.

So, we have this.

Okay, and as you can see,

This is the variation that we have here.

Okay. We can decrease the opacity and height channel.

Okay. Something like this.

Yeah. And we can play

with the roughness color variation or maybe change the color itself.

So, yeah. This one, yeah, this one is perfect.

Okay. And for the rust roughness, okay, we can have something like this.

That's it. And let's add a fill layer and let's call it dirt.

Okay.

And in the dirt layer, I just need color and roughness.

Roughness should be like 0.9. And let's create, yeah, something like this.

It's okay. And let's add a black mask.

And for the black mask, I'm going to add a fill layer.

And in here, let's search about the dirt.

So, we have a lot of grunges related to the dirt. And yeah, maybe this one is okay.

So, let's increase the tiling to something like 2.

Increase the balance, contrast like this. And boom.

We have the dirt layer here. Okay.

And even we can add a generator like dirt.

Okay, and let's change the blending mode to Linear Dodge to combine these two together.

And yeah.

So this is the result that we have, and we can decrease the opacity of the color to have this one.

So, this is the rust, and we can add another D-layer and use it as roughness variation.

Okay, and in the roughness, let's have a little shiny area.

Okay, and I'm going to add black mask, add fill layer, and in here, let's search about the leaves.

Okay, so, this is the grunge.

Let's go to the mask, for example, tree.

Vertical tiling, 90 degree, it's okay, let's increase the balance, and this is the result

that we have.

It's okay, even we can add another fill layer, for example, orange white, change the blending

mode to linear dodge, like add, and that's it.

Okay, so let's bring it to 0.5, and I think it's very good, yeah.

Maybe change the rotation 90 degree here.

Okay.

And yeah, that's it.

So this is the rust material that we create.

And we are going to put these two layers together.

So let's add a black mask.

Okay.

And this is the top surface.

And this is the surface that I'm going to control it.

So let's create a simple paint here.

Something like this.

But in here, the transition between these two layers, it's not correct.

So if we bring up the hardness.

We use control.

and the right key on the mouse, and moving mouse in up or down direction.

In this way we can control the hardness of the brush.

So even we create the sharp result, okay, it's not like, yeah, the realistic

thing happen in the real world.

So, it's not okay. How we can solve this issue?

So, we need transition, okay?

We need transition here, and we are going to make this transition in this folder, okay?

Rust transition, okay?

And let's add a fill layer.

Rust folder.

And in here, I'm going to load again the metal rust,

bring up the color variation,

and give a bright color for the rust.

And in technical parameter,

we can change the height position or height range to control the effect of the height.

So, this is our rust border,

and we need to connect the mask of the rust to the mask of the transition.

So we did this before, and it's not new to us.

So we need to add a black mask here,

we need to transfer the data from the rust mask to the rust transition.

So, we need to use anchor point here.

And let's add a field layer and load the rust mask here.

Everything is okay.

And let's add a filter, like blur.

Okay, let's bring it up.

Okay, now I'm going to add a level.

Let's go to the mask.

And let's bring up this slider, like this.

Okay, or maybe...

Yeah, like this, and let's duplicate this fill layer, and change the blending mode to

subtract.

So, in this way, we have the transition that we want here.

Okay, now let's go back to the folder, and let's add another fill layer.

I'm going to call it peeling effect, and in here, I just need to have height 8, and let's

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bring up the height, okay, to something like .3, and let's go back to the rust transition.

Okay, this is the fill layer that we load rust mask here.

This is the blur effect.

This is the fill layer.

We subtract it from itself, and this is the effect.

Right? So you can see the peeling effect here, but we need something to help this

mask to pop out. So we are going to use layer, and if we move this black arrow

here, as you can see, we can see the border here. It's not a good idea, so we keep it

in zero. And let's play with the middle arrow here, so we can control the mask, and even

play with the white arrow to control the mask. So I think this is the best option that we

have here right now.

We can create another field layer, add color variation to this, and it's okay.

Let's change hue saturation here.

Or maybe a little orange one.

That's it.

So let's remove all the data here.

And let's see what we have inside the brush section.

Okay.

For example, this one.

I just want to see the effect.

And let's paint here.

Okay, I think, yeah, it's okay.

As you can see,

Yeah, okay, let's go back to the this layer, play with the slider here to control the effect.

So this is what I need here and I can create another Rust transition.

So let's create another Rust transition here, number two, this is the number one, okay.

And before any subtraction, I need this mask.

So let's add anchor point here and we have subtraction without touching the data in anchor

point here.

So let's add a black mask.

the same logic that we created before. Okay, like this, we're going to duplicate that,

change the blending to subtract, add a filter, like blur here, and yeah, we have this.

So, let's add another filter, like slope blur, or blur slope. Let's see what we can do here.

Okay, like this, and we can control

the whiteness of the mask, like this.

Okay, let's add another fill layer, and I'm going to change the color to red.

So,

this is what we have, okay, and let's load the metal rust here again, and I'm

going to add a fill layer here just for demonstration to see what's happened

inside this layer. Rust second transition. Okay, so let's bring down the color

variation, because we don't want it. Let's bring down the roughness variation,

bring up the roughness, okay, let's decrease the grain intensity, and let's

make it darker, like this. Okay, so let's turn off the fill layer here, or remove

it, and play with the level.

Okay.

So this is the result as you can see and we can go to the very slow, go to the

source parameter, change source tiling, play with the blur and decrease the

intensity. Okay, that's it. And we can add a fill layer here, for example any

grunge that we like. Yeah, maybe this one. Increase the tiling to something like

four or five, it's not matter. Change the blending mode to multiply. Okay, and we

can play.

hit the balance, or maybe another one, I don't know.

Okay, it's okay.

Let's change the projection to triplanar for this one.

Now we have something good here.

So let's change it to six, play with the balance,

play with the contrast, and yeah.

So we can decrease the color to 50, for example,

and apply to all channels.

So maybe 80 is better.

Okay, like this.

And now, if I go back to the paint here,

I can paint here, and boom,

I can increase the hardness, and just paint.

the rust here. Okay, so we can control all the mask or the relation and improve the quality

in the visual, but this is the main logic here. So we create a rust layer,

we create the mask for that, and after that we use anchor point to transfer the data to the next one,

and we do the same for the next one, and this is the result. So whenever we want, we can

turn off this, or we can turn off this. Okay, so

yeah, I think it's okay. So let's go, for example, add generator here. I'm going to use

metal edge, and I just want to check everything is okay or not.

And, boom, yeah, everything is correct.

So we have peeling effect here, which is control the height effect here.

We can decrease it.

We can remove the height information from the rust border.

And in here, even we can remove the height information.

But it's good to have this.

So let's go back to the mask, for example, in the garage.

Yeah, this is the effect without the garage.

And this is the effect with garage.

But the main problem is using this garage mask with small tiling amount.

It's going to create this repetition pattern here.

So, we can increase the tiling, okay, now we have this, or even we can use UV project

and change the rotation, so, yeah, okay, let's go back here, yeah, we have this one, we can

turn up the level, as you can see, or maybe we just need to readjust this effect, okay,

yeah, something like this is much better, okay, or even we can

Yeah, this one is better.

Okay. We even can use something like

Perlin noise here for multiply effect

and give this nice touching to the mask.

Okay. So we can decrease the opacity and yeah,

boom, everything is okay.

Without Perlin noise and with Perlin noise,

we can increase the opacity to have this unique mask here.

So at this stage,

we need to figure out how to paint mask here.

on this layer to get the best result but it's not finished yet because I'm going to create

another dirt layer upon this the rust logic here. So let's go back here and I'm going to create

another folder okay and I'm going to call it dirt lakes okay and now I'm going to create

a fill layer here and call it dirt and let's have high normal roughness and let's change

the blending mode to normal in our channel okay that's what we have and let's change

the color to black bring up the roughness to 85 for example

or maybe a little

lighter okay and in here i'm going to use a black mask for the layer not for the folder

and change the gray scale to something like lake that's it

okay let's change the rotation to 90 and or maybe yeah this one is better

so we have this one but as you can see there is some uh conflict between this dirt layer

and the rust edge so it's not okay so i'm going to define the area in the dirt mask

for this layer and subtract the edge part from that so how we can do that okay let's

add black mask here i'm going to add fill layer

and in the fill layer let's load the rost mask itself

so this is the mask that we have and in the levels

i'm going to add invert okay so that's it let's add another fill layer

and i'm going to load rost transition number one mask

and invert it again let's change the blending mode to multiply

okay so this is the result and let's add another fill layer

and load the second mask inverted and change the blending mode to

multiply so in this way we don't have

any data on the rost mask okay

so that's it okay uh

This is the logic that we have for the rust transition and the dirt layer.

And in the next video I'm going to create a mask from the image from the real world

inside Photoshop for using in Substance Painter.

So this is the whole workflow that we are going to follow.

And okay, so we are done here.

Maybe in the future we come back and work on the rust again, but it's okay for now.

Okay, we have the rust, the transition, the first one, and if everything was okay, we

turn on the second transition and we can use the dirt mix.

Okay, so let's turn off all this layer and let's remove this metal edge and we are going

to paint 90% of the mask here.

in Substance Painter with the mask that we are going to create in Photoshop.

So, before finishing this video,

let's define a material for inside this part.

And I'm going to create a folder,

and let's call it Back Fan or Black Hole, for example.

And in the Black Hole folder, we are going to work in this part.

That's it.

Let's add a black layer.

And let's change the blending mode to Normal for all channels.

And I'm going to set a dark grey.

Roughness should be something like 0.8, because I don't want any reflection here.

And for the details, we can use dirt layer.

And add black mask, add generator, let's add dirt generator here, play with the dirt level.

Okay, and we just want to have color with the roughness.

For example, 0.5, and yeah, something like this.

Okay, so that's it for this section.

And after adding the rust part, we move to the decals and add some logo tags on the surface.

Yeah, and after that, we can continue.

to the other part.

As you can see, this material, we can use it in this section, and there is not much material

that we can work.

The body part is the main part and the hardest one.

So let's go for the next video, in the next video I'm going to explain how to create masks

from the image inside Photoshop.

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