All language subtitles for Animation for beginners- Create spherical animations in blender. - David Jaasma_10

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These are the user uploaded subtitles that are being translated: 1 00:00:00,533 --> 00:00:01,699 so here we are 2 00:00:01,700 --> 00:00:04,000 and I'm gonna talk a little bit about 3 00:00:04,000 --> 00:00:05,533 our preparations for 4 00:00:05,533 --> 00:00:06,566 substance painter 5 00:00:06,600 --> 00:00:08,600 if you don't want to render this in substance painter 6 00:00:08,600 --> 00:00:10,366 then you can kind of forget this 7 00:00:10,533 --> 00:00:13,266 but I do want to so I'll show you how 8 00:00:13,466 --> 00:00:15,966 and yeah important thing to do is 9 00:00:16,333 --> 00:00:17,499 if you have your model 10 00:00:17,500 --> 00:00:20,500 you 1st want to apply these modifiers 11 00:00:20,600 --> 00:00:22,000 so I'm gonna apply my 12 00:00:22,133 --> 00:00:24,566 bevel and apply the subdivision surface 13 00:00:25,133 --> 00:00:25,933 and 14 00:00:26,566 --> 00:00:28,966 yeah I'm not going to have a high poly 15 00:00:28,966 --> 00:00:30,699 and low poly in this case 16 00:00:30,966 --> 00:00:33,566 so it's not gonna be game ready let's say 17 00:00:33,566 --> 00:00:35,599 but for this animation it will broke great 18 00:00:35,766 --> 00:00:37,699 I want to select the edges here 19 00:00:37,900 --> 00:00:39,933 here on top and on the bottom 20 00:00:46,266 --> 00:00:49,399 then click control E and Mark cm 21 00:00:49,733 --> 00:00:51,733 now if you go to UV editing 22 00:00:51,800 --> 00:00:53,666 and select everything with a 23 00:00:53,766 --> 00:00:54,866 then click on U 24 00:00:55,100 --> 00:00:57,066 to unwrap your model 25 00:00:57,066 --> 00:00:59,666 you will see that you have a nice UV unwrap 26 00:00:59,666 --> 00:01:02,133 and you can start to texture this 27 00:01:02,400 --> 00:01:05,133 very cool the same is for this piece here 28 00:01:05,133 --> 00:01:07,966 so go back to layout select this 29 00:01:08,566 --> 00:01:10,899 I think everything looks fine 30 00:01:11,366 --> 00:01:14,066 maybe I want to add one extra edge loop here 31 00:01:15,300 --> 00:01:19,266 but yeah let's go and apply our modifiers 32 00:01:19,466 --> 00:01:21,333 if you think two is a bit too much 33 00:01:21,333 --> 00:01:22,666 you can always go to one 34 00:01:23,133 --> 00:01:25,166 and then just apply it 35 00:01:25,333 --> 00:01:27,499 and what you have here is 36 00:01:28,266 --> 00:01:33,466 a very messy blue looking like blue lined looking model 37 00:01:33,500 --> 00:01:35,166 just select everything with a 38 00:01:35,733 --> 00:01:36,533 then 39 00:01:36,533 --> 00:01:39,333 make sure you're the mean BEFA wait is to zero again 40 00:01:39,900 --> 00:01:42,900 so when you normally do this very clean 41 00:01:42,900 --> 00:01:44,066 you don't really want to do this 42 00:01:44,066 --> 00:01:46,399 you want to have a low poly and a high poly 43 00:01:46,466 --> 00:01:47,266 but in this case 44 00:01:47,266 --> 00:01:49,266 we just want to make a cool looking animation 45 00:01:49,266 --> 00:01:50,999 so I don't want you guys to worry too much 46 00:01:51,000 --> 00:01:51,966 about the other stuff 47 00:01:52,300 --> 00:01:55,566 but let's just go and make this quite simple for us 48 00:01:55,700 --> 00:01:58,266 I'm gonna select this part here 49 00:01:58,266 --> 00:02:00,499 so select this whole edge loop 50 00:02:05,866 --> 00:02:07,333 it's like this edge loop 51 00:02:07,933 --> 00:02:09,066 same on this side 52 00:02:17,966 --> 00:02:19,466 this whole edge loop 53 00:02:19,500 --> 00:02:21,666 contour E Mark seam 54 00:02:21,666 --> 00:02:23,299 let's go to our UV editing 55 00:02:23,500 --> 00:02:26,733 select everything with a U and unwrap 56 00:02:27,666 --> 00:02:30,799 now we have this unwrapped and our spheres unwrapped 57 00:02:30,800 --> 00:02:32,666 and we can start to export them 58 00:02:32,800 --> 00:02:34,900 so always make sure you save your files 59 00:02:34,900 --> 00:02:36,366 before you export and all that stuff 60 00:02:36,366 --> 00:02:39,733 so save s I'm gonna save it 61 00:02:40,566 --> 00:02:44,499 and then I can start to export these so file export 62 00:02:44,666 --> 00:02:46,866 you can do it as oba J or FBX 63 00:02:47,300 --> 00:02:49,933 so make sure you only do this selected object 64 00:02:49,933 --> 00:02:50,766 so I want to 65 00:02:50,766 --> 00:02:52,799 only have the one that I have selected right now 66 00:02:52,933 --> 00:02:55,599 which is my platform 67 00:02:55,700 --> 00:02:59,566 so I'm gonna save it as a platform export 68 00:02:59,866 --> 00:03:01,299 and also our sphere 69 00:03:11,366 --> 00:03:14,299 inside substance painter you can open a new file 70 00:03:14,700 --> 00:03:17,500 new and select one of your models 71 00:03:17,500 --> 00:03:20,400 so I'm gonna do the platform right now and click on OK 72 00:03:24,333 --> 00:03:26,733 so here we have our platform as you can see 73 00:03:26,866 --> 00:03:28,766 and I would like to add a material 74 00:03:28,933 --> 00:03:30,899 I'm just gonna do a smart material 75 00:03:30,933 --> 00:03:32,299 just very simple 76 00:03:33,733 --> 00:03:35,599 let's put on the steel painted 77 00:03:36,600 --> 00:03:38,100 and you can see that 78 00:03:38,133 --> 00:03:40,999 it doesn't really resemble what we can see down here 79 00:03:41,266 --> 00:03:44,466 why is that that is because none of our masks 80 00:03:44,466 --> 00:03:46,266 which are in here are working 81 00:03:46,533 --> 00:03:48,166 because we need to have 82 00:03:48,400 --> 00:03:51,300 some of the masks like here the edges damages 83 00:03:51,300 --> 00:03:54,400 we need to know the edges of our model 84 00:03:54,400 --> 00:03:56,800 right the program needs to know the curfature 85 00:03:57,133 --> 00:03:58,933 so how do we do this 86 00:03:58,933 --> 00:04:01,166 very simple you just go down here 87 00:04:01,166 --> 00:04:04,999 mesh maps and we can start to bake our mesh maps 88 00:04:05,666 --> 00:04:09,099 I'm gonna put my output size at like 2048 89 00:04:09,366 --> 00:04:12,199 and use my low poly mesh as high poly mesh 90 00:04:12,500 --> 00:04:15,366 in this case we don't need to add a high poly mesh 91 00:04:15,366 --> 00:04:17,599 because we don't have a low poly and a high poly 92 00:04:17,666 --> 00:04:20,099 so this will be just whatever we need 93 00:04:20,133 --> 00:04:21,533 then click on bake 94 00:04:21,766 --> 00:04:24,399 and we can see that our bake is starting 95 00:04:24,866 --> 00:04:27,566 so now we are baking all of these maps here 96 00:04:27,766 --> 00:04:29,266 and you can click on okay 97 00:04:29,366 --> 00:04:32,066 and you can see that our material 98 00:04:32,066 --> 00:04:34,333 our smart material is working way 99 00:04:34,366 --> 00:04:35,766 differently than the bus before 100 00:04:36,466 --> 00:04:38,566 so now this is up to you 101 00:04:38,600 --> 00:04:39,533 to really play 102 00:04:39,533 --> 00:04:41,966 around with all of these options inside here 103 00:04:42,466 --> 00:04:43,933 you can go into the curfature 104 00:04:43,933 --> 00:04:46,166 for instance and play around with the balance 105 00:04:46,266 --> 00:04:48,533 and there are so many more options what you can do 106 00:04:48,533 --> 00:04:51,666 and then you of course just export your textures 107 00:04:51,666 --> 00:04:54,333 so file export textures 108 00:04:54,500 --> 00:04:55,900 and here you can choose 109 00:04:55,900 --> 00:04:57,666 which textures you want to export 110 00:04:57,733 --> 00:04:59,499 so config is quite important 111 00:04:59,500 --> 00:05:02,466 you just choose a configuration which 112 00:05:02,766 --> 00:05:04,666 yeah kind of works since a blender 113 00:05:04,733 --> 00:05:07,299 so we have a metal rough works and blender 114 00:05:07,700 --> 00:05:10,466 spec gloss also so yet choose one of these 115 00:05:10,466 --> 00:05:13,199 I think in this case I chose metal rough 116 00:05:13,600 --> 00:05:15,500 so then export it and you can 117 00:05:15,566 --> 00:05:17,399 import them inside blender 118 00:05:17,800 --> 00:05:19,866 I of course already explained all of this 119 00:05:19,900 --> 00:05:22,533 but this is kind of what I did with these models 120 00:05:22,733 --> 00:05:23,899 and in the next part 121 00:05:23,900 --> 00:05:27,700 I will explain to you how we create this animation 122 00:05:27,700 --> 00:05:29,466 so see you guys there 8838

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