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These are the user uploaded subtitles that are being translated: 1 00:00:05,120 --> 00:00:08,960 All right so now that we know if some of the basics of blender 2 00:00:09,728 --> 00:00:15,872 We can get started actually making our art assets for our project now as I said in April 3 00:00:16,128 --> 00:00:22,272 This video in this course and really only going to be covering the tools and functionality that is required to make 4 00:00:22,528 --> 00:00:25,600 If you are interested in 5 00:00:26,112 --> 00:00:32,256 Learning more about blender in all of its functionality is because it has a lot of functionality and I do 6 00:00:32,512 --> 00:00:35,840 You taking the blender mega course with the blender basics 7 00:00:36,096 --> 00:00:38,144 A portion of it if you're not 8 00:00:38,400 --> 00:00:42,240 Very familiar with wonder or the concepts behind 3D modelling 9 00:00:42,752 --> 00:00:48,384 That being said let's move forward and what we are going to be making today 10 00:00:48,640 --> 00:00:52,992 Is we're going to start on our tilesets tilesets in 11 00:00:53,248 --> 00:00:59,392 Game development are the pieces of mesh that need to snap together in a seamless way 12 00:01:00,123 --> 00:01:02,491 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 13 00:01:02,492 --> 00:01:06,560 Things like our walls in our floor in our ceilings r o b tiling 14 00:01:06,816 --> 00:01:09,376 Because they're right next to each other 15 00:01:09,888 --> 00:01:15,008 We need to create them in such a way that there's no seems or gaps 16 00:01:15,520 --> 00:01:21,664 Piece of self so that is what we are going to be covering today we're going to be making our for my wall piece 17 00:01:22,944 --> 00:01:24,736 So the first step 18 00:01:24,992 --> 00:01:31,136 For making this is here I have just a new general blender file here in the first 19 00:01:31,392 --> 00:01:33,952 Just like everything in the scene in press the week 20 00:01:34,464 --> 00:01:35,488 To delete a lot 21 00:01:36,256 --> 00:01:41,376 Because we're not going to be using the cube for that's what we are going to be using is a mess 22 00:01:41,632 --> 00:01:46,240 Put pressure stedet in add a new mesh plane into the sea 23 00:01:47,520 --> 00:01:53,664 Now if you recall our wall pieces for all 4 m by 4 m that does all the dementia 24 00:01:53,920 --> 00:01:54,432 Reset 25 00:01:54,944 --> 00:02:00,320 And by default blender as in new Match prisoners at a 26 00:02:00,576 --> 00:02:02,880 Dimension of 2 mm typically 27 00:02:04,672 --> 00:02:07,744 These gridlines here each represent 1 m 28 00:02:08,512 --> 00:02:11,328 So this playing is a 2 by 2 plane 29 00:02:12,096 --> 00:02:18,240 So the first thing I want to do is scale this app however I'm not going to scales to 4 m 30 00:02:18,496 --> 00:02:24,640 You may expect to my mind at the moment 31 00:02:24,896 --> 00:02:31,040 Scale this properly so what I'm going to do is in object mode I'm going to select 32 00:02:31,296 --> 00:02:32,832 SCS 33 00:02:33,600 --> 00:02:34,368 In 4 34 00:02:35,136 --> 00:02:41,280 2 scale this out by a factor of 4 because 2 x 4 is of course 8 and you can see here 35 00:02:41,536 --> 00:02:45,888 We're ages we have a plane of 8 m by 8 m 36 00:02:46,656 --> 00:02:52,800 Now you may be wondering why I'm doubling the size and that is because the method we are going to you 37 00:02:53,056 --> 00:02:55,360 Create this 38 00:02:55,616 --> 00:03:01,760 Texture is going to require us to use tiling in order for things to appear 39 00:03:02,016 --> 00:03:08,160 Mostly in our final result without any weird hitches or gaps you need to use a tiling method 40 00:03:09,184 --> 00:03:15,328 The scale is 2 twice the size of a needs to be and we're going to create or 41 00:03:15,584 --> 00:03:16,352 Mesh on it 42 00:03:16,864 --> 00:03:20,448 But eventually we are going to break it down at 2 43 00:03:20,704 --> 00:03:23,776 4 by 4 mm wall segment 44 00:03:24,288 --> 00:03:30,432 And I'm having a little extra room when you're working with tiling a can help you achieve a better result 45 00:03:30,688 --> 00:03:36,320 So here we have our 8 mm by 8 mm wall piece 46 00:03:36,576 --> 00:03:37,088 And 47 00:03:37,344 --> 00:03:43,488 The first thing we need to do it we need to add more geometry to it because if we were to tab in 48 00:03:43,744 --> 00:03:49,888 Now consists of a single face 49 00:03:50,144 --> 00:03:56,288 Which we are not going to be able to add any detail to this until it has 50 00:03:56,544 --> 00:03:57,824 Points to work with 51 00:03:58,080 --> 00:04:04,224 So the way that we're going to go about that is by using a subdivision surface modifier 52 00:04:04,480 --> 00:04:09,344 Division is the process of dividing faces evenly 53 00:04:10,880 --> 00:04:16,256 Into smaller faces so if I were to subdivide this in a normal way 54 00:04:17,280 --> 00:04:20,095 I could in edit mode select this face 55 00:04:22,655 --> 00:04:25,215 Can we discuss this earlier in the course 56 00:04:25,471 --> 00:04:28,031 We're not going to be doing it 57 00:04:28,287 --> 00:04:34,431 Irregular mesh modelling we are going to be using a subdivision surface modifier 58 00:04:34,687 --> 00:04:36,991 The process just a little bit 59 00:04:38,015 --> 00:04:41,087 In the properties panel on the right here 60 00:04:41,599 --> 00:04:43,647 Click on the icon 61 00:04:44,415 --> 00:04:47,231 To bring up the modifiers pen 62 00:04:49,535 --> 00:04:55,679 Modifiers are automatic operations that affect an object's geometry in a non-destructive way 63 00:04:56,191 --> 00:05:02,335 Which modifiers you can perform mini fix automatically that would otherwise be too tedious to do manually 64 00:05:02,591 --> 00:05:06,431 And also it will not affect the beef geometry of your object 65 00:05:07,711 --> 00:05:13,855 Spell to add a subdivision surface modifier to the smash here all we have to do is click admin 66 00:05:14,879 --> 00:05:21,023 Subdivision surface and you can immediately see what this has done it has subtle 67 00:05:21,279 --> 00:05:24,863 But it also has also smoothed it out 68 00:05:25,631 --> 00:05:31,775 So we get sort of this more a circular form right here and that is 69 00:05:32,031 --> 00:05:38,175 This option right here this catmull Clark is describing the subdivision algorithm in is using 70 00:05:38,431 --> 00:05:40,223 Is dividing it and then smoothing it 71 00:05:40,479 --> 00:05:42,783 If we wanted to divide without smoothing 72 00:05:43,039 --> 00:05:44,831 Which in this case we do 73 00:05:45,087 --> 00:05:47,391 What we wanna do is come over 74 00:05:48,159 --> 00:05:54,303 Now this will return our plane to its original form but we do have some subdivision 75 00:05:54,559 --> 00:05:55,327 Underneath 76 00:05:55,839 --> 00:06:01,727 So I'm going to go ahead and click the levels of subdivision up to would save for 77 00:06:03,007 --> 00:06:09,151 So what does has done here is this essentially tells us how many times to perform this up 78 00:06:09,407 --> 00:06:10,687 Operation cell 79 00:06:10,943 --> 00:06:17,087 When I write quite impressed some divide directly into the mash and that was subdividing the national 1 time 80 00:06:17,343 --> 00:06:23,487 I'm here and I'm here so the subdivision surface modifier has just allowed me to do 81 00:06:23,743 --> 00:06:25,535 4 times very quickly 82 00:06:25,791 --> 00:06:31,935 If I was to anybody would see that I still have a singular face here and 83 00:06:32,191 --> 00:06:38,079 Is because of course I'm working with a modifier which is a non-destructive method for mesh edit 84 00:06:41,919 --> 00:06:46,015 However we are going to need to be able to 85 00:06:46,527 --> 00:06:52,671 So the way that we take this information into arm 86 00:06:52,927 --> 00:06:54,719 Which is by applying the modifier 87 00:06:55,743 --> 00:07:01,887 How to apply the modifier with come over here to the modifier in the modifier stack 88 00:07:02,911 --> 00:07:07,263 Click on the floor drop down arrow anus in option here which says apply 89 00:07:07,519 --> 00:07:11,871 Now if when you click down and this is greyed out 90 00:07:12,127 --> 00:07:18,271 And you cannot apply it this is because you are still in edit milk modifiers can only be applied to all 91 00:07:18,527 --> 00:07:24,671 While they are in object mode so if this is the case just press tab to return to object mode and you should be 92 00:07:24,927 --> 00:07:31,071 How to apply the modifier 93 00:07:31,327 --> 00:07:37,471 See all the point in the Sunderland that has created here and now we can work with these 94 00:07:37,727 --> 00:07:39,007 Individual-level 95 00:07:39,519 --> 00:07:42,079 What is really great for adding detail to your model 96 00:07:42,335 --> 00:07:48,479 So this has given us a really good starting point so what I actually want to 97 00:07:48,735 --> 00:07:53,855 For this wall piece is sort of just a generic stone wall texture 98 00:07:54,111 --> 00:07:57,439 So I think the best way to go about 99 00:07:58,207 --> 00:08:02,815 Creating this is actually by using our sculpting mode 100 00:08:03,327 --> 00:08:09,471 Cell to enter sculpting Mode all we have to do a select the object that we wish to sculpt on 101 00:08:09,727 --> 00:08:13,567 And from the motor drop-down list for going to choose sculptor 102 00:08:19,199 --> 00:08:20,991 Sculpting in 103 00:08:22,015 --> 00:08:23,295 3D modelling 104 00:08:24,575 --> 00:08:27,391 Within the world of 3R is 105 00:08:27,647 --> 00:08:33,791 Somewhere tomorrow in in that it is a method of manoeuvring these points on our playing around however 106 00:08:34,047 --> 00:08:35,327 This is just 107 00:08:35,583 --> 00:08:41,727 Done in a more artistic way than modelling which is a little bit more mathematical so 108 00:08:42,751 --> 00:08:48,895 When you go to Ascot on your piece if I just click and right now you can see that 109 00:08:49,151 --> 00:08:50,431 Underneath my brush here 110 00:08:51,199 --> 00:08:54,015 I have pushed all these vertices up 111 00:08:56,575 --> 00:09:00,159 Just control the angle that cos that's not actually what we want to do 112 00:09:03,743 --> 00:09:09,631 So over on the left here we had our two panel of all of our different stuffing 113 00:09:09,887 --> 00:09:16,031 Brushes so I can pulleys out to view all their names here and there's lots of different brush 114 00:09:16,287 --> 00:09:22,175 Is that we can use to school on the surface and these are all meant to replicate the 115 00:09:22,687 --> 00:09:28,831 Process of sculpting in clay so you can think of our playing here is just a flat piece of clay that we want to 116 00:09:31,135 --> 00:09:36,767 More in-depth about sculpting when we talk about proper creation 117 00:09:37,791 --> 00:09:43,935 For now just now that is assistant of allowing us to move our vertices around by basically drawing 118 00:09:44,191 --> 00:09:46,495 Directly onto our mesh 119 00:09:47,007 --> 00:09:53,151 Here you can see that it's moving all these points up 120 00:09:54,175 --> 00:09:55,199 And in 121 00:09:55,711 --> 00:10:01,100 The forming lamb from the surface of our plane but quite faceted and jagged and 122 00:10:01,101 --> 00:10:03,273 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 123 00:10:03,274 --> 00:10:04,415 We don't have enough geometry 124 00:10:04,927 --> 00:10:05,695 2 125 00:10:05,951 --> 00:10:10,047 Click here to create anything visually wedding 126 00:10:11,071 --> 00:10:15,423 So what we need to do if we need to increase the 127 00:10:15,935 --> 00:10:22,079 Number of points the number of subdivisions on this plane further now 128 00:10:22,335 --> 00:10:24,383 This is sad increasing 129 00:10:25,407 --> 00:10:29,503 Subdivisions to the level that is generally required for a sculpting 130 00:10:29,759 --> 00:10:35,135 Very performance heavy in calcium machine to slow down or what 131 00:10:35,647 --> 00:10:41,791 Winner has cleverly come up with some ways to use a high number of poly 132 00:10:42,815 --> 00:10:44,095 In a more formal way 133 00:10:44,351 --> 00:10:48,191 So I'm just going to press ctrl Z Don Jesus marks I made 134 00:10:48,447 --> 00:10:54,591 I'm going to come back over here to the Mont fire stick because we need a new modifier in order to get the dentist 135 00:10:54,847 --> 00:10:55,871 That we need 136 00:10:56,127 --> 00:10:57,407 To do the Scott 137 00:11:00,223 --> 00:11:05,343 In the morning Forest I'm just going to add another fire in this time I'm going to choose a multiresolution 138 00:11:06,111 --> 00:11:12,255 Now what is done immediately is nothing because we have no levels of sub division 139 00:11:12,511 --> 00:11:18,655 This is another modifier that we're going to use for subdivision but this one is made specifically to work in school 140 00:11:22,495 --> 00:11:28,127 So what multiresolution us to do is we can press the Sunday life here 141 00:11:29,407 --> 00:11:35,551 And you can see that we've already said running out the corners because we are increasing the levels of sunburn 142 00:11:35,807 --> 00:11:37,599 Each time you press this button 143 00:11:38,367 --> 00:11:42,975 So now if I said divide the slip say three times and coming here and Scott 144 00:11:43,231 --> 00:11:49,375 You can see using the same job rush with the same settings I get a match in the result in this is going to allow 145 00:11:49,631 --> 00:11:51,423 To draw in the details that we need 146 00:11:52,703 --> 00:11:58,591 Because we are creating tilesets Deezer rounded corners are going to be in a shield so I'm just going to take control Z 147 00:11:59,359 --> 00:12:04,223 To undo it because it's very important when creating tiling textures in tiling measures 148 00:12:04,991 --> 00:12:08,063 That they be able to snap together perfectly in all 149 00:12:08,319 --> 00:12:14,463 Directions so if I were to duplicate the smash out in the y-direction here 150 00:12:14,975 --> 00:12:18,559 And in the extraction there should be no gas 151 00:12:18,815 --> 00:12:24,959 Sell I've just done my son divisions here in instead of clicking subdivide in order 152 00:12:25,215 --> 00:12:28,543 Keep this I just typed I'm just gonna hit these simple subdivision 153 00:12:30,079 --> 00:12:31,103 And 154 00:12:31,359 --> 00:12:33,663 Let's Go app too I think 155 00:12:33,919 --> 00:12:39,807 Every year for bed I'm going to check the number of polygons that I have here 156 00:12:40,575 --> 00:12:45,439 Coming up to my overlays drop down in enabling statistics 157 00:12:45,695 --> 00:12:51,327 So I will get read out in the corner that tells me how many vertices and faces are currently working with 158 00:12:51,583 --> 00:12:57,215 You can also tell if you if your message dance enough just by making a stroke 159 00:12:57,471 --> 00:13:02,335 And checking on a quality of a hair cell this is still a bit love 160 00:13:02,847 --> 00:13:07,199 Do it let's do a simple sum division up to 161 00:13:09,759 --> 00:13:13,343 Yes I'll start with this 262 or 162 00:13:13,599 --> 00:13:15,391 Rafael Behr 163 00:13:18,463 --> 00:13:24,095 So as you can see when I draw on this is much smaller than the result I was getting before 164 00:13:24,607 --> 00:13:30,751 However at the really nice thing about the multi res is that at any point if I needed to make a la 165 00:13:31,007 --> 00:13:37,151 Stroke I could my son divisions by coming into this modifier 166 00:13:37,407 --> 00:13:40,223 Looking down and you can see that the 167 00:13:40,479 --> 00:13:43,807 Daddy subdivisions are dynamically di resin 168 00:13:44,063 --> 00:13:49,439 What's really cool like this is that I can then make Strokes at my lower subdivision level 169 00:13:49,951 --> 00:13:52,511 And when I return to my higher one 170 00:13:52,767 --> 00:13:53,791 It will be 171 00:13:54,047 --> 00:14:00,191 The struggle still be there and it will be smooth out so this is really good for dynamics 172 00:14:01,215 --> 00:14:06,079 Because it helps you get the forms you need and at the level of detail that need them 173 00:14:06,335 --> 00:14:12,479 I'm just going to control seat and do the strokes because for this we want to create a course a tiling 174 00:14:12,735 --> 00:14:15,039 Or stone like texture 175 00:14:17,855 --> 00:14:20,415 I'm going to do it for 7 176 00:14:20,671 --> 00:14:24,255 To come into top or the graphics you because I want to be a viewing this 177 00:14:24,511 --> 00:14:25,791 Straight down 178 00:14:28,095 --> 00:14:34,239 The next thing I'm going to do here is coming to my active 2 and workspace settings here we have 179 00:14:36,799 --> 00:14:38,335 Dear we have 180 00:14:38,847 --> 00:14:44,991 What's a settings for whatever brass you currently have selected so if I select a different brush here from 181 00:14:45,247 --> 00:14:48,063 Toolbar you can see my settings a change 182 00:14:49,855 --> 00:14:55,999 Now the selling rights pacifically want to look at for this is under the need the cemetery Ops 183 00:14:57,279 --> 00:15:01,119 What's tomorrow about sculpting with symmetry when we talk about props 184 00:15:01,375 --> 00:15:01,887 Lights 185 00:15:02,143 --> 00:15:07,519 In this particular case I want to look at the lock and the tiling options 186 00:15:08,031 --> 00:15:08,799 So 187 00:15:09,055 --> 00:15:14,943 We walk option here will prevent movement in any Direction that you select here cell 188 00:15:15,199 --> 00:15:19,807 In this case the X and Y because I don't want 189 00:15:20,575 --> 00:15:23,903 My points to move this way or this way 190 00:15:24,159 --> 00:15:26,975 I want to move up and down away from the plane 191 00:15:27,999 --> 00:15:29,535 And the circuit 192 00:15:29,791 --> 00:15:35,935 Option here and more importantly is the tiling this is what is going to allow us to create 193 00:15:36,191 --> 00:15:42,335 A piece that seamlessly when it is when there is an array of them next to each 194 00:15:42,847 --> 00:15:45,663 So I'm going for a 7 to return to 195 00:15:46,175 --> 00:15:47,711 Orthographic view here 196 00:15:48,223 --> 00:15:49,759 I'm just going to pulleys 197 00:15:51,807 --> 00:15:55,647 I'm just saying that my 198 00:15:55,903 --> 00:16:00,511 Keystroke capture is fortified to see here so we just fix our liquid 199 00:16:01,279 --> 00:16:07,423 Cell area that's all better and now you can see the names of the brushes as I'm using them as well 200 00:16:07,679 --> 00:16:13,823 We want this piece to be a 4-way tiled piece which means that I can tell 201 00:16:14,079 --> 00:16:19,455 Or in this direction in there will be no seems or gas 202 00:16:20,479 --> 00:16:26,623 Keep in mind that the red wine in blender is for the extraction in the green is for why 203 00:16:26,879 --> 00:16:29,951 And does the X and Y directions 204 00:16:30,719 --> 00:16:36,863 So now I need to go about sculpting in the actual Stones or bricks 205 00:16:39,423 --> 00:16:43,775 And the way I shouldn't to do this is by using decrease pressure right here 206 00:16:44,543 --> 00:16:47,359 Now as an employers when you draw with a crease brush 207 00:16:48,383 --> 00:16:52,735 Yeah she will push down and pin chin 208 00:16:53,759 --> 00:16:56,063 The line cell in here 209 00:16:56,831 --> 00:17:02,463 Create an indentation like that as opposed to the dry brush which was pushing upwards 210 00:17:03,231 --> 00:17:05,791 This is what I want 211 00:17:06,559 --> 00:17:07,583 4 212 00:17:08,863 --> 00:17:10,143 Netanel self 213 00:17:12,703 --> 00:17:18,847 I will send a version somewhere when I am dead but you can also see when I draw on this with the 214 00:17:19,103 --> 00:17:25,247 How the styling feature works instead of just drying underneath my singular stroke is going to tile 215 00:17:25,503 --> 00:17:28,831 In all directions so you can see here on the Edge 216 00:17:29,087 --> 00:17:32,415 It has split my stroke along the edge here 217 00:17:32,927 --> 00:17:34,463 In such a way that 218 00:17:34,975 --> 00:17:37,279 If I were to tile this 219 00:17:37,535 --> 00:17:41,375 In fact let me just quickly pop into object no to show you that 220 00:17:42,143 --> 00:17:48,287 Also if you were using the materials and you come and object mode in all your detail disappears 221 00:17:48,543 --> 00:17:54,687 You didn't lose your work don't don't worry it's just because this setting for level viewport is still set to zero 222 00:17:54,943 --> 00:17:58,015 Turn up to five in your throat will be there again 223 00:17:58,271 --> 00:18:04,415 I'm going to show you how this tiles by just having a quick modifier of an array here so 224 00:18:04,671 --> 00:18:08,767 Modifier does it basically just simply duplicates 225 00:18:09,023 --> 00:18:13,887 Your mash your object in whatever direction to whatever dimensions you set here 226 00:18:15,167 --> 00:18:21,311 Account on 21 so we have a total of 2 of these 227 00:18:21,567 --> 00:18:26,175 One time one of its own length 228 00:18:26,431 --> 00:18:28,223 Across The xx 229 00:18:28,479 --> 00:18:33,599 So you could increase the count any number of times and it would still tile on this Direction 230 00:18:37,695 --> 00:18:38,463 Additionally 231 00:18:40,511 --> 00:18:44,095 If we create another array modifier here 232 00:18:44,863 --> 00:18:46,399 Set the X Factor 20 233 00:18:46,911 --> 00:18:48,447 Set the lights after 21 234 00:18:48,959 --> 00:18:54,847 We can see here that this is tiling seamlessly in all directions because of court or actual match that's here 235 00:18:55,871 --> 00:18:58,943 I'm on fire we can we can 236 00:18:59,199 --> 00:19:02,015 Duplicate any number of times and there's no 237 00:19:02,271 --> 00:19:04,575 Gaps here where are stroke what is 238 00:19:05,343 --> 00:19:05,855 Cell 239 00:19:06,111 --> 00:19:09,695 That is one of the basis for what we're going to do here 240 00:19:12,255 --> 00:19:14,559 Control Z to get out of this 241 00:19:18,399 --> 00:19:24,543 So I just control Z to get back to your basic playing here with no stroke some money 242 00:19:24,799 --> 00:19:26,079 And a subdivision 243 00:19:26,335 --> 00:19:27,359 Level five 244 00:19:29,151 --> 00:19:29,663 So 245 00:19:30,175 --> 00:19:36,319 With Allah in mind we can now basically doesn't draw a what we want our whilst 246 00:19:36,575 --> 00:19:42,719 But because we are working in 3D drawing a flat image of course 247 00:19:42,975 --> 00:19:48,095 Going to push and pull overseas oven down to create a 3D effect 248 00:19:48,607 --> 00:19:52,447 I just press 7 to return to orthographic mode 249 00:19:53,471 --> 00:19:59,615 And continue crease brush with a relatively small size you can incrementally increase 250 00:19:59,871 --> 00:20:06,015 And decrease the size with the bracket keys here or you can press f and use your mouse to select 251 00:20:06,271 --> 00:20:09,343 The size that you wish I'm going to go pretty smile here 252 00:20:09,599 --> 00:20:12,671 And what I'm going to do is I'm going to come over to the edge 253 00:20:13,183 --> 00:20:15,231 Click 254 00:20:15,487 --> 00:20:19,583 Before I start to draw on a serious one more setting I need to change 255 00:20:19,839 --> 00:20:22,655 So in the actor tool 256 00:20:23,167 --> 00:20:26,239 Here are the properties saying that I need to change my stroke 257 00:20:26,495 --> 00:20:29,311 Because right now it's just a free hand 258 00:20:29,823 --> 00:20:35,967 Stroke underneath my cursor but I want to be able to create straight lines to create the gaps in between your breasts 259 00:20:36,223 --> 00:20:37,759 To do that I'm going to 260 00:20:38,015 --> 00:20:41,855 Within the cruise ship sail from going to come down here to where it says it's stroke 261 00:20:42,879 --> 00:20:49,023 And here it's a stroke method is Facebook going to change that to line so now on a click and drag and get a line 262 00:20:49,279 --> 00:20:50,047 Release 263 00:20:50,303 --> 00:20:51,839 That line is drawn in 264 00:20:52,095 --> 00:20:57,215 Ok so now we are ready to actually start the strength of this up to 265 00:20:58,495 --> 00:20:59,007 1 266 00:21:00,287 --> 00:21:03,871 So you can change the strength of your address right here 267 00:21:04,127 --> 00:21:07,455 It was the same setting that is right here in the sidebar as well 268 00:21:08,735 --> 00:21:14,879 Just a quick and then I'm going to press all to lock the rotation to 269 00:21:15,135 --> 00:21:16,159 45 Ingle 270 00:21:16,416 --> 00:21:19,232 So it will snap and come across here 271 00:21:19,488 --> 00:21:20,768 And I'm just going to release 272 00:21:22,048 --> 00:21:25,120 And it will create four of us perfect 273 00:21:25,632 --> 00:21:31,008 Indented wine here that you can see if you look at it and profile and has pushed the vertices in 274 00:21:34,592 --> 00:21:36,640 So now I'm going to do it 275 00:21:36,896 --> 00:21:43,040 Use the grid lines as our my rough estimate for where to place even just going to continue this app 276 00:21:43,296 --> 00:21:47,392 Until we have horizontal lines across the entire match 277 00:21:49,440 --> 00:21:55,584 You have to click first and then press old which is a little bit tricky when you're selecting close to the edge 278 00:21:55,840 --> 00:21:56,864 Can you get diesel at all 279 00:21:57,120 --> 00:22:03,264 Searchers in this don't worry too much about this because we don't want our stones to be completely Perth 280 00:22:03,520 --> 00:22:04,800 That was strange 281 00:22:05,056 --> 00:22:11,200 And damage to these afterwards so don't worry too much about slight 282 00:22:12,224 --> 00:22:18,368 Because you don't actually have to pull your stroke across your entire mesh if you like to zoom and you just 283 00:22:18,624 --> 00:22:23,232 To pull it over the lines here the y-axis and the x-axis line 284 00:22:24,768 --> 00:22:30,144 It is a pretty good basis for art stone tiling texture 285 00:22:30,400 --> 00:22:33,984 How large do you want the stones is 286 00:22:34,496 --> 00:22:40,640 Entirely up to you so if you wanted the stones to tile load it smaller you can just go in and out 287 00:22:42,176 --> 00:22:44,224 In between the ones that we've just added 288 00:22:50,368 --> 00:22:51,904 And like these are 289 00:22:52,160 --> 00:22:58,048 Completely perfectly even I think that's going to be ok in this case I think it'll still 290 00:23:00,096 --> 00:23:04,704 You don't want everything to be completely uniform because that's just not natural looking 291 00:23:05,216 --> 00:23:10,336 That one creating tiling measures you definitely want to avoid 292 00:23:10,592 --> 00:23:15,456 Anyway large form features that are going to be noticed when 293 00:23:15,712 --> 00:23:18,528 This is repeated across many many 294 00:23:19,296 --> 00:23:22,368 Wall pieces that are all start right next to each other 295 00:23:24,416 --> 00:23:30,560 Ok sweetheart horizontal lines and now I'm going to do is using the exact same method I'm just going to add some vertical 296 00:23:30,816 --> 00:23:32,608 Across this space 297 00:23:33,120 --> 00:23:36,192 Zoom into the upper quadrant because this is 298 00:23:36,448 --> 00:23:38,752 This is what makes up like a single tile 299 00:23:47,968 --> 00:23:52,832 I don't want these to be perfectly uniform because it's just not the look that I'm going for 300 00:23:53,600 --> 00:23:56,416 If you didn't want them to be 301 00:23:57,696 --> 00:24:01,792 Perfect TV deathly use the grid to to achieve that 302 00:24:09,472 --> 00:24:14,080 I'm just trying to get some variation in the sizes in the width of the years 303 00:24:22,016 --> 00:24:24,832 Putting on to make sure that it's nothing exactly 304 00:24:26,624 --> 00:24:29,952 Exactly aligned with the with the world 305 00:24:44,032 --> 00:24:45,312 My hero 306 00:24:45,568 --> 00:24:48,128 Overshot mine creases a little bit and not 307 00:24:48,640 --> 00:24:54,784 Especially concerned about that because I think I'll just incorporate that in as part of the natural like day 308 00:24:55,040 --> 00:24:56,832 Engine roughness of the bricks 309 00:25:08,608 --> 00:25:11,680 That's like a little bit more Square in here 310 00:25:39,328 --> 00:25:41,376 Give me that one lol that longer 311 00:25:47,776 --> 00:25:51,616 Two long sides Justified that one 312 00:25:52,896 --> 00:25:55,968 Can get something roughly like that so when you zoom out 313 00:25:56,224 --> 00:26:02,368 You can see if you really sad they're in love you could see the repeating elements but to the eye 314 00:26:02,624 --> 00:26:05,440 Just going to read this as a brick wall 315 00:26:05,952 --> 00:26:12,096 So that is going to be like the basis for this but now I'm just going to come in in 316 00:26:12,352 --> 00:26:18,496 Detail so I'm gonna do is I'm going to come back to my modifier stack 317 00:26:18,752 --> 00:26:24,896 One more time just so we have about a million points here to work with I 318 00:26:25,152 --> 00:26:31,296 Can I find out for like a mid-range PC which is what I'm working on here 319 00:26:31,552 --> 00:26:34,112 Sculpting 320 00:26:34,368 --> 00:26:40,512 Generally give you the details that you need without crashing your computer which is death 321 00:26:40,768 --> 00:26:44,352 Also make sure that you save a lot 322 00:26:44,864 --> 00:26:47,936 Call Lewis 323 00:26:52,288 --> 00:26:55,872 Because I went when sculpting working with Billy hi 324 00:26:56,128 --> 00:27:02,272 Polycount here you can potentially crash your PC if you have a lorry 325 00:27:02,528 --> 00:27:05,344 PC to definitely make sure you save a lot 326 00:27:05,856 --> 00:27:07,136 Cell 327 00:27:08,416 --> 00:27:14,560 And some like some roughness to these cos there for two square in for two uniform 328 00:27:15,584 --> 00:27:21,728 I found that the ascribed brush works really well in this particular case but I'm you can definitely experiment with 329 00:27:21,984 --> 00:27:26,592 All these brushes and I encourage you to do that but I'm going to use the scraper brush right here 330 00:27:27,616 --> 00:27:32,992 I'm going to increase my size a bit not too much because I don't want 331 00:27:33,248 --> 00:27:36,832 Too much damage going across these bricks 332 00:27:37,088 --> 00:27:41,184 What I'm going to do hear them when I come in and just start laughing 333 00:27:41,952 --> 00:27:45,536 To a Rough up the edges especially 334 00:27:48,864 --> 00:27:53,216 Fortunately because we are still using the tiling in are sculpt here 335 00:27:53,984 --> 00:27:59,360 When I only have to do one quarter of this and all of this will 336 00:27:59,872 --> 00:28:04,992 Carry over to the other quarter in so you can think of it is doing like a quarter of the work 337 00:28:08,320 --> 00:28:12,672 So I am using a drawing tablet for this 338 00:28:13,440 --> 00:28:17,792 This is it necessary for sculpting but it does make it a lot easier 339 00:28:18,048 --> 00:28:22,400 Because you do have you using more than natural drawing stroke 340 00:28:22,656 --> 00:28:27,520 With the pen in you can use the pressure of the pen to determine that things like 341 00:28:27,776 --> 00:28:30,848 Dr strange here and even the size of I click this 342 00:28:32,128 --> 00:28:38,272 If you do have a drink hour that may help me with this amazing things up 343 00:28:38,528 --> 00:28:44,672 Not strictly necessary however everything I'm doing can be accomplished with a mouse and keyboard you just now 344 00:28:44,928 --> 00:28:50,560 I have to come in in manually settings like the size of the strength of a little bit more often than I'm doing 345 00:28:58,240 --> 00:28:59,264 So 346 00:28:59,776 --> 00:29:00,800 There's not 347 00:29:01,824 --> 00:29:07,968 Any special technique here I just have my scrape brush a decent me high strength and all I'm doing 348 00:29:08,224 --> 00:29:08,992 Coming around 349 00:29:09,504 --> 00:29:14,624 And just giving the edges at once over and not been too careful with that because of course 350 00:29:14,880 --> 00:29:16,928 China accomplishes adding some 351 00:29:17,440 --> 00:29:20,512 Natural variation and damage to bed 352 00:29:28,192 --> 00:29:34,336 I'm also trying to vary the amount of that I add to each of these brexit like for some of these are coming in 353 00:29:34,592 --> 00:29:38,688 To the brackets elsmore and some of these and sticking closer to the edge 354 00:29:38,944 --> 00:29:45,088 Just you just can I have to get a feel for it in eyeball it and just kind of work with the mesh 355 00:29:57,888 --> 00:30:00,960 Can I go to hear over over shot Minecraft little bit 356 00:30:01,728 --> 00:30:04,288 I'm just getting work that in as part of the day men 357 00:30:04,544 --> 00:30:06,592 You want to avoid 358 00:30:06,848 --> 00:30:08,896 Too many things like this 359 00:30:09,920 --> 00:30:12,736 Because I'll start to 360 00:30:13,248 --> 00:30:15,552 Penis ball when you start to tile them 361 00:30:16,320 --> 00:30:22,464 So you can have white any sort of Damaja detailing that you add over your messages if they're 362 00:30:22,720 --> 00:30:26,560 Uniform away so that when you zoom out 363 00:30:26,816 --> 00:30:29,632 Large spots that stand out of the eye 364 00:30:42,688 --> 00:30:48,064 Increase the strength of my brush to one here just have a little bit 365 00:31:51,296 --> 00:31:57,440 So you don't really spend a lot of time on this but I think that is sufficient for 366 00:31:57,696 --> 00:31:58,464 This is 367 00:32:01,024 --> 00:32:06,656 I'm not quite dance cutting their says I've added some nice chunky Danish Charlotte corners 368 00:32:06,912 --> 00:32:09,984 The the surfaces of the tsar 369 00:32:10,752 --> 00:32:13,568 How much to smooth cell 370 00:32:14,336 --> 00:32:20,480 What's the different ways that you could go about adding some surface variation to this 371 00:32:20,736 --> 00:32:26,880 I think the way I'm going to do it is by using a texture alpha self 372 00:32:27,136 --> 00:32:33,280 In The Plaza recording in we come back we're going to talk about how to add a little bit more surface detail to our wall 34483

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