All language subtitles for 11. Chapter - 10.mp4

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Original subtitles

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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