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Hello and welcome.
So in this lecture, we'll continue during our model.
So next on the screen, little bit more.
I will select the field on first, let's rename this to base
and I want to switch up the color
little bit and not quite liking this one Again,
if you remember, we can go to this link
and we can just copy this color over here.
And then based on the our hex code over here in this substance painter
but this color, I don't really like it that much.
It looks like really weird and I just don't like it at all.
So I decided on a completely different color.
If you want, you can like, go for this one.
Also, all you can go with the one that I have selected.
So I would just call up right now.
If you want, you can
copy it from me.
So this is the code 83805t.
I think this color looks much, much better if you want to
compare it to this one.
This looks like really organic.
An appendix.
I wouldn't be going with this one.
All right.
So next to add a little bit more detail to our screen,
I will be adding some roughness mediation.
We can add like things like fingerprints and smeared things
all over it
so that
we get a little bit of more detail,
because right now it is like really plain.
So create a new filler.
And again, we can disable all of the channels except the roughness.
So hold art and pick on the Roughness Channel for the roughness.
Let's see.
Let's keep our data going for you only for now.
I've renamed this to fingerprints
and left side the black mask.
And now if you going to the texture section
and search for a fingerprint map, you will find a lot of these ones.
So let's see.
We can try maybe this one.
I think this one looks really nice.
So first select the mask and add a filter,
and then you can just drag and drop it over here like this.
And right away we notice that it does not look that good.
So to do it properly, Google here and view the mask so that we can view
the mask properly.
So you can see the mask is like really dark.
The fingerprint is looking like this big on the our object.
So first let's change this human projection to drive cleaner
and now we can increase the tailing,
maybe something like two.
And now I think it is updating a little more properly or not
screen so press M to view it again.
And yet now you can see
it looks pretty good.
We can maybe increase the balance
to make it even more padding.
Maybe their segment is to 2.7.
And next, what we can do is
if you think this is a little bit too much,
what you can do is instead of like adjusting it from over here,
one thing that you can do is you can
select the roughness from over here and just decrease it completely.
You will see that when you decrease, they seem to soften up a little bit
on another thing that you can do is
go over here and select the roughness
and then decrease the opacity of the roughness.
So if I remember, we were altering base color.
So this opacity is going to go
to the base color if you decrease it, right?
Not nothing will happen because this filter does
not really have any kind of base color.
Janet So to control it's dismissal, basically first need to select
roughness from over here and then we get are just opacity.
So maybe we can say this was something like 75.
And I think
now our screen looks like really automatic and nice.
So in this way only, let's add another layer
X come back to basically.
All right, so this layer would be
a little bit of darkened dust on to our screen.
So first, let's set up the color.
I've already decided on a below.
I would just copy of the code and you can copy to if you want to.
You can copy these values.
Also, it will go pretty much the same.
Said, this is the color that I would be going for.
And next what we can do is we can reduce its roughness
so that it is not that rough and it matches the screen.
So maybe set this to 0.05,
something like that.
And next again, you know,
we need to add the black must do mask it out properly
and you can use a grand map if you want to.
It is totally up to you.
I will be using a smart mask.
So the smart mask I'm going for is, let's see.
Yeah.
This one best surface, this one looks like really well
with screens and you can see something like this.
Not the result that we want.
I want you to appear only on the edges.
So what I will do is I will select the mask
and basically we will set invert to false.
And as soon as we do that, you can see
this is kind of the effect that I want.
And the effect was in logic.
So we just need to turn it off
and now we have
dust or dirt on the edges of the screen.
So the next what we can do is we can really
decrease the opacity of this because obviously this is too much.
So maybe something like 30,
like it is like really subtle
and you can see this way our screen looks like really nice
and I'm pretty happy with it.
Next, what we can do is we can pick separately all of the remaining
things like these small things or what you select
most.
I will select this material so the plastic black one and click on
this icon and I would say this piece,
this small piece over here
and this one
and maybe this piece at the back
like this
again,
these are the pieces I want to add the black material to.
Next, we can create the item material for these next over here.
You can also use this smart material if you want to select the smart
material and search for item
and you will find a lot of different items.
Adidas, all you bin.
So even with steel,
yeah, there are different steel modules that you will find all
you can create one on your own if you want to.
It is really easy
and it is really small to going to be that much visible.
You can add a filter, you can set the metallic value to one
to make it look like a metal and now just adjustable color.
And we have got our sensor.
Okay, looking steel material.
Obviously it is not that needed but are not suddenly really small
and won't be that much is a good
so I just wanted to show you can click over here right
click exclude and you select your next mirror easily
and you can see you have added the iron MacGyver to them
and they will be deleted.
And I will just use a smart material
because I think it looks much better.
So let's use the steel scratched
and you can see smart material.
It has all these like dust and scratches and like bumps.
Everything added good already so that we don't have to do anything
in particular. Yeah, right click exclude all.
And to make this, select this,
like this and select this,
I think I will also select
this little thing over here.
Yeah.
I will also select this thing also.
This is also scheme material
and select the plastic block and select this box
also because this is like a USB chip, so it can be a black
and for this gold one we can just add a filter,
give it a gold color.
So the metallic value one,
these are nice
click here, right click exclude all and select this.
And basically we have a very basic looking chip
school
for painting.
And last thing
to dig shows this thing over here.
So what we can do is I will first
name this tool
gold,
select the screen material, this control seed,
and then click duplicate it.
And this will be like refine,
right
click, exclude all and just select distinct
and now select the base layer
and just done the color to black.
And you can tell of the dirt layer.
All right,
that's pretty good.
So we are pretty much done with the basic texturing of Amati
and the next step to do is to look at all
these text written over here, all these things.
So if we look over in the different images, only
the metal here, so it's not in the different images,
but in these pictures,
I've added all these added files that we can use to the action on
modern, all these texts.
I've already added them, so it would be like really easy and fun.
So I think this is it for this lecture in the next lecture
we will be adding all the text and everything and finish
with the extreme process of Nintendo Game one.
So thanks for watching. I will see the next one.
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