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Original subtitles

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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