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Okay, let's continue our way with the color variation number one. For the color variation
number one, I just need to have color and roughness. Okay? And the roughness value,
it's like 0.7 for starting. And the color, I want to have dark brown like this. And let's
decrease the opacity. Okay. And maybe the roughness should be on 0.5. And if I turn
up the roughness, let's keep the roughness and go to the roughness channel. Because without
roughness, it's good. I like it. But I want to create some variation in the roughness too. So
let's keep the roughness, but
I'm going to decrease the opacity for the color variation roughness channel to something like 20.
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So this is the version with the roughness and this is the version without roughness,
so it's better. Let's add a black mask and in the black mask we are going to use
another technique that's very useful and I'm going to add a fill layer. In the fill layer
let's load a grunge. For example grunge brush is good, concrete burnt is good. Yeah, this one is
better and let's increase the contrast and the balance. Okay, let's invert the mask to see what
we have. Increase the timing to two.
Yeah, I'm okay with that, but it's not a suitable way to have a grunge for this kind of filter
in all around the model. So we need to limit the grunge and how we can do that.
Let's add a paint layer, but not in top. We need to bring it down. Okay. And change the
blending mode of the grunge or fill layer from normal to multiply. Okay. Now, as you can see,
we don't have any sign of the grunge inside the actually surface or material. And
let's go to the paint mode in a paint layer and just paint. And as you can see,
we can control the grunge with the paint.
like this. Okay, whenever you press X it's going to switch to the black and you can
remove the area that you don't want or you can use the erase mode to remove
that. Okay, so let's go back to the brush mode and yeah let's add some color
variation here like this and if you want to just paint on the body not on the
connection part you can change alignments to UV and in this way you can
paint on the body. Okay, that's it and let's
and some variation here
like this but most of the color variation for this layer should be on the downside because
we have more temperature and more burned effect and color change depends on the temperature
on the downside so let's make this effect very slight in this area
okay like this let's add some detail here
okay
and we can control
the detail like this very easy
when we are using this technique because
When you change the grunge map
okay when you change the grunge map from tiling to even change the grayscale to something else
or play with the parameter the area of the brush it's not changed and you are just changing
the result inside the brush area so it's so powerful and it's very good technique
to paint detail on the surface okay let's go and change the grayscale or maybe
we should stick to that one yeah and play with the balance and contrast
change projection from uv to triplanar to remove this seam
okay oh it's not related to the grunge it's related to the mask so we can change
the alignment from uv to tangent and just paint again here okay like this
yeah and after that we can
change the projection to triplanar and boom
now we can decrease the tiling to three for example okay that's fine
okay we can change the hardness of the alpha
so we can get blurry version or just sharp version of the brush
so it's okay for the color variation number one
and let's play with this result okay
let's add this area
and yeah just keep some variation okay and we can go
in here after base layer just add a fill layer and call it base color variation number one and
we just need to add some color variation so i just keep the color channel change the color
and let's go add a black mask and i'm going to load a fill layer in the gray scale i'm going to
load something like
for example b and w
yeah they are very good mask we are using a lot so let's turn off all the
layer and you can see the difference we can play with the balance and contrast
tiling okay let's bring back the brush linear
roughness variation number one roughness variation number two we can decrease the
color for the roughness variation number two okay let's bring back this layer
okay
that's it
let's paint some detail here
and boom
let's create a fill layer and I'm going to call it dirt and we are so lazy and
we don't want to create the mask with this technique for example adding fill
layer or something else so we can go to the library and just use smart mask so
what is a smart mask the smart mask is some kind of preset or pre-made masks
and we can just combine layers generators filters and etc to achieve
one result and after that save it as a smart mask and use it in other project
okay so let's use the smart mask to see what happens we have dirt layer and we
have dirt mask so we can
Click and drag the dirt smart mask here
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Okay
And this is the result and
What if I just
use for example
Dirt leak dry and see what happened
Okay, this is the result
Let's go for the another one for example dust soft
Okay, it's going to add another sub layer and for avoiding any issue, let's remove everything
Okay, I'm going to use something like for example sand cavities
And boom we have this
It's okay, but
How
we can make some mask to respond to the edges and the form of the model.
So for this purpose we can use generator. So what is a generator?
Generator is like filter or any kind of sublayer, but there is a difference between generator and
filter. The way that they are working it's so similar, but generator it's most used in the
masking, but filter can use even in masking section and the layer itself. But generator
are more complex than filter and with the generator you can create new data and you can add
data to data that you have, but with filter
you are just manipulating the data that you have.
So there is no data creation in the filter.
So, let's use
the generator. So for using generator you
need to bake mesh maps because all the
generators use mesh maps as an input.
So, this is the generator that we have
and when you give the mesh maps
to the generator
it can process something, for example
process dirt mask, process edge damage mask
or something else and give you the output.
Okay? And this
is the way generator can adopt
the result with your model.
When you have a mask with dirt generator, when you save it as a smart mask and apply it in
different model, it's going to adopt itself with mesh maps that you have.
Okay, so for using generator, you just need to add generator here and load a generator from here.
For example, we have dirt layer, so I can go for the dirt generator. We are going to use generator
a lot, so don't worry, you can know everything about them during the course, but for now we are
just focusing on introduction. So this is the dirt generator, you have seed, you have invert,
it means you can invert the selection and the mask, and you have dirt level, dirt
contrast, and grunge amount, grunge scale, and this kind of effect. For each generator you have
different parameter, and we are going to use a generator a lot in during the texturing process,
but we cannot cover all the generator with all the parameters, so you can stick to the tutorial
and the course that you are watching right now, and learn about generators, and after that,
during the practice time, you can learn more about the generator with tweaking parameters,
using new generators, and combine it each other. Okay, all the items in the generators,
most of them are similar, so don't worry, and you can see what's happening if you increase
or decrease something.
and in this way you can understand what's going on on the generator. So let's put dirt level to
something like this, because I don't want to make some strong dirt in here, and let's play with the
grunge amount, yeah, it's going to create some good surface detail for me, and let's play with the
grunge scale, yeah, I think it's better, yeah, it's so perfect, it's so perfect, and now we can play
with the edge masking, let's decrease it, let's go back to the layer itself, I'm going to keep
color, roughness and metallic, and for the color I'm going to use dark value, or maybe dark brown,
like this, because it's dirt,
and let's go for the roughness, and yeah, and I'm going to give the metallic zero
value, because the dirt is not metallic, it's obvious, and we can add another
fill layer, or paint layer, or another generator, and combine it with this dirt
generator sub layer, so I'm going to add the layer, and let's load some grunge, okay,
maybe we can search dirt, and see what we have, okay, so we have grunge leak dirty,
and let's go to the masking, okay, that's enough, we can increase the tiling,
contrast, and balance, like that, okay,
Okay, it's good but we don't see the dirt generator because the blending mode of this
fill layer is normal and we need to change it to linear dodge to combine this layer together.
Okay, so let's go back and we can see the result here.
That's fine, okay.
And I just want to add some detail on the normal and after all for this kind of surface
we can have some scratches, right?
So let's add a fill layer.
I'm going to call it detail line like this and I'm going to add a black mask and in the
black mask.
Let's add a fill layer and let's increase the grayscale value. So let's go to the mask and let's
go to the 2D view. Okay now I want to create a simple line here like this and for this purpose
we can use the fill layer with turning off the yogurt app from repeat to none. Okay and now
we can change the scale and now we have the line that we want. Let's go back to the 3D view.
We need both of them at the same time and let's change the position. Okay that's okay.
Okay and now this is a very straight, very sharp line. We need some
bevel effect, something like that. How we can provide this? We can add a filter and
in the filter we can use bevel, like this. Let's go back to the mask and as you
can see we can play with the distance, we can play with the smoothing to achieve
the result that we want. Okay, I'm going to use negative value, like this. Let's go
back to the layer itself and I need just height and let's give the negative value
for the height. For example, something like negative 0.1, it's enough. Okay,
and let's go back to the
masking.
We can increase the amount and we can see what's happening
inside the material. So let's go back to the field and just
make it tighter. Okay or yeah like this and in the layer itself I'm going to
load color and create a black color. So this is a detail that we have here.
Okay it's not on the model we are just creating this detail on the material. Okay let's increase
the tiling or decrease the tiling of the color variation. I think it's too small.
Yeah maybe this one or just one is okay. Yeah I think one is much better.
Okay let's add another color variation. I'm going to add color variation number two
like that and I'm going to
copy this color code and in the color variation number two I'm going to paste
the color code again and let's uh brighter color variation and just keep color like this.
Okay maybe uh brighter like this yeah and let's go add black mask and in the black mask
I'm going to use a paint layer and in the paint layer I'm going to use stencil. Let's
search about the Grunge.
Let's use, for example, this one.
Let's create a good mask,
and I'm going to paint the data through the stencil.
Like this.
Okay.
That's enough. Let's remove the stencil and now I'm going to add another paint
layer and change the blending mode from normal to subtract and let's go back to
the material.
You can see the color but maybe we need to change the color
and the roughness at the same time to see what's happening exactly.
Okay, that's enough and maybe a little saturation can help us.
Okay, it's okay for the color and let's modify the mask.
Okay, like this.
Okay, this is a simple material that we create inside Substance Painter and now it's time
to render this model with the material.
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