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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:11,999 Okay, now it's time to create the rust material. 2 00:00:12,002 --> 00:00:17,999 So, let's create a folder. I'm going to call it Rust. 3 00:00:18,002 --> 00:00:22,999 Okay, and let's add a fill layer here. 4 00:00:23,002 --> 00:00:24,999 Base Rust. 5 00:00:25,002 --> 00:00:28,999 And in the material mode, I'm going to search about the rust. 6 00:00:29,002 --> 00:00:31,999 And here, the metal rust. 7 00:00:32,002 --> 00:00:37,999 So, okay, this is the first layer. 8 00:00:38,002 --> 00:00:44,999 Okay, and we can create rust color variation. 9 00:00:45,002 --> 00:00:47,999 It's a very powerful material that we can use. 10 00:00:48,002 --> 00:00:50,999 You can play with the rust roughness. 11 00:00:51,002 --> 00:00:52,999 Okay, the default is okay. 12 00:00:53,002 --> 00:00:58,000 And you can increase the grain intensity, decrease it. 13 00:00:58,432 --> 00:00:59,791 Okay, and that's it. 14 00:00:59,794 --> 00:01:01,638 So, let's duplicate this 15 00:01:01,639 --> 00:01:04,567 Subtitled by online-courses.club We compress knowledge for you! 16 00:01:05,072 --> 00:01:09,071 rust, and I'm going to call it rust variation. 17 00:01:09,074 --> 00:01:13,231 And let's change the color, yeah, to something like this. 18 00:01:13,234 --> 00:01:17,151 Okay, so let's add a black mask. 19 00:01:17,154 --> 00:01:22,592 And in the black mask, I'm going to load a fill layer. 20 00:01:23,312 --> 00:01:26,432 For example, we can search again about the concrete. 21 00:01:28,672 --> 00:01:33,392 Okay, and see what we have here. 22 00:01:34,352 --> 00:01:36,992 Yeah, this one is okay, this one is okay. 23 00:01:39,792 --> 00:01:42,992 Okay, let's select this one. 24 00:01:43,792 --> 00:01:46,672 And let's increase the balance, the contrast. 25 00:01:47,552 --> 00:01:48,992 Okay, let's decrease it. 26 00:01:49,792 --> 00:01:50,752 So, we have this. 27 00:01:52,912 --> 00:01:56,272 Okay, and as you can see, 28 00:01:58,042 --> 00:02:02,281 This is the variation that we have here. 29 00:02:02,284 --> 00:02:13,081 Okay. We can decrease the opacity and height channel. 30 00:02:13,084 --> 00:02:15,601 Okay. Something like this. 31 00:02:15,604 --> 00:02:19,961 Yeah. And we can play 32 00:02:19,964 --> 00:02:27,521 with the roughness color variation or maybe change the color itself. 33 00:02:27,524 --> 00:02:34,961 So, yeah. This one, yeah, this one is perfect. 34 00:02:34,964 --> 00:02:46,081 Okay. And for the rust roughness, okay, we can have something like this. 35 00:02:46,084 --> 00:02:55,001 That's it. And let's add a fill layer and let's call it dirt. 36 00:02:55,004 --> 00:02:56,002 Okay. 37 00:02:56,784 --> 00:03:00,144 And in the dirt layer, I just need color and roughness. 38 00:03:01,024 --> 00:03:11,264 Roughness should be like 0.9. And let's create, yeah, something like this. 39 00:03:12,064 --> 00:03:14,864 It's okay. And let's add a black mask. 40 00:03:15,664 --> 00:03:18,703 And for the black mask, I'm going to add a fill layer. 41 00:03:18,706 --> 00:03:22,623 And in here, let's search about the dirt. 42 00:03:22,626 --> 00:03:30,944 So, we have a lot of grunges related to the dirt. And yeah, maybe this one is okay. 43 00:03:32,864 --> 00:03:35,744 So, let's increase the tiling to something like 2. 44 00:03:36,784 --> 00:03:43,504 Increase the balance, contrast like this. And boom. 45 00:03:45,264 --> 00:03:48,863 We have the dirt layer here. Okay. 46 00:03:48,866 --> 00:03:56,224 And even we can add a generator like dirt. 47 00:03:56,314 --> 00:04:05,993 Okay, and let's change the blending mode to Linear Dodge to combine these two together. 48 00:04:05,996 --> 00:04:09,994 And yeah. 49 00:04:11,098 --> 00:04:26,097 So this is the result that we have, and we can decrease the opacity of the color to have this one. 50 00:04:26,100 --> 00:04:37,097 So, this is the rust, and we can add another D-layer and use it as roughness variation. 51 00:04:37,100 --> 00:04:45,097 Okay, and in the roughness, let's have a little shiny area. 52 00:04:45,100 --> 00:04:56,097 Okay, and I'm going to add black mask, add fill layer, and in here, let's search about the leaves. 53 00:04:56,100 --> 00:05:05,097 Okay, so, this is the grunge. 54 00:05:05,100 --> 00:05:09,007 Let's go to the mask, for example, tree. 55 00:05:09,010 --> 00:05:18,327 Vertical tiling, 90 degree, it's okay, let's increase the balance, and this is the result 56 00:05:18,330 --> 00:05:19,327 that we have. 57 00:05:19,330 --> 00:05:32,647 It's okay, even we can add another fill layer, for example, orange white, change the blending 58 00:05:32,650 --> 00:05:40,647 mode to linear dodge, like add, and that's it. 59 00:05:40,650 --> 00:05:53,608 Okay, so let's bring it to 0.5, and I think it's very good, yeah. 60 00:05:54,266 --> 00:06:01,265 Maybe change the rotation 90 degree here. 61 00:06:01,268 --> 00:06:04,265 Okay. 62 00:06:04,268 --> 00:06:07,265 And yeah, that's it. 63 00:06:07,268 --> 00:06:11,265 So this is the rust material that we create. 64 00:06:11,268 --> 00:06:15,265 And we are going to put these two layers together. 65 00:06:15,268 --> 00:06:17,265 So let's add a black mask. 66 00:06:17,268 --> 00:06:18,265 Okay. 67 00:06:18,268 --> 00:06:21,266 And this is the top surface. 68 00:06:22,266 --> 00:06:28,265 And this is the surface that I'm going to control it. 69 00:06:28,268 --> 00:06:35,265 So let's create a simple paint here. 70 00:06:35,268 --> 00:06:38,266 Something like this. 71 00:06:40,266 --> 00:06:46,265 But in here, the transition between these two layers, it's not correct. 72 00:06:46,268 --> 00:06:50,266 So if we bring up the hardness. 73 00:06:51,266 --> 00:06:53,266 We use control. 74 00:06:53,904 --> 00:07:01,343 and the right key on the mouse, and moving mouse in up or down direction. 75 00:07:01,346 --> 00:07:04,543 In this way we can control the hardness of the brush. 76 00:07:04,546 --> 00:07:15,424 So even we create the sharp result, okay, it's not like, yeah, the realistic 77 00:07:17,104 --> 00:07:19,904 thing happen in the real world. 78 00:07:20,864 --> 00:07:25,423 So, it's not okay. How we can solve this issue? 79 00:07:25,426 --> 00:07:28,543 So, we need transition, okay? 80 00:07:28,546 --> 00:07:37,904 We need transition here, and we are going to make this transition in this folder, okay? 81 00:07:38,144 --> 00:07:42,784 Rust transition, okay? 82 00:07:43,584 --> 00:07:46,064 And let's add a fill layer. 83 00:07:48,944 --> 00:07:51,824 Rust folder. 84 00:07:52,090 --> 00:07:59,089 And in here, I'm going to load again the metal rust, 85 00:07:59,092 --> 00:08:02,089 bring up the color variation, 86 00:08:02,092 --> 00:08:09,089 and give a bright color for the rust. 87 00:08:09,092 --> 00:08:12,089 And in technical parameter, 88 00:08:12,092 --> 00:08:20,090 we can change the height position or height range to control the effect of the height. 89 00:08:21,090 --> 00:08:27,089 So, this is our rust border, 90 00:08:27,092 --> 00:08:36,089 and we need to connect the mask of the rust to the mask of the transition. 91 00:08:36,092 --> 00:08:41,089 So we did this before, and it's not new to us. 92 00:08:41,092 --> 00:08:43,089 So we need to add a black mask here, 93 00:08:43,092 --> 00:08:50,959 we need to transfer the data from the rust mask to the rust transition. 94 00:08:50,962 --> 00:08:54,239 So, we need to use anchor point here. 95 00:08:54,242 --> 00:09:01,039 And let's add a field layer and load the rust mask here. 96 00:09:01,042 --> 00:09:03,039 Everything is okay. 97 00:09:03,042 --> 00:09:08,040 And let's add a filter, like blur. 98 00:09:09,040 --> 00:09:12,040 Okay, let's bring it up. 99 00:09:13,040 --> 00:09:16,039 Okay, now I'm going to add a level. 100 00:09:16,042 --> 00:09:19,040 Let's go to the mask. 101 00:09:19,120 --> 00:09:24,119 And let's bring up this slider, like this. 102 00:09:24,122 --> 00:09:28,120 Okay, or maybe... 103 00:09:31,290 --> 00:09:41,249 Yeah, like this, and let's duplicate this fill layer, and change the blending mode to 104 00:09:41,252 --> 00:09:42,249 subtract. 105 00:09:42,252 --> 00:09:49,409 So, in this way, we have the transition that we want here. 106 00:09:49,412 --> 00:09:57,329 Okay, now let's go back to the folder, and let's add another fill layer. 107 00:09:57,332 --> 00:10:02,918 I'm going to call it peeling effect, and in here, I just need to have height 8, and let's 108 00:10:02,918 --> 00:10:04,434 Subtitled by online-courses.club We compress knowledge for you! 109 00:10:05,490 --> 00:10:15,329 bring up the height, okay, to something like .3, and let's go back to the rust transition. 110 00:10:15,332 --> 00:10:21,729 Okay, this is the fill layer that we load rust mask here. 111 00:10:21,732 --> 00:10:23,969 This is the blur effect. 112 00:10:23,972 --> 00:10:26,209 This is the fill layer. 113 00:10:26,212 --> 00:10:30,050 We subtract it from itself, and this is the effect. 114 00:10:30,560 --> 00:10:42,359 Right? So you can see the peeling effect here, but we need something to help this 115 00:10:42,362 --> 00:10:55,319 mask to pop out. So we are going to use layer, and if we move this black arrow 116 00:10:55,322 --> 00:11:03,839 here, as you can see, we can see the border here. It's not a good idea, so we keep it 117 00:11:03,842 --> 00:11:15,959 in zero. And let's play with the middle arrow here, so we can control the mask, and even 118 00:11:15,962 --> 00:11:26,159 play with the white arrow to control the mask. So I think this is the best option that we 119 00:11:26,162 --> 00:11:29,480 have here right now. 120 00:11:30,744 --> 00:11:36,743 We can create another field layer, add color variation to this, and it's okay. 121 00:11:36,746 --> 00:11:41,744 Let's change hue saturation here. 122 00:11:46,744 --> 00:11:50,744 Or maybe a little orange one. 123 00:11:51,744 --> 00:11:53,743 That's it. 124 00:11:53,746 --> 00:11:57,743 So let's remove all the data here. 125 00:11:57,746 --> 00:12:05,744 And let's see what we have inside the brush section. 126 00:12:08,744 --> 00:12:09,743 Okay. 127 00:12:09,746 --> 00:12:11,743 For example, this one. 128 00:12:11,746 --> 00:12:15,744 I just want to see the effect. 129 00:12:20,744 --> 00:12:22,744 And let's paint here. 130 00:12:27,610 --> 00:12:34,370 Okay, I think, yeah, it's okay. 131 00:12:34,890 --> 00:12:37,890 As you can see, 132 00:12:42,362 --> 00:13:03,321 Yeah, okay, let's go back to the this layer, play with the slider here to control the effect. 133 00:13:03,324 --> 00:13:11,161 So this is what I need here and I can create another Rust transition. 134 00:13:11,164 --> 00:13:24,921 So let's create another Rust transition here, number two, this is the number one, okay. 135 00:13:24,924 --> 00:13:28,321 And before any subtraction, I need this mask. 136 00:13:28,324 --> 00:13:34,961 So let's add anchor point here and we have subtraction without touching the data in anchor 137 00:13:34,964 --> 00:13:36,321 point here. 138 00:13:36,324 --> 00:13:38,682 So let's add a black mask. 139 00:13:40,112 --> 00:13:47,631 the same logic that we created before. Okay, like this, we're going to duplicate that, 140 00:13:47,634 --> 00:13:58,031 change the blending to subtract, add a filter, like blur here, and yeah, we have this. 141 00:13:58,034 --> 00:14:14,752 So, let's add another filter, like slope blur, or blur slope. Let's see what we can do here. 142 00:14:16,752 --> 00:14:20,032 Okay, like this, and we can control 143 00:14:20,192 --> 00:14:25,712 the whiteness of the mask, like this. 144 00:14:28,592 --> 00:14:34,672 Okay, let's add another fill layer, and I'm going to change the color to red. 145 00:14:36,512 --> 00:14:37,792 So, 146 00:14:37,984 --> 00:14:47,583 this is what we have, okay, and let's load the metal rust here again, and I'm 147 00:14:47,586 --> 00:14:53,863 going to add a fill layer here just for demonstration to see what's happened 148 00:14:53,866 --> 00:15:06,063 inside this layer. Rust second transition. Okay, so let's bring down the color 149 00:15:06,066 --> 00:15:11,343 variation, because we don't want it. Let's bring down the roughness variation, 150 00:15:11,346 --> 00:15:22,383 bring up the roughness, okay, let's decrease the grain intensity, and let's 151 00:15:22,386 --> 00:15:33,543 make it darker, like this. Okay, so let's turn off the fill layer here, or remove 152 00:15:33,546 --> 00:15:37,584 it, and play with the level. 153 00:15:37,914 --> 00:15:40,914 Okay. 154 00:15:46,778 --> 00:16:00,557 So this is the result as you can see and we can go to the very slow, go to the 155 00:16:00,560 --> 00:16:08,417 source parameter, change source tiling, play with the blur and decrease the 156 00:16:08,420 --> 00:16:17,757 intensity. Okay, that's it. And we can add a fill layer here, for example any 157 00:16:17,760 --> 00:16:25,997 grunge that we like. Yeah, maybe this one. Increase the tiling to something like 158 00:16:26,000 --> 00:16:34,157 four or five, it's not matter. Change the blending mode to multiply. Okay, and we 159 00:16:34,160 --> 00:16:37,458 can play. 160 00:16:39,674 --> 00:16:44,674 hit the balance, or maybe another one, I don't know. 161 00:16:45,494 --> 00:16:47,773 Okay, it's okay. 162 00:16:47,776 --> 00:16:51,534 Let's change the projection to triplanar for this one. 163 00:16:52,734 --> 00:16:56,973 Now we have something good here. 164 00:16:56,976 --> 00:17:01,013 So let's change it to six, play with the balance, 165 00:17:01,016 --> 00:17:03,634 play with the contrast, and yeah. 166 00:17:04,574 --> 00:17:09,574 So we can decrease the color to 50, for example, 167 00:17:09,714 --> 00:17:12,274 and apply to all channels. 168 00:17:13,754 --> 00:17:17,554 So maybe 80 is better. 169 00:17:19,074 --> 00:17:21,393 Okay, like this. 170 00:17:21,396 --> 00:17:26,394 And now, if I go back to the paint here, 171 00:17:26,634 --> 00:17:31,633 I can paint here, and boom, 172 00:17:31,636 --> 00:17:36,874 I can increase the hardness, and just paint. 173 00:17:39,520 --> 00:17:50,399 the rust here. Okay, so we can control all the mask or the relation and improve the quality 174 00:17:50,402 --> 00:17:57,200 in the visual, but this is the main logic here. So we create a rust layer, 175 00:17:58,240 --> 00:18:04,000 we create the mask for that, and after that we use anchor point to transfer the data to the next one, 176 00:18:04,960 --> 00:18:11,440 and we do the same for the next one, and this is the result. So whenever we want, we can 177 00:18:12,560 --> 00:18:20,640 turn off this, or we can turn off this. Okay, so 178 00:18:24,000 --> 00:18:33,119 yeah, I think it's okay. So let's go, for example, add generator here. I'm going to use 179 00:18:33,122 --> 00:18:37,680 metal edge, and I just want to check everything is okay or not. 180 00:18:37,850 --> 00:18:44,849 And, boom, yeah, everything is correct. 181 00:18:44,852 --> 00:18:53,849 So we have peeling effect here, which is control the height effect here. 182 00:18:53,852 --> 00:18:55,849 We can decrease it. 183 00:18:55,852 --> 00:19:01,849 We can remove the height information from the rust border. 184 00:19:01,852 --> 00:19:07,849 And in here, even we can remove the height information. 185 00:19:07,852 --> 00:19:09,849 But it's good to have this. 186 00:19:09,852 --> 00:19:14,849 So let's go back to the mask, for example, in the garage. 187 00:19:14,852 --> 00:19:17,849 Yeah, this is the effect without the garage. 188 00:19:17,852 --> 00:19:20,849 And this is the effect with garage. 189 00:19:20,852 --> 00:19:29,849 But the main problem is using this garage mask with small tiling amount. 190 00:19:29,852 --> 00:19:34,850 It's going to create this repetition pattern here. 191 00:19:35,680 --> 00:19:46,799 So, we can increase the tiling, okay, now we have this, or even we can use UV project 192 00:19:46,802 --> 00:20:05,519 and change the rotation, so, yeah, okay, let's go back here, yeah, we have this one, we can 193 00:20:05,522 --> 00:20:22,639 turn up the level, as you can see, or maybe we just need to readjust this effect, okay, 194 00:20:22,642 --> 00:20:32,720 yeah, something like this is much better, okay, or even we can 195 00:20:35,450 --> 00:20:38,569 Yeah, this one is better. 196 00:20:38,572 --> 00:20:49,249 Okay. We even can use something like 197 00:20:49,252 --> 00:20:57,769 Perlin noise here for multiply effect 198 00:20:57,772 --> 00:21:03,889 and give this nice touching to the mask. 199 00:21:03,892 --> 00:21:10,409 Okay. So we can decrease the opacity and yeah, 200 00:21:10,412 --> 00:21:12,649 boom, everything is okay. 201 00:21:12,652 --> 00:21:16,129 Without Perlin noise and with Perlin noise, 202 00:21:16,132 --> 00:21:21,689 we can increase the opacity to have this unique mask here. 203 00:21:21,692 --> 00:21:28,809 So at this stage, 204 00:21:28,812 --> 00:21:34,783 we need to figure out how to paint mask here. 205 00:21:34,786 --> 00:21:43,103 on this layer to get the best result but it's not finished yet because I'm going to create 206 00:21:43,106 --> 00:21:54,383 another dirt layer upon this the rust logic here. So let's go back here and I'm going to create 207 00:21:54,386 --> 00:22:05,823 another folder okay and I'm going to call it dirt lakes okay and now I'm going to create 208 00:22:05,826 --> 00:22:16,223 a fill layer here and call it dirt and let's have high normal roughness and let's change 209 00:22:16,226 --> 00:22:25,184 the blending mode to normal in our channel okay that's what we have and let's change 210 00:22:26,544 --> 00:22:33,424 the color to black bring up the roughness to 85 for example 211 00:22:34,624 --> 00:22:35,664 or maybe a little 212 00:22:40,224 --> 00:22:47,344 lighter okay and in here i'm going to use a black mask for the layer not for the folder 213 00:22:48,064 --> 00:22:53,664 and change the gray scale to something like lake that's it 214 00:22:55,824 --> 00:23:04,064 okay let's change the rotation to 90 and or maybe yeah this one is better 215 00:23:05,184 --> 00:23:14,224 so we have this one but as you can see there is some uh conflict between this dirt layer 216 00:23:14,784 --> 00:23:22,224 and the rust edge so it's not okay so i'm going to define the area in the dirt mask 217 00:23:23,024 --> 00:23:30,143 for this layer and subtract the edge part from that so how we can do that okay let's 218 00:23:30,146 --> 00:23:33,744 add black mask here i'm going to add fill layer 219 00:23:33,952 --> 00:23:38,831 and in the fill layer let's load the rost mask itself 220 00:23:38,834 --> 00:23:42,591 so this is the mask that we have and in the levels 221 00:23:42,594 --> 00:23:49,391 i'm going to add invert okay so that's it let's add another fill layer 222 00:23:49,394 --> 00:23:55,791 and i'm going to load rost transition number one mask 223 00:23:55,794 --> 00:24:02,111 and invert it again let's change the blending mode to multiply 224 00:24:02,114 --> 00:24:07,631 okay so this is the result and let's add another fill layer 225 00:24:07,634 --> 00:24:14,431 and load the second mask inverted and change the blending mode to 226 00:24:14,434 --> 00:24:19,551 multiply so in this way we don't have 227 00:24:19,554 --> 00:24:25,871 any data on the rost mask okay 228 00:24:25,874 --> 00:24:32,697 so that's it okay uh 229 00:24:32,700 --> 00:24:43,297 This is the logic that we have for the rust transition and the dirt layer. 230 00:24:43,300 --> 00:24:49,617 And in the next video I'm going to create a mask from the image from the real world 231 00:24:49,620 --> 00:24:52,537 inside Photoshop for using in Substance Painter. 232 00:24:52,540 --> 00:24:56,217 So this is the whole workflow that we are going to follow. 233 00:24:56,220 --> 00:24:59,657 And okay, so we are done here. 234 00:24:59,660 --> 00:25:07,337 Maybe in the future we come back and work on the rust again, but it's okay for now. 235 00:25:07,340 --> 00:25:14,737 Okay, we have the rust, the transition, the first one, and if everything was okay, we 236 00:25:14,740 --> 00:25:19,737 turn on the second transition and we can use the dirt mix. 237 00:25:19,740 --> 00:25:28,577 Okay, so let's turn off all this layer and let's remove this metal edge and we are going 238 00:25:28,580 --> 00:25:31,938 to paint 90% of the mask here. 239 00:25:32,064 --> 00:25:37,064 in Substance Painter with the mask that we are going to create in Photoshop. 240 00:25:38,064 --> 00:25:41,064 So, before finishing this video, 241 00:25:42,064 --> 00:25:49,064 let's define a material for inside this part. 242 00:25:52,064 --> 00:25:56,063 And I'm going to create a folder, 243 00:25:56,066 --> 00:26:03,064 and let's call it Back Fan or Black Hole, for example. 244 00:26:04,064 --> 00:26:09,064 And in the Black Hole folder, we are going to work in this part. 245 00:26:11,064 --> 00:26:12,064 That's it. 246 00:26:13,064 --> 00:26:17,064 Let's add a black layer. 247 00:26:19,064 --> 00:26:22,063 And let's change the blending mode to Normal for all channels. 248 00:26:22,066 --> 00:26:29,064 And I'm going to set a dark grey. 249 00:26:31,584 --> 00:26:36,944 Roughness should be something like 0.8, because I don't want any reflection here. 250 00:26:37,504 --> 00:26:41,264 And for the details, we can use dirt layer. 251 00:26:42,144 --> 00:26:52,704 And add black mask, add generator, let's add dirt generator here, play with the dirt level. 252 00:26:53,344 --> 00:26:58,064 Okay, and we just want to have color with the roughness. 253 00:26:58,704 --> 00:27:06,304 For example, 0.5, and yeah, something like this. 254 00:27:10,464 --> 00:27:14,464 Okay, so that's it for this section. 255 00:27:15,904 --> 00:27:27,024 And after adding the rust part, we move to the decals and add some logo tags on the surface. 256 00:27:28,064 --> 00:27:33,184 Yeah, and after that, we can continue. 257 00:27:33,274 --> 00:27:35,993 to the other part. 258 00:27:35,996 --> 00:27:47,993 As you can see, this material, we can use it in this section, and there is not much material 259 00:27:47,996 --> 00:27:50,993 that we can work. 260 00:27:50,996 --> 00:27:54,433 The body part is the main part and the hardest one. 261 00:27:54,436 --> 00:28:01,313 So let's go for the next video, in the next video I'm going to explain how to create masks 262 00:28:01,316 --> 00:28:03,434 from the image inside Photoshop. 22549

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