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Hello and welcome.
So now that we are done
with the modeling in this lecture, we will apply all the modifiers
and then you'll be in traffic to export substance Painter
so that we can start with a dictionary.
So basically what I mean by applying all the modifiers is like
making all the changes for money.
Right now you can
select any of these Boolean boxes and move them around
and you will see the updates are being made into the models.
But when you apply all the modifiers, you cannot really make any changes,
so make sure you are happy with your models completely.
Let me just quickly show you by an example.
If I Google here, duplicate
this and let's say I use the different operations
to select this, this attack this and press control minus.
And you can see I can select this cuboid here and this is created
and I can move it around.
However I like and it is moving.
But let's say I select this hue and to apply the modifier,
there are two different ways I think you need to select the object.
Go here in the modified tab and select the modifier.
Click over here on this arrow and hit apply.
As soon as you do that now you will see the changes up.
If you move this around, you cannot really
like change that.
The decision
that is made on this object, this is the best that you can see.
You can do that on, but you cannot really like change this
by moving this box.
You can undo it
and then it will come back and now you can again do it.
But that is basically it. Right now.
If you select this object step, it will see the cube is complete
and as soon as you come out of the edit,
then you can move around the boolean object.
But as soon as you applied the modifier,
when you press that, you can like edit all of these faces.
Also like in basically applying the modifier.
All right, so let's just delete these things now.
All right. So back to our main model.
We cannot really like select each and every object and one
by one apply all the modifiers that would be like really dull.
So this is like a nice and easy shortcut for this.
But before that,
what I basically want to do is I want to create a duplicate of this fight
because I don't really want to apply all the modifiers on my this model,
because maybe later on in the future we face some type of issue
that we have to fix in the main
model, or we want to like modify this model in some sort of way.
So we need to keep this like model without any modifiers applied.
So basically I would just create a duplicate of this site
and in that duplicate file we would just apply all
the modifiers.
So that I mean, more
like remains intact because it has all the modifiers.
So is go to file and save as and we will just save it.
Does making the game in brackets we can write apply
so that we know this small
file has all the modifiers applied and you'd save this.
Now we are in the applied file, so.
All right, now we need to apply all the modifiers on our main object.
So the shortcut for that is just to select everything
and then press F3 so as to basically
to search for the command and search for convert to mesh.
So we would find this one convert to mesh.
As soon as you do that you selected
and you will notice that we have some kind of weird while
all the modifiers had applied, but we have like a very weird result.
I mean, body has disappeared, so just a I know this
and the reason for this is if you remember I mentioned
like a few lectures back, whenever we use like the Intersect operation,
we need to go over here in the object data properties
and make sure to like make the object data unique.
So I think we forgot it for some piece.
Yet for this main object only we forgot to like make it unique.
You can see this do over here.
So this too means it is being used by two different objects.
So yes, we use like intersect operation just once with this thing.
See that time we forgot to like click over here to make it unique.
So just click over here now
and quickly check
if there are any other remaining objects that we need to like.
Big object data property unique.
But I don't think there are any.
And now if you press eight to select everything, then press F3
and the command is already over here.
So just select and work to mesh.
I think it will go properly now.
Yeah.
As you can see, everything is fine now.
If you select like any of the boolean object
and try to move it
around, you will see that none of the changes are being made.
That means the modify has been applied and all the changes are not.
Formanek You can selected and see your in the modifier step.
Also you will see nothing.
So the first thing that I would do is
I will delete all these unnecessary objects.
So just quickly select them all
and one by one just delete them
in whole shift and
create a selection like this to delete two
or three of the ones.
All right.
I think all of them are deleted now,
so now we can proceed further
and the next thing that we can do is in this one we left deleted.
And now what we can do is we can select everything
and now this and move this to a new collection.
Let's rename this collection to Zoom.
We made.
Okay, so that a separate collection is created over here.
I don't want these reference images now so I can just select them.
If you want to delete them, you can delete them all
or we can just press M and move this to another collection
with different images so that we can basically just I did like this.
Let's add the material now
select this object, select any object and then add a new material.
Rename this material to give my
and this material
would be like acting as a picture set in substance.
You will understand when we export this to subsets center.
So yeah, now
we need to copy this material on each and every single object
on that model.
So again, the long way to do this would be to just select
each and every object, go over here and select Gameboy like this
media that is very long.
And so the shortcut for this is just select any object
that has this material like the Gameboy went.
So select this main object,
then proceed to select the rest of the objects.
So select everything to receive.
Then press control and link the data and link materials like this.
And you can see these written overhead.
That means this object
or this material is being used by totally different objects.
So we have copied it successfully.
Let's hit save, and the next thing to do is
we need to apply all the modifiers closely.
Next thing to do is to unwrap this so that we can finally export
this substance.
So let's go work the movie editing tab and you get it.
Wrapping would be like a very straightforward and easy process.
The first step that I want you all to do is just press
to select everything.
Then just press control.
E To apply to escape because of the scale is not applied.
It can mess up with the movies.
So yeah,
make sure
the scale is applied for each and every single one of the objects.
Then press tab recede, Select everything
you can select this also so that corresponding vertices
are selected in the movies also and the 3D window
and enable display stretch from here.
So display stretches
basically we show you the stretching in we are going on.
So basically what this means is we show you different colors
for different types of stretching.
So what you want to aim for, this is dark blue color.
If you have this kind of dark blue color over all your values,
that means you are pretty good.
But if the color is like yellow green greenery,
that means they are facing some kind of stretching.
So just press ABC everything, then press you and smart
you project okay,
and you more or less.
Everything is like blue bilaterally.
So that means the U is a pretty good
you can just click over here and
increase the island margin
just so everything like
fills out properly.
All right.
So basically next what we can do is go over to the label
tab again and we need to export this substance.
Painter So one thing that I want you guys to check before exporting
is to go over here and enable face orientation
and make sure everything is this dark blue color.
If anything you see is like great color.
So you can just quickly show you if anything is like
this for you, because it can happen.
It is like very common. You don't have to worry.
That just means that the normals are flipped
and you need to fix the normals.
So if any of the object needs to go through different
objects so
like that, if you have
like two or three different objects, that is red, like we can see
when I missed it already, this felt good to see the fix.
This is really that you need to just select the object press tab.
Press eight
to select everything and bring shift plus ten to recalculate the numbers.
As soon as you do that, you will see it is back to its new color
to proceed to select everything been shifted and yet
just recalculate the enormous.
Whenever you do like the global economics,
you will notice sometimes the edges can go a little bit
so you don't have to worry.
Just select that particular object,
go with the modifiers and activated normal modifier
and you basically can fix everything and just quickly apply it.
So this is a necessity thing.
You must not.
So I think this one or another one, okay, this one
reestablished eight and shift and
and for the last one, this one also a stop
to select everything plus
if you don't check this and export some of the objects
with like supernovas, it will look like
very weird substance thing as if it is like inside out.
So just make sure to do that.
And now I think we have done everything that we needed to do.
So first just press eight to select everything
will to file export,
and we can select any kind of
like format that we want to export
and do so already, like experimenting with this a little bit.
So we were getting like I was
getting like a little bit of problems with all different formats.
The best one that was working was this one dot object,
different object legacy one.
So this select document
make sure to enable selection only
so that only the selection on the that you have made is exporting
and the name begin keeping to this only it's
come back and in the export folder it export
we put it to export and yet now the export file is created
open as options vendor and looking for it to open.
And then we can import or export in model intercepts and to enter.
All right.
So now the substance being that has opened up,
you can just close this window over here on find new
and click on the select
and let's come over to our tutorial directly in the export folder.
Just select this file that we just exported from Lynda and hit open.
You do not really need to make any changes to this window
because all of these changes we can do later on.
So now you can change the resolution or the normal format
to anything you want to.
That is totally up to you if you want to make any changes.
But we don't really have to do anything over here.
I would just hit okay now and wait for it.
Do this pop up and you
just quickly
hold art and use a left click to move it on
and see if there are any kind of issues in your model
and right away and not seeing a couple of issues,
let's see how we can fix them.
So the very first thing that I'm noticing
in some of the Boolean objects, you can see
they are not like visible properly overhead.
Also, you can see they are looking like really weird.
And if you remember, we had the cutout
in here like this,
but over here we cannot really see it on this side
and everything is pretty weird.
So yeah, I think that is like a really easy fix for this.
What I will do is I would quickly go back to Blender,
select everything,
then press tab, and then again press eight or select everything.
Then just to control plastic.
And this will basically triangulate everything.
And I think that will help with the shading issues.
And then you can press RG to remove the little bit of triangulation.
And yeah, I think it is pretty good now
we need to unwrap it once again.
So the school that you will see
that this is to select everything and you can see that
you got messed up a little bit.
So just press use my project, okay?
And basically that was it.
Now we need to export this once again to go to file export
the friend object and just don't make any changes.
Just hit export. So that decided that the export
will get replaced.
So the export come back to substance vendor and again
to find create a new project, click on select and select this one.
And now let's just
look again here, discard and see if the problems are fixed.
So again, just hold our user left click and move around the more
And yet you will notice that all these boolean cutouts
are not properly visible.
We have a little bit of issue going on over here.
We have the shooting issue.
Let's address this now.
But I would just quickly look through the complete model to see
if there are any more issues than just act.
You can also go to shift and use your right click to move the lighting
to view everything properly.
And I'm sure you are aware of it.
All these shortcuts,
move it out.
You need to just rest tight, then hold your left most important,
and then you can also use the pen and then right click to Zoom.
So I just hold art and use all three of the mouse buttons
together to like move around properly.
And I don't
think there are any more issues left except this thing over here.
So you have this little bit of shading issue.
So let's see how we can fix this.
I will go back to Blender and I think the easiest way of doing
it would be you just press that
and I would just select a bunch of these faces
which would have in this issue, select
this one, this one will shift and just select select all of them.
And what I will do is I will just
click and then select shade, select
the step, and you will see the issue earlier there and blame that.
Also, I would just undo it.
And now you can see this issue was there in Blender also.
But if I just select them all again
and right click and choose like
the issue is now gone.
So now we can again just select everything
file export needs and hit export.
So this is like a little bit of learning through this process.
We have to like export again and again
to see like if all these issues are fixed.
This is like a back and forth process.
It can take like a couple of times.
Sometimes it takes me like five, six
or seven times to like properly fix all the issues.
And now, yeah, you can see the shading issue is now gone.
So this thing you can like tackle all these issues
that you face while exporting from blended with substance.
Painter And now what we need to do is we need to
most I would go to display settings over here
and make sure to just enable imported into aliasing from here.
This would like remove all the jagged edges so
let me just show you, if you like, done this off.
You can see all of the jagged edges,
but if you enable this,
they are like a lot more smoother and yet it is nicer to look.
So now whenever you import anything into substance,
the first thing that you must do is you need to bake the mesh maps.
So mesh maps are basically like functional substance only.
It will help us in using all the features, like nice features.
Substance has to provide like smart, smart materials.
See how to use all of them before just need to bake the mesh
maps of our market.
Also, if you remember, I mentioned that whatever material
we create, it will show up as the texture set over here.
So you can see this game as texture, say right now
because we only have one material in our margin.
That's why only one of them is showing up.
But if we have
multiple different materials, we have like multiple different
action sets up over here
and we can like isolate them by turning them on or off.
So it is really useful when we have like
four or five different materials, but yet we only have one,
so we don't have to worry that much about it.
All right. So too big, the mesh maps.
Also, if you
do not see any of the windows from over here,
like the shades, the texture, setlist, texture, search settings,
anything you can go to window and the views,
you can just enable or disable them and they will appear from here.
All right, so the big mesh fabric board picture
search settings and just click on big mesh maps.
So the baking mesh map window has changed quite a bit.
If you are using all virgin substance painter,
it will look very different.
But you don't have to worry at all
because the functionality is basically more or less the same.
You will see this window appearing on your window on the left side,
so just disable it, map some here and they still remain same.
We don't have to do much changes in the baking mesh map window
because the default settings are pretty much good.
So the only things that I would be changing is the output size
I would increase is to 4K to get the best possible quality.
You can maybe work with Tokyo.
So if you have like a slow ABC because baking mesh
maps can take a little light.
So just take this to 4K or to enable applied
diffusion and use global emissions high volume mesh.
Because we only have a single measure.
We don't have like a high a different one or a point.
Anti-Aliasing I haven't said this to 60 next.
You can work that forward. Excellent.
So it's fine and the rest of the settings
will remain pretty much same.
We do not need to change anything if we want like a couple of settings
for specific mesh mats, they can select the study,
the normal map, or the occlusion map and you can increase the secondary.
It is.
This will increase the quality of the map for ambient occlusion.
You can see you can increase the secondary risk
and this will increase the quality of the mesh map.
But as I said, the default settings are pretty good,
so I won't change much.
Come back to common settings and rest.
Everything remains pretty much the same.
Just make all these changes and big selected textures
and just wait for it to finish.
You can see it is baking
and it might take a little while, so I will just resume the video
when everything is done.
All right, guys, So the baking is done.
Now, I would just hate to return to paint mode
and quickly look through your models and you can see
we have like nice shadows appearing now in a more just
like nice immediately visual set.
It makes it look much much bigger.
And just quickly look for your model
for any kind of shading issues.
You can face some of baking the mesh mats,
but I don't think there are any. So we are good to go.
Now we can finally start with the extreme.
So now that everything is fine, it looks for save Our projects.
So the control plus plastics.
And now we just quickly head over to the tutorial.
Be in the substance being defined.
Let's say the name as a Gameboy
and save the 40%.
And yeah, I think this is pretty much it. For this lecture.
We continue texturing our model in the next video.
So thank you for watching us in the next one.
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