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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 --> 00:00:15,479 Okay, now it's time to give you a breakdown. You just saw some time-lapse for painting 2 00:00:15,482 --> 00:00:21,919 details, using projection, adding different paints layer and this kind of stuff. And now 3 00:00:21,922 --> 00:00:28,079 I'm going to explain you what's happening here. So, for the first step, I just add a 4 00:00:28,082 --> 00:00:41,159 metal edgewear. Okay, so, in this way, I can have some lines on the edge. So, it's okay 5 00:00:41,162 --> 00:00:47,919 or not? No, it's not okay because it's so generic, it's obvious computer generate this, and it's 6 00:00:47,922 --> 00:00:56,999 not natural. So, I just add a paints layer and change the blending mode to subtract, and 7 00:00:57,002 --> 00:00:59,320 after that, I just paint. 8 00:01:00,123 --> 00:01:02,307 Subtitled by online-courses.club We compress knowledge for you! 9 00:01:02,308 --> 00:01:01,488 and keep this area. 10 00:01:03,368 --> 00:01:07,287 Okay, as you can see, this is the result. 11 00:01:07,290 --> 00:01:10,007 So, there is nothing fancy. 12 00:01:10,010 --> 00:01:13,247 Let me show you. 13 00:01:13,250 --> 00:01:14,808 Okay, this is the paint, 14 00:01:16,008 --> 00:01:19,128 and what I subtract is, 15 00:01:20,168 --> 00:01:23,328 this is the result of metal edge wear. 16 00:01:24,248 --> 00:01:29,248 Okay, so, let's see what's happening 17 00:01:29,328 --> 00:01:33,807 when we turn on different paints layer. 18 00:01:33,810 --> 00:01:37,127 So, why we have different paints layers? 19 00:01:37,130 --> 00:01:42,128 And we could do that with just single paints layer. 20 00:01:43,048 --> 00:01:45,567 Okay, it's okay, it's a good logic for that, 21 00:01:45,570 --> 00:01:50,568 but I need to control each detail on the surface 22 00:01:52,408 --> 00:01:54,807 differently and separately, okay? 23 00:01:54,810 --> 00:01:59,551 So, maybe I just need to combine some baskets together. 24 00:01:59,554 --> 00:02:06,351 And I just want to remove some part of some mask, not all the data. 25 00:02:06,354 --> 00:02:12,351 So, for that purpose, I create different paint layers. 26 00:02:12,354 --> 00:02:13,351 Okay? 27 00:02:13,354 --> 00:02:19,352 So, this is the result that we have from Rust painting. 28 00:02:20,352 --> 00:02:26,351 And this is the Rust transition. 29 00:02:26,354 --> 00:02:28,352 The Rust transition 2. 30 00:02:29,352 --> 00:02:32,351 And for the last one, the dirt leak. 31 00:02:32,354 --> 00:02:37,352 So, for the dirt leak, I have a grunge. 32 00:02:38,352 --> 00:02:43,351 With opacity near to 40. 33 00:02:43,354 --> 00:02:46,352 And I just add a paint layer. 34 00:02:47,352 --> 00:02:51,351 And paint some mask for that. 35 00:02:51,354 --> 00:02:57,351 So, in this way, I can have this effect. 36 00:02:57,354 --> 00:02:59,352 Roughness for this dirt. 37 00:02:59,920 --> 00:03:04,160 is near to zero, it means we have reflective surface here. 38 00:03:04,960 --> 00:03:09,119 Okay, I have normal and height and the blending mode 39 00:03:09,122 --> 00:03:14,079 in all channel is normal for these dirt lakes. 40 00:03:14,082 --> 00:03:18,720 So it means there is no info from the previous surface 41 00:03:20,000 --> 00:03:23,440 in this area that we are going to use for the dirt. 42 00:03:24,720 --> 00:03:29,440 And after all, we need some AO magic here. 43 00:03:30,640 --> 00:03:36,880 So for the AO magic, I just create a fill layer with AO channel on 44 00:03:37,760 --> 00:03:40,800 and the ambient occlusion slider. 45 00:03:41,920 --> 00:03:46,880 And I change all the channel blending mode to the pass through 46 00:03:47,680 --> 00:03:51,840 except ambient occlusion, it's multiply for default. 47 00:03:52,560 --> 00:03:59,440 And the mask, I add an ambient occlusion generator. 48 00:03:59,680 --> 00:03:59,920 Okay. 49 00:04:00,192 --> 00:04:06,911 Turn on the macro height and normal and put anchor point from AO plus to the input 50 00:04:06,914 --> 00:04:10,112 and change reference channel to achieve this result. 51 00:04:10,752 --> 00:04:15,552 So it's not fancy and we know everything here. 52 00:04:16,192 --> 00:04:23,791 We just give some time, paint rust and look at different references to achieve this. 53 00:04:23,794 --> 00:04:27,151 And now it's time to move to the next step. 54 00:04:27,154 --> 00:04:31,311 The next step is creating decal. 55 00:04:31,314 --> 00:04:38,512 Some logo, some description, text on the body and let me create a folder for decal. 56 00:04:39,472 --> 00:04:44,832 And I'm going to create decal number one to this folder. 57 00:04:45,792 --> 00:04:46,112 Okay. 58 00:04:46,912 --> 00:04:53,151 And let me create fill layer and decal number one. 59 00:04:53,154 --> 00:04:57,472 And what about the resource that we are going to use for the decals? 60 00:04:57,648 --> 00:05:02,647 You can search in the internet and find some good images, 61 00:05:02,650 --> 00:05:11,647 or even you can look at your reference and create your decal, labels, or sign or logo in Photoshop. 62 00:05:11,650 --> 00:05:18,647 So, I just looked at the internet and found some good stuff, 63 00:05:18,650 --> 00:05:27,647 and I have a JPEG for the base color, and an opacity map for the mask. 64 00:05:27,650 --> 00:05:34,647 So, I just create the base color and the mask in Photoshop, 65 00:05:34,650 --> 00:05:39,647 and now I'm going to import it to the Substance Painter. 66 00:05:39,650 --> 00:05:48,647 Okay, all of them are textures and into the project, and as you can see, we have them here. 67 00:05:48,650 --> 00:05:54,647 So, for decal number one, I'm going to put the text here. 68 00:05:54,650 --> 00:05:56,648 Okay, let me... 69 00:05:56,704 --> 00:06:04,703 put the base color here, and let's go to the 2D window. 70 00:06:04,706 --> 00:06:07,703 I'm going to turn off the UV wrap. 71 00:06:07,706 --> 00:06:14,703 Okay, and let's bring down the size. 72 00:06:14,706 --> 00:06:17,704 Where is the place that I can... 73 00:06:23,514 --> 00:06:26,514 K. 74 00:06:32,826 --> 00:06:41,826 So, okay, this is the place. 75 00:06:41,946 --> 00:06:46,826 Let me fix the position here. 76 00:06:49,466 --> 00:06:52,306 That's okay. 77 00:06:59,450 --> 00:07:03,089 Yeah, I think it's ok. 78 00:07:03,092 --> 00:07:04,849 So what's about the mask? 79 00:07:04,852 --> 00:07:06,689 How we can use the mask? 80 00:07:06,692 --> 00:07:17,329 The basic way is to add anchor point here and add black mask here, load a fill layer 81 00:07:17,332 --> 00:07:28,329 and use the anchor point, decal number 1, and in a base color we play with the level 82 00:07:28,332 --> 00:07:32,729 to achieve something like this, but it's not good. 83 00:07:32,732 --> 00:07:40,529 And without mask, let me remove the mask, without mask we have this black border. 84 00:07:40,532 --> 00:07:47,029 If we want to add height data, it's not related to the decal. 85 00:07:47,032 --> 00:07:52,569 And if we want to play with the roughness value, it's not related to this. 86 00:07:52,572 --> 00:07:56,129 So, what we can do here? 87 00:07:56,132 --> 00:07:59,090 I'm going to load the mask. 88 00:07:59,104 --> 00:08:05,903 of the decal in to the metallic part, metallic channel, because I'm not going to use metallic 89 00:08:05,906 --> 00:08:14,543 in this layer, okay? So, it's like a placeholder. So, after that, I go to the metallic layer and 90 00:08:14,546 --> 00:08:24,544 remove the opacity. So, there is no any metallic data, but when I go to the mask, add a fill here, 91 00:08:25,344 --> 00:08:32,224 and load the decal number one anchor point, I can go to the metallic for the reference channel, 92 00:08:33,584 --> 00:08:48,223 okay? And boom! Let me reset this. We have the mask. So, this is a mask, right? Okay, 93 00:08:48,226 --> 00:08:56,704 now we can give high data, we can play with the roughness, and yeah, that's it. So, 94 00:08:56,976 --> 00:09:02,376 let me fix the position, okay. 95 00:09:09,594 --> 00:09:13,954 I think it's okay to be here. 96 00:09:15,914 --> 00:09:19,154 Yeah, like this. 97 00:09:23,674 --> 00:09:35,473 Ok, this is the first decal, now you can learn and understand logic behind using the tally, 98 00:09:35,476 --> 00:09:38,713 using the mask and this stuff. 99 00:09:38,716 --> 00:09:51,753 So let's go for the decal number 2, so the folder is decal number 2, and now I'm going 100 00:09:51,756 --> 00:10:04,330 to add the fillet here, decal number 2, and I'm going to use this logo, ok, let me turn 101 00:10:04,331 --> 00:10:04,434 Subtitled by online-courses.club We compress knowledge for you! 102 00:10:08,314 --> 00:10:25,049 off the UV wrap, and I just want to put the logo here, like this, ok, and I'm going to 103 00:10:25,052 --> 00:10:27,050 You have this. 104 00:10:34,042 --> 00:10:41,041 Okay, and what about the mask? I have the mask. I'm going to put it in the metallic, 105 00:10:41,044 --> 00:10:47,041 and we don't need metallic anymore. Let's add anchor point, let's add a black mask. 106 00:10:47,044 --> 00:10:54,041 Okay, let's add the fill layer, load the anchor point, change the reference channel to metallic, 107 00:10:54,044 --> 00:10:57,041 and boom! We have the mask. 108 00:10:57,044 --> 00:11:05,041 So, now we can work on this mask, or work on these decals, and it's okay. 109 00:11:05,044 --> 00:11:15,041 So, we can add black mask to the folder, okay, and in here I'm going to load the decal number 2, 110 00:11:15,044 --> 00:11:22,041 reference channel to metallic, and yeah, I have the same mask in the folder. 111 00:11:22,044 --> 00:11:32,041 So, if I go here and change the position of this layer, the base color, the mask should be updated, 112 00:11:32,044 --> 00:11:34,042 and be careful. 113 00:11:34,176 --> 00:11:49,175 You're not allowed to change anything in the UV transform for the field layer that you load the anchor point. 114 00:11:49,178 --> 00:11:57,175 So, no change in UV transformation for the field layer that you load anchor point. 115 00:11:57,178 --> 00:12:10,175 If you want to change position, rotation, scale, or anything else, you need to go to the source, where you put your base color, and change whatever you want. 116 00:12:10,178 --> 00:12:26,175 Because they are linked together, and when you change something in the mask, or in the field layer that you load anchor point, it's going to break the chain, and the data is messed up. 117 00:12:26,178 --> 00:12:30,175 So, this is the only thing you need to consider. 118 00:12:30,178 --> 00:12:33,176 And, let me fix the position. 119 00:12:33,808 --> 00:12:36,768 Okay, it's down for now. 120 00:12:38,128 --> 00:12:41,647 And, we can add more detail to the decal. 121 00:12:41,650 --> 00:12:42,288 Okay, let me... 122 00:12:43,568 --> 00:12:45,967 Well, we can remove this mask, 123 00:12:45,970 --> 00:12:51,567 because maybe we want to add something outside the mask. 124 00:12:51,570 --> 00:12:55,327 So, it's not logical to have mask on the folder. 125 00:12:55,330 --> 00:12:57,647 I just want to show you what's happening 126 00:12:57,650 --> 00:13:01,407 when you move something or break up the chain. 127 00:13:01,410 --> 00:13:06,288 So, for the decal number one, let's go and add some details. 128 00:13:07,088 --> 00:13:11,808 For the first part, I'm going to add hide data. 129 00:13:12,768 --> 00:13:13,888 Okay, as you can see. 130 00:13:15,488 --> 00:13:19,648 And, we are going to put some grunge on the roughness. 131 00:13:21,408 --> 00:13:24,287 Okay, something like dirt, for example. 132 00:13:24,290 --> 00:13:30,128 So, okay. 133 00:13:34,490 --> 00:13:37,769 and you can see what is the difference. 134 00:13:37,772 --> 00:13:40,849 Or maybe we can add the roughness 135 00:13:40,852 --> 00:13:43,549 in the roughness variation layer. 136 00:13:43,552 --> 00:13:48,550 So let me put it on 0.5 and everything is okay. 137 00:13:50,990 --> 00:13:53,089 Let's add the next layer. 138 00:13:53,092 --> 00:13:58,090 Okay, I'm going to add a fill layer and call it Stig. 139 00:14:01,130 --> 00:14:01,970 Okay. 140 00:14:02,970 --> 00:14:07,970 So for the Stig, let me add a black mask. 141 00:14:09,410 --> 00:14:14,410 In the black mask, I'm going to use the same fill layer here. 142 00:14:16,930 --> 00:14:19,890 Okay, or I can put an anchor point here 143 00:14:21,490 --> 00:14:25,290 and add a fill layer and load this anchor point. 144 00:14:26,770 --> 00:14:28,850 We got number one mask, why? 145 00:14:28,970 --> 00:14:32,769 Because if you load this anchor point here, 146 00:14:32,772 --> 00:14:34,335 if I go here and... 147 00:14:34,338 --> 00:14:41,376 ...add a paint layer and change the blending mode to subtract and start removing some border here like this. 148 00:14:43,216 --> 00:14:50,336 And if you have the anchor point from the decal and reference channel metallic, 149 00:14:51,056 --> 00:14:57,056 the mask is not updated and it's not affected by the paint. 150 00:14:57,696 --> 00:15:04,416 Okay, so it's not logical to use the decal number one for all the mask. 151 00:15:05,136 --> 00:15:15,536 So let me change the decal mask. Okay, it's okay and now we can add a filter, 152 00:15:18,016 --> 00:15:26,576 change the blending mode to subtract and yeah, get some border effect here. 153 00:15:27,056 --> 00:15:30,016 And I decide to... 154 00:15:32,560 --> 00:15:36,560 ...change the color to something like brownish. 155 00:15:38,560 --> 00:15:40,560 Okay. 156 00:15:46,522 --> 00:16:00,061 Let's go to the mask here, I just want to add a filter like Bevel, okay, and let's increase 157 00:16:00,064 --> 00:16:03,401 the smoothing. 158 00:16:03,404 --> 00:16:11,562 So I just fade the edge here, as you can see, okay. 159 00:16:16,250 --> 00:16:30,969 like this, and I can add a paint layer, put it on linear dodge, okay, and just paint some 160 00:16:30,972 --> 00:16:44,729 effect here. Okay, it's like, okay, there's some sneak. Yeah. 161 00:16:44,732 --> 00:16:52,969 like this. So this is the logic. I just want to create this demonstration. Okay, 162 00:16:52,972 --> 00:17:02,969 and we can go here for a detail number one, for metallic, and now we have this. 163 00:17:02,972 --> 00:17:10,889 Let's add another fill layer, use some grunges, change the blending to subtract 164 00:17:10,892 --> 00:17:23,850 for example, increase the tiling, increase the balance. Okay, and we have this. Before that, 165 00:17:26,170 --> 00:17:26,810 I can 166 00:17:30,730 --> 00:17:36,089 change the blending mode to multiply, and now this is the result that I have. 167 00:17:36,092 --> 00:17:42,170 So I'm happy with that. Okay, so multiply is a better option here. 168 00:17:42,432 --> 00:17:49,711 and let me change the rotation to 90, change the typing to 4, for example. 169 00:17:49,714 --> 00:17:50,912 Okay, I need roughness. 170 00:17:55,472 --> 00:18:02,592 Okay, what's happening again here? I just use the decal number one as a base mask here. 171 00:18:03,552 --> 00:18:14,672 I use Blair to remove some sharp border, and after that I just use the decal number one mask, 172 00:18:15,632 --> 00:18:21,152 which is a combination of the base mask and the paints layer that I paint, 173 00:18:22,512 --> 00:18:30,592 and a grunge. Multiply with them. So this is the result. It's like, okay, there is a paper here 174 00:18:31,552 --> 00:18:38,432 and we paint some glow and stick before attaching this paper to the surface, 175 00:18:39,072 --> 00:18:41,952 and after removing some part of the 176 00:18:42,640 --> 00:18:52,999 paper, we can see the glow itself, okay? So this is the main logic here. And let me make 177 00:18:53,002 --> 00:18:58,440 it a little darker, okay, like this, and... 178 00:19:02,394 --> 00:19:09,394 Ok, let me put it on dirt. Yeah, dirt is better. 179 00:19:10,394 --> 00:19:15,394 And we can change the disorder or scale. 180 00:19:17,394 --> 00:19:22,394 Ok, let's go back to the paint. I don't want to have... 181 00:19:25,690 --> 00:19:38,730 this one. Okay. I will go back here and, for example, fix this part like this, remove some edges. 182 00:19:42,890 --> 00:19:43,390 Okay. 183 00:19:47,610 --> 00:19:48,410 Yeah, like this. 184 00:19:50,650 --> 00:19:51,689 But we couldn't 185 00:19:51,692 --> 00:20:00,570 have this expectation after all this damage on the edge and the rust area 186 00:20:02,010 --> 00:20:11,769 to have a clean and new paper here, right? So let me change the hardness here. 187 00:20:11,772 --> 00:20:33,050 Okay. I can remove some detail here. Okay. Let me make it black. And yeah. 188 00:20:33,178 --> 00:20:52,178 Okay, like this. 189 00:20:52,570 --> 00:20:56,569 Okay, let's add the other layers. 190 00:20:56,572 --> 00:21:02,569 I just want to add a paint layer here, 191 00:21:02,572 --> 00:21:04,569 change the blending mode to linear, 192 00:21:04,572 --> 00:21:07,569 and go to the projection, 193 00:21:07,572 --> 00:21:14,569 and paint some, you know, leak flow here. 194 00:21:14,572 --> 00:21:17,569 Okay, and let's go back to the paint, 195 00:21:17,572 --> 00:21:19,569 and now you can understand 196 00:21:19,572 --> 00:21:23,569 why I use different paint layers, 197 00:21:23,572 --> 00:21:26,569 because I can remove whatever I want 198 00:21:26,572 --> 00:21:31,569 related to this. 199 00:21:31,572 --> 00:21:33,570 So, yeah. 200 00:21:36,538 --> 00:21:41,538 Okay, I can decrease. 201 00:21:47,418 --> 00:21:55,897 the value, something like this, and yeah. 202 00:21:55,900 --> 00:21:58,897 Okay. Let's go for the roughness variation. 203 00:21:58,900 --> 00:22:07,697 I'm going to create a roughness variation layer, number 1. 204 00:22:07,700 --> 00:22:15,258 We can create color variation too, color variation number 1. 205 00:22:15,458 --> 00:22:23,457 For the color, I just need to keep the color, and let's make it a little dark. 206 00:22:23,460 --> 00:22:31,257 Put the blending mode to something like, for example, multiply, or maybe soft light. 207 00:22:31,260 --> 00:22:41,897 Okay. Oh, it's on the metallic, so let me go to the base color, change the blending 208 00:22:41,900 --> 00:22:46,255 mode to soft light, or maybe overlay. 209 00:22:46,258 --> 00:22:56,255 Multiply, I think yeah, multiply is better, and we need to add black mask, add fill layer, 210 00:22:56,258 --> 00:23:05,935 and in here, I'm going with decal number 1 mask, because I need to have this remove area. 211 00:23:05,938 --> 00:23:18,255 So, let me add another fill layer, and put something like this, change the tiling to 212 00:23:18,258 --> 00:23:25,615 10, for example, change the blending mode to multiply, play with the balance, contrast, 213 00:23:25,618 --> 00:23:28,416 and yeah. 214 00:23:32,538 --> 00:23:48,657 Okay, let's increase the tiling to 40, okay, and I can decrease the opacity here. 215 00:23:48,660 --> 00:23:58,057 So, let's add another color variation. Color number 2. I'm going to copy this 216 00:23:58,060 --> 00:24:06,457 mask, paste this mask, and I just want to change this grunge there to a scratch. 217 00:24:06,460 --> 00:24:24,137 So, okay, this is a mask that we have, and I want to add the generator to the linear, 218 00:24:24,140 --> 00:24:31,698 change the blending mode to multiply, use invert, contrast and balance. 219 00:24:32,986 --> 00:24:40,226 Okay. Yeah, I need this gradient. 220 00:24:40,986 --> 00:24:50,386 Okay. The color should be like brown and let me. 221 00:24:55,834 --> 00:25:01,234 Okay. Yeah, it's okay. 222 00:25:06,362 --> 00:25:15,361 And maybe Soft Light is okay, Linear Dodge, Multiply, yeah, Multiply I think is better. 223 00:25:15,364 --> 00:25:19,361 Yeah, I think it's better. 224 00:25:19,364 --> 00:25:25,361 So, this is the mask that I create for the Color Variation. 225 00:25:25,364 --> 00:25:31,361 Before Color Variation, Color Variation number 1, Color Variation number 2, and boom. 226 00:25:31,364 --> 00:25:34,361 And let's go for the Roughness Variation. 227 00:25:34,364 --> 00:25:38,361 For the Roughness Variation, I'm going to use the same method. 228 00:25:38,364 --> 00:25:42,361 Let's load the decal number 1 mask. 229 00:25:42,364 --> 00:25:44,361 Let's add 3 layers. 230 00:25:44,364 --> 00:25:52,361 In the 3 layers now we can choose, for example, this one. 231 00:25:52,364 --> 00:25:55,361 Okay, let's make it 4. 232 00:25:55,364 --> 00:25:58,361 Full Balance. 233 00:25:58,364 --> 00:26:02,361 Or maybe... 234 00:26:02,364 --> 00:26:04,217 This one. 235 00:26:04,220 --> 00:26:07,657 and now I'm going to change the roughness. 236 00:26:07,660 --> 00:26:10,618 Let's go to the roughness channel. 237 00:26:16,418 --> 00:26:21,137 Let's change the blending mode for the mask to multiply. 238 00:26:21,140 --> 00:26:23,737 Now we have this here. 239 00:26:23,740 --> 00:26:26,137 You can play with the controls, 240 00:26:26,140 --> 00:26:30,738 the balance, and yeah. 241 00:26:37,530 --> 00:26:45,850 Okay, so we have this right now. 242 00:26:49,914 --> 00:27:00,873 Okay, let me decrease the roughness to something like 0.4. 243 00:27:00,876 --> 00:27:07,593 For the decal itself, in the roughness variation, I'm going to use 0.9. 244 00:27:07,596 --> 00:27:11,153 So this is the result that we have. 245 00:27:11,156 --> 00:27:12,993 It's okay. 246 00:27:12,996 --> 00:27:23,833 And now, let's add a fill layer here in the decal mask, and use some grunges. 247 00:27:23,836 --> 00:27:34,193 I think, for example, this one is good, or not, no, no, it's not good. 248 00:27:34,196 --> 00:27:35,193 Maybe directional. 249 00:27:35,196 --> 00:27:37,193 Play with the contrast. 250 00:27:37,196 --> 00:27:40,394 Okay, change the blending to subtract. 251 00:27:45,242 --> 00:27:59,801 change the tiling. It's not bad but it's too, you know, noisy so let me change this 252 00:27:59,804 --> 00:28:11,561 one or maybe we can search for this scratch. Yeah, this one. Bring up the 253 00:28:11,564 --> 00:28:25,882 balance. Okay, maybe vibes. Yeah, that's it. 254 00:28:29,178 --> 00:28:34,178 Yep. Grunge wipe leaky, I think it's a good option. 255 00:28:37,178 --> 00:28:41,177 Okay. Yeah. It's good. 256 00:28:41,180 --> 00:28:47,178 We can use painting, for example, to remove this area. 257 00:28:51,418 --> 00:29:02,177 yeah okay and at the end we can add a blur filter to the mask okay with lower 258 00:29:02,180 --> 00:29:13,657 value like 0.2 something like this okay so yeah after adding blur we can have 259 00:29:13,660 --> 00:29:26,977 more paper feel here and we can add blur slap to the color to the layer itself 260 00:29:26,980 --> 00:29:31,658 not into the mask so I'd want to 261 00:29:32,138 --> 00:29:45,377 effect on the color only and maybe intensity divider to 100 and as you can 262 00:29:45,380 --> 00:29:51,818 see yeah we have this effect here 263 00:29:52,026 --> 00:29:55,825 I can increase its source tiling, 264 00:29:55,828 --> 00:30:04,705 decrease the intensity, and yeah, we have this. 265 00:30:04,708 --> 00:30:09,345 So it's okay for this decal, 266 00:30:09,348 --> 00:30:11,305 I'm happy with the result, 267 00:30:11,308 --> 00:30:14,986 and let's go for the next one. 23261

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