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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:14,439 Okay, let's go and create the metal material, and because we don't have so much metal part 2 00:00:14,442 --> 00:00:21,119 in this model, we can create a simple material for that because there is no special focus 3 00:00:21,122 --> 00:00:22,119 on that. 4 00:00:22,122 --> 00:00:29,599 So, for the metal, I'm going to create a fill layer, we'll call it Base Metal, and delete 5 00:00:29,602 --> 00:00:30,599 this fill layer. 6 00:00:30,602 --> 00:00:35,479 Okay, in this fill layer, I just need color, roughness, and metallic. 7 00:00:35,482 --> 00:00:42,639 For the metallic, I'm going to increase the metallic to 1, and for the base color, I prefer 8 00:00:42,642 --> 00:00:46,119 to have something like a bronze color. 9 00:00:46,122 --> 00:00:58,096 So let's bring it up, yeah, I think it's better, yeah, it's okay. 10 00:00:58,416 --> 00:01:02,109 So this is okay for the first layer, I'm going to add a filter and in the filter section, 11 00:01:02,111 --> 00:01:04,332 Subtitled by online-courses.club We compress knowledge for you! 12 00:01:04,332 --> 00:01:10,976 I'm going to type finish rough, okay, and use this filter. So this filter can give me 13 00:01:11,696 --> 00:01:20,975 some metallic or metal surface detail, okay, and we can use the default grunge or just use custom 14 00:01:20,978 --> 00:01:27,936 grunges and for this, I'm going to use moisture noise, it's so amazing map and let's 15 00:01:28,736 --> 00:01:34,336 increase the scale grunge, okay, in here, that's it. 16 00:01:37,696 --> 00:01:44,575 Okay, so this is good and that's enough, I didn't want high AO opacity, just color, 17 00:01:44,578 --> 00:01:50,095 roughness, metal and normal. So this is for the base metal layer, it's okay, it's enough 18 00:01:50,098 --> 00:01:57,696 and I'm going to add another fill layer, which I'm going to call it a surface detail. 19 00:01:58,544 --> 00:02:05,584 Okay, that's it. And add a black mask. I'm going to use 20 00:02:08,464 --> 00:02:18,064 mask like noise or a BMV spot is good. Let's go to the mask. Yeah, we can 21 00:02:20,144 --> 00:02:24,544 increase the tiling amount, play with the contrast balance at the same time. 22 00:02:25,504 --> 00:02:30,704 Okay, that's enough. I need height and roughness value. Let's play with the 23 00:02:32,624 --> 00:02:39,904 height, for example, negative zero one. Yeah. And roughness, something like 24 00:02:40,624 --> 00:02:51,503 0.6. Yeah, that's okay. Okay. And that's it for the surface detail. And now we are going to plan 25 00:02:51,506 --> 00:02:56,784 for the details in the height and displacement. So, actually, I just want to... 26 00:02:57,184 --> 00:03:05,983 have the detail inside the circle, but if I use negative displacement for that, 27 00:03:05,986 --> 00:03:11,423 it's going to affect on the edge and it's not okay. So, let me show you. Okay, I'm going to 28 00:03:11,426 --> 00:03:18,383 add another field here, call it test, and just need to have height here, and in the paint, 29 00:03:18,386 --> 00:03:25,503 I'm going to use UV chunk and select this, and use negative. Okay, so, as you can see, 30 00:03:25,506 --> 00:03:32,704 there is so many artifacts around the edge, and my idea for solving this problem is create a mask 31 00:03:33,424 --> 00:03:42,543 for my detail and invert it, and give positive height amount to that invert mask. In this way, 32 00:03:42,546 --> 00:03:48,863 we are just keeping the surface at the default height value, and for other part, 33 00:03:48,866 --> 00:03:55,343 we are just going to push out, and in push out effect, we don't have this kind of problem. 34 00:03:55,346 --> 00:03:55,904 So... 35 00:03:55,984 --> 00:04:05,503 For this purpose, I'm going to add a fill layer, call it Mask Holder, okay? I'm going to add a suffix 36 00:04:05,506 --> 00:04:10,944 at the end. Okay, I'm going to turn off all the channel data because we don't want to 37 00:04:11,584 --> 00:04:18,223 use these channels, and I just only need the mask for this layer. So I'm going to add a black mask, 38 00:04:18,226 --> 00:04:25,263 and now I'm going to create my mask here in this layer, and with Anchor Point, I'm going to recall 39 00:04:25,266 --> 00:04:34,063 it in the top layers. So this is the way we can overcome this kind of problem. So let's create 40 00:04:34,066 --> 00:04:41,824 the details that I want for this project. I'm going to start five, that's it, 41 00:04:43,664 --> 00:04:52,143 and now we need to modify the position of this star five to here. So for this purpose, 42 00:04:52,146 --> 00:04:54,464 we need to turn off UVWrap. 43 00:04:54,624 --> 00:05:00,544 So I'm going to select none here and after that I can control the shape 44 00:05:02,304 --> 00:05:12,704 without repeat in each U or V axis. So this is the mask that we want. 45 00:05:14,304 --> 00:05:21,504 Okay, so let's add high data here to just demonstrate what we have. Okay, 46 00:05:21,744 --> 00:05:34,304 and maybe a little smaller, something like this. That's okay. And for 47 00:05:35,984 --> 00:05:44,063 other detail that I want, I need to search just stick. Okay, and circular stick is a good map 48 00:05:44,066 --> 00:05:51,744 here. Okay, I'm going to set none for UVWrap and now 49 00:05:53,882 --> 00:06:06,401 I can set this here but why I can see the 5 star it's related to the blending 50 00:06:06,404 --> 00:06:12,961 mode for the sub layers and if you have more than one layer or sub layer and 51 00:06:12,964 --> 00:06:19,201 they are overlapping together you need to change it to linear dodge so in this 52 00:06:19,204 --> 00:06:26,281 way you can see both of them so let's create the detail that I'm seeking to 53 00:06:26,284 --> 00:06:37,161 achieve okay that's it yeah it's okay 54 00:06:37,164 --> 00:06:47,401 okay so I need to increase the number of the stick here something like 40 and you 55 00:06:47,404 --> 00:06:55,194 can play with the bar length offset or any other setting that you want 56 00:06:56,154 --> 00:07:04,634 Okay, so let's decrease the bar width and that's it. So because I need the similar effect 57 00:07:06,554 --> 00:07:11,034 on this side, again, it's better to create an anchor point here, 58 00:07:12,234 --> 00:07:22,553 okay, and add a fill layer here and reload this anchor point, okay, and in this way I can 59 00:07:22,556 --> 00:07:36,074 place the detail here. So if I go down and play with the scale, as you can see, both of them 60 00:07:37,594 --> 00:07:44,313 are changing. So this is the best way to create dynamic and relate mask in Substance Painter, 61 00:07:44,316 --> 00:07:52,634 using anchor point. It's so amazing. So for loading to a star on this metal part, 62 00:07:52,928 --> 00:07:59,567 I need to create another anchor point here and I'm going to call it two star. And for this 63 00:07:59,570 --> 00:08:06,287 mask folder I'm going to call it a star because it's going to load one star that we have here 64 00:08:06,290 --> 00:08:14,608 and we create a mirror version of the star here and this anchor point has two star mask inside it. 65 00:08:15,488 --> 00:08:21,567 But as you can see, I just have one star because the blending mode here is normal. 66 00:08:21,570 --> 00:08:27,727 If I go to blending mode and change it to linear dodge, yeah, boom, it's okay. So let's create 67 00:08:27,730 --> 00:08:33,248 another fill layer, call it details, and in this fill layer I'm going to load 68 00:08:35,328 --> 00:08:46,687 the anchor point related to star and I have it and that's it. But I need to select 69 00:08:46,690 --> 00:08:51,808 the whole metal area and subtract this layer. 70 00:08:51,968 --> 00:08:59,888 from it to create that mask I mentioned before. So let's add a paint layer. In here I'm going to use 71 00:09:00,608 --> 00:09:13,008 Polygon Fill. Okay. I'm going to select this part and this part. That's it. And let's 72 00:09:14,208 --> 00:09:21,647 bring up the fill layer and change the blending mode to subtract and now we have this. So I can 73 00:09:21,650 --> 00:09:36,047 add a blur filter here and decrease the amount of the blur intensity to something like 0.1 for 74 00:09:36,050 --> 00:09:47,487 example or 0.1 and 0.5. That's it. It's better. Let's go back to the layer itself. It just has 75 00:09:47,490 --> 00:09:51,968 height data and if I increase the height amount to something like 76 00:09:53,200 --> 00:10:02,132 0.05 you can see the detail appeared here and it's okay and it's final. So this is the workflow that 77 00:10:02,134 --> 00:10:04,177 Subtitled by online-courses.club We compress knowledge for you! 78 00:10:04,178 --> 00:10:11,599 I use to create details in the metal part and now we can use the anchor point here in the detail 79 00:10:11,602 --> 00:10:20,879 section and create another layer like dirt or edge effect or edge damage or anything that we want 80 00:10:20,882 --> 00:10:29,519 and use micro detail on the generator and use these height channels data over there. So let's 81 00:10:29,522 --> 00:10:36,320 create another fill layer. I'm going to call it dirt with the color and high roughness amount 82 00:10:38,400 --> 00:10:43,119 like this and add the black mask. I'm going to add a generator the dirt. 83 00:10:43,122 --> 00:10:50,560 That's good. Okay that's it and in the macro details I'm going to use a macro height. 84 00:10:51,552 --> 00:10:58,032 In the macro height I'm going to load details mask and here because we are going to use 85 00:10:58,592 --> 00:11:05,792 a white and black data from the mask we don't have any reference channel. So everything is okay 86 00:11:06,512 --> 00:11:13,471 and we don't need to change the reference channel or other extra step. So we can play with the 87 00:11:13,474 --> 00:11:25,632 slider over here to achieve what we want. Let's decrease the dirt level. Increase 88 00:11:26,512 --> 00:11:34,192 grunge amount. Use dry planner. Yeah it's good. Grunge scale. Yeah. Edge masking. 89 00:11:36,272 --> 00:11:39,392 Okay curvature intensity. 90 00:11:40,352 --> 00:11:45,312 And I already use it most 91 00:11:47,312 --> 00:11:49,312 effective slider here. 92 00:11:50,128 --> 00:11:54,127 for the micro height. So, that's it. 93 00:11:54,130 --> 00:11:58,127 And now I'm going to decrease opacity 94 00:11:58,130 --> 00:12:02,127 of the base color. So, that's it. 95 00:12:02,130 --> 00:12:06,127 And we can increase the height amount 96 00:12:06,130 --> 00:12:10,127 to have better results here. 97 00:12:10,130 --> 00:12:14,127 So, that's it. It's okay. And let's another layer 98 00:12:14,130 --> 00:12:18,127 I'm going to call it Edge Effect 99 00:12:18,130 --> 00:12:22,127 and add a black mask. In the Edge Effect, I just need to have 100 00:12:22,130 --> 00:12:26,127 Color, Roughness, and Missile. Roughness, it should be 101 00:12:26,130 --> 00:12:30,127 on the point 1. And the Metallic 102 00:12:30,130 --> 00:12:34,127 can be go to 1. Okay, I'm going to add Generator 103 00:12:34,130 --> 00:12:38,127 Metal Edge. And in the 104 00:12:38,130 --> 00:12:42,127 Micro Detail, I'm going to turn on Micro Height. And in 105 00:12:42,130 --> 00:12:46,127 Micro Height, I'm going to use Details Mask. Okay. So, 106 00:12:46,130 --> 00:12:49,120 let's play with the AO Radius. 107 00:12:49,520 --> 00:12:59,839 AO Depth, Curvature Intensity. Okay, let's change the Curvature Type to Standard or Smooth. Yeah, 108 00:12:59,842 --> 00:13:11,440 Smooth is better. That's okay. And increase Edge Smoothing, decrease the Ground Amount, 109 00:13:12,160 --> 00:13:19,279 and decrease the Bare Level. Okay, that's it. And in here, I'm going to change 110 00:13:19,282 --> 00:13:26,320 the Blending Mode to Soft Light, and that's it. Okay, I can play with the Roughness Amount, 111 00:13:27,520 --> 00:13:39,199 and it's okay. Yeah. So, this is for the metal material, and now we have done for the metal 112 00:13:39,202 --> 00:13:46,159 and the leather. So, let's create our logo part, and after that, we are going back to the fabric 113 00:13:46,162 --> 00:13:47,750 material. 12138

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