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These are the user uploaded subtitles that are being translated: 1 00:00:01,000 --> 00:00:02,000 www.microsoft.com 2 00:00:08,570 --> 00:00:16,049 Okay, let's go and adjust layers in order and in parameters to achieve the final look. 3 00:00:16,052 --> 00:00:19,809 And here I'm going to start with the head pane. 4 00:00:19,812 --> 00:00:27,689 I have the issue in the edge, so let's make some gradient in the edge. 5 00:00:27,692 --> 00:00:31,529 I will do that with the bevel. 6 00:00:31,532 --> 00:00:41,689 So let's have something like 0.05 and make the smoothing a little stronger. 7 00:00:41,692 --> 00:00:43,769 And let's check it in the material mode. 8 00:00:43,772 --> 00:00:47,689 Yeah, as you can see, everything is okay. 9 00:00:47,692 --> 00:00:52,449 The result is so much better than before. 10 00:00:52,452 --> 00:01:00,686 And that's it for the head pane, we don't have any special issue. 11 00:01:00,688 --> 00:01:02,908 Subtitled by online-courses.club We compress knowledge for you! 12 00:01:02,909 --> 00:01:03,609 So everything is okay. 13 00:01:03,612 --> 00:01:07,450 And let's go back to the hat itself. 14 00:01:08,304 --> 00:01:11,663 For the metal section, I think everything is okay. 15 00:01:11,666 --> 00:01:14,223 We don't need to adjust any parameter. 16 00:01:14,226 --> 00:01:15,543 But for the leather part, 17 00:01:15,546 --> 00:01:20,544 I think the layer related to the control color, 18 00:01:21,464 --> 00:01:25,663 yeah, it should be more slighter. 19 00:01:25,666 --> 00:01:30,224 Maybe 50 in the opacity is good. 20 00:01:31,304 --> 00:01:35,503 Okay, so that's it for the leather part. 21 00:01:35,506 --> 00:01:40,504 And I'm going to use soft light on the blending mode 22 00:01:42,744 --> 00:01:44,103 for the stitches. 23 00:01:44,106 --> 00:01:49,104 Yeah, it's so much better to have something like this, okay? 24 00:01:49,184 --> 00:01:54,184 And we can decrease the opacity amount to something like 80. 25 00:01:55,944 --> 00:01:57,183 That's it. 26 00:01:57,186 --> 00:02:00,983 And for these kind of stitches over here, 27 00:02:00,986 --> 00:02:05,984 I can change the stitching type or class to double. 28 00:02:07,632 --> 00:02:18,111 because in this way let's increase the texture size in the viewport to 4k because we are going 29 00:02:18,114 --> 00:02:26,432 to use 4k in the render. Okay let's wait to compute the data in the background. 30 00:02:28,032 --> 00:02:35,391 Okay so it's done it's a 4k result. Yeah the stitch is good but if we 31 00:02:35,394 --> 00:02:44,352 need this texture at 2k level we should increase the size of the stitch because at this size 32 00:02:45,552 --> 00:02:53,231 we cannot achieve the result that we want. Okay so let's increase the size to something like 33 00:02:53,234 --> 00:02:59,711 four. Yeah as you can see it's so much better but maybe three is good though. Yeah 34 00:02:59,714 --> 00:03:05,632 I think three is good. Let's reposition. 35 00:03:06,688 --> 00:03:08,688 Stitch. 36 00:03:12,698 --> 00:03:28,777 Okay. And let's copy and paste the brush properties for these paths too. Okay. 37 00:03:28,780 --> 00:03:45,257 That's it. It's better. Right? Okay. And yeah, I'm going to turn off HSL. Okay. And let's 38 00:03:45,260 --> 00:03:54,618 go here to path 4. I'm going to paste brush properties. 39 00:03:56,762 --> 00:03:58,762 Okay, that's it. 40 00:04:04,538 --> 00:04:06,977 Okay, that's fine. 41 00:04:06,980 --> 00:04:11,538 For the past five, I'm going to paste brush here. 42 00:04:15,802 --> 00:04:26,501 okay so it's okay let's increase the opacity yeah I think 100 is better when 43 00:04:26,504 --> 00:04:33,701 the HSL is turned off so this is for leather I think it's okay and let's go 44 00:04:33,704 --> 00:04:41,241 to the fabric this is the final part for the fabric maybe I need to change the 45 00:04:41,244 --> 00:04:44,781 blending mode to soft light for the stitches yeah it's so much better it's 46 00:04:44,784 --> 00:04:53,121 so much better and we need to add to punch to punch in here and in here okay 47 00:04:53,124 --> 00:05:07,461 so let's add punch layer here we can do it after stitching okay we need color 48 00:05:07,464 --> 00:05:15,743 height roughness metallic and opacity so 49 00:05:15,746 --> 00:05:21,943 for the first layer I'm going to create the overall shape of the punch and in 50 00:05:21,946 --> 00:05:27,943 the second layer I'm going to add opacity inside the punch okay so this 51 00:05:27,946 --> 00:05:35,983 punch it's here let's add a black mask I'm going to add blending mode normal to 52 00:05:35,986 --> 00:05:42,743 all channels and now I'm going to add a fill layer to the mask and in the gray 53 00:05:42,746 --> 00:05:51,783 scale I'm going to use a circle shape alpha which is a shape border yeah and 54 00:05:51,786 --> 00:05:59,743 as you can imagine we need to turn off the UV wrap and after that you just need 55 00:05:59,746 --> 00:06:14,184 to set the position this layer that's it okay 56 00:06:15,770 --> 00:06:29,689 We need to find a good position for that. Okay, I think it's okay and let's add a 57 00:06:29,692 --> 00:06:39,930 filter here, which is the mirror filter. It's a good way to duplicate a detail 58 00:06:40,730 --> 00:06:46,729 in one side to the other side, but it's a little tricky. So as you can see, 59 00:06:46,732 --> 00:06:55,530 we can turn on display debug and you can see the line over here and in the x-axis you can control 60 00:06:57,450 --> 00:07:06,089 this line. So with this line you can create a mirror effect or you can just use the symmetry 61 00:07:06,092 --> 00:07:14,009 option for the paint, but I don't want to use the paint layer. So it's okay, I think it's mirrored 62 00:07:14,012 --> 00:07:15,104 already. 63 00:07:15,424 --> 00:07:23,664 Yeah, and let's add the normal in the layer and AO, because in this way 64 00:07:25,344 --> 00:07:32,704 we don't see the data from the down level, okay, down layers actually. So 65 00:07:34,944 --> 00:07:41,584 let's play with the parameters to achieve what we want. Let's disable this display debug, 66 00:07:41,664 --> 00:07:50,784 and after that I'm going to adjust this slider to define what I want. Okay, 67 00:07:53,104 --> 00:08:03,264 it's okay, everything is okay, that's it. Maybe a little smaller size is the 68 00:08:03,424 --> 00:08:09,584 good option, that's it. And maybe the hardness should be 69 00:08:13,024 --> 00:08:14,784 something like 0.0. 70 00:08:14,976 --> 00:08:26,215 Okay, and in the layer I'm going to increase the height level to something like 0.2, that's 71 00:08:26,218 --> 00:08:27,215 it. 72 00:08:27,218 --> 00:08:36,375 Okay, everything is okay, maybe the hardness should be much higher, yeah, something like 73 00:08:36,378 --> 00:08:37,375 this. 74 00:08:37,378 --> 00:08:40,935 And I'm happy with the result, that's it. 75 00:08:40,938 --> 00:08:48,895 So for the inside part, I'm going to create another fill layer, and I'm calling it Hunch 76 00:08:48,898 --> 00:08:58,975 Opacity, and let's add a black mask, and turn on just only the opacity, and bring down the 77 00:08:58,978 --> 00:09:01,935 opacity value. 78 00:09:01,938 --> 00:09:06,615 So in here I can use the anchor point, and another technique. 79 00:09:06,618 --> 00:09:14,816 So I'm going to copy this to here, that's okay, I'm going to increase the border width. 80 00:09:15,440 --> 00:09:24,159 and the hardness. So this is the result and in top of the mirror I'm going to add another fill layer 81 00:09:24,162 --> 00:09:35,200 and recall the punch mask here and change the blending mode to subtract. So in this way we have 82 00:09:35,920 --> 00:09:42,720 this little inside mask and you can decrease the hardness. 83 00:09:45,200 --> 00:09:54,640 Okay and maybe in the fill layer you can play with the level to avoid outline line. 84 00:09:56,320 --> 00:10:00,493 That's it and everything is okay for the punch section. So let's go back to the punch 85 00:10:00,494 --> 00:10:03,017 Subtitled by online-courses.club We compress knowledge for you! 86 00:10:03,018 --> 00:10:09,359 and I'm going to decrease the height amount to something like 12 and the roughness should be 87 00:10:09,362 --> 00:10:14,160 near to zero and the metallic should be on one. So we have the metallic part here. 88 00:10:15,168 --> 00:10:22,367 and that's it. So the base color is good, the height is good, the roughness is good, 89 00:10:22,370 --> 00:10:26,607 the metallic, the normal, the ambient occlusion, everything is perfect. 90 00:10:26,610 --> 00:10:33,967 So we don't need to have any extra steps, we have our material here and that's it. 91 00:10:33,970 --> 00:10:39,168 So we can export the textures to Marmoset Toolbag and render it over there. 92 00:10:39,888 --> 00:10:49,647 And for this purpose I'm going to use the output template related to Unreal Engine 4 plus height. 93 00:10:49,650 --> 00:10:53,168 But you don't have this, okay? You need to create this. 94 00:10:53,808 --> 00:10:59,168 But how we can do that? How we can create a template for ourselves or modify a template? 95 00:10:59,808 --> 00:11:05,807 For this purpose you need to go to the output template window and in this section you can 96 00:11:05,810 --> 00:11:11,728 duplicate any of this template or create a new template from scratch, okay? 97 00:11:12,368 --> 00:11:13,408 So in here... 98 00:11:13,664 --> 00:11:19,823 I'm going to select Unreal Engine 4 Pact and duplicate it. So this is the Unreal Engine 4 Pact 99 00:11:19,826 --> 00:11:30,304 copy. So you can rename it here and I'm going to call it UE5 for example. Height 100 00:11:34,144 --> 00:11:42,223 ORM, Ambient Occlusion, Roughness and Metallic. So in this way we can define what is the template 101 00:11:42,226 --> 00:11:50,463 and what is the workflow template that follows, okay? So we have Emissive, Normal, Metallic, 102 00:11:50,466 --> 00:11:57,183 Roughness, Occlusion in one single map and the Base Color and the Opacity in the Alpha channel. 103 00:11:57,186 --> 00:12:03,503 So we need to create another output. For this purpose we are going to create a Great output. 104 00:12:03,506 --> 00:12:12,784 So that's it and I'm going to copy this text in here and instead of Emissive, 105 00:12:13,136 --> 00:12:21,735 I'm going to type, for example, Height or Displacement Map or anything you like or, for example, Edge instead of Height. 106 00:12:21,738 --> 00:12:30,135 Okay, so this is our name, this is the Mesh name, this is the Texture Set name and this is our Channel name. 107 00:12:30,138 --> 00:12:39,135 And if you are using a specific color space in your textures, this is the place that color space mentioned. 108 00:12:39,138 --> 00:12:45,135 And if you are using UDIMs, this is the part that UDIMs number appear. 109 00:12:45,138 --> 00:12:59,135 So, for this purpose, we can create our name in this way and how we can set the Height or Displacement Channel to this export output. 110 00:12:59,138 --> 00:13:08,135 So, in here, you can see the Input Maps, which we are creating the fill layers and you can see the Mesh Maps. 111 00:13:08,138 --> 00:13:11,951 It comes from the bake in the beginning of the project. 112 00:13:11,954 --> 00:13:18,111 and you can see the converted map for example you don't have any glossiness parameter in the fill 113 00:13:18,114 --> 00:13:24,111 layers and in the project but you need glossiness so you can convert roughness to glossiness and 114 00:13:24,114 --> 00:13:33,871 you can do it here so let's go and find height okay that's it and i'm going to call from height 115 00:13:33,874 --> 00:13:39,792 i'm going to export this output from height in the gray channel not in the alpha channel okay 116 00:13:40,432 --> 00:13:47,951 so that's it it's okay this is a ue5 version of template we are just created that and let's go 117 00:13:47,954 --> 00:13:56,831 back to the setting and in here you can see you have ue5 height or m so uh let's export the unreal 118 00:13:56,834 --> 00:14:04,591 engine 4 plus height or let's choose this one there is no difference between them and let's set 119 00:14:04,594 --> 00:14:10,432 a path for the exporting okay now uh we set the path 120 00:14:10,736 --> 00:14:15,935 we are using the template that we created before the file type should be on png and i'm going to 121 00:14:15,938 --> 00:14:23,695 export it in 16 bits and the size is 4k and the padding should be on the default setting 122 00:14:23,698 --> 00:14:30,575 so let's export okay now we are in the final step the final section which is rendering and 123 00:14:30,578 --> 00:14:37,455 i'm going to load the fx file inside the marmoset and the first step that i do is 124 00:14:37,458 --> 00:14:46,416 uh turn off the callback faces for each model it's like the double-sided in substance painter 125 00:14:46,976 --> 00:14:53,775 as we discussed before and for the material let's load the textures okay i'm going to load 126 00:14:53,778 --> 00:15:01,375 the base color here in the albedo map the height map in the displacement map okay 127 00:15:01,378 --> 00:15:08,975 and the normal should be load on the normal map but we need to check on the flip y because 128 00:15:08,978 --> 00:15:10,176 at the default of the 129 00:15:10,928 --> 00:15:17,647 Unreal Engine 4 template in Substance Painter is DirectX, our project based on DirectX and the 130 00:15:17,650 --> 00:15:26,287 Marmoset read normals in OpenGL in default. So we need to check the flip y to show the normal in 131 00:15:26,290 --> 00:15:35,888 the viewport in the correct way. So let's go here and turn on occlusion and transparency to cut out 132 00:15:36,848 --> 00:15:44,768 to remove the opacity. So as you can see we can see the inside of the punch and the shape here 133 00:15:46,048 --> 00:15:52,608 it's correct. So let's add the other textures here. 134 00:15:54,368 --> 00:15:59,807 Okay so we don't need this window anymore. I'm going to copy texture to each slide. 135 00:15:59,810 --> 00:16:09,968 Okay, paste it, paste it and for the roughness the channel G, it's a channel that contains 136 00:16:10,288 --> 00:16:16,047 the roughness and for the metallic it's a channel B and for the ambient occlusion 137 00:16:16,050 --> 00:16:24,127 it's channel R. So, the red for ambient occlusion, the blue for metallic and the green for roughness 138 00:16:24,130 --> 00:16:30,607 in the simple words. So, this is our result. We can 139 00:16:30,610 --> 00:16:40,208 check the, for example, roughness value in here. It's okay or not. We can see 140 00:16:42,288 --> 00:16:51,328 the albedo and the base color. Okay, that's okay or not. And we can see, for example, 141 00:16:52,288 --> 00:17:00,047 the reflectivity or metallic. So, everything is okay but we need sometimes go back to the painter 142 00:17:00,050 --> 00:17:07,968 and change some parameters and after that we can export it again. So, I think... 143 00:17:08,848 --> 00:17:14,927 remove some reflection from the surface in overall because as we can see the roughness value is not 144 00:17:14,930 --> 00:17:22,367 correct for this material and before that let's do some mandatory stuff in Marmoset. So, for example, 145 00:17:22,370 --> 00:17:28,847 I'm going to turn on subdivision on the hat model and increase the subdivision level to something 146 00:17:28,850 --> 00:17:38,208 like 3. Okay, that's good and for hat pin or logo arm I'm going to add subdivision 147 00:17:39,008 --> 00:17:44,528 to something like 5, for example. Let's check everything is okay or not. 148 00:17:47,328 --> 00:17:56,448 Okay, maybe we can increase the displacement amount here. 149 00:17:59,328 --> 00:18:00,048 Okay, now 150 00:18:02,448 --> 00:18:08,352 it's not good. The 0.05 is a good amount. 151 00:18:09,352 --> 00:18:17,111 And for this one we need to increase the height amount in the layer that we 152 00:18:17,114 --> 00:18:27,071 create head pin. So let's go create a camera and we can reposition the logo 153 00:18:27,074 --> 00:18:32,432 arm. You can use the front 154 00:18:35,194 --> 00:18:38,634 Okay, ctrl F to find the object. Yeah, and 155 00:18:41,934 --> 00:18:43,934 Let's 156 00:18:44,134 --> 00:18:46,814 Set setting for example the size 157 00:18:50,254 --> 00:18:52,254 Or maybe 158 00:18:53,414 --> 00:18:55,414 Just a little 159 00:18:57,394 --> 00:18:59,394 Yeah, I know this one this one is okay 160 00:18:59,974 --> 00:19:02,454 You just need to increase the height amount here 161 00:19:03,134 --> 00:19:04,473 so 162 00:19:04,476 --> 00:19:06,474 That's it in 163 00:19:06,554 --> 00:19:08,714 the camera number one 164 00:19:09,274 --> 00:19:15,394 We are going to setting I just click on this icon to open the camera one option and 165 00:19:16,474 --> 00:19:18,474 in here 166 00:19:18,994 --> 00:19:20,793 I'm going to 167 00:19:20,796 --> 00:19:23,354 increase the vignette the softness and 168 00:19:24,434 --> 00:19:27,074 the sharpen should be on one and 169 00:19:27,714 --> 00:19:30,473 The clarity should be on one again 170 00:19:30,476 --> 00:19:34,034 The highlight I'm going to set it to 171 00:19:34,320 --> 00:19:38,720 negative 0.2. For the mid-tone and the shadow positive 172 00:19:40,720 --> 00:19:49,519 0.2, positive 0.2. That's it. Tone mapping should be on ACES and for the curves I just set the 173 00:19:49,522 --> 00:20:00,559 curves to high contrast. Okay, so let's go back to the field of view and change the lens to 80. 174 00:20:00,562 --> 00:20:12,800 That's it. And for the frame, let's set the frame in the output section in render setting in 2000 175 00:20:14,400 --> 00:20:21,839 and 2000. Okay, and the sample should be on 600 and the format of the render, it can be JPEG or 176 00:20:21,842 --> 00:20:27,919 PNG. It's not a mandatory option that we should follow. It depends on your needs. 177 00:20:27,922 --> 00:20:33,200 And the denoiser strength should be on one and in the render camera 178 00:20:34,064 --> 00:20:39,723 we should add camera one and remove main camera. Everything is done here and we 179 00:20:39,726 --> 00:20:46,643 need to turn on ray tracing and advanced light sampling. So in the camera I'm 180 00:20:46,646 --> 00:20:52,323 going to turn on the same frame and reposition the camera according to the 181 00:20:52,326 --> 00:21:04,683 frame and the lens number. So that's it. I'm going to change the HDR to 182 00:21:04,686 --> 00:21:11,163 alley gravity. Okay and increase the brightness to something like 3 but I 183 00:21:11,166 --> 00:21:15,883 don't want to have a backdrop from the sky so I'm going to change it to solid 184 00:21:15,886 --> 00:21:21,483 color. The color should be on dark gray. Okay as you can see the value of the 185 00:21:21,486 --> 00:21:26,083 roughness on the hat and the leather is too much reflective and we need to 186 00:21:26,086 --> 00:21:31,163 figure out how to solve this problem and give some extra height to the logo part. 187 00:21:31,166 --> 00:21:32,671 So 188 00:21:32,674 --> 00:21:40,591 Let's go back to the Substance Painter and in here I'm going to the roughness channel and as you can 189 00:21:40,594 --> 00:21:47,871 see it's so much close to the dark and when the roughness channel is too dark it means you have 190 00:21:47,874 --> 00:21:54,911 too much reflectivity and whenever you want to decrease the reflectivity you need to increase 191 00:21:54,914 --> 00:22:03,551 the whiteness in the roughness channel. So I'm going to use a hack here. I'm going to add a paint 192 00:22:03,554 --> 00:22:12,671 layer and call it roughness control. Okay and I'm going to change the pass in the blending mode and 193 00:22:12,674 --> 00:22:23,471 apply to all channels. That's it and let's add a filter for example HSL and in HSL I'm going to 194 00:22:23,474 --> 00:22:31,632 turn off the color and turn on the roughness and in this way I can increase the lightness and have more rough 195 00:22:32,560 --> 00:22:38,400 surface not reflective surface so this is a good way to control this you can 196 00:22:40,400 --> 00:22:48,400 increase the contrast and luminosity also contrast I just need to have roughness 197 00:22:48,960 --> 00:22:55,840 effect so you can create the contrast and change the luminosity okay 198 00:22:58,080 --> 00:23:01,280 like this and let's see what happened in the viewport 199 00:23:02,160 --> 00:23:11,840 without this and with this okay so let's decrease the lightness here yeah so uh let's 200 00:23:12,560 --> 00:23:17,920 before export the textures we need to add some extra height to this one let's check 201 00:23:20,080 --> 00:23:29,119 the displacement amount okay so I'm going to increase the height amount for example I choose 202 00:23:29,122 --> 00:23:31,551 one that's it 203 00:23:31,554 --> 00:23:36,031 so let's export from Substance Painter and replace the textures in Marmoset 204 00:23:36,034 --> 00:23:42,631 and it happened automatically when we set up the material and let's wait 205 00:23:42,634 --> 00:23:51,151 what's happened here yeah I think it's okay it's so much better so much better 206 00:23:51,154 --> 00:23:54,152 okay 207 00:23:56,858 --> 00:24:00,858 So now, as you can see, 208 00:24:03,706 --> 00:24:15,945 Yeah, I think this amount is good, and let's increase the subdivision for the hats from 209 00:24:15,948 --> 00:24:24,665 3 to 4, okay, and we can use another technique. 210 00:24:24,668 --> 00:24:30,385 For example, I'm going to duplicate this material and give the material with this amount of 211 00:24:30,388 --> 00:24:45,505 the height, this one, or maybe a little higher, for example, 0.2, yeah, and decrease the amount 212 00:24:45,508 --> 00:24:49,785 of the height from material for the hat. 213 00:24:49,788 --> 00:24:55,905 So in this way, I can keep the same value in base color, roughness, normal, ambient 214 00:24:55,908 --> 00:25:03,506 occlusion, and metallic for these two materials separately, and change the displacement amount 215 00:25:03,712 --> 00:25:12,351 in two material separately too. So this is the way that we can control the result, and now it's 216 00:25:12,354 --> 00:25:18,511 time to create some lighting. If you have never tried to lighting in Marmoset, at the first step 217 00:25:18,514 --> 00:25:25,791 maybe it's like a tricky one, but at the end you can find out the Marmoset is so easy, and you can 218 00:25:25,794 --> 00:25:32,511 create the best lighting system with no pain, okay? So for the lighting scenario I'm going to 219 00:25:32,514 --> 00:25:43,232 create a light from here to here, and another light from here to here, and we are creating 220 00:25:44,592 --> 00:25:52,911 the key light and the rim light here, and for the rim light I'm going to create this kind of light 221 00:25:52,914 --> 00:26:03,072 around the shape, and if we can use the sky to fill up this section we just use that, but without 222 00:26:03,328 --> 00:26:10,447 the sky we need to give some brightness here too. So the plan is so clear we are going to create 223 00:26:10,450 --> 00:26:16,927 in a studio lighting. Okay now I'm going to show you my method to create a studio lighting in 224 00:26:16,930 --> 00:26:25,327 Barmstow Toolbag. So I just click in here and detach this light from the sky and turn off the 225 00:26:25,330 --> 00:26:35,648 light from the sky. So I'm going to increase the light amount to 7, that's it, and increase the 226 00:26:36,208 --> 00:26:46,447 diameter from shape to have some soft shadow and create the pure white light. So this is my light 227 00:26:46,450 --> 00:26:52,608 that comes from here, so I need to reset the transform. Okay 228 00:26:55,488 --> 00:27:02,928 that's it, and now I can select the light and go to the rotation, but I couldn't see 229 00:27:03,456 --> 00:27:12,535 the gizmo because it's down there, so I need to bring it up, that's it, and now I can use 230 00:27:12,538 --> 00:27:16,175 the rotation to rotate my light. 231 00:27:16,178 --> 00:27:26,055 Okay, now I decide to change the shape to rectangle and use a big dimension for that 232 00:27:26,058 --> 00:27:39,255 and a little rotation in x-axis, something like this, yeah, and let's copy this light 233 00:27:39,258 --> 00:27:50,136 and move it to other side, okay, in here, like this one. 234 00:27:55,386 --> 00:28:04,065 Okay, I'm going to create a duplicate and I'm going to call it back light. 235 00:28:04,068 --> 00:28:08,825 And for fixing the back light position, I'm going to turn off these two lights and just 236 00:28:08,828 --> 00:28:13,945 move the back light to the back, as you can see. 237 00:28:13,948 --> 00:28:19,665 And now I can set the position very easy. 238 00:28:19,668 --> 00:28:23,145 Let's change the position of the camera. 239 00:28:23,148 --> 00:28:25,345 Okay, this is my back light. 240 00:28:25,348 --> 00:28:27,665 So it's okay. 241 00:28:27,668 --> 00:28:31,385 This is my key light from the right. 242 00:28:31,388 --> 00:28:34,265 And this is my key light from left. 243 00:28:34,268 --> 00:28:39,585 So let's adjust the position for these lights. 244 00:28:39,588 --> 00:28:40,585 Okay. 245 00:28:40,588 --> 00:28:46,665 Okay, that's it. 246 00:28:46,668 --> 00:28:52,185 And let's turn on the skylight. 247 00:28:52,188 --> 00:28:55,072 Let's adjust the position with holding shift. 248 00:28:55,312 --> 00:29:03,232 and right click of the mouse and moving the mouse. Okay, that's it. So 249 00:29:05,552 --> 00:29:08,352 okay, maybe I need another light. 250 00:29:11,072 --> 00:29:11,572 Okay. 251 00:29:15,552 --> 00:29:18,831 It's my room light for the right. 252 00:29:18,834 --> 00:29:24,112 And this is my key light. 253 00:29:27,712 --> 00:29:33,232 I'm right, but the brightness should be on something like 6.6. 254 00:29:38,272 --> 00:29:44,352 This is a lighting system that I create for this one in Marmoset. 255 00:29:44,992 --> 00:29:48,512 So now we can adjust our material to achieve what we want. 256 00:29:48,832 --> 00:29:53,712 And let's decrease the backlight. 257 00:29:54,016 --> 00:30:02,336 from 7 to 6.8 or 6.6 to avoid light burn here. 258 00:30:05,296 --> 00:30:09,376 That's it. And let's go back to the Substance Painter. 259 00:30:11,456 --> 00:30:14,256 And I need to adjust the roughness 260 00:30:16,496 --> 00:30:16,895 again. 261 00:30:16,898 --> 00:30:28,496 So let's finish the computer background and we can increase the 262 00:30:31,456 --> 00:30:40,895 luminosity. That's it. And we can increase the lightness. So let's export it again 263 00:30:40,898 --> 00:30:48,575 and see what happened in the Marmoset. Okay, now this is the result and I'm happy with that, 264 00:30:48,578 --> 00:30:53,696 but I think we can decrease the roughness slider here. 265 00:30:54,272 --> 00:30:59,152 and a little increase the reflectivity on the material and it's okay. 266 00:31:01,072 --> 00:31:04,512 Yeah, it's okay and I'm happy with the result. So 267 00:31:07,072 --> 00:31:14,031 this is the final shot for the military hat project and I hope you find some new technique 268 00:31:14,034 --> 00:31:20,192 and new way to texture your project during this tutorial. So let's go to the next project. 27271

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