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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:01,000 --> 00:00:03,000 www.microsoft.com 2 00:00:09,402 --> 00:00:15,241 Okay, let's start the military hat project. Before starting the process in Substance Painter, 3 00:00:15,244 --> 00:00:22,361 we need to do some checking this in our modeling tool or software. For example, 3ds Max Blender, 4 00:00:22,364 --> 00:00:28,602 it's not specific to any software, it's a general rule that we should follow. 5 00:00:29,322 --> 00:00:35,001 Okay, for the first, we are going to use displacement modeling in Substance Painter. 6 00:00:35,004 --> 00:00:42,282 Okay, so for this purpose, we need to have a clean topology, a quad topology, 7 00:00:43,162 --> 00:00:53,242 and at the most of the faces, we need a square face. Okay, so let's explain some logic for that. 8 00:00:54,682 --> 00:01:02,323 I'm going to turn on the wireframe and after that, I'm going to create some sketch here. 9 00:01:02,324 --> 00:01:04,545 Subtitled by online-courses.club We compress knowledge for you! 10 00:01:04,546 --> 00:01:05,216 So, 11 00:01:05,456 --> 00:01:12,416 whenever we have this kind of topology, I mean, this is a quad, right? But it's not a square, 12 00:01:12,976 --> 00:01:21,136 it's some like rectangle and the space between vertex is too much. So, in this way, 13 00:01:22,176 --> 00:01:29,776 after we creating subdivision and adding details, our details here, 14 00:01:30,736 --> 00:01:40,175 maybe they are in a stretch and the shape in the final model is not good. So, we are stitching 15 00:01:40,178 --> 00:01:48,655 to this type of topology, quad and square. At the most of them, it should be a square and the space 16 00:01:48,658 --> 00:01:56,975 between two vertex, it should not be the long distance, okay? So, this is the first rule. 17 00:01:56,978 --> 00:02:02,896 Clean, quad and a square topology. And even you want to use... 18 00:02:03,168 --> 00:02:08,928 other software like ZBrush for adding details, the rules are the same for that. 19 00:02:09,808 --> 00:02:17,407 So the second one is we are going to use opacity and displacement at the same time 20 00:02:17,410 --> 00:02:26,207 in the logo section in front of the hat. So we are going to use opacity for cut out the shape 21 00:02:26,210 --> 00:02:33,888 and for the displacement part we are going to push out our details. Okay, so this is the rules 22 00:02:34,848 --> 00:02:44,127 and we need to create space between the plane and the main model. Because when we are baking 23 00:02:44,130 --> 00:02:51,807 mesh maps in Substance Painter, the effect of the square should appear on the ambient occlusion 24 00:02:51,810 --> 00:03:01,328 channel in Substance Painter. So whenever we use cut out and, for example, creating logo like this... 25 00:03:03,376 --> 00:03:10,336 we can see the effect of the plane on the hat in the ambient occlusion and it's not okay for us. 26 00:03:10,896 --> 00:03:17,856 So we are going to separate object from distance and after finishing texturing process 27 00:03:18,416 --> 00:03:28,496 we can move this plane in the position that we want. So this is the main logic here for the 28 00:03:28,576 --> 00:03:41,295 model and topology. So let's move to UV. Okay, I'm going to select both of them and add Unwrap UVW 29 00:03:41,298 --> 00:03:51,375 Map and Open UV Editor. So we have a UV space, right? This square is UV space. 30 00:03:51,378 --> 00:04:00,256 So the first rule is, please, attention to these rules because it's going to affect on your quality. 31 00:04:02,848 --> 00:04:12,208 The first rule is, please, fill up all the UV space area and please don't leave any area free. 32 00:04:13,648 --> 00:04:21,728 This is the rule number one. The rule number two is, please, keep the same scale for the UV island 33 00:04:22,288 --> 00:04:31,248 that we see directly on the model. Okay, so for the parts inside the hatch, you can delete them or 34 00:04:31,888 --> 00:04:39,968 decrease the scale of the UV because we didn't see it anymore. And we are checking 35 00:04:41,408 --> 00:04:49,968 all the UV islands here are the same size. But for this plane, we increase the scale of the 36 00:04:50,688 --> 00:04:59,967 UV island. What is the reason? The reason is, this is the main focus area with the highly detailed 37 00:04:59,970 --> 00:05:00,784 part. 38 00:05:01,104 --> 00:05:09,823 So, we need more quality on the texture for that. So, we are going to increase the area for this 39 00:05:09,826 --> 00:05:16,863 space and fill up the UV space with that. And if you follow these rules, you can increase 40 00:05:16,866 --> 00:05:23,823 your quality when you are texturing in Substance Painter. Okay, for the final step, I'm going to 41 00:05:23,826 --> 00:05:33,584 add one material with the same name to these two objects. Okay, so I'm going to press M, 42 00:05:34,384 --> 00:05:42,783 open the material, and create a physical material, and name it Unitary Hat, 43 00:05:42,786 --> 00:05:52,784 and select both of them, and apply this material. So, let's create a color for that, 44 00:05:53,424 --> 00:05:58,464 so we can see if the process is okay or not. So, 45 00:05:59,456 --> 00:06:07,135 let's export the model in FBX format and going back to Substance Painter and start our process. 46 00:06:07,138 --> 00:06:17,936 So, I'm going here, export selected and I'm going to set a pass for that and after that save. 47 00:06:18,736 --> 00:06:25,935 Okay, I'm going to replace it with the original one and in the FBX export window we just need to 48 00:06:25,938 --> 00:06:33,855 have a smoothing group on. So, press okay and that's it. Before you're exporting the model, 49 00:06:33,858 --> 00:06:41,535 if you are going to work in other software for UV or editing the model, please notice that 50 00:06:41,538 --> 00:06:47,856 you need to use smooth modifier or weighted normals. So, I'm going to use weighted normal, 51 00:06:48,416 --> 00:06:56,495 it's okay and convert it to edit poly, that's it. Just a simple step or just use a smooth modifier 52 00:06:56,498 --> 00:06:58,656 in 3ds Max or in Blender. You can 53 00:06:58,928 --> 00:07:07,247 use shader smooth and auto smooth, it's good. And after that you need to convert it to editable 54 00:07:07,250 --> 00:07:17,967 poly and export it again. This is the smallest step that I forget. So that's it. In the effects 55 00:07:17,970 --> 00:07:24,607 window we need to check a smoothing group as well and okay. So we are done in 3ds Max. 56 00:07:24,610 --> 00:07:31,888 Now let's go to the Substance Painter and continue our path over there. Okay so for creating 57 00:07:32,688 --> 00:07:39,567 the project in Substance Painter we can simply click and drag FBX file in the window and the 58 00:07:39,570 --> 00:07:46,687 new project window is appear. The template should be on ASM PBR metallic roughness and the document 59 00:07:46,690 --> 00:07:53,567 resolution should be on 1k and normal map format should be on DirectX and the check 60 00:07:53,570 --> 00:07:58,608 for the compute tangent space per fragment should be on. And our model 61 00:07:58,816 --> 00:08:05,456 we didn't prepare the model in the uv tile workflow so we leave it here and press okay. 62 00:08:06,576 --> 00:08:14,735 And the model is loaded here everything is okay. For the first step we need to create our mesh 63 00:08:14,738 --> 00:08:22,415 maps. So we are going to bake mode and here due to we don't have any high poly model from other 64 00:08:22,418 --> 00:08:31,215 software we just check this use low poly mesh as high poly mesh and increase our output size 65 00:08:31,218 --> 00:08:42,896 from 1k to 4k and check on bench normal and increase antialiasing to 64x. So everything is okay 66 00:08:43,536 --> 00:08:52,015 we should just press bake selected textures and we need to wait to complete this stage and after 67 00:08:52,018 --> 00:08:58,256 that we can continue our process. Okay now the mesh maps baking is done and we can continue our way. 68 00:08:58,464 --> 00:09:05,263 For the first step after baking mesh maps I'm going to create some folders for creating categories 69 00:09:05,266 --> 00:09:11,664 and creating some kind of color ID. Okay so the first one is for the leather part, 70 00:09:12,784 --> 00:09:19,424 the second one is for the metal, the third one is for the fabric part in the top of the head, 71 00:09:19,984 --> 00:09:23,823 and the fourth one is for the logo. So 72 00:09:23,826 --> 00:09:34,144 the folder number one is for the leather, the second one is for the steel or the metal part, 73 00:09:35,824 --> 00:09:43,664 and for the third one we can call it fabric, and for the fourth one we can call it 74 00:09:44,544 --> 00:09:51,744 logo or something like that. So let's create some fill layer 75 00:09:53,824 --> 00:09:58,144 and play with the color for example red for the leather part. 76 00:09:59,802 --> 00:10:01,634 blue for the metal 77 00:10:01,634 --> 00:10:04,434 Subtitled by online-courses.club We compress knowledge for you! 78 00:10:05,162 --> 00:10:15,161 and the yellow for the fabric and the third one can be white. So let's create the mask because 79 00:10:15,164 --> 00:10:22,441 this step is so important for me and after a while it's so important for you because in this way 80 00:10:22,444 --> 00:10:30,681 you can create category and focus on that category and create your material the best material for 81 00:10:30,684 --> 00:10:35,801 that part and after that you can continue your way in the second one and the third one and the 82 00:10:35,804 --> 00:10:43,081 fourth one and again again again. So for the leather part I'm going to add a black mask and 83 00:10:43,084 --> 00:10:51,001 in the black mask I'm going to add a paint. The sub layer system in the Substance Painter is 84 00:10:51,004 --> 00:10:58,682 very good. It's very good to use because whenever I don't want this mask I can simply turn off but 85 00:10:59,130 --> 00:11:08,649 If I paint the mask into this icon or in the layer itself, 86 00:11:08,652 --> 00:11:14,149 I couldn't even turn off or play with the opacity separately. 87 00:11:14,152 --> 00:11:17,589 This is the most important thing that we should follow, 88 00:11:17,592 --> 00:11:20,030 create sub-layers. 89 00:11:20,510 --> 00:11:24,829 For the first one, I'm going to use this option, 90 00:11:24,832 --> 00:11:30,869 Polygon Fill and the Mesh Fill. 91 00:11:30,872 --> 00:11:37,769 Let's go to the Mask viewport and I'm going to mask here. 92 00:11:37,772 --> 00:11:39,949 This is a leather part, 93 00:11:39,952 --> 00:11:43,150 this one, this one, and this one. 94 00:11:44,590 --> 00:11:48,669 Here, I have another leather part. 95 00:11:48,672 --> 00:11:53,709 That's okay. Let's go back to the metal. 96 00:11:53,712 --> 00:11:58,704 I'm going to create a black mask and let's go to the Mask again. 97 00:11:58,944 --> 00:12:04,144 I'm going to create a paint layer and select this part. 98 00:12:05,104 --> 00:12:12,144 So, oh, it's not a fabric, it's a metal, so press X to invert the color 99 00:12:12,864 --> 00:12:22,223 and select again and press X to go back to the white and select the metal part. 100 00:12:22,226 --> 00:12:29,584 So, let's go to the fabric. I'm going to add black mask and add a paint layer. 101 00:12:31,104 --> 00:12:36,304 So, let's go back to the Mask viewport and I'm going to select this part. 102 00:12:37,104 --> 00:12:44,384 And for the logo, it's an easy part because I can add and select this part and even you can 103 00:12:45,264 --> 00:12:51,423 go to the Mask view to see what happened. So, press M to go back to the material mode 104 00:12:51,426 --> 00:12:55,104 and that's it. We created a color ID for ourselves. 105 00:12:57,088 --> 00:13:03,887 Fixing this issue, I mean one-sided mesh, you can come over here in the shader setting 106 00:13:03,890 --> 00:13:12,527 and press double-sided so everything is fixed right now and after creating the categories 107 00:13:12,530 --> 00:13:19,887 I'm going to set my viewport to the best setting that I want. So let's go to the display setting 108 00:13:19,890 --> 00:13:28,207 for the first step I'm going to change environment map to the Tomoko studio and I'm going to increase 109 00:13:28,210 --> 00:13:35,327 the exposure environment exposure because at the end I'm going to use ACES to mapping in the 110 00:13:35,330 --> 00:13:44,207 viewport. So for the focal length I prefer to have some focal length around 80 or 90. 111 00:13:44,210 --> 00:13:54,528 Yeah it's going to give me a good view and for the tune mapping function I'm going to use ACES. 112 00:13:55,968 --> 00:14:03,407 This is for the display and let's go to the shader setting. For the shader setting the first thing we 113 00:14:03,410 --> 00:14:12,047 should able we should turn on the double-sided option and after that I'm going to turn on 114 00:14:12,050 --> 00:14:20,848 bench normal yeah and in the displacement I'm going to increase subdivision count. The 115 00:14:21,568 --> 00:14:30,687 the main point here is if you are exporting from your software from your modeling software 116 00:14:30,690 --> 00:14:39,568 a high dense 3d model with the good topology and good amount of the vertex you didn't need 117 00:14:41,248 --> 00:14:48,527 to increase the subdivision count to 32 for example maybe 10 is good for you maybe 20 is good for you 118 00:14:48,530 --> 00:14:55,248 but in here in this case I'm going to increase it to 32 because in this way I can have 119 00:14:56,576 --> 00:15:07,376 a good displacement in the viewport. So that's it. And in the scale I'm going to set 0.05 120 00:15:07,936 --> 00:15:13,935 because this is the number that I want to use in, for example, other software like Marmstead 121 00:15:13,938 --> 00:15:22,495 Toolbag. So that's it. And it's okay for the shader and display setting. Let's check texture 122 00:15:22,498 --> 00:15:30,175 set list. Yeah, the military hat is the material that I apply on the model in the 3ds Max. So 123 00:15:30,178 --> 00:15:37,215 everything is good here. And that's it. Let's go to the set setting and in the channel I'm going 124 00:15:37,218 --> 00:15:46,895 to add ambient occlusion and opacity because every time I try to use displacement modeling 125 00:15:46,898 --> 00:15:54,416 in Substance Painter after a while I'm adding details. The details, it's like hovering 126 00:15:54,640 --> 00:16:01,280 details on the model. It's not connected to the surface and the main reason is lack of 127 00:16:01,840 --> 00:16:07,839 ambient occlusion. So every time we are using Substance Painter for texturing and we didn't 128 00:16:07,842 --> 00:16:13,999 use HiPoly version that created in the other software like ZBrush, we need to add ambient 129 00:16:14,002 --> 00:16:22,640 occlusion for ourselves and for our details in the Substance Painter. Okay and for the opacity 130 00:16:22,720 --> 00:16:28,319 yeah I'm going to use opacity as I told you before for cut out the shape over here and 131 00:16:28,322 --> 00:16:37,359 maybe some details on the hat itself. So this is the reason that I add ambient occlusion and opacity 132 00:16:37,362 --> 00:16:46,319 channel to our list and after that I'm going to create a fill layer below all the category and 133 00:16:46,322 --> 00:16:51,680 the folders and call it base layer and in the base layer 134 00:16:52,208 --> 00:16:58,647 need to turn on all the channels and leave it the default value of the 135 00:16:58,650 --> 00:17:05,767 channels itself because whenever I try to add for example metallic, roughness or 136 00:17:05,770 --> 00:17:11,287 other data in the other channels we shouldn't leave it empty at the first 137 00:17:11,290 --> 00:17:19,327 step okay so this is the reason and let's go to the next video we start with 138 00:17:19,330 --> 00:17:23,174 creating leather material in Substance 15937

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