All language subtitles for 38 - Tileset Creation Pt 2

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These are the user uploaded subtitles that are being translated: 1 00:00:05,120 --> 00:00:11,264 Ok so we're back we have the basis for our Walmart right here 2 00:00:11,520 --> 00:00:13,056 Still in sculpting mode in 3 00:00:13,312 --> 00:00:15,872 Now I want to add some 4 00:00:16,384 --> 00:00:19,456 Variation to the surface of these breast 5 00:00:19,712 --> 00:00:20,224 So 6 00:00:20,480 --> 00:00:23,296 Match the weathering that I've given the 7 00:00:25,856 --> 00:00:29,952 Felt the way that I'm going to go about this is by using an alpha texture 8 00:00:30,464 --> 00:00:35,072 To get finer detail than I really would be able to buy hand with 9 00:00:35,328 --> 00:00:36,352 Steve default 10 00:00:37,120 --> 00:00:40,960 Sell out for those of you who are unfamiliar and Alpha 11 00:00:41,472 --> 00:00:45,056 Is simply a black and white image such as this one here 12 00:00:45,568 --> 00:00:46,336 That is 13 00:00:48,128 --> 00:00:51,712 Most evil are it is used to represent the opacity of an image 14 00:00:52,224 --> 00:00:56,320 With the black areas meaningful a transparent in the white areas mean 15 00:00:57,600 --> 00:01:00,653 Now Halfords can be used by blender to interpolate our scope 16 00:01:00,655 --> 00:01:03,003 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 17 00:01:03,004 --> 00:01:01,952 Strokes 18 00:01:02,976 --> 00:01:05,024 I'm in a similar way here 19 00:01:05,280 --> 00:01:09,888 Where any area is black is not going to be transformed at all 20 00:01:10,144 --> 00:01:14,496 How many areas that are white are going to be fully transformed to the fullest 21 00:01:14,752 --> 00:01:15,264 Of your breath 22 00:01:15,520 --> 00:01:16,032 Strength 23 00:01:17,312 --> 00:01:17,824 Cell 24 00:01:18,080 --> 00:01:24,224 Let's go let's see how we go about adding a alpha texture to our brushes here 25 00:01:24,480 --> 00:01:24,992 Cell 26 00:01:25,504 --> 00:01:30,624 I'm going to do this face off of the dry brush the dryer sort of a default brush in 27 00:01:30,880 --> 00:01:34,208 In blender it just sort of pushes the vets up 28 00:01:34,976 --> 00:01:39,328 Away from the mesh in a single Direction just sort of is 29 00:01:40,096 --> 00:01:42,144 The most basic brush that 30 00:01:42,400 --> 00:01:45,216 That we have so I'm going to do the space off of the drawer 31 00:01:46,240 --> 00:01:49,568 And the first thing I want to do is to duplicate it 32 00:01:50,592 --> 00:01:56,224 So that I don't overwrite any of my default settings and you can see when I've duplicated it here it's giving it a suffer 33 00:01:56,480 --> 00:01:57,760 Because it needs a unique name 34 00:01:58,272 --> 00:01:59,552 The Weeknd real name 35 00:01:59,808 --> 00:02:00,320 Neymar 36 00:02:01,600 --> 00:02:03,136 Texture brush 37 00:02:04,160 --> 00:02:09,024 Ok so once we have that here when I come down to the texture Tower break here 38 00:02:09,792 --> 00:02:11,840 When you get this sorted link icon here 39 00:02:12,352 --> 00:02:13,376 Is Preston Neil 40 00:02:13,888 --> 00:02:15,936 And that will give a sort of 41 00:02:17,984 --> 00:02:20,032 Black black hair with straws 42 00:02:20,288 --> 00:02:22,336 Basically value of 0 across the board 43 00:02:22,592 --> 00:02:23,104 For the texture 44 00:02:23,872 --> 00:02:26,432 SO2 lone in an alpha texture 45 00:02:27,712 --> 00:02:32,832 All we have to do is come to our text to tab down the bottom this I can't hear 46 00:02:33,344 --> 00:02:34,624 In here we have our 47 00:02:34,880 --> 00:02:36,416 File browser 48 00:02:36,928 --> 00:02:38,720 Which we should be familiar with 49 00:02:39,744 --> 00:02:40,512 I'm going to cope 50 00:02:41,024 --> 00:02:44,096 Another navigate to this area on my 51 00:02:45,120 --> 00:02:49,728 Desktop where I have saved several alphas now you'll have to sort your office 52 00:02:50,496 --> 00:02:53,824 Are yourself but there are some good resources out there 53 00:02:54,080 --> 00:02:58,688 On the internet one-eyed person where to use is the pixel logic resource centre 54 00:02:59,200 --> 00:03:02,784 Spell you can just Google pixelogic refurb centre you'll get this 55 00:03:03,040 --> 00:03:09,184 Pixelogic are the makers of zbrush which is a stand-alone sculpting application that's more 56 00:03:09,440 --> 00:03:10,208 Professional 57 00:03:10,976 --> 00:03:14,048 So don't worry about getting zebra anything at this point but 58 00:03:14,560 --> 00:03:18,144 Front this picture there's download centipede we can go to this time of year 59 00:03:20,448 --> 00:03:24,800 My have a small that really good library of different 60 00:03:25,056 --> 00:03:29,664 Alpha images that you can download for free in use however you like 61 00:03:29,920 --> 00:03:32,992 I think I'm using this one here for this product 62 00:03:34,016 --> 00:03:35,040 Surface go 9 63 00:03:35,808 --> 00:03:40,928 Go ahead and prove that in taking else's that you see 64 00:03:41,184 --> 00:03:41,696 Woodwork 65 00:03:43,488 --> 00:03:45,536 I already have them downloaded I'm not going to do that 66 00:03:46,048 --> 00:03:49,376 Just gonna come in here to where I saved them on my hard drive in 67 00:03:49,632 --> 00:03:50,656 Very heavy k 68 00:03:51,168 --> 00:03:52,704 I'm just gonna cook opening 69 00:03:54,240 --> 00:03:56,800 And will get this image here 70 00:03:57,312 --> 00:03:58,080 In the preview 71 00:03:58,592 --> 00:04:02,176 Now there's a couple of things we have to tweak here first week 72 00:04:02,688 --> 00:04:04,224 Can you see the previous 8 years 73 00:04:04,736 --> 00:04:07,296 When we sculpt right now or getting the sort of 74 00:04:07,552 --> 00:04:09,344 Hayle blurriness with the 75 00:04:09,856 --> 00:04:13,440 Big blank spaces in between which is not what we want 76 00:04:13,952 --> 00:04:20,095 How to fix that we just have to come and here and this is under the active to all settings under texture works 77 00:04:20,351 --> 00:04:20,863 Nothing 78 00:04:21,119 --> 00:04:23,935 How to change tiled to area 79 00:04:24,191 --> 00:04:25,727 This is going to give us more than or 80 00:04:25,983 --> 00:04:26,495 Stroke 81 00:04:27,007 --> 00:04:28,031 Net worth 4 million 82 00:04:28,287 --> 00:04:29,311 Underarm rash 83 00:04:29,823 --> 00:04:31,103 The next thing I want to change 84 00:04:32,383 --> 00:04:33,407 Cos you're the one 85 00:04:33,663 --> 00:04:34,175 My god 86 00:04:34,687 --> 00:04:40,063 Stop the river in you're getting some strange tiling effects because the spaces of the 87 00:04:40,319 --> 00:04:41,599 Images too close together 88 00:04:42,367 --> 00:04:43,903 Cell to fix that 89 00:04:44,159 --> 00:04:45,183 Come into the 90 00:04:45,439 --> 00:04:46,719 Stroke menu here 91 00:04:47,231 --> 00:04:52,095 You're gonna leave it at space but we're just going to increase the spacing from 10% to 92 00:04:54,399 --> 00:04:55,935 Pretty go in and give us a better 93 00:04:56,191 --> 00:04:58,239 Can you can you can treat this to your 94 00:04:58,751 --> 00:05:00,287 Specific needs 95 00:05:00,799 --> 00:05:02,591 Are you a higher 96 00:05:03,103 --> 00:05:04,127 Percent will give you 97 00:05:04,639 --> 00:05:05,919 More spacing between 98 00:05:06,687 --> 00:05:09,247 So I think that 25 is that right for me 99 00:05:11,807 --> 00:05:15,135 So I'm going to do now is I'm going to come in and I'm going to draw over 100 00:05:15,647 --> 00:05:16,159 Wish 101 00:05:16,927 --> 00:05:21,279 This texture now in my brush I'm going to set my strength a little bit lyrics 102 00:05:21,535 --> 00:05:22,559 Pt3 103 00:05:23,839 --> 00:05:26,399 And I'm listening take some trial and error 104 00:05:26,655 --> 00:05:28,703 And the everything I'm going to do is I'm going to hold 105 00:05:28,959 --> 00:05:32,543 Control while I make The Strokes because 106 00:05:33,311 --> 00:05:36,895 Right now and we miss you stroke there pushing the surface up 107 00:05:37,407 --> 00:05:39,199 And I actually want to push 108 00:05:39,455 --> 00:05:42,783 The point downsell if I hold controller 109 00:05:43,039 --> 00:05:47,135 You can see if indenting into the brakes relevant lifting them off 110 00:05:50,207 --> 00:05:50,975 Wing control 111 00:05:53,535 --> 00:05:56,095 You coming in here I'm just going to 112 00:05:57,375 --> 00:05:59,423 Start whiteway camping 113 00:05:59,935 --> 00:06:01,471 With my pen here 114 00:06:01,983 --> 00:06:05,311 And putting out some Strokes just to get some weathering in detail 115 00:06:08,895 --> 00:06:09,663 I'm a search 116 00:06:09,919 --> 00:06:10,431 Surveys 117 00:06:16,319 --> 00:06:18,367 How much sight were there in India 118 00:06:18,623 --> 00:06:19,903 To you 119 00:06:20,159 --> 00:06:22,207 Truly aesthetic and whatever your 120 00:06:22,463 --> 00:06:23,487 It's for the project are 121 00:06:25,791 --> 00:06:27,327 So I want to just make sure that 122 00:06:27,583 --> 00:06:28,863 Distributing Estate 123 00:06:29,119 --> 00:06:32,959 More or less uniformly across the entire surface 124 00:06:33,215 --> 00:06:38,079 As my message because as I said in a previous video if you have any info 125 00:06:39,359 --> 00:06:40,639 Large farm 126 00:06:41,151 --> 00:06:42,943 Distinguishable from a desk 127 00:06:43,199 --> 00:06:44,223 Going to look strange 128 00:06:44,735 --> 00:06:45,247 The tile 129 00:06:53,439 --> 00:06:58,047 You can spend a lot of time getting this just the way you like it 130 00:07:00,351 --> 00:07:04,191 If I were in a production setting out with probably spend a little bit longer on the 131 00:07:04,447 --> 00:07:06,239 I just here to give them a little 132 00:07:07,263 --> 00:07:09,055 Well not Queen about a little 133 00:07:09,311 --> 00:07:10,591 Nicest looking anyway 134 00:07:11,359 --> 00:07:14,943 I think for the purposes of this video this is 135 00:07:15,199 --> 00:07:16,223 Sufficient I think you 136 00:07:16,735 --> 00:07:18,015 The idea here 137 00:07:18,271 --> 00:07:19,039 Cell 138 00:07:19,807 --> 00:07:24,927 Once we have our skull complete we are ready to move out of Scouting 139 00:07:25,439 --> 00:07:25,951 Cell 140 00:07:26,975 --> 00:07:30,815 I'm going to come back in the antic mode and 141 00:07:31,071 --> 00:07:35,167 Cause my Scott's disappears because I do have my level reports at 20 142 00:07:35,679 --> 00:07:37,983 Back to 62 so we can see a room 143 00:07:40,031 --> 00:07:42,079 So once you have your 144 00:07:42,335 --> 00:07:43,615 Sculpted please complete 145 00:07:44,639 --> 00:07:46,687 We need to be 146 00:07:46,943 --> 00:07:51,039 This information down on to a flat image plane because 147 00:07:51,295 --> 00:07:53,343 In its current state this 148 00:07:54,367 --> 00:07:57,183 Peace and is not really after my S4 game 149 00:07:57,439 --> 00:07:58,975 Performance in game engine 150 00:07:59,743 --> 00:08:01,279 They run everything at real time 151 00:08:01,791 --> 00:08:06,399 So bringing in something that has you know 2 million triangles in it 152 00:08:06,911 --> 00:08:10,239 Will slow down the performance of your PC now 153 00:08:10,495 --> 00:08:14,591 Is mitigated somewhere by unreal Engine 5 - 9 154 00:08:15,103 --> 00:08:16,639 But I still think it 155 00:08:16,895 --> 00:08:19,967 Is better to learn the proper way to 156 00:08:20,223 --> 00:08:21,759 Optimise your message 157 00:08:22,527 --> 00:08:24,575 For game engines even 158 00:08:25,087 --> 00:08:26,367 New Technologies 159 00:08:26,623 --> 00:08:27,903 Coming out that make it 160 00:08:28,159 --> 00:08:30,463 More feasible to bring end down 161 00:08:32,511 --> 00:08:34,559 Ok so what we need to do here 162 00:08:34,815 --> 00:08:37,375 When I come up and I'm just going to rename those so don't get confused 163 00:08:38,143 --> 00:08:39,423 Progress 164 00:08:39,679 --> 00:08:40,191 Stop 165 00:08:43,775 --> 00:08:47,103 Ok so we are in undiagnosed here in London and do it 166 00:08:47,615 --> 00:08:51,199 Press shift and add a new playing to my seeing here 167 00:08:51,967 --> 00:08:52,479 Now 168 00:08:52,991 --> 00:08:55,807 I want this to break down to the final 169 00:08:56,063 --> 00:08:59,135 Proper sized so that everything tiles correctly so 170 00:08:59,647 --> 00:09:02,975 Basically I want this plane to be half the size of 171 00:09:03,231 --> 00:09:04,511 Because if you recall 172 00:09:04,767 --> 00:09:05,791 We started 173 00:09:06,303 --> 00:09:07,583 Stop doing that we made 174 00:09:07,839 --> 00:09:10,143 Twice the size as our final output 175 00:09:10,399 --> 00:09:10,911 Result 176 00:09:11,679 --> 00:09:14,751 So with the new clients like it I'm just going into 177 00:09:16,287 --> 00:09:20,383 To scale that app is exactly half of 178 00:09:20,639 --> 00:09:22,175 The size of the one underneath it 179 00:09:23,199 --> 00:09:28,063 So the next step were going to do is run and Bakewell is called a normal now 180 00:09:28,831 --> 00:09:31,135 And eat no map is essentially 181 00:09:31,391 --> 00:09:34,719 Special type of channel packed image that will 182 00:09:34,975 --> 00:09:41,119 Allow as to transfer this detail onto this much less complicated 183 00:09:41,375 --> 00:09:42,143 Less performance 184 00:09:42,399 --> 00:09:42,911 Playing 185 00:09:43,935 --> 00:09:46,495 So to make a normal map 186 00:09:47,007 --> 00:09:50,079 The first going to come into our rental properties 187 00:09:51,103 --> 00:09:54,687 And by default as long as you're using a up-to-date version of 1 188 00:09:55,199 --> 00:09:56,479 Your render engine is going 189 00:09:56,735 --> 00:09:57,247 Evie 190 00:09:57,759 --> 00:09:59,551 Evie is the name of 191 00:10:00,345 --> 00:10:02,248 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 192 00:10:02,250 --> 00:10:02,111 Wanda's real time 193 00:10:03,391 --> 00:10:04,671 Rendering engine size 194 00:10:05,183 --> 00:10:09,023 It's basically more or less operating in the same way that 195 00:10:09,279 --> 00:10:10,559 Does for unreal 196 00:10:10,815 --> 00:10:16,959 However there are some limitations to EV including it doesn't allow us to bake maps 197 00:10:18,495 --> 00:10:23,103 Sell in order to make a mouth in blender we have to change this from Eevee to Cycles 198 00:10:24,383 --> 00:10:26,175 Nothing should changing your view 199 00:10:26,687 --> 00:10:31,551 So far there are couple of things that you do want to look at before we start baking now 200 00:10:32,319 --> 00:10:38,463 Here are devices set to CPU this is just not super performing and since 201 00:10:38,719 --> 00:10:43,327 I am working on a desktop that has a dedicated graphics card I want to be using my GPU for that 202 00:10:45,119 --> 00:10:47,935 The other GPU related setting you will look at 203 00:10:48,191 --> 00:10:49,727 If you come up to 204 00:10:51,007 --> 00:10:51,775 Preferences 205 00:10:53,567 --> 00:10:54,335 System 206 00:10:54,591 --> 00:10:58,431 Are we going to look at this right here this is our cycles render devices so 207 00:10:58,687 --> 00:11:03,295 Because we are using the Cycles engine which is a blender Ray tracing engine 208 00:11:04,063 --> 00:11:10,207 We want to make sure that this is said I probably so here you see that this is the graphics card I'm using my PC 209 00:11:10,463 --> 00:11:11,231 Select 210 00:11:11,999 --> 00:11:17,631 So and we do not want to be using your CPU if you have a dedicated graphics card definitely use that 211 00:11:18,655 --> 00:11:20,703 And then this by default 212 00:11:20,959 --> 00:11:23,007 Will probably be set to none 213 00:11:24,031 --> 00:11:24,799 So 214 00:11:25,055 --> 00:11:27,871 You want to select one of these options here instead 215 00:11:28,639 --> 00:11:32,223 And which one you need to select depends on you are great 216 00:11:32,479 --> 00:11:32,991 Scarred 217 00:11:33,247 --> 00:11:36,831 Basically the way I understand it is that if you have an NVIDIA 218 00:11:37,343 --> 00:11:43,487 You want to be using either the CUDA or the RTX now up to x is newer and faster 219 00:11:43,743 --> 00:11:44,511 So if you have 220 00:11:44,767 --> 00:11:46,303 A relatively new 221 00:11:46,559 --> 00:11:47,839 NVIDIA car 222 00:11:48,095 --> 00:11:49,119 News on TX 223 00:11:49,631 --> 00:11:52,447 If you have another NVIDIA card you when you use the code 224 00:11:52,959 --> 00:11:55,775 And then if you have an AMD card you want to use the 225 00:11:56,031 --> 00:11:57,823 So I'm going to Zante x for this 226 00:11:58,335 --> 00:12:00,127 Just press x to cancel that 227 00:12:01,407 --> 00:12:01,919 The 228 00:12:02,431 --> 00:12:03,199 Next 229 00:12:03,455 --> 00:12:07,039 Thing that we need to do if you need to come down here where it says bake 230 00:12:07,551 --> 00:12:12,159 This is under the render properties for your properties panel 231 00:12:12,671 --> 00:12:13,951 Explain this babe 232 00:12:15,231 --> 00:12:18,047 Option here now this is going to give us all the options we need 233 00:12:18,559 --> 00:12:24,703 To bake normal map but there's a few things that we need to do before we can just hit Baker 234 00:12:24,959 --> 00:12:25,471 Have it work 235 00:12:26,495 --> 00:12:32,639 Sell the first thing we need to do is to bake a normal map into an image we need to have an 236 00:12:32,895 --> 00:12:35,455 Change for it to bake into if that makes 237 00:12:36,479 --> 00:12:40,831 So we need to set up a material for 238 00:12:41,087 --> 00:12:42,367 That will continue 239 00:12:42,623 --> 00:12:45,183 I'm gonna come over here to the shouting work space 240 00:12:46,207 --> 00:12:47,487 And I'm going to 241 00:12:47,743 --> 00:12:50,815 Collapse that file browser cos I don't need it at the 242 00:12:52,095 --> 00:12:53,375 Go on the 243 00:12:53,631 --> 00:12:57,471 Queen not the scope playing the the final the formula playing 244 00:12:57,983 --> 00:13:01,567 We need to add a new material to it now 245 00:13:01,823 --> 00:13:06,687 Unfamiliar with materials and not going to go into great detail here but basically 246 00:13:07,199 --> 00:13:11,807 A material is what controls the surface properties of your 247 00:13:12,063 --> 00:13:16,927 Nash here so up until now everything we have looked at has just been this flat grey colour 248 00:13:17,439 --> 00:13:21,279 The way you add colour and surface information into your mash 249 00:13:21,535 --> 00:13:23,327 Is via a material 250 00:13:26,655 --> 00:13:31,775 So I'm to add a new material to your object just selected in the viewport 251 00:13:32,543 --> 00:13:34,847 Come to the material properties tab 252 00:13:35,103 --> 00:13:36,383 Just going to hit new 253 00:13:36,639 --> 00:13:39,455 It's going to create a default blank material 254 00:13:40,223 --> 00:13:44,063 And if you want to visualise how this material loved in the viewport 255 00:13:44,319 --> 00:13:48,671 We were just need to change viewport shading to material 256 00:13:48,927 --> 00:13:54,047 Previous which is this lol thing I hear it I can't have the same as this one right here 257 00:13:54,815 --> 00:13:58,655 So this is how blender and indeed for materials cycle 258 00:13:58,911 --> 00:14:02,751 Blink pointy white I believe so material 259 00:14:03,007 --> 00:14:08,127 Consists of many individual properties which are displayed right here in our no data 260 00:14:08,639 --> 00:14:10,687 We're probably such as base colour 261 00:14:11,199 --> 00:14:12,735 Roughness metallic 262 00:14:12,991 --> 00:14:14,015 And so on 263 00:14:14,527 --> 00:14:20,159 Nothing to go into great detail on these because I think as we continue to work it will become more clear 264 00:14:20,415 --> 00:14:21,951 So let's continue to me 265 00:14:22,207 --> 00:14:23,231 Forward sell 266 00:14:23,487 --> 00:14:27,327 Are they said a normal map is a special type of image 267 00:14:27,839 --> 00:14:29,631 Allows has to basically 268 00:14:30,143 --> 00:14:33,727 Instruct or program the blender or unreal Engine 269 00:14:34,239 --> 00:14:37,055 The way that we want light interact with this service 270 00:14:37,823 --> 00:14:43,967 So because it is an image a 2D image we need to add a 2D image to 271 00:14:44,223 --> 00:14:44,991 Material here 272 00:14:45,503 --> 00:14:46,527 In order for us to 273 00:14:46,783 --> 00:14:50,111 Have a slot so to speak to put on normal map 274 00:14:50,879 --> 00:14:57,023 So I'm going to add a new image in better come over here to this little window here which is our images 275 00:15:00,095 --> 00:15:01,375 Here we can give us a name 276 00:15:01,887 --> 00:15:02,655 Call Mama 277 00:15:04,191 --> 00:15:04,959 And 278 00:15:05,215 --> 00:15:06,495 Size 279 00:15:07,519 --> 00:15:13,151 What resolution you choose large light up to you I like to bake at a pretty high resolution 280 00:15:13,407 --> 00:15:16,223 Because it's very easy to Die Rise 281 00:15:16,991 --> 00:15:20,063 Textures if if you don't need that much 282 00:15:20,319 --> 00:15:26,463 If I take too much memory or you don't mean that much detail it's very easy to dearest them but it's very hard to up 283 00:15:26,719 --> 00:15:28,255 Res 8 low resolution image 284 00:15:29,023 --> 00:15:32,607 For any of you that have tried to increase the size of 285 00:15:32,863 --> 00:15:38,495 You know an image of downloaded something it gets blurry and pixelated you'll know exactly what I mean by that 286 00:15:40,287 --> 00:15:43,871 Tell an so just got a name in the size and hit ok 287 00:15:44,383 --> 00:15:46,175 And we will be met with this bling 288 00:15:46,431 --> 00:15:46,943 Black 289 00:15:47,455 --> 00:15:47,967 Image 290 00:15:49,247 --> 00:15:53,855 So this basically is created a blank image for us and now we're going to 291 00:15:54,623 --> 00:15:57,695 Baker normal map into this image swap 292 00:15:57,951 --> 00:16:04,095 In order to do that we need to actually add this image we've created to our material because we 293 00:16:04,351 --> 00:16:04,863 Music 294 00:16:05,119 --> 00:16:11,263 Blender but it's just sort of floating in space it's not assigned to any particular material 295 00:16:11,519 --> 00:16:14,847 To do that we're going to come into this no data for our material here 296 00:16:15,103 --> 00:16:17,407 Sinead and something 297 00:16:17,919 --> 00:16:19,199 When she's texture 298 00:16:19,711 --> 00:16:20,479 Image text 299 00:16:21,503 --> 00:16:23,295 Can I get better this box right here 300 00:16:23,551 --> 00:16:28,671 With our familiar little imagebrowser I can't wait here so now we just need to select 301 00:16:29,439 --> 00:16:33,791 Which image we white here which of course is are at normal or blink 302 00:16:34,047 --> 00:16:35,327 Normal that we just create 303 00:16:36,607 --> 00:16:40,191 I'm going to change the colour space from srgb to raw 304 00:16:40,447 --> 00:16:42,751 This is specific to normal maps 305 00:16:43,007 --> 00:16:47,103 You haven't no amount with the colour space srgb it just a moment of here 306 00:16:48,639 --> 00:16:54,271 So you can change it to even on colour or I have not found any substantial difference between those two 307 00:16:55,039 --> 00:16:59,647 Ok so we have an image set up in ready to go here 308 00:17:00,415 --> 00:17:05,279 So when I come back into my rental properties and back to the big toe 309 00:17:07,327 --> 00:17:10,143 Now here need to tell it what we are babe 310 00:17:10,911 --> 00:17:15,263 So the first thing we need to do as need to change the bake type from combined 311 00:17:15,519 --> 00:17:16,543 To Norma 312 00:17:17,055 --> 00:17:18,591 Give me 18-year old map 313 00:17:18,847 --> 00:17:19,359 Course 314 00:17:20,127 --> 00:17:25,247 The next thing we need to do is tell it's a big are selected object you are active on 315 00:17:25,503 --> 00:17:26,015 Cell 316 00:17:26,271 --> 00:17:31,135 You have one object in the scene you need to specify a blinder what you were trying to bake 317 00:17:31,647 --> 00:17:32,159 So 318 00:17:32,415 --> 00:17:34,463 What we're going to do if we're going to select 319 00:17:35,231 --> 00:17:38,303 Are sculpted playing or hi-res are 8 m plane 320 00:17:38,815 --> 00:17:42,655 And then we're going to shift select and select r 321 00:17:42,911 --> 00:17:43,679 New plane 322 00:17:43,935 --> 00:17:44,447 So that 323 00:17:44,703 --> 00:17:47,519 We still have this plane selected 324 00:17:47,775 --> 00:17:52,895 And it will turn a dark orange but are out of object will be whatever we still like to laugh 325 00:17:53,663 --> 00:17:59,039 Fell and because he's a red on top of each other wonder is having a harder time selecting them 326 00:17:59,551 --> 00:18:03,647 Sell an alternative way to do a multi select here is too slow 327 00:18:03,903 --> 00:18:05,439 First are sculpted playing 328 00:18:06,207 --> 00:18:09,023 In our outliner in hold ctrl and select 329 00:18:09,279 --> 00:18:13,631 Are image playing here now the order in which you select these is very very 330 00:18:14,399 --> 00:18:14,911 Because 331 00:18:15,167 --> 00:18:16,703 The sitting right here is select 332 00:18:16,959 --> 00:18:17,983 To act 333 00:18:18,239 --> 00:18:20,543 So if you sorted them in the wrong order 334 00:18:21,055 --> 00:18:27,199 Weather will be trying to take the detail from your small plain and baking them onto your larger playing which is now 335 00:18:28,223 --> 00:18:29,759 So just make sure that you're 336 00:18:30,015 --> 00:18:32,575 Largest sculpted plane is selected 337 00:18:33,343 --> 00:18:34,879 And then you say 338 00:18:35,135 --> 00:18:35,903 The small 339 00:18:37,695 --> 00:18:38,719 Ok so 340 00:18:38,975 --> 00:18:40,511 All that being said 341 00:18:40,767 --> 00:18:42,303 Was just coming here in here 342 00:18:42,559 --> 00:18:43,583 Big and see what 343 00:18:44,607 --> 00:18:49,471 Look at a little progress bar down here and depending on the quality of your machine 344 00:18:49,983 --> 00:18:52,287 And the size of your 345 00:18:52,543 --> 00:18:53,567 Your normal here 346 00:18:53,823 --> 00:18:56,895 Does me taking a 7 minutes I'll just give this a minute 347 00:18:57,407 --> 00:18:58,943 Samuel come back when 348 00:18:59,711 --> 00:19:02,783 Ok so here we have our beat Norman 349 00:19:03,295 --> 00:19:04,063 Corner hair 350 00:19:04,319 --> 00:19:04,831 The previous 351 00:19:05,343 --> 00:19:06,879 Took a couple minutes 352 00:19:07,135 --> 00:19:08,671 On my machine song 353 00:19:08,927 --> 00:19:10,975 Be patient if it's taking a little bit longer 354 00:19:11,999 --> 00:19:13,279 But this image here 355 00:19:13,791 --> 00:19:15,071 Our normal map 356 00:19:15,583 --> 00:19:19,935 So I was kind of those wacky purple colour because it is Channel tax so 357 00:19:20,959 --> 00:19:22,751 Essentially what normal map dies 358 00:19:23,519 --> 00:19:24,543 Is it towel 359 00:19:24,799 --> 00:19:25,823 The renderer 360 00:19:26,335 --> 00:19:28,127 Program which in this case is blender 361 00:19:28,895 --> 00:19:31,199 That well for us eventually be unreal 362 00:19:31,455 --> 00:19:34,783 It tells the rendering program How 363 00:19:35,039 --> 00:19:40,159 This whatever we apply this image to a tell that how to interact with light 364 00:19:40,671 --> 00:19:44,767 So let me just show you how that works by applying that's normal map 365 00:19:45,279 --> 00:19:47,071 You are for me 366 00:19:47,327 --> 00:19:50,143 Ok so the way that we do that is 367 00:19:50,655 --> 00:19:53,727 Buy this down here and you'll see that 368 00:19:54,239 --> 00:19:57,055 In our shader node here which 369 00:19:57,311 --> 00:19:58,335 Is basically 370 00:19:58,591 --> 00:20:04,223 The thing that takes in all sorts of different pieces of information and compiles it into our 371 00:20:05,247 --> 00:20:09,855 Now we're a little bit familiar with no systems are ready from our blueprint scripting 372 00:20:10,111 --> 00:20:11,135 Cell 373 00:20:11,391 --> 00:20:12,927 This should be a little bit 374 00:20:13,439 --> 00:20:17,279 Familiar at least visually to you but this of course is applying 375 00:20:17,791 --> 00:20:22,655 Noticed as a material setup instead of a card set 376 00:20:22,911 --> 00:20:27,775 But the principle of our nodes work are basically the same you read them from left to right 377 00:20:28,031 --> 00:20:32,639 So we're gonna take our normal image here which is represented by the Snail 378 00:20:33,663 --> 00:20:37,759 We want to connect it to the normal input on shader 379 00:20:40,063 --> 00:20:42,111 Just like an unreal the colours 380 00:20:42,367 --> 00:20:43,391 Here for the night 381 00:20:44,671 --> 00:20:50,303 Nada in the indicates the type of input that this piece Cannock 382 00:20:51,071 --> 00:20:56,191 So I'm we need to convert this from yellow colour to this purple normal here 383 00:20:56,959 --> 00:21:02,335 Set the weather going to do that is with a normal map node so it's going for shifting a 384 00:21:02,847 --> 00:21:06,175 To bring other admin you come under Victoria here 385 00:21:06,687 --> 00:21:07,967 Normal a 386 00:21:08,223 --> 00:21:10,271 This is our converter now just going to 387 00:21:10,527 --> 00:21:11,295 Coloured colour 388 00:21:11,807 --> 00:21:12,831 A normal to normal 389 00:21:13,087 --> 00:21:14,879 Instantly in the viewport 390 00:21:15,647 --> 00:21:16,416 You will see 391 00:21:16,928 --> 00:21:17,696 That here 392 00:21:18,464 --> 00:21:24,096 We have are sculpted detail here but it is on a flat singular plane 393 00:21:25,376 --> 00:21:31,520 So at this point I would like to chat to make sure this is Thailand correctly and I'm going to do that using the 394 00:21:31,776 --> 00:21:33,824 Rainbow fire just as I did before 395 00:21:34,336 --> 00:21:37,920 Tell I don't need all this information right here so I'm just going to come back to lay out 396 00:21:38,944 --> 00:21:44,320 And I'm going to change my viewport shading to material preview to visualise mine on map 397 00:21:45,600 --> 00:21:46,112 An 398 00:21:46,624 --> 00:21:48,160 What I'm going to do now 399 00:21:48,416 --> 00:21:49,184 Coming here 400 00:21:49,440 --> 00:21:50,720 Anna Romano fire 401 00:21:51,744 --> 00:21:57,888 And the default setting works in this case so I'm just going to duplicate it and then I'm going to change on the duplicate when I change the 402 00:21:58,144 --> 00:22:00,192 X Factor 20-in the Wi-Fi 403 00:22:01,984 --> 00:22:03,520 And we can see here 404 00:22:04,032 --> 00:22:09,152 That it is tiring seamlessly and we don't have any very noticeable 405 00:22:11,200 --> 00:22:11,968 Strangeness 406 00:22:12,736 --> 00:22:14,272 On the edges of our 407 00:22:15,040 --> 00:22:16,064 Measure 408 00:22:16,832 --> 00:22:19,648 You can also see when I come in at 4 of this glancing angle 409 00:22:20,160 --> 00:22:26,304 That are the normal map is doing more than just adding our lines in as colour we actually the White 410 00:22:27,072 --> 00:22:29,632 Is interacting with this surface as 411 00:22:29,888 --> 00:22:33,472 These details were sculpted and what is the entire purpose of a 412 00:22:35,776 --> 00:22:36,288 Ok 413 00:22:36,544 --> 00:22:40,384 So we don't actually these rays that was just for 414 00:22:40,640 --> 00:22:43,200 For checking to make sure everything was ok 415 00:22:43,712 --> 00:22:46,016 The other way you can check 416 00:22:46,528 --> 00:22:49,344 Your tiling is within your image editor itself 417 00:22:49,600 --> 00:22:50,880 Bring up 418 00:22:51,136 --> 00:22:52,160 Side panel hair 419 00:22:52,672 --> 00:22:53,440 And if 420 00:22:53,696 --> 00:22:56,768 So at the Vue time we can fight this repeat image 421 00:22:57,536 --> 00:23:02,400 Which will tire your Image infinitely and you can always check your tiling that way 422 00:23:03,424 --> 00:23:04,704 This all looks 423 00:23:05,216 --> 00:23:05,728 Tegan 424 00:23:07,776 --> 00:23:13,664 Liquid break here and when we come back we're going to finish up this piece 425 00:23:14,432 --> 00:23:20,576 By adding some colour in other properties to the surface of it to get our final 426 00:23:20,832 --> 00:23:21,344 Work 427 00:23:22,112 --> 00:23:24,160 Stop that isn't the next video and I will 428 00:23:24,416 --> 00:23:25,440 See you then 32604

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