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so here we are
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and I'm gonna talk a little bit about
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our preparations for
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substance painter
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if you don't want to render this in substance painter
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then you can kind of forget this
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but I do want to so I'll show you how
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and yeah important thing to do is
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if you have your model
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you 1st want to apply these modifiers
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so I'm gonna apply my
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bevel and apply the subdivision surface
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and
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yeah I'm not going to have a high poly
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and low poly in this case
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so it's not gonna be game ready let's say
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but for this animation it will broke great
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I want to select the edges here
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here on top and on the bottom
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then click control E and Mark cm
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now if you go to UV editing
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and select everything with a
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then click on U
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to unwrap your model
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you will see that you have a nice UV unwrap
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and you can start to texture this
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very cool the same is for this piece here
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so go back to layout select this
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I think everything looks fine
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maybe I want to add one extra edge loop here
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but yeah let's go and apply our modifiers
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if you think two is a bit too much
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you can always go to one
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and then just apply it
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and what you have here is
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a very messy blue looking like blue lined looking model
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just select everything with a
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then
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make sure you're the mean BEFA wait is to zero again
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so when you normally do this very clean
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you don't really want to do this
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you want to have a low poly and a high poly
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but in this case
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we just want to make a cool looking animation
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so I don't want you guys to worry too much
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about the other stuff
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but let's just go and make this quite simple for us
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I'm gonna select this part here
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so select this whole edge loop
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it's like this edge loop
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same on this side
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this whole edge loop
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contour E Mark seam
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let's go to our UV editing
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select everything with a U and unwrap
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now we have this unwrapped and our spheres unwrapped
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and we can start to export them
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so always make sure you save your files
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before you export and all that stuff
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so save s I'm gonna save it
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and then I can start to export these so file export
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you can do it as oba J or FBX
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so make sure you only do this selected object
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so I want to
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only have the one that I have selected right now
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which is my platform
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so I'm gonna save it as a platform export
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and also our sphere
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inside substance painter you can open a new file
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new and select one of your models
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so I'm gonna do the platform right now and click on OK
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so here we have our platform as you can see
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and I would like to add a material
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I'm just gonna do a smart material
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just very simple
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let's put on the steel painted
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and you can see that
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it doesn't really resemble what we can see down here
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why is that that is because none of our masks
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which are in here are working
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because we need to have
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some of the masks like here the edges damages
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we need to know the edges of our model
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right the program needs to know the curfature
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so how do we do this
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very simple you just go down here
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mesh maps and we can start to bake our mesh maps
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I'm gonna put my output size at like 2048
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and use my low poly mesh as high poly mesh
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in this case we don't need to add a high poly mesh
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because we don't have a low poly and a high poly
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so this will be just whatever we need
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then click on bake
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and we can see that our bake is starting
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so now we are baking all of these maps here
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and you can click on okay
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and you can see that our material
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our smart material is working way
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differently than the bus before
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so now this is up to you
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to really play
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around with all of these options inside here
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you can go into the curfature
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for instance and play around with the balance
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and there are so many more options what you can do
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and then you of course just export your textures
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so file export textures
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and here you can choose
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which textures you want to export
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so config is quite important
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you just choose a configuration which
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yeah kind of works since a blender
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so we have a metal rough works and blender
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spec gloss also so yet choose one of these
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I think in this case I chose metal rough
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so then export it and you can
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import them inside blender
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I of course already explained all of this
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but this is kind of what I did with these models
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and in the next part
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I will explain to you how we create this animation
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so see you guys there
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