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This video is educational and is not meant to replace proper medical or therapeutic treatment advice. Although EFT is widely used as a self help technique it is still in the experimental stages. Users should seek the advice of qualified physicians and health professionals regarding its use.
Now let's focus on other part and I'm going to create a folder and call it
grid surface and in the mask let me choose this surface okay and for the
material let's create a fill layer and in the fill layer I'm going to add a
black mask and let's add a fill okay and I'm going to add gradients okay and in
the gradients let's make rotation 90 degree and increase the tiling okay and
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I think 10 is good we can
play with the control stem balance okay and let's increase 10 to 40 so that's it
okay and let's bring up height
okay and now i think we can play with the controls again balance yeah it's good let's
increase the timing amount to 80 so it's okay let's pick a dark gray for this one
and let's increase the roughness value
to something like 0.8
and let's add a fill layer
I'm going to call it black back
and I'm going to put it before grid base
and in the grid base I keep just height
and in the black back
I'm going to create dark
and make it roughness to something like this
ok, it's better to have this structure
because, you know, we have
black and white mask on this layer
and it's not logical to add all the detail
to this layer
so we need to change the data inside this layer
to something like just only height
and after that we can...
make other data and create other data in the layer before. So this is the grid base.
Okay, let's add rust and in here I'm going to select rust material. Let's turn off the height
and let's increase the rust color variation, increase the siding, okay, increase the roughness.
Okay, and I'm going to add a black mask. In this mask I'm going to use dirt generator here.
Okay, like this, and let's add an anchor point for gradient here because I want to use it in
the dirt generator and in here I'm going to turn on micro height.
OK, and, yep, like this, and we can play with this slider to achieve the look that we want.
OK, yeah.
So, let me add another fill layer.
I'm going to use Coveb.
And in here, let's increase the tiling.
OK, and change the blending mode to subtract.
And we can play with the balance, like this.
Yeah, it's better.
90 degree, 4, or maybe 1.
It's good, yeah, I think 1 is good.
Let me try 1.4, it's much better, okay, like this, let's decrease dirt, okay, and we can
decrease the whole mask to have something like this.
Okay, let's go and add another field layer, I'm going to call it dirt, okay, and in the dirt, let's add a black mask, okay, and let's add a field layer,
and in the field layer, I'm going to use a grunge like concrete, I think,
yeah this one is good yeah and let's decrease the balance increase the
tiling okay and now let's add dirt color okay I'm going to use this brown for a
start and make it a little darker and I just need to have roughness something
like 0.6 okay that's enough and maybe make it more unique like this and let's
decrease the opacity of the color to 30 and after that for the mask I think 60
is okay
and let's increase the balance here I'm going to make a brighter version for the
color okay like this and let's bring up the contrast bring down the balance and
make tiling a little smaller and yeah I think it's okay I think it's okay so
let's decrease the color for each part the opacity like this
Okay, and yeah, this is for the grid surface on the back as you can see, yeah, I think
it's okay and we can add leak layer, okay, with a roughness like 0.15 and the color near
to black, okay, it's a shiny surface and let's add a black mask, let's add a few layer, I'm
going to search about leak here and yeah, I think this one is better, okay, let's check
the mask, we need to rotate 90 degree.
Okay, increase the tiling to 3, for example.
Okay, like this.
And boom, we have this.
But I think it's too much, you know.
Maybe 0.4 is better.
Maybe change opacity.
Okay, yeah, this one is better.
This one is so much better.
So let's decrease the tiling to something like 1.
I think it's better.
Yeah, absolutely better.
So this is for the back part.
And now for the screw itself, this part.
Okay, I'm going to use smart material from the shelf.
Okay, this is the plastic part.
And I just need to select this section.
This is the only plastic part here.
And let's use something like Plastic Used Soft.
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So, I'm going to use Plastic Used Soft.
So, this is the result.
Let's turn off all the layers.
And we have the base color, we have the roughness variation.
Okay, we can increase the tiling for that.
And maybe decrease the balance.
And we have the 2K resolution for the viewport.
Okay, this is the bump.
I need to fix that.
For example, like this.
Make Invert
OK
Let's add the color, maybe white value and change the blending mode to soft light, it
could help us to create beautiful variation, like this.
Here we have white specks and let me play with this items here, ok, let me change the
grunge map, yeah it's so much better.
Ok, we have roughness variation, yeah, good.
Okay.
and now let's add edge, okay, for the edge we have curvature, that's okay, you have
soft dirt, I think it's okay, and it's enough for us, and regarding to the color
I think this base is, you know, it's getting jumped down so let's keep it, you
know, whatever we want, we can go back here and change the color, but it's so
nice, we can keep the color, okay, so let's go back here and I'm going to create
another folder and call it screw
Ok, I forgot C here.
So let's select all the screw.
Ok, I'm going to select all the data here and press X and deselect.
This is soft, very easy, very fast.
I can control each part, but we can keep the material for this part, you know.
Even we can change the name to Metal Parts and let's select all the items here, except
this plastic area.
and this grid surface, and done. So let's go back to this list and search about steel.
Okay and for the steel
I have a steel rust and a steel stain, so one great material for this purpose.
Let me select the steel surface and put this smart material to the metal parts. So
for the steel rust surface we are going to select this part. Okay
okay let me select this plate and remove this area. Okay that's fine.
and let me check if this is selectable or not.
So, for the steel rust surface we are going to use this ring here
and for the steel stain we can use the whole part.
But I think we need to keep sharpen out of the all hierarchy that we have
because we need to apply one sharpen effect on the fixture.
Ok, the amount is good and let me select color there
and for the color variation and for better understanding
I'm going to select this part.
Like this, and let me make it a little darker.
Like this, okay, and with the metallic and the roughness.
So, after this, we can go for the rust material here.
And let's add rust metal.
Okay, let's increase the tiling and let's add the black mask.
And in the black mask, I'm going to use a generator like metal edge.
And decrease the amount of the wear level.
Okay, and now let's add another fill layer.
And...
In this one I'm going to load grunge number two.
Okay, let's increase the tiling.
Maybe five is better.
And let's play with the contrast and the balance.
Okay, maybe a little rotation.
And let's change the blending mode to linear dodge here.
And let's go back to the edge wear.
And decrease the amount of the filter that we have.
Okay, like this.
And...
Okay.
So, this is the rust filter that I have.
Okay, let's disable the height, let's go add another fill layer,
and let's decrease the height amount from 0 to negative .02.
That's fine, as you can see.
Okay, and let's add AO+.
Okay, let me fix the name.
So, let's change the pass-through in old channel,
let's go back to ambient occlusion, change it to multiply,
and just keep the AO amount.
Okay, and let's add the black mask, add generator, here.
And let's add an anchor point here.
Okay, we can use ambient occlusion, use macro details, change macro height to AOFOS.
Okay, height.
And invert the mask.
Okay, and this is the result.
So, let me go back to the metal parts.
Okay, and let's decrease the amount of the mask here.
Oh, it's for the height. Let's go back here.
and turn down the mask value. Okay.
Let me decrease the blur level again. Okay, the main problem is the steel stain part.
So, uh, let's cancel the rust, fix the light, and let's talk about the texture.
So, this is the base. Okay, I can add a fill layer and control the roughness value here directly.
And let's add color variation. Oh, it's super good. We can change the blending mode to soft light
and create darker value in the gray, not pure black. Okay, and let's go back to the dirt.
And this is the dirt option that we have, so we can increase the dirt level, like this.
And what about the layer?
Okay, the layer should be like this, it's okay.
And maybe for the dirt, let's check a little brownish.
Okay, and this is for the school.
Okay, so...
let me add rust and let me check what we have here so super cool we have our goal
here texturing it's so easy so fast we modify some pre-made asset like a smart
material and now we just finished this car and there's only thing that we
forgot about it's a decal part okay so let's add decal 01 okay and let's add a
fill layer, decal 01 and I'm going to select this logo
Ok, let's go back to the metallic, make it 0 in the decal number 1, and now let's add
a black mask, I'm going to add an anchor point, and the mask I'm going to use this anchor
point, ok, let's go back to the layer, please be careful because it happens all the time
when you use anchor point, after some adding feature, adding layers and this kind of stuff,
you lost the source, so you go directly to the mask and you change the UV transform mask,
and it's not ok, it's going to be like ok, missing out every detail that you want, so
let's go back here, ok, and let's decrease the size, I'm going to change the UVRap to
okay and here
Okay, and...
That's it. In the mask, we need to change the reference channel to metallic.
So we are done here, and we can add a little height.
And we can go back to the body and copy and paste the detail folder.
And we can save some clicks from the process.
OK, so let's go back here, go to the detail number 1.
OK, and I don't want to have decal number 1 here.
So let's go back to screw and fence.
And in here, I'm going to paste the data.
So we need to reassign everything. This is a decal number 1 mask.
So there is no mask, so we need to change the mask.
So this is the fill layer, I'm going to select decal number one mask, this one,
detail number one mask, okay, and the stick, it's decal number one,
okay, and this is the decal number one mask,
and the roughness variation, I just need
the color number one mask. So, okay, and
let me change the roughness variation, okay.
Okay, we need outline here, because we don't have outline.
Outline is like, add a black mask, add a fill layer, get the mask from the decal number one,
change it to metallic, duplicate it, change it to subtract, add a blur,
filter between them. Okay, and this is the outline. So, we have outline, so we need just have
black color, okay, a little, a little highlight here, it should be so much,
little, and
and the roughness should be like this. Yeah, it's okay, and let's go with the coloration, it's okay,
and in here, I'm going to add a paint, go to the library,
in here, let's select this one, okay,
and I'm going to change this, subtract blending mode,
okay,
Okay. And we can add back blue.
Okay. I'm going to use the same method for the mask in outline.
Okay. So I just select the mask and use Alt for
copying here. Okay. Let me... Oh, this is good.
Ok, let me change the blending mode for the second fill layer to multiply, to control
the border, ok, so, and after that let's add fill layer and remove or subtract the mask
from the decal number 1 mask, from the mask that we create to have this part, and now
you can see we have this, so, what we can do, add another fill layer, use something
like wipe, ok, increase the tiling to something like 10, play with the balance, contrast and
change the blending mode to multiply.
okay and now let's go back here play with the multiply map balance okay so we
have this one and done okay
So this is on back row,
yeah, something like this.
Let's decrease the roughness to 0.5.
it's okay and let me decrease a little opacity here we can have dirt here too
okay add black mask and add a generator here add dirt okay
And let's add another fill layer, and now I'm going to use decal number one mask, and
multiply it.
So I just need to color black, and the maximum roughness.
So yeah, I think it's okay.
I think it's okay.
So this is for the fence and the screw part.
It's okay.
And let's go for the next part in the next video.
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