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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:15,279 Okay, now for the hat pin or logo for the hat in front of the hat. I need some resources, 2 00:00:15,282 --> 00:00:24,719 okay? An image that I can build the material upon that. So, I came over to the Google and searched 3 00:00:24,722 --> 00:00:32,640 this sentence, US army military police hat pin, and I came over for this image. It's very good, 4 00:00:33,440 --> 00:00:41,600 but the size is too small. So, I save it and use an AI image scale up system or solution 5 00:00:42,240 --> 00:00:50,559 and upscale it four times, okay? So, I'm going to use this resource. It's easy to find these days 6 00:00:50,562 --> 00:00:58,880 an AI to upscale. I usually use Gigapixel, but this free website is good, though, and I just... 7 00:00:59,264 --> 00:01:03,694 Click on download, and it's downloaded, and now I can go to the Substance Sampler to use this resource and create my material. 8 00:01:03,695 --> 00:01:04,567 Subtitled by online-courses.club We compress knowledge for you! 9 00:01:07,264 --> 00:01:15,263 Before going to Sampler, I need to make a square size for this image and remove the background. 10 00:01:15,266 --> 00:01:19,263 So it's so easy, you can do it with any software, but I choose Photoshop here. 11 00:01:19,266 --> 00:01:31,263 And for making perfectly square, I'm using Cropping tool, and put the ratio in 101, and adjust my size. 12 00:01:31,266 --> 00:01:39,263 Okay, that's it. And for removing the white area, I'm going to use Magic Wand. 13 00:01:39,266 --> 00:01:43,263 That's it. And let's delete it. 14 00:01:43,266 --> 00:01:49,263 It's okay. It's easy to do that. And now I'm going to save it in PNG format. 15 00:01:49,266 --> 00:01:54,263 And after that, I'm going to use it in Substance Sampler. 16 00:01:54,266 --> 00:01:59,248 Okay, we are in Substance Sampler. The software, it's easy to use. 17 00:01:59,328 --> 00:02:03,008 You don't need to have any specific knowledge for using this software. 18 00:02:03,648 --> 00:02:09,407 And if you're in beginner level in Substance Painter, Sampler is a good friend for you. 19 00:02:09,410 --> 00:02:14,367 So, you can follow me step by step and you can do whatever I do. 20 00:02:14,370 --> 00:02:21,967 So, I'm going to press Create New. And here you can see we have 3D view, 21 00:02:21,970 --> 00:02:27,248 2D view, properties, layers. It's so similar to Substance Painter. 22 00:02:27,808 --> 00:02:33,567 And in here, you have the project window. In the project window, we need to rename 23 00:02:33,570 --> 00:02:39,887 the material because we are creating the material here and our material should have a name. 24 00:02:39,890 --> 00:02:43,888 So, the name is Add Pane. Okay. 25 00:02:44,528 --> 00:02:50,847 And for changing default shape in the 3D view, you can come over to Viewer Settings, 26 00:02:50,850 --> 00:02:55,727 and you can choose between this item here. I'm going to work on the plane. 27 00:02:55,730 --> 00:02:58,368 So, I choose the plane. That's it. 28 00:02:59,040 --> 00:03:07,040 And for starting our process, we just need to click and drag the photo that we create in here. 29 00:03:07,680 --> 00:03:15,199 So, in this window, we just need to choose image to material AI powered. The size is 4K. 30 00:03:15,202 --> 00:03:22,319 It's good. And we need to turn on add a base material. So, I'm going to press import. 31 00:03:22,322 --> 00:03:33,120 Okay, we should wait for the calculation here. And we have some setting over here. 32 00:03:34,320 --> 00:03:41,679 I'm going to change the category to metal and wait for the result. Okay, now we have our material 33 00:03:41,682 --> 00:03:48,399 here. Everything is perfect, but we need to change some setting over here. And you can see we have 34 00:03:48,402 --> 00:03:57,119 base color, normal, roughness, metallic, height, and from a single image with AI powered algorithm 35 00:03:57,122 --> 00:03:58,160 in Substance Sampler. 36 00:03:58,400 --> 00:04:05,120 We can create a complex material. So for here, I can decrease the tiling amount, that's it, 37 00:04:06,400 --> 00:04:16,079 and increase the height scale. So for this particular image, I'm going to change macro 38 00:04:16,082 --> 00:04:26,319 details to one. It's going to help me to extract small details from the image. So, and after that, 39 00:04:26,322 --> 00:04:35,520 I'm going to increase medium detail to 0.6. Okay, so everything is done and we can see 40 00:04:36,640 --> 00:04:44,879 the material is ready to use. So for the large details, because we have a solid form here, 41 00:04:44,882 --> 00:04:51,599 we don't need to change large details. But in general, you need to tweak these parameters 42 00:04:51,602 --> 00:04:55,839 to achieve the look that you want. So, this is so easy. 43 00:04:55,842 --> 00:05:01,759 And after we achieve this kind of effect here, we are happy with the material that we create here. 44 00:05:01,762 --> 00:05:08,400 It's okay. I'm going to export window, select export as, and in this window, 45 00:05:09,840 --> 00:05:18,000 I need to change the address to address that I want to save the images. And in material setting, 46 00:05:18,560 --> 00:05:25,039 I'm going to set the format, the preset or the channels that I want to export. 47 00:05:25,042 --> 00:05:33,679 So, for this image and the material, I'm going to use PNG for the preset. I need to default. Yeah, 48 00:05:33,682 --> 00:05:40,239 default is good. So, I was looking for PBR metallic roughness, but it's not here. It just default. 49 00:05:40,242 --> 00:05:46,159 So, I just need ambient occlusion, height, roughness, normal, and base color. That's it. 50 00:05:46,162 --> 00:05:55,760 And I'm going to export it. But unfortunately, the base color and the base image lose its transparency. 51 00:05:55,856 --> 00:06:01,375 And we need to create the transparency or removing background again in Photoshop. 52 00:06:01,378 --> 00:06:09,376 So for this, I'm coming over here and choose Object Selection Tool. 53 00:06:12,576 --> 00:06:19,696 Create a selection like this. And yes, I can create a mask and maybe 54 00:06:20,656 --> 00:06:31,375 refining the mask here with the brush like this. So after that, I just need to save it again. 55 00:06:31,378 --> 00:06:36,576 And now we are going to Substance Painter. Now we are back in Substance Painter. 56 00:06:37,296 --> 00:06:44,336 And for the first step, I just import all the data that we create in Substance Sampler into Painter. 57 00:06:44,416 --> 00:06:51,855 And let's change Undefined to Texture and import resources to project. Yeah, everything is okay. 58 00:06:51,858 --> 00:06:53,936 So we have them here and 59 00:06:54,944 --> 00:07:01,183 I just need to create a field layer here and call it Add Pin Base and let's change the 60 00:07:01,186 --> 00:07:14,623 logo to Add Pin. Okay, so for this layer I just need to have a base color. Okay, and 61 00:07:14,626 --> 00:07:33,184 let's change the UV Wrap to None. That's it. And fix the position. Okay, that's good, that's good. 62 00:07:37,264 --> 00:07:44,304 That's it. Okay, let's add Ambient Occlusion to Ambient Occlusion and Hide to Hide. 63 00:07:45,344 --> 00:07:51,343 Roughness to Roughness and for the Metallic we can increase the Metallic itself over here 64 00:07:51,346 --> 00:07:53,904 and for the Opacity I'm going to 65 00:07:54,384 --> 00:08:04,704 uh keep it as one in here and let's create a black mask and let's add an anchor point here 66 00:08:05,424 --> 00:08:14,464 in the black mask I just add a fill layer and load the anchor point from hat pin layer itself 67 00:08:15,024 --> 00:08:23,583 so the hat pin that's it and in here because my base color has alpha or opacity 68 00:08:23,586 --> 00:08:31,663 or transparency in background I can change alpha behavior from keep alpha to extract alpha and in 69 00:08:31,666 --> 00:08:40,944 this way I have the mask over here so everything is okay but I need to create a base layer 70 00:08:43,984 --> 00:08:53,104 below the hat pin and in here I just need opacity channel and bring down the opacity value 71 00:08:53,344 --> 00:09:03,263 so let's go back to the 3d viewport okay and I just need to check if the alpha blending is enabled or 72 00:09:03,266 --> 00:09:14,303 not yeah it's it enabled right now and whenever I come here and change the position or rotation of 73 00:09:14,306 --> 00:09:21,343 the logo as you can see the mask is linked to the data in the layer so basically we create 74 00:09:21,346 --> 00:09:27,423 a dynamic mask with the anchor point and with the alpha behavior in the mask in the fill layer so 75 00:09:27,426 --> 00:09:40,463 everything is done we just create our hat pin over here and now I can add a level an affected channel 76 00:09:40,466 --> 00:09:49,903 should be on height and now I can increase or decrease or control the height amount from here 77 00:09:49,906 --> 00:09:52,224 so let's 78 00:09:52,896 --> 00:09:53,536 increase 79 00:09:56,176 --> 00:10:03,701 this slider okay I think it's okay and now I just add another fill layer and I just need height 80 00:10:03,701 --> 00:10:04,434 Subtitled by online-courses.club We compress knowledge for you! 81 00:10:07,776 --> 00:10:17,615 so the height should be I think 0.3 is good and is enough yeah and we have details over here 82 00:10:17,618 --> 00:10:25,776 in the displacement and as you can see we are ready to go and complete our material so 83 00:10:27,136 --> 00:10:34,816 the next layer it's roughness variation okay so we are going to add roughness variation 84 00:10:36,016 --> 00:10:43,695 to the material for this part and for that I need color and roughness at the same time 85 00:10:43,698 --> 00:10:51,664 let's add a black mask and add a generator in the generator I'm going to use metal edge 86 00:10:51,904 --> 00:11:01,504 and in macro detail I can use macro normal and for the anchor point I can use the hat pin itself 87 00:11:02,304 --> 00:11:12,943 okay that's good so I can change the curvature type to standard or smooth or subtle yeah I can 88 00:11:12,946 --> 00:11:20,944 play with the curvature intensity they already use and 89 00:11:23,824 --> 00:11:28,384 okay maybe a very little 90 00:11:30,464 --> 00:11:38,224 bronze amount should be lower yeah yeah it's okay it's okay and I'm going to add 91 00:11:39,024 --> 00:11:45,744 the blending mode of the base color to multiply as you can see this is the effect 92 00:11:47,424 --> 00:11:51,481 and let's bring it down 93 00:11:51,484 --> 00:11:56,482 the grayscale value to near black, okay? 94 00:11:56,842 --> 00:12:01,842 And for the roughness, let's increase the value. 95 00:12:03,842 --> 00:12:08,842 Okay, so this is the effect, maybe it's too much. 96 00:12:12,082 --> 00:12:17,082 Okay, and after that, I'm going to add 97 00:12:17,162 --> 00:12:22,081 another fill layer, which is called dirt. 98 00:12:22,084 --> 00:12:24,561 And I'm going to add a generator, 99 00:12:24,564 --> 00:12:28,241 as you can guess, dirt generator. 100 00:12:28,244 --> 00:12:30,962 And in micro detail, I'm going to use micro height. 101 00:12:32,042 --> 00:12:36,601 And for the macro height, I'm going to use half pin. 102 00:12:36,604 --> 00:12:39,082 The reference channel is height. 103 00:12:40,562 --> 00:12:45,561 And in the layer, I need to turn off opacity, 104 00:12:45,564 --> 00:12:50,319 AO, normal, metal, roughness, and height. 105 00:12:50,322 --> 00:12:56,720 I need some dark gray, okay, like this. 106 00:12:57,400 --> 00:13:02,760 The roughness value should be near one. 107 00:13:04,760 --> 00:13:11,119 We can play with the sliders inside the dirt. 108 00:13:11,122 --> 00:13:12,799 Okay, ground amount. 109 00:13:12,802 --> 00:13:18,359 Yeah, I think the contrast should be higher, 110 00:13:18,362 --> 00:13:23,160 something like this, yeah. 111 00:13:26,010 --> 00:13:32,849 Okay, that's it and for the color I'm going to use multiply in the blending 112 00:13:32,852 --> 00:13:42,689 mode and decrease the amount of the dark color and for the roughness maybe 113 00:13:42,692 --> 00:13:53,449 decrease the value. Okay, that's it, that's it. We have the hat pin, easy peasy and 114 00:13:53,452 --> 00:14:02,129 now I'm going to create a paint layer top of the all material and layers and 115 00:14:02,132 --> 00:14:09,409 call it sharpen and the blending mode should be on pass, apply to all channel 116 00:14:09,412 --> 00:14:16,249 is necessary and I'm going to add a filter which is called sharpen. Okay and 117 00:14:16,252 --> 00:14:24,649 the intensity is too much, maybe 0.3 is enough. Yeah, as you can see the effect 118 00:14:24,652 --> 00:14:26,000 is so 119 00:14:26,400 --> 00:14:36,799 strong and it's good. I like it. Let's check it over here. That's it. Okay, let's check all the 120 00:14:36,802 --> 00:14:43,119 channels. For example, base color, it's good. The height is good. Roughness, it's perfect. The 121 00:14:43,122 --> 00:14:49,679 metallic is good. Normal is good. And the occlusion is good too. So everything is okay. 122 00:14:49,682 --> 00:14:54,560 Now we can continue our way to creating fabric material and complete our process. 13249

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