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Okay, now it's time to create the rust material.
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So, let's create a folder. I'm going to call it Rust.
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Okay, and let's add a fill layer here.
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Base Rust.
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And in the material mode, I'm going to search about the rust.
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And here, the metal rust.
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So, okay, this is the first layer.
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Okay, and we can create rust color variation.
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It's a very powerful material that we can use.
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You can play with the rust roughness.
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Okay, the default is okay.
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And you can increase the grain intensity, decrease it.
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Okay, and that's it.
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So, let's duplicate this
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rust, and I'm going to call it rust variation.
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And let's change the color, yeah, to something like this.
18
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Okay, so let's add a black mask.
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And in the black mask, I'm going to load a fill layer.
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For example, we can search again about the concrete.
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Okay, and see what we have here.
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Yeah, this one is okay, this one is okay.
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Okay, let's select this one.
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And let's increase the balance, the contrast.
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Okay, let's decrease it.
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So, we have this.
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Okay, and as you can see,
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This is the variation that we have here.
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Okay. We can decrease the opacity and height channel.
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Okay. Something like this.
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Yeah. And we can play
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with the roughness color variation or maybe change the color itself.
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So, yeah. This one, yeah, this one is perfect.
34
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Okay. And for the rust roughness, okay, we can have something like this.
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That's it. And let's add a fill layer and let's call it dirt.
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Okay.
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And in the dirt layer, I just need color and roughness.
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Roughness should be like 0.9. And let's create, yeah, something like this.
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It's okay. And let's add a black mask.
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And for the black mask, I'm going to add a fill layer.
41
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And in here, let's search about the dirt.
42
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So, we have a lot of grunges related to the dirt. And yeah, maybe this one is okay.
43
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So, let's increase the tiling to something like 2.
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Increase the balance, contrast like this. And boom.
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We have the dirt layer here. Okay.
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And even we can add a generator like dirt.
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Okay, and let's change the blending mode to Linear Dodge to combine these two together.
48
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And yeah.
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So this is the result that we have, and we can decrease the opacity of the color to have this one.
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So, this is the rust, and we can add another D-layer and use it as roughness variation.
51
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Okay, and in the roughness, let's have a little shiny area.
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Okay, and I'm going to add black mask, add fill layer, and in here, let's search about the leaves.
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Okay, so, this is the grunge.
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Let's go to the mask, for example, tree.
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Vertical tiling, 90 degree, it's okay, let's increase the balance, and this is the result
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that we have.
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It's okay, even we can add another fill layer, for example, orange white, change the blending
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mode to linear dodge, like add, and that's it.
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Okay, so let's bring it to 0.5, and I think it's very good, yeah.
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Maybe change the rotation 90 degree here.
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Okay.
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And yeah, that's it.
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So this is the rust material that we create.
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And we are going to put these two layers together.
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So let's add a black mask.
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Okay.
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And this is the top surface.
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And this is the surface that I'm going to control it.
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So let's create a simple paint here.
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Something like this.
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But in here, the transition between these two layers, it's not correct.
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So if we bring up the hardness.
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We use control.
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and the right key on the mouse, and moving mouse in up or down direction.
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In this way we can control the hardness of the brush.
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So even we create the sharp result, okay, it's not like, yeah, the realistic
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thing happen in the real world.
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So, it's not okay. How we can solve this issue?
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So, we need transition, okay?
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We need transition here, and we are going to make this transition in this folder, okay?
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Rust transition, okay?
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And let's add a fill layer.
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Rust folder.
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And in here, I'm going to load again the metal rust,
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bring up the color variation,
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and give a bright color for the rust.
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And in technical parameter,
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we can change the height position or height range to control the effect of the height.
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So, this is our rust border,
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and we need to connect the mask of the rust to the mask of the transition.
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So we did this before, and it's not new to us.
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So we need to add a black mask here,
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we need to transfer the data from the rust mask to the rust transition.
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So, we need to use anchor point here.
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And let's add a field layer and load the rust mask here.
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Everything is okay.
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And let's add a filter, like blur.
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Okay, let's bring it up.
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Okay, now I'm going to add a level.
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Let's go to the mask.
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And let's bring up this slider, like this.
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Okay, or maybe...
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Yeah, like this, and let's duplicate this fill layer, and change the blending mode to
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subtract.
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So, in this way, we have the transition that we want here.
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Okay, now let's go back to the folder, and let's add another fill layer.
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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.
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Okay, this is the fill layer that we load rust mask here.
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This is the blur effect.
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This is the fill layer.
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We subtract it from itself, and this is the effect.
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Right? So you can see the peeling effect here, but we need something to help this
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mask to pop out. So we are going to use layer, and if we move this black arrow
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here, as you can see, we can see the border here. It's not a good idea, so we keep it
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in zero. And let's play with the middle arrow here, so we can control the mask, and even
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play with the white arrow to control the mask. So I think this is the best option that we
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have here right now.
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We can create another field layer, add color variation to this, and it's okay.
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Let's change hue saturation here.
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Or maybe a little orange one.
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That's it.
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So let's remove all the data here.
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And let's see what we have inside the brush section.
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Okay.
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For example, this one.
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I just want to see the effect.
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And let's paint here.
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Okay, I think, yeah, it's okay.
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As you can see,
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Yeah, okay, let's go back to the this layer, play with the slider here to control the effect.
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So this is what I need here and I can create another Rust transition.
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So let's create another Rust transition here, number two, this is the number one, okay.
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And before any subtraction, I need this mask.
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So let's add anchor point here and we have subtraction without touching the data in anchor
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point here.
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So let's add a black mask.
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the same logic that we created before. Okay, like this, we're going to duplicate that,
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change the blending to subtract, add a filter, like blur here, and yeah, we have this.
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So, let's add another filter, like slope blur, or blur slope. Let's see what we can do here.
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Okay, like this, and we can control
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the whiteness of the mask, like this.
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Okay, let's add another fill layer, and I'm going to change the color to red.
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So,
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this is what we have, okay, and let's load the metal rust here again, and I'm
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going to add a fill layer here just for demonstration to see what's happened
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inside this layer. Rust second transition. Okay, so let's bring down the color
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variation, because we don't want it. Let's bring down the roughness variation,
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bring up the roughness, okay, let's decrease the grain intensity, and let's
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make it darker, like this. Okay, so let's turn off the fill layer here, or remove
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it, and play with the level.
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Okay.
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So this is the result as you can see and we can go to the very slow, go to the
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source parameter, change source tiling, play with the blur and decrease the
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intensity. Okay, that's it. And we can add a fill layer here, for example any
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grunge that we like. Yeah, maybe this one. Increase the tiling to something like
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four or five, it's not matter. Change the blending mode to multiply. Okay, and we
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can play.
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hit the balance, or maybe another one, I don't know.
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Okay, it's okay.
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Let's change the projection to triplanar for this one.
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Now we have something good here.
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So let's change it to six, play with the balance,
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play with the contrast, and yeah.
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So we can decrease the color to 50, for example,
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and apply to all channels.
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So maybe 80 is better.
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Okay, like this.
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And now, if I go back to the paint here,
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I can paint here, and boom,
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I can increase the hardness, and just paint.
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the rust here. Okay, so we can control all the mask or the relation and improve the quality
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in the visual, but this is the main logic here. So we create a rust layer,
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we create the mask for that, and after that we use anchor point to transfer the data to the next one,
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and we do the same for the next one, and this is the result. So whenever we want, we can
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turn off this, or we can turn off this. Okay, so
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yeah, I think it's okay. So let's go, for example, add generator here. I'm going to use
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metal edge, and I just want to check everything is okay or not.
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And, boom, yeah, everything is correct.
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So we have peeling effect here, which is control the height effect here.
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We can decrease it.
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We can remove the height information from the rust border.
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And in here, even we can remove the height information.
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But it's good to have this.
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So let's go back to the mask, for example, in the garage.
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Yeah, this is the effect without the garage.
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And this is the effect with garage.
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But the main problem is using this garage mask with small tiling amount.
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It's going to create this repetition pattern here.
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So, we can increase the tiling, okay, now we have this, or even we can use UV project
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and change the rotation, so, yeah, okay, let's go back here, yeah, we have this one, we can
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turn up the level, as you can see, or maybe we just need to readjust this effect, okay,
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yeah, something like this is much better, okay, or even we can
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Yeah, this one is better.
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Okay. We even can use something like
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Perlin noise here for multiply effect
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and give this nice touching to the mask.
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Okay. So we can decrease the opacity and yeah,
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boom, everything is okay.
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Without Perlin noise and with Perlin noise,
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we can increase the opacity to have this unique mask here.
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So at this stage,
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we need to figure out how to paint mask here.
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on this layer to get the best result but it's not finished yet because I'm going to create
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another dirt layer upon this the rust logic here. So let's go back here and I'm going to create
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another folder okay and I'm going to call it dirt lakes okay and now I'm going to create
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a fill layer here and call it dirt and let's have high normal roughness and let's change
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the blending mode to normal in our channel okay that's what we have and let's change
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the color to black bring up the roughness to 85 for example
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or maybe a little
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lighter okay and in here i'm going to use a black mask for the layer not for the folder
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and change the gray scale to something like lake that's it
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okay let's change the rotation to 90 and or maybe yeah this one is better
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so we have this one but as you can see there is some uh conflict between this dirt layer
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and the rust edge so it's not okay so i'm going to define the area in the dirt mask
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for this layer and subtract the edge part from that so how we can do that okay let's
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add black mask here i'm going to add fill layer
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and in the fill layer let's load the rost mask itself
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so this is the mask that we have and in the levels
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i'm going to add invert okay so that's it let's add another fill layer
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and i'm going to load rost transition number one mask
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and invert it again let's change the blending mode to multiply
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okay so this is the result and let's add another fill layer
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and load the second mask inverted and change the blending mode to
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multiply so in this way we don't have
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any data on the rost mask okay
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so that's it okay uh
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This is the logic that we have for the rust transition and the dirt layer.
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And in the next video I'm going to create a mask from the image from the real world
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inside Photoshop for using in Substance Painter.
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So this is the whole workflow that we are going to follow.
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And okay, so we are done here.
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Maybe in the future we come back and work on the rust again, but it's okay for now.
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Okay, we have the rust, the transition, the first one, and if everything was okay, we
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turn on the second transition and we can use the dirt mix.
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Okay, so let's turn off all this layer and let's remove this metal edge and we are going
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to paint 90% of the mask here.
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in Substance Painter with the mask that we are going to create in Photoshop.
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So, before finishing this video,
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let's define a material for inside this part.
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And I'm going to create a folder,
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and let's call it Back Fan or Black Hole, for example.
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And in the Black Hole folder, we are going to work in this part.
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That's it.
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Let's add a black layer.
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And let's change the blending mode to Normal for all channels.
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And I'm going to set a dark grey.
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Roughness should be something like 0.8, because I don't want any reflection here.
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And for the details, we can use dirt layer.
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And add black mask, add generator, let's add dirt generator here, play with the dirt level.
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Okay, and we just want to have color with the roughness.
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For example, 0.5, and yeah, something like this.
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Okay, so that's it for this section.
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And after adding the rust part, we move to the decals and add some logo tags on the surface.
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Yeah, and after that, we can continue.
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to the other part.
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As you can see, this material, we can use it in this section, and there is not much material
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that we can work.
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The body part is the main part and the hardest one.
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So let's go for the next video, in the next video I'm going to explain how to create masks
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from the image inside Photoshop.
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