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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:02,999 So now we're on to the texturing phase. 2 00:00:03,002 --> 00:00:05,999 And for texturing we're going to be using Adobe Substance Painter. 3 00:00:06,002 --> 00:00:13,999 And we start by loading in our mesh and setting up our texture sets with the appropriate mesh maps that we've just baked out. 4 00:00:14,002 --> 00:00:18,999 So I'll go through each one of these sets and make sure they're all set up correctly. 5 00:00:19,002 --> 00:00:25,358 And I'll do some preliminary scene setup also, adjusting camera field of view to around 12mm 6 00:00:25,361 --> 00:00:33,199 and I'll also change the HDRi to Studio Tomoko which has a nice neutral colour to work with. 7 00:00:33,202 --> 00:00:38,799 This is important so we don't have any coloured lighting information distorting our texturing workflow. 8 00:00:43,200 --> 00:00:52,999 If you remember in the baking video we didn't bake out the position map and I typically do this in painter so that there's no mismatch in calculation as there can be at times with marmoset. 9 00:00:53,002 --> 00:00:55,999 So we'll do this now to ensure the best results. 10 00:00:56,002 --> 00:01:05,561 And so we do so by going to the bake mode and selecting the position and baking it out. And I've noticed some issues and I have forgotten to offset any overlapped meshes. 11 00:01:05,563 --> 00:01:04,567 Subtitled by online-courses.club We compress knowledge for you! 12 00:01:11,000 --> 00:01:17,999 So make sure we do this before we get any further to avoid any issues. 13 00:01:18,002 --> 00:01:30,858 So we just literally offset it by one in the x-axis I believe is and then the baking of the position 14 00:01:30,861 --> 00:01:40,098 map will match up correctly and there won't be any issues when we bake our 15 00:01:40,101 --> 00:01:44,798 position map we're not using a high poly as a source so we only really need to 16 00:01:44,801 --> 00:01:49,598 use a low poly as reference so make sure you have that ticked. It only needs the 17 00:01:49,601 --> 00:01:53,798 low for the position in world space to do the calculation and I've actually 18 00:01:53,801 --> 00:01:58,358 just realized here that I haven't set up the other texture sets to just bake out 19 00:01:58,361 --> 00:02:02,559 the position map so it's trying to bake out all the maps using the low poly as 20 00:02:02,562 --> 00:02:06,078 its reference causing it to overwrite our imported 21 00:02:06,081 --> 00:02:11,279 maps please do be careful not to do this and make sure you apply the correct settings for the 22 00:02:11,282 --> 00:02:19,679 position map bake on all texture sets so i think we're just going to start by laying down some base 23 00:02:19,682 --> 00:02:25,999 materials to get an overall feel of the asset this won't be near final but it will help us get an overall feel of the asset. This won't be near final, but it will help us get an idea of how it will look 24 00:02:26,002 --> 00:02:29,000 and give us some direction of where to go. 25 00:02:31,000 --> 00:02:33,999 And so we're just going to start off with the grip. 26 00:02:34,002 --> 00:02:37,999 With this black material, it's very, very shiny. 27 00:02:38,002 --> 00:02:42,999 And so I feel like this might be a little bit tricky to get right, 28 00:02:43,002 --> 00:02:45,199 and it's going to need a lot of playing with. 29 00:02:49,599 --> 00:02:56,560 And I don't think there's any issue with using the base materials that ship with Substance Painter. 30 00:02:58,319 --> 00:03:07,318 I do think it is a lot better to build up the materials yourself the reason being is that when 31 00:03:07,321 --> 00:03:15,779 using the pre-made materials in painter they have a very common look that is 32 00:03:15,782 --> 00:03:22,978 very apparent when used and so either it will need a lot of tweaking or you'll 33 00:03:22,981 --> 00:03:25,638 have to just build the material up yourself like we're 34 00:03:25,641 --> 00:03:30,079 doing here with the steel it's I'm just having a look at this brushed steel 35 00:03:30,082 --> 00:03:40,239 effect using a film with a directional either a directional noise pattern or an 36 00:03:40,242 --> 00:03:56,378 honest isotropic noise texture. I'm also referencing a website that gives proper 37 00:03:56,381 --> 00:04:08,240 values to particular metals and that website is physicallybased.info it lists all the correct albedo 38 00:04:11,120 --> 00:04:18,240 values even for the substance painter and a whole host of different colour space gamuts 39 00:04:19,920 --> 00:04:39,119 and different engines and so we'll be using these values for the text shrink as a base. 40 00:04:39,122 --> 00:04:47,318 Whilst I don't quite know what metal this is, I'm just having a look at what looks closest or what I think looks nicest 41 00:04:47,321 --> 00:04:53,739 sometimes it does just mean guessing the values but it's always better to have the actual physically 42 00:04:53,742 --> 00:05:07,999 accurate values there so this metal side plate obviously has a coating on it so we'll have to make that later on. 43 00:05:08,002 --> 00:05:30,938 And a lot of these have a similar metal coating so I'll be applying this to different parts. The way I layer materials in Substance Painter is really by material versus by part. 44 00:05:30,941 --> 00:05:34,739 Because you'll find that in a lot of assets they share the same materials, so it makes 45 00:05:34,742 --> 00:05:49,800 no sense to have multiple parts that you just duplicate the materials, because that just wastes a lot of disk space and basically chugs performance. 46 00:05:50,399 --> 00:05:58,279 So I think it's more performant if you structure your substance file based on materials, 47 00:05:58,939 --> 00:06:08,039 the materials that you can see, and then you can make individual alterations on new layers for above 48 00:06:08,042 --> 00:06:14,540 those for the different parts 49 00:06:16,500 --> 00:06:20,338 so what I'm doing here now is I'm looking at the ref and I'm noticing that 50 00:06:20,341 --> 00:06:32,239 there's little white specks on the paint and I want to recreate that effects basically but before I do that I just want to add some generic AO just to 51 00:06:32,242 --> 00:06:37,898 ground ground it a little bit and give some roughness variance and I'll do that 52 00:06:37,901 --> 00:06:45,639 by looking in the roughness channel view and then just having a look at how that affects the overall 53 00:06:48,839 --> 00:06:53,079 glossiness or roughness of the the texture 54 00:06:56,959 --> 00:06:57,639 And it's really key actually to build up a really good 55 00:06:59,639 --> 00:06:59,759 alpha and stencil 56 00:07:01,160 --> 00:07:04,759 library There's plenty on ArtStation of I can't give any 57 00:07:09,319 --> 00:07:20,679 there's plenty on ArtStation of I can't give any of the ones that I use as the mostly paid for typically from ArtStation or Gumroad and I'm looking at 58 00:07:20,682 --> 00:07:25,540 there's some height differences here also. 59 00:07:28,939 --> 00:07:33,399 So I'm just looking at how I can do that myself. 60 00:07:37,300 --> 00:07:38,600 And then also some slight roughness variances 61 00:07:40,399 --> 00:07:44,560 as in a more generic sense. 62 00:08:26,000 --> 00:08:30,459 Again, this doesn't have to be totally accurate just now, we're just getting a feel of it. So I'm just playing with the idea that there's really like small micro normal information there that I can see in the reflectance of the reference now I want to try and recreate 63 00:08:35,539 --> 00:08:40,659 but I might leave that till later actually 64 00:08:44,659 --> 00:08:50,178 so now we're going to I think think the camera housing or maybe actually the frame panels 65 00:08:50,181 --> 00:08:55,658 again, just to get this a little bit closer. 66 00:08:55,661 --> 00:08:59,798 Now even though we have the ref and we want to try and get as close to the ref as possible, 67 00:08:59,801 --> 00:09:02,058 it's not always necessary. 68 00:09:02,061 --> 00:09:05,819 Sometimes we want to take some stylistic choices with it and 69 00:09:05,822 --> 00:09:10,378 sometimes we want to change things a little bit to our own preferences and 70 00:09:10,381 --> 00:09:16,418 that's okay it's just a lot about of experimentation and seeing how we can 71 00:09:16,421 --> 00:09:26,999 make it interesting now the metal does have like a blue tint to it, more so than the trigger for example. 72 00:09:27,002 --> 00:09:32,000 And so we just want to add some of that there. 73 00:09:37,000 --> 00:09:53,138 And again just adding some generic dirt and grime just for the roughness pass as well. I just want to save these out 74 00:09:53,141 --> 00:10:05,173 and have a look what it looks like in Substance Painter and in Blender. For the setup I'll be exporting albedo, normals, metallic and gloss but the 75 00:10:05,173 --> 00:10:04,434 Subtitled by online-courses.club We compress knowledge for you! 76 00:10:10,000 --> 00:10:14,599 gloss is packed into the alpha of the metallic. I typically do this because of the workflow 77 00:10:14,602 --> 00:10:18,798 and shaders are up in rust and so that's just what I'm used to doing. We just have to make 78 00:10:18,801 --> 00:10:25,599 sure we invert the alpha of the metallic when hooking it up in blender but please feel free to export if you're following 79 00:10:25,602 --> 00:10:36,239 along with this tutorial in any format you wish and it's totally not necessary to set this up 80 00:10:36,242 --> 00:10:50,399 in blender like this it's just something that i like to do it often helps me if there's myriad parts and I haven't applied them before texturing to be able to do that more easily here. 81 00:10:50,720 --> 00:10:57,279 And it also helps me see any issues that I might not see in Marble Set Toolbag. 82 00:11:12,320 --> 00:11:27,258 we can have a similar look at what the end result would be but I'm just gonna go have a look in marmoset now typically I I try and see the results in marmoset tool bag as I go look go along in the texturing phase. It just again like in Blender helps me see 83 00:11:27,261 --> 00:11:35,298 any issues with the textures under different lighting circumstances and it 84 00:11:35,301 --> 00:12:05,538 gives me a good idea of the direction of the final render that I want to make. So the setup is pretty straightforward it's similar to in Substance Painter where I have a very wide or short field of view around about 12mm. millimeters or actually no actually higher than that it's 200 millimeters 85 00:12:05,541 --> 00:12:25,179 typically for renders like this and I use RTX for the ray tracing which gives really good results very quickly. 86 00:12:27,960 --> 00:12:28,960 So yeah, here I'm actually using 120mm, 87 00:12:35,539 --> 00:12:37,580 which is 11, I think, 11.42 field of view. 88 00:12:42,820 --> 00:12:47,000 In any case, it would be a huge lens in real life. 89 00:12:47,159 --> 00:12:49,859 So we're just going to apply some 90 00:12:49,862 --> 00:13:21,959 base materials 91 00:13:21,962 --> 00:13:25,899 for the lens as well not super accurate at at the moment, as I said before. 92 00:13:26,139 --> 00:13:28,220 Just something to get an overall idea. 93 00:13:28,759 --> 00:13:32,440 And actually, it's looking really quite similar already. 94 00:13:38,460 --> 00:13:41,538 Yeah, I'm pretty happy with that so far. 95 00:13:41,541 --> 00:13:45,659 I'm pretty happy with that so far. 96 00:13:47,759 --> 00:13:50,599 Again, the goal isn't... The goal, I guess, in some way is to get it 97 00:13:50,602 --> 00:13:54,559 as accurate to the reference as possible, 98 00:13:54,700 --> 00:13:58,518 but also this is something that's going to be in a game 99 00:13:58,521 --> 00:14:00,860 in a different context than it is in the reference. 100 00:14:01,720 --> 00:14:08,298 And so what we might see in the reference might not actually be appropriate 101 00:14:08,301 --> 00:14:15,579 for the end result and so you have to imagine in your mind what the context would be in this case 102 00:14:15,582 --> 00:14:30,518 if it's just for a portfolio piece then even then understanding the context or the imaginary hypothetical context of the asset goes a long way, actually. 103 00:14:30,521 --> 00:14:40,940 And it's actually a really good thing to have that practice in you to think ahead when you're texturing. 104 00:14:46,480 --> 00:14:53,200 when you're texturing because that the lighting and the setup and the condition even though it's is quite a used object um would never be in the same context that 105 00:14:55,440 --> 00:14:58,879 it would be in a game it wouldn't just sit there in a nicely lit 106 00:14:59,600 --> 00:15:07,079 neutral room you know it might be being used in the field getting all dirty and grimy a lot more scratched 107 00:15:07,082 --> 00:15:11,878 up so that's some things that you have to take into consideration when doing your own versions 108 00:15:11,881 --> 00:15:18,359 of items it's really good practice to get it as accurate to the reference and that's what we'll 109 00:15:18,362 --> 00:15:33,239 try to do but also it's totally okay to divert from the reference and essentially make it your own. 110 00:15:33,242 --> 00:15:41,199 So here I'm just adding some general wear to the object, just grounding it in a bit 111 00:15:41,202 --> 00:15:44,819 more reality so it's not just so super clean. 112 00:15:44,822 --> 00:15:46,580 Really looking at the subtle AO. 113 00:15:48,179 --> 00:15:52,860 I'm going to start by using some stencils, Grime Alphas. 114 00:15:56,500 --> 00:16:00,120 Just to get some base scratching and edge wear, 115 00:16:00,259 --> 00:16:13,999 just to separate that dirt pass up a little bit. 116 00:16:14,002 --> 00:16:30,178 I think one of the rules here is subtlety is king really. If you build up this wear gradually rather than making I guess bold moves straight away you'll have a 117 00:16:30,181 --> 00:16:41,099 lot better results a lot of details are actually very very subtle so I'm just 118 00:16:41,102 --> 00:16:47,559 trying to recreate some of the the darker edges that I can see in the reference. 119 00:16:48,460 --> 00:16:51,518 And these aren't necessarily scratches. 120 00:16:51,521 --> 00:16:57,700 It looks like just some dirt has made its way on there. 121 00:16:58,019 --> 00:17:13,299 Like it's not quite surface level scratch. 122 00:17:14,559 --> 00:17:16,199 Again, it doesn't have to be super accurate just now, just 123 00:17:16,202 --> 00:17:17,979 doing some 124 00:17:17,982 --> 00:17:29,700 generic pass at the moment. moment 125 00:17:35,339 --> 00:17:49,518 one of the important reasons why we use stencils is that these stencils have all come from real scratched objects so instead of having to manually paint we can get really good realistic results from using real 126 00:17:49,521 --> 00:17:58,558 objects that are actually scratched to to get the results that we want to see 127 00:17:58,561 --> 00:18:05,879 I can see that it's it's quite obvious that marking there it should be 128 00:18:05,882 --> 00:18:11,500 a lot more subtle so I'll have to turn that down later 129 00:19:28,819 --> 00:19:30,619 So I'm just going to have a look at this brown, wear and tear, and just kind of try and see close to it Some of these alphas are taken from actual objects that if you turn black and white you can extract a lot of scratch information from them. 130 00:19:34,880 --> 00:19:38,659 And these aren't ones that I've done, these are ones that I've found on various Discord 131 00:19:38,662 --> 00:19:43,710 servers or just online somewhere. 132 00:19:43,711 --> 00:19:48,680 or just online somewhere. 133 00:19:52,859 --> 00:19:53,460 And as you can guess, it's a lot of playing around trying to find the right one. 134 00:19:55,180 --> 00:19:55,619 And that's totally okay. 135 00:20:00,339 --> 00:20:00,380 And it's something that you should be doing when creating these kind of materials from scratch. 136 00:20:01,680 --> 00:20:02,839 It's just a lot of experimentation. 137 00:20:08,559 --> 00:20:22,559 Because eventually you will find something that sticks and that works really well 138 00:20:29,039 --> 00:20:36,118 so the technique I'm using here is I have a paint layer in the black mask that's set to normal and then I have another one on top of it which is set to linear dodge which allows 139 00:20:36,121 --> 00:20:47,979 me to add in additional alpha detail from another alpha it just allows me to have multiple alpha stencils 140 00:20:47,982 --> 00:20:54,758 that don't overwrite each other so I can just pull different parts of it and just 141 00:20:54,761 --> 00:21:01,220 have a more advanced overlay of these alphas 142 00:21:13,640 --> 00:21:17,038 So essentially what I'm doing now is just getting a general idea of what wear would look like using these materials. 143 00:21:17,041 --> 00:21:25,059 Again these might not be final, that means they could be, it's just again get a general gist of things 144 00:21:32,900 --> 00:21:38,239 and it's really important to know that you don't have to be stuck with one 145 00:21:38,242 --> 00:21:43,778 version of your texturing as you're going along you can always go back and 146 00:21:43,781 --> 00:21:46,940 just redo things 147 00:22:09,859 --> 00:22:11,078 which probably sounds like a really obvious thing but actually 148 00:22:11,081 --> 00:22:13,879 it might not be 149 00:22:13,882 --> 00:22:16,038 for some of you that are listening to this 150 00:22:16,041 --> 00:22:17,419 you can take your time 151 00:22:17,422 --> 00:22:18,558 you can make mistakes 152 00:22:18,561 --> 00:22:20,879 and basically just play with things 153 00:22:20,882 --> 00:22:22,618 see what works, what doesn't 154 00:22:22,621 --> 00:22:27,318 and that's a totally valid way 155 00:22:27,321 --> 00:22:39,758 of working so I'm gonna have a look at this text now I've just got some basic 156 00:22:39,761 --> 00:22:48,479 text that is kind of close to it that I've made in in Photoshop and I've just 157 00:22:48,482 --> 00:22:56,179 exported out as an alpha and I'm going to use anchor points to really drive 158 00:22:56,182 --> 00:23:05,920 this so the first layer is literally just an empty layer with a mask. It has to be a fill layer rather than a paint layer. 159 00:23:07,039 --> 00:23:20,160 And that just drives the anchor point. So in the first layer you use the stencil to paint. 160 00:23:20,799 --> 00:23:30,199 And then you have a second layer for the text height and that only controls the height and then you have an initial fill layer and you add the 161 00:23:30,202 --> 00:23:36,018 anchor point to that fill layer and then you can adjust the height from there 162 00:23:36,021 --> 00:23:51,338 and then the third layer which is the the darker color layer is derived from the height of the text. 163 00:23:51,341 --> 00:23:59,558 So you have two anchor points, one for the initial paint, typically either for the text 164 00:23:59,561 --> 00:24:08,419 height to drive the colour, because if you have any blurring it can affect that or you can just go from the initial text paint 165 00:24:08,422 --> 00:24:10,559 which is what I've done here 166 00:24:23,299 --> 00:24:24,679 so I'm using some 167 00:24:24,682 --> 00:24:30,659 fill layers, dirt layers set it to either overlay or subtract. 168 00:24:30,662 --> 00:24:45,440 Typically I go with subtract just to get some variance in 169 00:24:47,279 --> 00:24:54,399 the the text itself so it's not so neat but i think i don't i'm not quite keen on 170 00:24:54,402 --> 00:25:04,319 that it's just some experimentation that i was doing 171 00:25:15,779 --> 00:25:34,959 So even though the text isn't quite the same, it is pretty close and it's given me a good idea see what it would look like if I have some edge wear derived 172 00:25:34,962 --> 00:25:47,739 from the anchor point using a high pass to help isolate the edges with the levels with the black set to 0.5 allow 173 00:25:47,742 --> 00:25:52,019 me to further isolate just the edges 174 00:25:55,759 --> 00:26:12,078 I'm not entirely sold on it but it's kind of nice let's just have a look at what that looks like. 175 00:26:12,081 --> 00:26:15,778 Not bad. 176 00:26:15,781 --> 00:26:20,758 I was really struggling with the lighting here because there's just something about 177 00:26:20,761 --> 00:26:30,440 it that I wasn't quite happy with. For some reason, the black painted metal just seemed a bit too dark for my liking. 178 00:26:30,920 --> 00:27:06,999 So I do spend some onto the text ringer. 179 00:27:07,002 --> 00:27:12,719 I'm not going to go too detailed right now on these knobs, but I do want to have a look 180 00:27:12,722 --> 00:27:15,118 at this radial detail. 181 00:27:15,121 --> 00:27:24,318 So I'm just going to use the anisotrophic radial just to get some of that effect. 182 00:27:24,321 --> 00:27:29,318 It's not quite the same but it's similar. I think to get it exactly 183 00:27:29,321 --> 00:27:37,679 right with the Anisotropic you would have to use a particular shader which is 184 00:27:37,682 --> 00:27:41,200 a little bit more of a complex setup. 185 00:27:52,119 --> 00:28:03,338 So I'm just going to try and use some stencils here that we've got. These are actually made by hand in Photoshop, which was literally just a line, a few lines 186 00:28:03,341 --> 00:28:07,578 in fact, horizontal lines. I think it's using the polarized 187 00:28:07,581 --> 00:28:15,118 polarizer filter which generates them in a circular pattern with some grunge 188 00:28:15,121 --> 00:28:43,058 overlaid on just to create those effects. I'm just overlaying some darker specks and grunge, just layering it up. 189 00:28:43,061 --> 00:28:48,999 Layer on I'll do this but it actually has a like a powdered coat to it and substance 190 00:28:49,002 --> 00:28:57,160 painter has a nice way of doing this using a flaked normals which we will do later 191 00:29:07,599 --> 00:29:11,599 so just building that grunge up there I kind of like. It's not exactly to the ref, but again, it's just my own preference really. 192 00:29:15,339 --> 00:29:17,180 Yeah, I'm really liking that so far. 193 00:29:24,539 --> 00:29:28,919 And I'll again preview in Blender as well. 194 00:29:28,922 --> 00:29:33,338 Just because it's just different light setups, different environments can reveal a lot about 195 00:29:33,341 --> 00:29:46,999 the asset that might not be obvious in one engine. So we're going to take a look at this flash camera made in Japan text. 196 00:29:47,002 --> 00:29:57,000 And we'll find something that's similar to it at the moment, not exact. 197 00:30:15,339 --> 00:30:20,659 So I typically save these in PSDs just so it makes it easier to edit and save. And it's pretty good compression as well. 198 00:30:20,662 --> 00:30:23,118 So again, same setup as before. 199 00:30:23,121 --> 00:30:24,518 Initial text layer. 200 00:30:24,521 --> 00:30:40,000 Absolutely nothing on there. It's literally just for the mask really. And then we have a height which then grabs that. Through a fill layer grabs that anchor point. 201 00:30:51,779 --> 00:31:10,758 I think I was actually on the wrong one there. So this is Ray's text it looks like it's sort of worn away to the left of it. 202 00:31:10,761 --> 00:31:13,139 I'm not entirely convinced of that at the moment. 203 00:31:13,142 --> 00:31:15,258 It needs some work. 204 00:31:15,261 --> 00:31:19,118 So let's try a bevel modifier. 205 00:31:19,121 --> 00:31:20,118 Just seeing it. 206 00:31:20,121 --> 00:31:23,879 I've always found the bevel modifier really difficult to work with and it feels like a 207 00:31:23,882 --> 00:31:34,098 very specific use case it's an odd version of the bevel blur filter 208 00:31:34,101 --> 00:31:42,598 it works but only in some instances I find so again we're just gonna isolate 209 00:31:42,601 --> 00:31:48,999 those edges around the text using that high pass and levels method. 210 00:31:49,002 --> 00:31:53,000 Just to get some AO grunge there. 211 00:31:58,000 --> 00:32:11,200 And now let's just do some edge wear on the Pretty basic setup here for now. Nothing too fancy. 212 00:32:13,160 --> 00:32:20,199 If you do use a lot of anchor points it will add to the performance hits of 213 00:32:20,202 --> 00:33:06,419 painter. of painter So there are some raised details here and I'm just gonna try and sort of emulate it a little bit just to see what it's 214 00:33:06,422 --> 00:33:13,379 like I'm not really convinced by this at all let's just let's just go with it let's see what we can 215 00:33:13,382 --> 00:33:54,379 can do from here it's always worth checking out the different channels to see how they're affected in a more isolated sense. That's kind of nice. Still doesn't feel quite right. I do like how it's giving me some variance in the model though. 216 00:33:54,382 --> 00:34:09,179 So what we can do is just copy and paste that to the other texture sets 217 00:34:12,739 --> 00:34:17,639 What we'll do is we'll revisit this a little bit later on 218 00:34:24,820 --> 00:34:25,500 Yeah, not totally convinced by that sometimes it's worth because it is it's too abrupt. It's too in your face. So 219 00:34:30,280 --> 00:34:31,460 Really toning it down actually is a lot better 220 00:34:33,460 --> 00:34:36,139 Than having it so in your face 221 00:35:33,000 --> 00:35:39,959 Yeah, not too convinced by that Just having a little bit of a play with the rendering Again just toning things down. Let's change this up a little bit with this just so it's a little bit more accurate. 222 00:35:39,962 --> 00:35:46,578 What I should have done really is actually separated, well have a second version of the 223 00:35:46,581 --> 00:35:50,939 gun that's exploded. 224 00:35:50,942 --> 00:35:53,959 So a complete version and an exploded version in the same file. 225 00:35:53,962 --> 00:35:59,339 That way with TextRing you can do it a lot easier. 226 00:35:59,342 --> 00:36:10,618 You can see all the parts as individuals I'll have a look later at separating the mesh out but yeah you do 227 00:36:10,621 --> 00:36:16,238 have to be a little bit careful with that because if there's anything 228 00:36:16,241 --> 00:36:21,920 projected it can have some issues with it 229 00:36:31,300 --> 00:36:34,840 I'm really liking a look at this so far 230 00:36:41,400 --> 00:37:16,879 yeah sometimes the scale can produce some odd results we have the depth of field so if it's not the right size because the depth of field. So if it's not the right size, because the depth of field is based on real physical values from a real camera in my tool bank, you're going to have some issues material for the housing using that powder coat I was 231 00:37:16,882 --> 00:37:19,678 talking about before. 232 00:37:19,681 --> 00:37:27,439 And again just really making it a little bit more subtle and this is really 233 00:37:27,442 --> 00:37:36,319 driven from the normals versus the roughness and I'm really liking that 234 00:37:36,322 --> 00:37:41,679 result that's a lot more accurate to the reference 235 00:38:07,000 --> 00:38:12,000 Let's just have another look at this text, see if we can adjust it a little bit more. I'm just playing with the levels and the highpass just to adjust the AO dirt. 236 00:38:33,059 --> 00:38:38,658 I'm using a dirt alpha on a subtract I think it is, just to subtract some so it's not so even I am playing with the I think this is a little bit more like it but we'll be playing with the the height 237 00:38:38,661 --> 00:38:44,800 details on the actual mesh on the frame 238 00:38:51,639 --> 00:39:02,819 mesh on the frame. Again as I said before it's really good to experiment using a triplanar as well so it's all even across the seams. We will look at this a 239 00:39:02,822 --> 00:39:07,000 little bit more later on. 240 00:39:15,000 --> 00:39:18,999 Now just doing it across the other... 241 00:39:19,002 --> 00:39:23,520 Doing the same details across. 242 00:39:23,521 --> 00:39:28,159 Do the same details across. 243 00:40:07,000 --> 00:40:28,000 Just so everything's consistent. I'm a bit happier, more happy with this now. These things do take some tweaking but it's worth it in the end. I found a font that was a lot closer to the original 244 00:41:15,500 --> 00:41:29,238 I'm a lot happier with that. So we're just going to improve the overall look of the lens and it does have a brushing effect so we're just going to use the Matte Effects Matte Finish Brushed Line, Normals Only, and we can just reduce the overlay of that to quite 245 00:41:29,241 --> 00:41:31,718 a degree. 246 00:41:31,721 --> 00:42:01,259 And we can use that Physically Based Info, Dot Info, should I say, to get some realistic materials for the base of it. 247 00:42:01,262 --> 00:42:03,578 That's quite close to how I want it. 248 00:42:03,581 --> 00:42:06,999 Let's have a look at that in Marvel set. 249 00:42:07,002 --> 00:42:12,000 Yeah, that's looking a lot better. That is that brushed effect adds so much to it. 250 00:42:18,000 --> 00:42:25,959 Actually in the ref there's a little bit there's some difference to it as well so I'm just gonna add some 251 00:42:25,962 --> 00:42:35,218 like almost like a Oh darkening but only in the color so only using the color 252 00:42:35,221 --> 00:42:42,238 channel just to add some generic darkening we're using that matte finish 253 00:42:42,241 --> 00:42:46,899 power to coat again but just on that one segment that has it like 254 00:42:46,902 --> 00:43:02,738 in the reference last do some further isolation of that by masking out some of the UV it's really 255 00:43:02,741 --> 00:43:07,658 good to have this variance in there because it just looks a little bit more 256 00:43:07,661 --> 00:43:19,598 cohesive and realistic. 257 00:43:19,601 --> 00:43:31,819 We do need to work the roughness values a little bit more. So what's better than using some fingerprints? 258 00:43:31,822 --> 00:43:38,499 Which is a bit of a trope in video game art, but actually they add a lot to the believability 259 00:43:38,502 --> 00:43:49,879 if used correctly. And already it's looking way more realistic and we want to add some 260 00:43:49,882 --> 00:44:01,439 general like dirt and fibers so I'm going to play around with what works 261 00:44:01,442 --> 00:44:08,500 best and we can take two approaches to this because I actually kind of want it to be closer to. 262 00:44:09,780 --> 00:44:19,800 Just the cavities, really, so we can take two approaches, we can add it in and then just push out, which I'll do now, or we can. 263 00:44:21,159 --> 00:44:23,760 Alternatively, use or in conjunction to this. 264 00:44:32,000 --> 00:44:49,138 Alternatively use, or in conjunction to this the believability of it a bit 265 00:44:49,141 --> 00:44:50,138 more. 266 00:44:50,141 --> 00:45:10,698 It's been used, thinking about the context that it exists in, at least in my mind. Again using that levels adjustment just to make the contrast in the alpha, fill alpha 267 00:45:10,701 --> 00:45:15,839 a lot more accurate to how I want it to be. 268 00:45:15,842 --> 00:45:27,559 I use the colour picker on the photo just to get a sort of similar colour grime. 269 00:45:29,159 --> 00:45:29,219 Not happy with that at all. 270 00:45:29,920 --> 00:45:40,920 That looks horrible. 271 00:45:41,780 --> 00:45:45,000 That's a bit better. 272 00:45:51,000 --> 00:45:56,000 Although it's a little bit strong, you can turn it down a little bit by putting it on multiply. 273 00:45:59,000 --> 00:46:05,519 There you go, it's looking a lot better. Again in the reference you can really see the fingerprints in the reference. Even though it's a bit of a trope, 274 00:46:11,039 --> 00:46:13,519 it's real. You actually do see them, especially on chromatic objects like this. 275 00:46:17,360 --> 00:46:18,000 And if you notice in the ref, the screws are actually quite rusted. 276 00:46:23,280 --> 00:46:28,618 So we're just going to use the default rust material just to add in that detail it's actually a really nice 277 00:46:28,621 --> 00:46:54,439 just aesthetically pleasing difference there in contrast to the chrome color contrast when we add those the dials in decals in using some stencil work just 278 00:46:54,442 --> 00:47:02,558 to add in some natural looking splotches of rust yeah that's looking a lot better 279 00:47:02,561 --> 00:47:06,000 that is now really liking the look of that. 280 00:47:24,000 --> 00:47:34,999 It's always good to have a play with the HDRIs. It just refreshes the eyes to what you're seeing, to how the materials react to different lighting conditions. 281 00:47:35,002 --> 00:47:46,000 Sometimes you can get some tunnel vision. So it's always good to refresh your eyes with different HDRIs. 282 00:47:47,000 --> 00:47:51,000 I even have different colour backgrounds, black, white, yellow and blue. 283 00:47:56,000 --> 00:47:59,000 So I'm pretty happy with the progress here of our base materials. 284 00:48:00,000 --> 00:48:05,819 I've gone a little bit further than just the base but it's good enough for now 285 00:48:05,822 --> 00:48:11,159 gives me a good idea of the direction that I need to go in 286 00:48:19,679 --> 00:49:21,299 so just doing some texture work on the lens hood is actually black, it's not chrome. So getting very close to finishing the base materials for this now. 287 00:49:21,302 --> 00:49:25,479 Not quite happy with the lens but it will do for now. 288 00:49:25,482 --> 00:49:32,618 It's kind of hard to get the lens right without a proper lens setup. 289 00:49:32,621 --> 00:49:38,799 But with that said, pretty much finished with the base materials now and so in the next 290 00:49:38,802 --> 00:49:43,480 video we'll wrap up the texturing and then we can start on the beauty shots. 34038

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