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Ok so we're back we have the basis for our Walmart right here
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Still in sculpting mode in
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Now I want to add some
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Variation to the surface of these breast
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So
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Match the weathering that I've given the
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Felt the way that I'm going to go about this is by using an alpha texture
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To get finer detail than I really would be able to buy hand with
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Steve default
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Sell out for those of you who are unfamiliar and Alpha
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Is simply a black and white image such as this one here
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That is
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Most evil are it is used to represent the opacity of an image
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With the black areas meaningful a transparent in the white areas mean
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Now Halfords can be used by blender to interpolate our scope
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Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
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Strokes
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I'm in a similar way here
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Where any area is black is not going to be transformed at all
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How many areas that are white are going to be fully transformed to the fullest
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Of your breath
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Strength
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Cell
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Let's go let's see how we go about adding a alpha texture to our brushes here
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Cell
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I'm going to do this face off of the dry brush the dryer sort of a default brush in
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In blender it just sort of pushes the vets up
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Away from the mesh in a single Direction just sort of is
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The most basic brush that
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That we have so I'm going to do the space off of the drawer
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And the first thing I want to do is to duplicate it
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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
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Because it needs a unique name
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The Weeknd real name
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Neymar
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Texture brush
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Ok so once we have that here when I come down to the texture Tower break here
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When you get this sorted link icon here
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Is Preston Neil
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And that will give a sort of
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Black black hair with straws
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Basically value of 0 across the board
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For the texture
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SO2 lone in an alpha texture
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All we have to do is come to our text to tab down the bottom this I can't hear
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In here we have our
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File browser
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Which we should be familiar with
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I'm going to cope
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Another navigate to this area on my
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Desktop where I have saved several alphas now you'll have to sort your office
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Are yourself but there are some good resources out there
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On the internet one-eyed person where to use is the pixel logic resource centre
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Spell you can just Google pixelogic refurb centre you'll get this
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Pixelogic are the makers of zbrush which is a stand-alone sculpting application that's more
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Professional
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So don't worry about getting zebra anything at this point but
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Front this picture there's download centipede we can go to this time of year
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My have a small that really good library of different
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Alpha images that you can download for free in use however you like
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I think I'm using this one here for this product
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Surface go 9
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Go ahead and prove that in taking else's that you see
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Woodwork
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I already have them downloaded I'm not going to do that
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Just gonna come in here to where I saved them on my hard drive in
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Very heavy k
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I'm just gonna cook opening
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And will get this image here
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In the preview
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Now there's a couple of things we have to tweak here first week
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Can you see the previous 8 years
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When we sculpt right now or getting the sort of
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Hayle blurriness with the
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Big blank spaces in between which is not what we want
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How to fix that we just have to come and here and this is under the active to all settings under texture works
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Nothing
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How to change tiled to area
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This is going to give us more than or
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Stroke
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Net worth 4 million
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Underarm rash
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The next thing I want to change
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Cos you're the one
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My god
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Stop the river in you're getting some strange tiling effects because the spaces of the
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Images too close together
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Cell to fix that
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Come into the
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Stroke menu here
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You're gonna leave it at space but we're just going to increase the spacing from 10% to
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Pretty go in and give us a better
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Can you can you can treat this to your
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Specific needs
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Are you a higher
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Percent will give you
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More spacing between
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So I think that 25 is that right for me
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So I'm going to do now is I'm going to come in and I'm going to draw over
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Wish
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This texture now in my brush I'm going to set my strength a little bit lyrics
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Pt3
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And I'm listening take some trial and error
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And the everything I'm going to do is I'm going to hold
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Control while I make The Strokes because
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Right now and we miss you stroke there pushing the surface up
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And I actually want to push
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The point downsell if I hold controller
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You can see if indenting into the brakes relevant lifting them off
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Wing control
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You coming in here I'm just going to
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Start whiteway camping
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With my pen here
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And putting out some Strokes just to get some weathering in detail
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I'm a search
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Surveys
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How much sight were there in India
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To you
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Truly aesthetic and whatever your
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It's for the project are
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So I want to just make sure that
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Distributing Estate
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More or less uniformly across the entire surface
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As my message because as I said in a previous video if you have any info
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Large farm
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Distinguishable from a desk
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Going to look strange
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The tile
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You can spend a lot of time getting this just the way you like it
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If I were in a production setting out with probably spend a little bit longer on the
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I just here to give them a little
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Well not Queen about a little
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Nicest looking anyway
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I think for the purposes of this video this is
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Sufficient I think you
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The idea here
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Cell
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Once we have our skull complete we are ready to move out of Scouting
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Cell
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I'm going to come back in the antic mode and
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Cause my Scott's disappears because I do have my level reports at 20
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Back to 62 so we can see a room
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So once you have your
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Sculpted please complete
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We need to be
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This information down on to a flat image plane because
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In its current state this
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Peace and is not really after my S4 game
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Performance in game engine
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They run everything at real time
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So bringing in something that has you know 2 million triangles in it
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Will slow down the performance of your PC now
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Is mitigated somewhere by unreal Engine 5 - 9
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But I still think it
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Is better to learn the proper way to
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Optimise your message
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For game engines even
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New Technologies
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Coming out that make it
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More feasible to bring end down
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Ok so what we need to do here
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When I come up and I'm just going to rename those so don't get confused
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Progress
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Stop
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Ok so we are in undiagnosed here in London and do it
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Press shift and add a new playing to my seeing here
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Now
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I want this to break down to the final
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Proper sized so that everything tiles correctly so
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Basically I want this plane to be half the size of
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Because if you recall
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We started
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Stop doing that we made
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Twice the size as our final output
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Result
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So with the new clients like it I'm just going into
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To scale that app is exactly half of
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The size of the one underneath it
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So the next step were going to do is run and Bakewell is called a normal now
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And eat no map is essentially
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Special type of channel packed image that will
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Allow as to transfer this detail onto this much less complicated
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Less performance
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Playing
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So to make a normal map
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The first going to come into our rental properties
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And by default as long as you're using a up-to-date version of 1
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Your render engine is going
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Evie
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Evie is the name of
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Subtitled by
-♪ online-courses.club ♪-
We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
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Wanda's real time
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Rendering engine size
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It's basically more or less operating in the same way that
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Does for unreal
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However there are some limitations to EV including it doesn't allow us to bake maps
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Sell in order to make a mouth in blender we have to change this from Eevee to Cycles
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Nothing should changing your view
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So far there are couple of things that you do want to look at before we start baking now
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Here are devices set to CPU this is just not super performing and since
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I am working on a desktop that has a dedicated graphics card I want to be using my GPU for that
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The other GPU related setting you will look at
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If you come up to
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Preferences
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System
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Are we going to look at this right here this is our cycles render devices so
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Because we are using the Cycles engine which is a blender Ray tracing engine
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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
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Select
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So and we do not want to be using your CPU if you have a dedicated graphics card definitely use that
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And then this by default
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Will probably be set to none
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So
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You want to select one of these options here instead
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And which one you need to select depends on you are great
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Scarred
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Basically the way I understand it is that if you have an NVIDIA
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You want to be using either the CUDA or the RTX now up to x is newer and faster
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So if you have
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A relatively new
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NVIDIA car
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News on TX
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If you have another NVIDIA card you when you use the code
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And then if you have an AMD card you want to use the
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So I'm going to Zante x for this
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Just press x to cancel that
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The
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Next
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Thing that we need to do if you need to come down here where it says bake
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This is under the render properties for your properties panel
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Explain this babe
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Option here now this is going to give us all the options we need
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To bake normal map but there's a few things that we need to do before we can just hit Baker
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Have it work
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Sell the first thing we need to do is to bake a normal map into an image we need to have an
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Change for it to bake into if that makes
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So we need to set up a material for
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That will continue
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I'm gonna come over here to the shouting work space
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And I'm going to
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Collapse that file browser cos I don't need it at the
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Go on the
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Queen not the scope playing the the final the formula playing
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We need to add a new material to it now
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Unfamiliar with materials and not going to go into great detail here but basically
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A material is what controls the surface properties of your
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Nash here so up until now everything we have looked at has just been this flat grey colour
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The way you add colour and surface information into your mash
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Is via a material
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So I'm to add a new material to your object just selected in the viewport
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Come to the material properties tab
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Just going to hit new
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It's going to create a default blank material
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And if you want to visualise how this material loved in the viewport
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We were just need to change viewport shading to material
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Previous which is this lol thing I hear it I can't have the same as this one right here
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So this is how blender and indeed for materials cycle
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Blink pointy white I believe so material
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Consists of many individual properties which are displayed right here in our no data
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We're probably such as base colour
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Roughness metallic
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And so on
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Nothing to go into great detail on these because I think as we continue to work it will become more clear
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So let's continue to me
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Forward sell
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Are they said a normal map is a special type of image
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Allows has to basically
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Instruct or program the blender or unreal Engine
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00:14:34,239 --> 00:14:37,055
The way that we want light interact with this service
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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
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Material here
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In order for us to
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Have a slot so to speak to put on normal map
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So I'm going to add a new image in better come over here to this little window here which is our images
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Here we can give us a name
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Call Mama
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And
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Size
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What resolution you choose large light up to you I like to bake at a pretty high resolution
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Because it's very easy to Die Rise
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Textures if if you don't need that much
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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
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Res 8 low resolution image
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For any of you that have tried to increase the size of
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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
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Tell an so just got a name in the size and hit ok
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And we will be met with this bling
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Black
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Image
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00:15:49,247 --> 00:15:53,855
So this basically is created a blank image for us and now we're going to
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00:15:54,623 --> 00:15:57,695
Baker normal map into this image swap
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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
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00:16:04,351 --> 00:16:04,863
Music
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Blender but it's just sort of floating in space it's not assigned to any particular material
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00:16:11,519 --> 00:16:14,847
To do that we're going to come into this no data for our material here
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00:16:15,103 --> 00:16:17,407
Sinead and something
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00:16:17,919 --> 00:16:19,199
When she's texture
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00:16:19,711 --> 00:16:20,479
Image text
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00:16:21,503 --> 00:16:23,295
Can I get better this box right here
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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
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00:16:29,439 --> 00:16:33,791
Which image we white here which of course is are at normal or blink
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00:16:34,047 --> 00:16:35,327
Normal that we just create
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00:16:36,607 --> 00:16:40,191
I'm going to change the colour space from srgb to raw
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00:16:40,447 --> 00:16:42,751
This is specific to normal maps
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00:16:43,007 --> 00:16:47,103
You haven't no amount with the colour space srgb it just a moment of here
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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
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00:16:55,039 --> 00:16:59,647
Ok so we have an image set up in ready to go here
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00:17:00,415 --> 00:17:05,279
So when I come back into my rental properties and back to the big toe
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Now here need to tell it what we are babe
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So the first thing we need to do as need to change the bake type from combined
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To Norma
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Give me 18-year old map
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Course
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The next thing we need to do is tell it's a big are selected object you are active on
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Cell
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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
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So
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What we're going to do if we're going to select
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00:17:35,231 --> 00:17:38,303
Are sculpted playing or hi-res are 8 m plane
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And then we're going to shift select and select r
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New plane
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So that
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00:17:44,703 --> 00:17:47,519
We still have this plane selected
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And it will turn a dark orange but are out of object will be whatever we still like to laugh
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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
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00:17:59,551 --> 00:18:03,647
Sell an alternative way to do a multi select here is too slow
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First are sculpted playing
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In our outliner in hold ctrl and select
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Are image playing here now the order in which you select these is very very
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Because
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The sitting right here is select
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To act
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00:18:18,239 --> 00:18:20,543
So if you sorted them in the wrong order
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Weather will be trying to take the detail from your small plain and baking them onto your larger playing which is now
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00:18:28,223 --> 00:18:29,759
So just make sure that you're
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00:18:30,015 --> 00:18:32,575
Largest sculpted plane is selected
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And then you say
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The small
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00:18:37,695 --> 00:18:38,719
Ok so
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All that being said
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00:18:40,767 --> 00:18:42,303
Was just coming here in here
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00:18:42,559 --> 00:18:43,583
Big and see what
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00:18:44,607 --> 00:18:49,471
Look at a little progress bar down here and depending on the quality of your machine
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00:18:49,983 --> 00:18:52,287
And the size of your
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00:18:52,543 --> 00:18:53,567
Your normal here
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Does me taking a 7 minutes I'll just give this a minute
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00:18:57,407 --> 00:18:58,943
Samuel come back when
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00:18:59,711 --> 00:19:02,783
Ok so here we have our beat Norman
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00:19:03,295 --> 00:19:04,063
Corner hair
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00:19:04,319 --> 00:19:04,831
The previous
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00:19:05,343 --> 00:19:06,879
Took a couple minutes
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00:19:07,135 --> 00:19:08,671
On my machine song
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00:19:08,927 --> 00:19:10,975
Be patient if it's taking a little bit longer
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00:19:11,999 --> 00:19:13,279
But this image here
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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
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00:19:20,959 --> 00:19:22,751
Essentially what normal map dies
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00:19:23,519 --> 00:19:24,543
Is it towel
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00:19:24,799 --> 00:19:25,823
The renderer
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00:19:26,335 --> 00:19:28,127
Program which in this case is blender
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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
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00:19:35,039 --> 00:19:40,159
This whatever we apply this image to a tell that how to interact with light
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00:19:40,671 --> 00:19:44,767
So let me just show you how that works by applying that's normal map
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00:19:45,279 --> 00:19:47,071
You are for me
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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
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00:20:05,247 --> 00:20:09,855
Now we're a little bit familiar with no systems are ready from our blueprint scripting
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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
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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
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00:20:51,071 --> 00:20:56,191
So I'm we need to convert this from yellow colour to this purple normal here
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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
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00:21:02,847 --> 00:21:06,175
To bring other admin you come under Victoria here
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00:21:06,687 --> 00:21:07,967
Normal a
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00:21:08,223 --> 00:21:10,271
This is our converter now just going to
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00:21:10,527 --> 00:21:11,295
Coloured colour
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00:21:11,807 --> 00:21:12,831
A normal to normal
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00:21:13,087 --> 00:21:14,879
Instantly in the viewport
390
00:21:15,647 --> 00:21:16,416
You will see
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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
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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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