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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.
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Now let's focus on other part and I'm going to create a folder and call it
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grid surface and in the mask let me choose this surface okay and for the
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material let's create a fill layer and in the fill layer I'm going to add a
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black mask and let's add a fill okay and I'm going to add gradients okay and in
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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
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play with the control stem balance okay and let's increase 10 to 40 so that's it
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okay and let's bring up height
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okay and now i think we can play with the controls again balance yeah it's good let's
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increase the timing amount to 80 so it's okay let's pick a dark gray for this one
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and let's increase the roughness value
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to something like 0.8
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and let's add a fill layer
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I'm going to call it black back
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and I'm going to put it before grid base
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and in the grid base I keep just height
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and in the black back
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I'm going to create dark
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and make it roughness to something like this
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ok, it's better to have this structure
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because, you know, we have
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black and white mask on this layer
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and it's not logical to add all the detail
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to this layer
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so we need to change the data inside this layer
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to something like just only height
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and after that we can...
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make other data and create other data in the layer before. So this is the grid base.
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Okay, let's add rust and in here I'm going to select rust material. Let's turn off the height
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and let's increase the rust color variation, increase the siding, okay, increase the roughness.
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Okay, and I'm going to add a black mask. In this mask I'm going to use dirt generator here.
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Okay, like this, and let's add an anchor point for gradient here because I want to use it in
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the dirt generator and in here I'm going to turn on micro height.
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OK, and, yep, like this, and we can play with this slider to achieve the look that we want.
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OK, yeah.
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So, let me add another fill layer.
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I'm going to use Coveb.
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And in here, let's increase the tiling.
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OK, and change the blending mode to subtract.
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And we can play with the balance, like this.
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Yeah, it's better.
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90 degree, 4, or maybe 1.
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It's good, yeah, I think 1 is good.
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Let me try 1.4, it's much better, okay, like this, let's decrease dirt, okay, and we can
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decrease the whole mask to have something like this.
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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,
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and in the field layer, I'm going to use a grunge like concrete, I think,
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yeah this one is good yeah and let's decrease the balance increase the
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tiling okay and now let's add dirt color okay I'm going to use this brown for a
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start and make it a little darker and I just need to have roughness something
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like 0.6 okay that's enough and maybe make it more unique like this and let's
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decrease the opacity of the color to 30 and after that for the mask I think 60
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is okay
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and let's increase the balance here I'm going to make a brighter version for the
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color okay like this and let's bring up the contrast bring down the balance and
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make tiling a little smaller and yeah I think it's okay I think it's okay so
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let's decrease the color for each part the opacity like this
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Okay, and yeah, this is for the grid surface on the back as you can see, yeah, I think
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it's okay and we can add leak layer, okay, with a roughness like 0.15 and the color near
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to black, okay, it's a shiny surface and let's add a black mask, let's add a few layer, I'm
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going to search about leak here and yeah, I think this one is better, okay, let's check
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the mask, we need to rotate 90 degree.
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Okay, increase the tiling to 3, for example.
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Okay, like this.
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And boom, we have this.
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But I think it's too much, you know.
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Maybe 0.4 is better.
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Maybe change opacity.
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Okay, yeah, this one is better.
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This one is so much better.
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So let's decrease the tiling to something like 1.
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I think it's better.
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Yeah, absolutely better.
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So this is for the back part.
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And now for the screw itself, this part.
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Okay, I'm going to use smart material from the shelf.
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Okay, this is the plastic part.
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And I just need to select this section.
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This is the only plastic part here.
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And let's use something like Plastic Used Soft.
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So, I'm going to use Plastic Used Soft.
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So, this is the result.
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Let's turn off all the layers.
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And we have the base color, we have the roughness variation.
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Okay, we can increase the tiling for that.
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And maybe decrease the balance.
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And we have the 2K resolution for the viewport.
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Okay, this is the bump.
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I need to fix that.
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For example, like this.
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Make Invert
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OK
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Let's add the color, maybe white value and change the blending mode to soft light, it
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could help us to create beautiful variation, like this.
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Here we have white specks and let me play with this items here, ok, let me change the
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grunge map, yeah it's so much better.
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Ok, we have roughness variation, yeah, good.
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Okay.
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and now let's add edge, okay, for the edge we have curvature, that's okay, you have
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soft dirt, I think it's okay, and it's enough for us, and regarding to the color
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I think this base is, you know, it's getting jumped down so let's keep it, you
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know, whatever we want, we can go back here and change the color, but it's so
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nice, we can keep the color, okay, so let's go back here and I'm going to create
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another folder and call it screw
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Ok, I forgot C here.
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So let's select all the screw.
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Ok, I'm going to select all the data here and press X and deselect.
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This is soft, very easy, very fast.
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I can control each part, but we can keep the material for this part, you know.
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Even we can change the name to Metal Parts and let's select all the items here, except
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this plastic area.
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and this grid surface, and done. So let's go back to this list and search about steel.
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Okay and for the steel
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I have a steel rust and a steel stain, so one great material for this purpose.
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Let me select the steel surface and put this smart material to the metal parts. So
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for the steel rust surface we are going to select this part. Okay
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okay let me select this plate and remove this area. Okay that's fine.
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and let me check if this is selectable or not.
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So, for the steel rust surface we are going to use this ring here
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and for the steel stain we can use the whole part.
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But I think we need to keep sharpen out of the all hierarchy that we have
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because we need to apply one sharpen effect on the fixture.
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Ok, the amount is good and let me select color there
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and for the color variation and for better understanding
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I'm going to select this part.
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Like this, and let me make it a little darker.
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Like this, okay, and with the metallic and the roughness.
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So, after this, we can go for the rust material here.
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And let's add rust metal.
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Okay, let's increase the tiling and let's add the black mask.
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And in the black mask, I'm going to use a generator like metal edge.
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And decrease the amount of the wear level.
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Okay, and now let's add another fill layer.
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And...
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In this one I'm going to load grunge number two.
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Okay, let's increase the tiling.
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Maybe five is better.
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And let's play with the contrast and the balance.
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Okay, maybe a little rotation.
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And let's change the blending mode to linear dodge here.
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And let's go back to the edge wear.
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And decrease the amount of the filter that we have.
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Okay, like this.
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And...
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Okay.
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So, this is the rust filter that I have.
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Okay, let's disable the height, let's go add another fill layer,
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and let's decrease the height amount from 0 to negative .02.
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That's fine, as you can see.
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Okay, and let's add AO+.
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Okay, let me fix the name.
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So, let's change the pass-through in old channel,
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let's go back to ambient occlusion, change it to multiply,
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and just keep the AO amount.
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Okay, and let's add the black mask, add generator, here.
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And let's add an anchor point here.
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Okay, we can use ambient occlusion, use macro details, change macro height to AOFOS.
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Okay, height.
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And invert the mask.
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Okay, and this is the result.
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So, let me go back to the metal parts.
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Okay, and let's decrease the amount of the mask here.
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Oh, it's for the height. Let's go back here.
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and turn down the mask value. Okay.
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Let me decrease the blur level again. Okay, the main problem is the steel stain part.
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So, uh, let's cancel the rust, fix the light, and let's talk about the texture.
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So, this is the base. Okay, I can add a fill layer and control the roughness value here directly.
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And let's add color variation. Oh, it's super good. We can change the blending mode to soft light
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and create darker value in the gray, not pure black. Okay, and let's go back to the dirt.
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And this is the dirt option that we have, so we can increase the dirt level, like this.
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And what about the layer?
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Okay, the layer should be like this, it's okay.
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And maybe for the dirt, let's check a little brownish.
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Okay, and this is for the school.
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Okay, so...
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let me add rust and let me check what we have here so super cool we have our goal
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here texturing it's so easy so fast we modify some pre-made asset like a smart
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material and now we just finished this car and there's only thing that we
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forgot about it's a decal part okay so let's add decal 01 okay and let's add a
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fill layer, decal 01 and I'm going to select this logo
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Ok, let's go back to the metallic, make it 0 in the decal number 1, and now let's add
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a black mask, I'm going to add an anchor point, and the mask I'm going to use this anchor
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point, ok, let's go back to the layer, please be careful because it happens all the time
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when you use anchor point, after some adding feature, adding layers and this kind of stuff,
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you lost the source, so you go directly to the mask and you change the UV transform mask,
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and it's not ok, it's going to be like ok, missing out every detail that you want, so
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let's go back here, ok, and let's decrease the size, I'm going to change the UVRap to
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okay and here
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Okay, and...
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That's it. In the mask, we need to change the reference channel to metallic.
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So we are done here, and we can add a little height.
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And we can go back to the body and copy and paste the detail folder.
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And we can save some clicks from the process.
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OK, so let's go back here, go to the detail number 1.
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OK, and I don't want to have decal number 1 here.
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So let's go back to screw and fence.
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And in here, I'm going to paste the data.
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So we need to reassign everything. This is a decal number 1 mask.
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So there is no mask, so we need to change the mask.
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So this is the fill layer, I'm going to select decal number one mask, this one,
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detail number one mask, okay, and the stick, it's decal number one,
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okay, and this is the decal number one mask,
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and the roughness variation, I just need
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the color number one mask. So, okay, and
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let me change the roughness variation, okay.
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Okay, we need outline here, because we don't have outline.
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Outline is like, add a black mask, add a fill layer, get the mask from the decal number one,
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change it to metallic, duplicate it, change it to subtract, add a blur,
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filter between them. Okay, and this is the outline. So, we have outline, so we need just have
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black color, okay, a little, a little highlight here, it should be so much,
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little, and
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and the roughness should be like this. Yeah, it's okay, and let's go with the coloration, it's okay,
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and in here, I'm going to add a paint, go to the library,
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in here, let's select this one, okay,
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and I'm going to change this, subtract blending mode,
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okay,
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Okay. And we can add back blue.
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Okay. I'm going to use the same method for the mask in outline.
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Okay. So I just select the mask and use Alt for
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copying here. Okay. Let me... Oh, this is good.
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Ok, let me change the blending mode for the second fill layer to multiply, to control
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the border, ok, so, and after that let's add fill layer and remove or subtract the mask
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from the decal number 1 mask, from the mask that we create to have this part, and now
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you can see we have this, so, what we can do, add another fill layer, use something
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like wipe, ok, increase the tiling to something like 10, play with the balance, contrast and
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change the blending mode to multiply.
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00:29:37,552 --> 00:29:48,591
okay and now let's go back here play with the multiply map balance okay so we
231
00:29:48,594 --> 00:29:57,272
have this one and done okay
232
00:30:01,850 --> 00:30:06,090
So this is on back row,
233
00:30:06,970 --> 00:30:10,889
yeah, something like this.
234
00:30:10,892 --> 00:30:19,690
Let's decrease the roughness to 0.5.
235
00:30:34,170 --> 00:30:53,089
it's okay and let me decrease a little opacity here we can have dirt here too
236
00:30:53,092 --> 00:31:11,890
okay add black mask and add a generator here add dirt okay
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00:31:15,930 --> 00:31:25,249
And let's add another fill layer, and now I'm going to use decal number one mask, and
238
00:31:25,252 --> 00:31:28,809
multiply it.
239
00:31:28,812 --> 00:31:40,129
So I just need to color black, and the maximum roughness.
240
00:31:40,132 --> 00:31:43,969
So yeah, I think it's okay.
241
00:31:43,972 --> 00:31:46,409
I think it's okay.
242
00:31:46,412 --> 00:31:53,929
So this is for the fence and the screw part.
243
00:31:53,932 --> 00:31:55,889
It's okay.
244
00:31:55,892 --> 00:31:58,530
And let's go for the next part in the next video.
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