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These are the user uploaded subtitles that are being translated: 1 00:00:04,000 --> 00:00:10,720 Welcome to the third part of the handpainted  texturing tutorial. we have finished the base   2 00:00:10,720 --> 00:00:17,600 paint, but there are still a few things  left to do. details! grooves and dabs.   3 00:00:18,240 --> 00:00:25,040 it's good to start big, establish the base colors  from our limited color palette and so on and then   4 00:00:25,040 --> 00:00:33,520 gradually go into finer and finer. it boils down  to the distribution of shapes, big, medium and small   5 00:00:34,240 --> 00:00:41,120 oh actually make sure to watch the distribution of  shapes tutorial from this series, we talk precisely   6 00:00:41,120 --> 00:00:47,680 about what makes a good or bad distribution. at  this stage of the workflow we can make it slightly   7 00:00:47,680 --> 00:00:54,640 more detailed or keep it abstract, we do it by  controlling the amount of high frequency details,   8 00:00:55,200 --> 00:01:02,480 for example this mailbox, how detailed do we want  to go and how abstract his details are gonna be   9 00:01:03,760 --> 00:01:11,360 i start with the edges, it's too bad i forgot to  apply the Solidify modifier, so now the thickness   10 00:01:11,360 --> 00:01:17,760 of the mailbox is all the same color and this  was a little mistake, so all the modifiers should   11 00:01:17,760 --> 00:01:25,440 be applied before painting, then i start to paint  the hinges of the mailbox, / on the number to   12 00:01:25,440 --> 00:01:32,080 isolate the object, these seem to be mirrored  as well so i need to paint only one of those   13 00:01:32,080 --> 00:01:40,000 well actually some modifiers like mirror can be  useful but still. as you can see we have not really   14 00:01:40,000 --> 00:01:46,480 adding that much of an extra detail, it's mainly  just for keeping the material readable. what is   15 00:01:46,480 --> 00:01:52,560 it, wood or steel or maybe paper? if it's an  envelope, let's draw a couple of details that   16 00:01:52,560 --> 00:01:59,360 would make it read as such, it doesn't take much,  just a few lines to make it look folded and maybe   17 00:01:59,360 --> 00:02:05,520 some extra brightness here and there to make  it pop. we are still hitting a pretty simplified   18 00:02:05,520 --> 00:02:12,160 look with all these hand painted shenanigans,  something in the vein of World of Warcraft maybe   19 00:02:12,160 --> 00:02:21,840 at least moving in this direction, then it seems  we don't need wireframes anymore, so i disable them.   20 00:02:23,120 --> 00:02:32,000 so, here the first detail pass is done, but there is  still a lot to do, like there is no light direction   21 00:02:32,000 --> 00:02:38,400 at the moment, we will fix that in a moment, in  the second part of this tutorial we had a look   22 00:02:38,400 --> 00:02:45,120 at various approaches to bake baking some light  into hand painted textures, you can either bake or   23 00:02:45,120 --> 00:02:53,120 paint all the lights and shadows yourself in your  own way or you can paint a few hints like ambient   24 00:02:53,120 --> 00:03:01,760 occlusion and let render engine do its job. there  is no right wrong way, so i think we'll paint some   25 00:03:01,760 --> 00:03:09,200 kind of a soft light to add just a little bit  of depth, it will be a safe bet, so the obvious   26 00:03:09,200 --> 00:03:15,920 choice is to have light coming from straight  above, in practice it means that all the top facing   27 00:03:15,920 --> 00:03:23,120 surfaces will receive some extra light, so i'm  making them brighter and conversely the surfaces   28 00:03:23,120 --> 00:03:30,080 that are occluded from our imaginary sky like the  inside of the box needs to be darkened, of course   29 00:03:30,080 --> 00:03:36,880 we could have baked some real Blender light, but  it's fun to just paint everything, it's so hardcore :) 30 00:03:38,000 --> 00:03:46,240 and same kind of upper highlights for the lid as  well, nothing complex really, i'm using a brighter   31 00:03:46,240 --> 00:03:53,840 shade of red. and some kind of dents and scratches  even the edge can be a little bit worn out   32 00:03:53,840 --> 00:04:01,120 which they usually are actually. see, we can still  reference some stuff from reality, scratches on the   33 00:04:01,120 --> 00:04:08,960 edges, properties of the material and so on. we  pass it to our artistic filter but it may have   34 00:04:08,960 --> 00:04:18,080 some basis in real life. and then some tiny details  like very small scratches, like brushed aluminium   35 00:04:18,080 --> 00:04:25,120 but eventually i'm trying to carefully blend those  scratches in with the base to avoid the popping up   36 00:04:25,120 --> 00:04:32,160 effect. too much high frequency strokes can  quickly turn into noise. okay, it starts to   37 00:04:32,160 --> 00:04:40,320 look like something at the moment. then sometimes  it's good to paint all over the object with some   38 00:04:40,320 --> 00:04:49,200 single color, it helps to unify it at three levels  of shapes: big, medium and small. while doing so the   39 00:04:49,200 --> 00:04:56,720 blending modes may come in handy, for example i  often use the overlay mode to boost the colors 40 00:04:59,440 --> 00:05:06,880 overlay mode usually boosts the saturation  very much, so it should be used with very   41 00:05:06,880 --> 00:05:11,120 low strength, you can select  the overlay mode here in the   42 00:05:11,120 --> 00:05:16,560 tool settings, alternatively, blending modes  can be found at the top of the viewport 43 00:05:18,640 --> 00:05:20,960 ok, now back to texture paint mode.   44 00:05:22,320 --> 00:05:28,560 then i select a very saturated red and  put a little bit bigger brush with F 45 00:05:31,200 --> 00:05:38,480 it's easy to overdo, so i'm laying a few mild  brush strokes, the pressure sensitivity of the   46 00:05:38,480 --> 00:05:45,520 tablet really helps to control it. well  it seems to me that i should paint it   47 00:05:45,520 --> 00:05:52,880 in one stroke, so there is no visible edges, if  that makes sense, so first i lowered the opacity   48 00:05:53,680 --> 00:05:59,440 and of course once again the occlude and backface  culling should be off so that the paint goes   49 00:05:59,440 --> 00:06:07,920 through the object. and look at this, wow, that's  one fancy looking mailbox with ferrari racing red   50 00:06:07,920 --> 00:06:13,440 sprayed on top, ready to win basically :) then i do the same for the lid as well   51 00:06:14,560 --> 00:06:21,680 and just a little bit for the ground i think  after seeing it punchy red color of the mailbox   52 00:06:21,680 --> 00:06:28,640 i got this idea to add some warmer tones to pretty  much everything, including the patch of the ground   53 00:06:28,640 --> 00:06:36,880 obviously, you can think of it as a custom white  balance shifted towards lower color temperatures   54 00:06:38,000 --> 00:06:45,680 we are in a totalitarian control over all  properties of our render, so why not :) so   55 00:06:45,680 --> 00:06:53,040 i changed the blend mode back to mix and start to  add little tiny pebbles and stones to the ground   56 00:06:53,920 --> 00:07:01,280 well, little dabs everywhere, the dabs  representing stones, the dabs representing pebbles,   57 00:07:01,280 --> 00:07:08,160 everything is made of dabs in our little stylized  world, except the grooves. i intensified the   58 00:07:08,160 --> 00:07:14,480 grooves by the way to make it feel like it's  wood and then added some sort of highlights   59 00:07:15,040 --> 00:07:20,640 to the blade because it's supposed to be  translucent and after all we are still referencing   60 00:07:20,640 --> 00:07:26,160 some material properties. and  tiny highlights for the mailbox   61 00:07:27,280 --> 00:07:34,800 to the hinges as well. and you know what, i  think it's pretty much done at this point 62 00:07:41,360 --> 00:07:44,640 all the dabs are dabbed, all grooves grooved. 63 00:07:45,280 --> 00:07:51,280 next i'm gonna do a final check to see if some  parts of the mesh haven't been painted somehow.   64 00:07:53,200 --> 00:07:59,120 but that's it folks, thanks for watching the basics  of the handpainted texturing approach in Blender 65 00:08:01,760 --> 00:08:05,280 it's a great technique for  creating non-photoreal looks indeed   66 00:08:07,040 --> 00:08:13,600 my name is Manu Järvinen and you are watching  Creating Stylized 3d Art course by Creative Shrimp 67 00:08:13,600 --> 00:08:17,960 team. as usual feel free to download the project  files and follow along and thanks for watching! 9143

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