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Okay, now for the hat pin or logo for the hat in front of the hat. I need some resources,
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okay? An image that I can build the material upon that. So, I came over to the Google and searched
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this sentence, US army military police hat pin, and I came over for this image. It's very good,
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but the size is too small. So, I save it and use an AI image scale up system or solution
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and upscale it four times, okay? So, I'm going to use this resource. It's easy to find these days
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an AI to upscale. I usually use Gigapixel, but this free website is good, though, and I just...
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Click on download, and it's downloaded, and now I can go to the Substance Sampler to use this resource and create my material.
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Before going to Sampler, I need to make a square size for this image and remove the background.
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So it's so easy, you can do it with any software, but I choose Photoshop here.
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And for making perfectly square, I'm using Cropping tool, and put the ratio in 101, and adjust my size.
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Okay, that's it. And for removing the white area, I'm going to use Magic Wand.
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That's it. And let's delete it.
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It's okay. It's easy to do that. And now I'm going to save it in PNG format.
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And after that, I'm going to use it in Substance Sampler.
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Okay, we are in Substance Sampler. The software, it's easy to use.
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You don't need to have any specific knowledge for using this software.
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And if you're in beginner level in Substance Painter, Sampler is a good friend for you.
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So, you can follow me step by step and you can do whatever I do.
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So, I'm going to press Create New. And here you can see we have 3D view,
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2D view, properties, layers. It's so similar to Substance Painter.
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And in here, you have the project window. In the project window, we need to rename
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the material because we are creating the material here and our material should have a name.
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So, the name is Add Pane. Okay.
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And for changing default shape in the 3D view, you can come over to Viewer Settings,
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and you can choose between this item here. I'm going to work on the plane.
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So, I choose the plane. That's it.
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And for starting our process, we just need to click and drag the photo that we create in here.
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So, in this window, we just need to choose image to material AI powered. The size is 4K.
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It's good. And we need to turn on add a base material. So, I'm going to press import.
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Okay, we should wait for the calculation here. And we have some setting over here.
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I'm going to change the category to metal and wait for the result. Okay, now we have our material
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here. Everything is perfect, but we need to change some setting over here. And you can see we have
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base color, normal, roughness, metallic, height, and from a single image with AI powered algorithm
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in Substance Sampler.
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We can create a complex material. So for here, I can decrease the tiling amount, that's it,
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and increase the height scale. So for this particular image, I'm going to change macro
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details to one. It's going to help me to extract small details from the image. So, and after that,
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I'm going to increase medium detail to 0.6. Okay, so everything is done and we can see
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the material is ready to use. So for the large details, because we have a solid form here,
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we don't need to change large details. But in general, you need to tweak these parameters
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to achieve the look that you want. So, this is so easy.
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And after we achieve this kind of effect here, we are happy with the material that we create here.
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It's okay. I'm going to export window, select export as, and in this window,
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I need to change the address to address that I want to save the images. And in material setting,
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I'm going to set the format, the preset or the channels that I want to export.
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So, for this image and the material, I'm going to use PNG for the preset. I need to default. Yeah,
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default is good. So, I was looking for PBR metallic roughness, but it's not here. It just default.
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So, I just need ambient occlusion, height, roughness, normal, and base color. That's it.
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And I'm going to export it. But unfortunately, the base color and the base image lose its transparency.
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And we need to create the transparency or removing background again in Photoshop.
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So for this, I'm coming over here and choose Object Selection Tool.
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Create a selection like this. And yes, I can create a mask and maybe
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refining the mask here with the brush like this. So after that, I just need to save it again.
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And now we are going to Substance Painter. Now we are back in Substance Painter.
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And for the first step, I just import all the data that we create in Substance Sampler into Painter.
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And let's change Undefined to Texture and import resources to project. Yeah, everything is okay.
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So we have them here and
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I just need to create a field layer here and call it Add Pin Base and let's change the
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logo to Add Pin. Okay, so for this layer I just need to have a base color. Okay, and
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let's change the UV Wrap to None. That's it. And fix the position. Okay, that's good, that's good.
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That's it. Okay, let's add Ambient Occlusion to Ambient Occlusion and Hide to Hide.
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Roughness to Roughness and for the Metallic we can increase the Metallic itself over here
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and for the Opacity I'm going to
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uh keep it as one in here and let's create a black mask and let's add an anchor point here
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in the black mask I just add a fill layer and load the anchor point from hat pin layer itself
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so the hat pin that's it and in here because my base color has alpha or opacity
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or transparency in background I can change alpha behavior from keep alpha to extract alpha and in
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this way I have the mask over here so everything is okay but I need to create a base layer
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below the hat pin and in here I just need opacity channel and bring down the opacity value
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so let's go back to the 3d viewport okay and I just need to check if the alpha blending is enabled or
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not yeah it's it enabled right now and whenever I come here and change the position or rotation of
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the logo as you can see the mask is linked to the data in the layer so basically we create
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a dynamic mask with the anchor point and with the alpha behavior in the mask in the fill layer so
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everything is done we just create our hat pin over here and now I can add a level an affected channel
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should be on height and now I can increase or decrease or control the height amount from here
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so let's
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increase
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this slider okay I think it's okay and now I just add another fill layer and I just need height
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Subtitled by
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We compress knowledge for you!
81
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so the height should be I think 0.3 is good and is enough yeah and we have details over here
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in the displacement and as you can see we are ready to go and complete our material so
83
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the next layer it's roughness variation okay so we are going to add roughness variation
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to the material for this part and for that I need color and roughness at the same time
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let's add a black mask and add a generator in the generator I'm going to use metal edge
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and in macro detail I can use macro normal and for the anchor point I can use the hat pin itself
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okay that's good so I can change the curvature type to standard or smooth or subtle yeah I can
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play with the curvature intensity they already use and
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okay maybe a very little
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bronze amount should be lower yeah yeah it's okay it's okay and I'm going to add
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the blending mode of the base color to multiply as you can see this is the effect
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and let's bring it down
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the grayscale value to near black, okay?
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And for the roughness, let's increase the value.
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Okay, so this is the effect, maybe it's too much.
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Okay, and after that, I'm going to add
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another fill layer, which is called dirt.
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And I'm going to add a generator,
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as you can guess, dirt generator.
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And in micro detail, I'm going to use micro height.
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And for the macro height, I'm going to use half pin.
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The reference channel is height.
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And in the layer, I need to turn off opacity,
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AO, normal, metal, roughness, and height.
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I need some dark gray, okay, like this.
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The roughness value should be near one.
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We can play with the sliders inside the dirt.
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Okay, ground amount.
109
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Yeah, I think the contrast should be higher,
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something like this, yeah.
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Okay, that's it and for the color I'm going to use multiply in the blending
112
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mode and decrease the amount of the dark color and for the roughness maybe
113
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decrease the value. Okay, that's it, that's it. We have the hat pin, easy peasy and
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now I'm going to create a paint layer top of the all material and layers and
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call it sharpen and the blending mode should be on pass, apply to all channel
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is necessary and I'm going to add a filter which is called sharpen. Okay and
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the intensity is too much, maybe 0.3 is enough. Yeah, as you can see the effect
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is so
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strong and it's good. I like it. Let's check it over here. That's it. Okay, let's check all the
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channels. For example, base color, it's good. The height is good. Roughness, it's perfect. The
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metallic is good. Normal is good. And the occlusion is good too. So everything is okay.
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Now we can continue our way to creating fabric material and complete our process.
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