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Hello and welcome, guys.
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So now in this lecture, apply
all the modifiers on European
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00:00:05,333 --> 00:00:08,633
countries and export the substance
of the start to the dictionary.
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All right, so if I remember
I mentioned that we need to keep
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a copy of the original model
with all the modifiers in that.
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So instead of like creating
a duplicate file, what we can do is
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make sure
that everything is disabled.
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Only the cartridge collection
stays enabled.
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Select everything over here.
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First, let's select this image
and move this to the French
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Images collection.
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And now we can just escape
the selectivity by shift.
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The duplicate and just place it
any way you want.
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You can place it
right about here with NN
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and move it to a new collection
and rename the cartridge
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up like
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so. Now basically
we have two different collections,
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one with the modifiers applied
and one with the modifiers
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all in that so that whenever we like
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have to make a change
at a later on stage, we can do that.
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So I would just
disable this collection
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and we can select this collection
recipe to select everything
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or to select everything like this
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and this free search
for convert to mesh.
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Come on and just select and work
the mesh to apply all the modifiers.
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Make sure that everything is moving
right.
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And yeah,
and I'll just quickly delete
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all of these pieces.
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All right.
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Now, basically what I will do
is I'll just select everything first,
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then we can just control
and apply the same.
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And now, well,
everything is selected.
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Just tap to ignore
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everything and then press control
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plus D triangulate everything,
and then you can just
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remove the access triangulation.
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So basically, if you remember,
we did this with the Gameboy also,
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it helped with like the shooting
in substance bender.
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So yeah, we do this before
only with the cartridge.
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00:02:05,700 --> 00:02:06,700
All right.
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00:02:06,700 --> 00:02:09,666
Now one thing I'm noticing is we have
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quite a few shading issues over here.
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If you look at some flight of it,
it is not visible.
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00:02:13,966 --> 00:02:18,000
But still, if you want to fix them,
maybe we can just selected and
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go over here and we can add modifier
and just enable it.
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Keep this enabled, keep up.
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You will see most of the issues are
fixed now and the model looks fine.
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So I would just
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add another
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modified and
you will keep sharp and select apply.
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All right.
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Now in this case, select
everything precious
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duplicated in press X and place it
right over here.
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So basically I'm doing this so that
we have like two different cartridges
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and we can give them two different
colors.
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Just to add a bit more detail
to adding that it would look nice
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if we have like two different
cartridges with like different colors
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that you can maybe more,
but also if you want to
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just keep those
neither selected, go over here
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and add new material
in this two cartridge
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00:03:04,033 --> 00:03:06,900
and the copy to all of the objects
like this is selected.
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Christie And now press control
and link the materials like this.
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All right.
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00:03:13,700 --> 00:03:16,700
So make sure you now apply
the scale of it.
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00:03:16,800 --> 00:03:19,866
So just proceed to select everything,
the control it, and apply the skin.
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Let's head over to the cabinet.
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Just select everything.
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And with you and smarty,
we project it.
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Okay.
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We can give it a little bit
of margin, but I think that
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you is a pretty good.
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All right,
So now let's try exporting this to
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so since being open source,
it's being done now
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and light it is opening up.
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We can press in, select
everything over to file export
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and exporting as different object.
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The legacy one
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in the exports folder in industry
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cartridge this and
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and enable selection
only another to export
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If that perception is being done.
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Close this and create a new project,
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Click on Select and we can select
the cartridges, Find it okay
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and desperately
look for any kind of issues.
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If you find any.
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But I think everything
is pretty good.
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Yeah,
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so everything
is pretty good in the first try only.
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So I would just go over here
and enable
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input into aliasing.
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00:04:35,766 --> 00:04:37,700
Now let's make the mesh
straight away.
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So go with the picture.
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Search settings, a big mesh maps.
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And now let's do the same techniques
with which we did for the Gameboy.
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Also Save the lady maps
and rest of the thing
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00:04:50,366 --> 00:04:53,300
is pretty much the same
and make selected pictures.
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I'm just waiting for the finish.
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All right, guys.
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So the bag is done.
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Now I will return to painting mode
and again quickly check
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if there are any shading issues
with the big
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00:05:05,733 --> 00:05:08,433
like everything is perfect
in my opinion.
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So now we can finally start
with the ditching of them.
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So first go back to the near stuff
and there's since deleted this
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earlier and before starting out,
just quickly save my project controls
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and even a thing besides for that,
I would say we'd start with this.
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All right, so now for the material,
I will be using
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the same plastic material
that you did in the Gameboy Project.
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So I will just quickly
open up the demo project
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and create
a smart material out of it.
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I do that in the video also,
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but I will show it again,
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see how they tried to open up
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and they're going down.
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I can see this plastic right?
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So selected we can maybe just
for exporting this to something else.
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The last name is because it's plastic
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and yet right click and select
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creates be.
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As soon as you do that
it will be arrived over here.
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So now just quickly rename
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this back for plastic light only
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it's same and now you can open back
your cartridges.
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Finally, of course, this to
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to go to the file and cartridges.
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All right so if you head over
in the smart material section
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and search by course you would find
this course plastic material
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so just read in
drop it onto the cartridge.
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Let me wait for it to load.
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And I think that's pretty good.
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We need to adjust
a couple of settings.
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But yeah,
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it is looking
all right, in my opinion,
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also to go over here and increase
the size of the reaction.
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So is it to forget so that we can
view everything properly?
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One thing that I want to do is
I want to
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increase
the styling of these scratches,
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because right now
it kind of looks pretty big.
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We can also dilute from the air also.
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So I think this
looks much better. I think
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there's
degrees the balance to make it
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a little less abutting.
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And yeah,
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this thing looks much bigger.
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All right.
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So now I think it is time
to change up the colors a little bit.
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So select the base and let's see
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began made me go for like a
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bluish color.
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And we essentially create a new
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copy of this material for.
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All right, so now for one of them,
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we can change the color to something
else.
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This one now and
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click on here
like Click Exclude or click on here.
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I click Exclude it
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and now select this one
and give this color to this one.
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Click on here and give this
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this one is still they have
completely different colors.
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And now for one of them we can maybe
go for something bluish or something
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yellowish.
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I think I would go for yellow.
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Something
like this I think looks pretty nice.
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We definitely need
to adjust the edges later and if
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because it looks really weird,
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this thing,
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we can give it a dark
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color like this.
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Yeah, I think something like that
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looks fine.
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Let's see,
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I just give it
a completely black color
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and decrease the opacity
from here to 16.
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I'm still not sure.
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Yeah, I think that looks fine.
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I'll just go ahead with this one.
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And for this one,
we can change the color to something
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grayish like we have in the defense
image over here,
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just so it does not like clash
with the game
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because it is basically
the same plastic material right now.
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So what you can do is
you can open up the different image.
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So open up this one and you get this
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meager substance
being a little bit smaller like this.
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And now what you can do
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is go over here, select the base
layer,
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and click on this eyedropper tool
and just select the color
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like this very easily.
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Yeah, I think these two colors
are pretty good.
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I'm satisfied with.
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Then you can adjust that.
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It is clear now
maybe we can just reduce the opacity.
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Yeah, that right away
looks pretty good.
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00:10:40,033 --> 00:10:43,033
Let's go back to something
like the illustrator
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Echo, and it looks all right.
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Let's try doing the same thing
with this.
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Also, I wouldn't change the color
back to white.
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And let's try to keep
using the opacity to maybe something
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like 15.
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00:11:01,166 --> 00:11:02,200
Yeah, honestly,
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I think that looks much better.
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So I decided that
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this looks continuing to shrink
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these pieces over here.
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Let's see, began
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just a simple
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00:11:17,933 --> 00:11:20,366
black label.
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00:11:20,366 --> 00:11:22,566
Make it
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right click exclude on and just
select this piece as the black color.
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And this one.
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This one and this one.
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They won't even be visible.
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00:11:33,233 --> 00:11:35,866
But yeah, I think this work
looks fine and nice.
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Create another layer.
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00:11:37,533 --> 00:11:40,533
We can remove this two black plastic
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and this one can be a gold color
for the chips.
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00:11:45,933 --> 00:11:48,600
Let's see the metallic two one
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decrease the roughness and are just
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a little.
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If you look at that, it's all right,
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I'll select this.
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I'm setting this.
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All right.
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00:12:04,533 --> 00:12:07,533
This is gold.
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00:12:10,633 --> 00:12:13,666
Next, we got an item idea.
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00:12:13,666 --> 00:12:16,633
So let's create one.
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00:12:16,633 --> 00:12:18,900
The metallic value to one.
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00:12:18,900 --> 00:12:21,900
And it brings the roughness
a little bit.
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00:12:23,500 --> 00:12:26,500
Right click, exclude and select this.
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00:12:26,566 --> 00:12:27,000
This one
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or I think this note is too big.
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00:12:34,733 --> 00:12:38,100
So, yes, use a smart looking delete.
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00:12:40,000 --> 00:12:43,466
I mean, we can definitely pick
the things that I didn't want
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00:12:43,800 --> 00:12:46,800
because by adding
these type of layers again and again.
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00:12:46,966 --> 00:13:02,833
But if we have the smart lighting,
Alexis, use that going to be sad.
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00:13:02,833 --> 00:13:03,666
That looks fine.
236
00:13:03,666 --> 00:13:07,033
I'm going to select the base layer
and make it a little bit brighter.
237
00:13:07,800 --> 00:13:10,200
So let's see.
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00:13:10,200 --> 00:13:13,466
Well, here I think you can increase
the luminosity
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00:13:14,566 --> 00:13:17,566
just to make it
a little bit more shine,
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00:13:18,600 --> 00:13:19,966
and yet that's fine.
241
00:13:19,966 --> 00:13:22,966
Let's proceed further now
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I will open up the reference image,
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00:13:25,666 --> 00:13:28,666
close this one.
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00:13:31,900 --> 00:13:34,900
So in the back side
we have something like this.
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I didn't really I know for inside of
information that we would be adding.
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00:13:40,166 --> 00:13:41,366
All right, so here you go,
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00:13:41,366 --> 00:13:44,366
adding the front side
reference image, also saying
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00:13:44,433 --> 00:13:46,800
basically, look, something like this,
we have a Nintendo
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00:13:46,800 --> 00:13:49,800
Gameboy logo over here
and a picture of the game,
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00:13:49,933 --> 00:13:52,933
so we can definitely add
those things.
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00:13:53,233 --> 00:13:56,366
Let's start over again,
add a new layer,
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rename this to I fixed
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00:14:03,100 --> 00:14:04,966
disable everything
except the hide channel
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00:14:04,966 --> 00:14:07,966
so I can click over here
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00:14:08,533 --> 00:14:11,333
and there to add a black mask
256
00:14:11,333 --> 00:14:14,333
and give it a little bit of height
info.
257
00:14:15,300 --> 00:14:16,833
And now.
258
00:14:16,833 --> 00:14:18,800
Okay, so this is a completely
different project.
259
00:14:18,800 --> 00:14:22,500
So I think we need to import pictures
once again
260
00:14:23,133 --> 00:14:24,833
so we can just select
the Nintendo game.
261
00:14:24,833 --> 00:14:27,900
Boy one Because the rest of them
we won't be using this drag
262
00:14:27,900 --> 00:14:28,866
and drop to the look here.
263
00:14:31,466 --> 00:14:31,833
Come back
264
00:14:31,833 --> 00:14:35,400
to all of these and describe
in dropping select
265
00:14:35,700 --> 00:14:39,700
for project and import
setting the item.
266
00:14:39,866 --> 00:14:42,666
And yet it is over here.
267
00:14:42,666 --> 00:14:46,200
Now select the alpha,
268
00:14:46,500 --> 00:14:50,033
increase the size and you can easily
stamp it like this.
269
00:14:50,533 --> 00:14:54,333
Let's just for the view
do orthographic so that everything is
270
00:14:54,333 --> 00:14:57,833
like the lighting over here.
271
00:15:04,200 --> 00:15:04,700
This check
272
00:15:04,700 --> 00:15:07,700
if we're looking using the same bow.
273
00:15:08,966 --> 00:15:11,666
Yeah I think that's all right.
274
00:15:11,666 --> 00:15:14,666
Next placed one over here also.
275
00:15:22,566 --> 00:15:24,800
Yeah,
I think that can be pretty good.
276
00:15:24,800 --> 00:15:27,800
Come back over again
except this 2.1 maybe.
277
00:15:28,533 --> 00:15:31,900
And we can also add to this
just to make it
278
00:15:33,000 --> 00:15:36,000
a little bit like not so harsh.
279
00:15:39,400 --> 00:15:41,333
So nothing really happened
because the adding
280
00:15:41,333 --> 00:15:42,800
the faded light in the layer.
281
00:15:42,800 --> 00:15:43,800
But we need to add the thing.
282
00:15:43,800 --> 00:15:45,800
You get to the mask, select the mask.
283
00:15:45,800 --> 00:15:50,433
And now I know for you and select
the block and now it is working.
284
00:15:50,733 --> 00:15:53,233
Setting density
to something like 0.1.
285
00:15:55,200 --> 00:15:56,400
And yeah, we are pretty good too.
286
00:15:56,400 --> 00:16:00,066
But you can see if you disable
the center, it looks pretty harsh,
287
00:16:00,066 --> 00:16:03,766
but we did nothing today, but
it looks pretty good in my opinion.
288
00:16:04,800 --> 00:16:07,800
And now hold out and chip and move
towards the backside.
289
00:16:08,700 --> 00:16:08,966
Next.
290
00:16:08,966 --> 00:16:11,866
Come over here
291
00:16:11,866 --> 00:16:14,866
and select this
292
00:16:15,200 --> 00:16:15,600
offense.
293
00:16:15,600 --> 00:16:18,600
Image
294
00:16:18,700 --> 00:16:21,100
so we have something
can do with Handmade in Japan.
295
00:16:21,100 --> 00:16:24,900
And I think this is
basically painting blending, I think.
296
00:16:24,900 --> 00:16:25,666
Yeah.
297
00:16:25,666 --> 00:16:29,400
So let's see if you notice we don't
really have a picture for them.
298
00:16:30,100 --> 00:16:33,100
I will just show you how
we can do that manually, so to speak.
299
00:16:33,100 --> 00:16:37,033
And so this could be any ruler to
all libraries and in the ad section
300
00:16:37,033 --> 00:16:38,800
to search for find.
301
00:16:38,800 --> 00:16:41,700
And you will find
a couple of forms over here.
302
00:16:41,700 --> 00:16:44,800
Some of them are like my custom form
that I just like.
303
00:16:44,800 --> 00:16:48,966
There are many forms
that are added by substance maker
304
00:16:48,966 --> 00:16:53,100
only for you guys
to use against any one of these.
305
00:16:53,866 --> 00:16:56,533
So let's see,
I think we can use this fun font.
306
00:16:56,533 --> 00:16:59,433
Arbitron
I think it would look all right.
307
00:16:59,433 --> 00:17:02,433
So the way we can go about
this is just select your mask
308
00:17:03,233 --> 00:17:04,866
over here and you will see
309
00:17:04,866 --> 00:17:07,800
substances that are going over here
and expanding.
310
00:17:07,800 --> 00:17:10,866
But if you score it out,
you will see you can change the text.
311
00:17:11,166 --> 00:17:13,700
This place,
this text with made in Japan
312
00:17:15,300 --> 00:17:15,800
like it
313
00:17:15,800 --> 00:17:18,800
is in the different image over here.
314
00:17:19,533 --> 00:17:21,166
And let's just scan quickly.
315
00:17:21,166 --> 00:17:23,400
You can see
it is not fitting properly.
316
00:17:23,400 --> 00:17:26,400
So what you can do is
you can decrease the size like this.
317
00:17:28,200 --> 00:17:31,200
And now this thing
318
00:17:31,200 --> 00:17:34,266
that is standard like this over here.
319
00:17:40,400 --> 00:17:41,900
Yeah,
320
00:17:41,900 --> 00:17:44,266
I know it does not really match
with the reference image,
321
00:17:44,266 --> 00:17:48,066
but I just wanted to add this segment
to show you how we can use
322
00:17:48,066 --> 00:17:48,833
custom fonts.
323
00:17:48,833 --> 00:17:50,566
Options mean that
324
00:17:50,566 --> 00:17:52,700
we can like definitely include
a very simple looking
325
00:17:52,700 --> 00:17:55,733
as follows of this in Photoshop
and yet the exact same font.
326
00:17:55,733 --> 00:17:59,700
If you want to do it,
this will say I just stand
327
00:17:59,866 --> 00:18:02,866
over here on
328
00:18:02,933 --> 00:18:03,633
anything.
329
00:18:03,633 --> 00:18:06,633
In my opinion, it looks pretty good.
330
00:18:07,333 --> 00:18:10,000
The cartridge
prop is like really small to go back.
331
00:18:10,000 --> 00:18:10,666
That would be easy. But
332
00:18:11,800 --> 00:18:12,200
if you
333
00:18:12,200 --> 00:18:15,200
go ahead with this now, let's just
334
00:18:15,433 --> 00:18:18,433
say this text. So
335
00:18:18,566 --> 00:18:21,566
be it. The
336
00:18:23,233 --> 00:18:26,000
stand over here,
337
00:18:26,000 --> 00:18:29,000
these aside a little bit between.
338
00:18:39,700 --> 00:18:41,600
All right.
339
00:18:41,600 --> 00:18:44,433
So I'm pretty happy with
how the pictures are turning out.
340
00:18:44,433 --> 00:18:45,833
I would save.
341
00:18:45,833 --> 00:18:47,900
All right.
So now we can improve the pictures
342
00:18:47,900 --> 00:18:50,400
that we will be
adding over this area.
343
00:18:50,400 --> 00:18:53,400
So just open up this pictures folder.
344
00:18:53,900 --> 00:18:55,966
I'm just selling these
345
00:18:55,966 --> 00:18:58,700
and drag
and drop them under the shelf.
346
00:18:58,700 --> 00:19:02,333
Select them all and make sure
to import these as pictures.
347
00:19:03,233 --> 00:19:06,233
Import them to a project
and hit import.
348
00:19:06,233 --> 00:19:07,733
All right.
349
00:19:07,733 --> 00:19:10,300
So now again,
we have a couple of different ways
350
00:19:10,300 --> 00:19:14,066
that we can add these pictures on the
I like margins.
351
00:19:14,300 --> 00:19:17,700
So the first is
you can simply add a filter
352
00:19:18,866 --> 00:19:20,133
and then you can drag and
353
00:19:20,133 --> 00:19:23,200
drop this texture on to the base
color like this.
354
00:19:23,466 --> 00:19:26,466
And you see it will appear over
all of your models.
355
00:19:26,733 --> 00:19:28,800
So definitely we don't want that.
356
00:19:28,800 --> 00:19:31,466
So I had a black mask
357
00:19:31,466 --> 00:19:33,733
and now go over here, Polygon fill
358
00:19:33,733 --> 00:19:36,833
and just to name this face,
so they only appear.
359
00:19:36,833 --> 00:19:39,066
So here
you need to select these parts.
360
00:19:39,066 --> 00:19:42,033
Also, just make sure to select them.
361
00:19:42,033 --> 00:19:42,966
Don't worry,
362
00:19:42,966 --> 00:19:43,866
we don't have to like
363
00:19:43,866 --> 00:19:46,866
be precise with it
because I won't be using this method.
364
00:19:47,066 --> 00:19:50,066
This is not that great of a method
in my opinion.
365
00:19:50,100 --> 00:19:53,466
So yeah, you can see it has its flaws
366
00:19:53,466 --> 00:19:56,466
as you have to select
all of these small faces.
367
00:19:56,500 --> 00:20:01,366
And and now what we basically do is
we are just taking some of you.
368
00:20:01,566 --> 00:20:04,866
So if you press one,
you will see this a bit up.
369
00:20:05,133 --> 00:20:07,433
This you will screen there
you can see,
370
00:20:07,433 --> 00:20:09,300
although you'll be eliminated
if you move the picture.
371
00:20:09,300 --> 00:20:11,566
You can see
it is moving over this this.
372
00:20:11,566 --> 00:20:14,666
So 30, just hold shift
373
00:20:15,300 --> 00:20:18,500
and decrease the size of it
and you can place it over here.
374
00:20:21,166 --> 00:20:23,300
You need to maybe like rotate
375
00:20:23,300 --> 00:20:28,633
to properly align
with the 3D model over here.
376
00:20:28,800 --> 00:20:31,766
Then you can like
377
00:20:31,766 --> 00:20:34,766
scale it apart
and it is like a lot of
378
00:20:35,666 --> 00:20:37,633
effort.
379
00:20:37,633 --> 00:20:40,433
You have to like place
it correctly this way.
380
00:20:40,433 --> 00:20:41,533
So yeah, you get my point.
381
00:20:41,533 --> 00:20:43,400
You can adjust it
382
00:20:43,400 --> 00:20:46,700
however you want in this window
and then place it over here.
383
00:20:47,366 --> 00:20:50,100
You would also notice
that when you move it around this,
384
00:20:50,100 --> 00:20:51,300
it is like the 3D.
385
00:20:51,300 --> 00:20:52,600
So if you want to turn that off,
386
00:20:52,600 --> 00:20:54,900
you can come over here
and set this to run.
387
00:20:54,900 --> 00:20:57,900
As soon as you do that, you will see
you do only the simulation,
388
00:20:58,166 --> 00:21:01,566
so it makes it a little bit easier
to place it around as again
389
00:21:01,566 --> 00:21:05,166
properly see that you have to
place it if you like.
390
00:21:05,233 --> 00:21:05,666
Move it
391
00:21:06,600 --> 00:21:07,566
out of the frame,
392
00:21:07,566 --> 00:21:10,500
you won't see anything
so we can move it back.
393
00:21:10,500 --> 00:21:13,366
So as I say,
if you want to place it this way
394
00:21:13,366 --> 00:21:16,500
and this is also a metal,
you can definitely do it.
395
00:21:16,733 --> 00:21:18,700
As you can see, I've already placed
396
00:21:18,700 --> 00:21:21,800
it is not that both but yeah,
you can definitely work with it.
397
00:21:22,300 --> 00:21:25,466
You can come back to the filter now
and you can adjust things
398
00:21:25,466 --> 00:21:28,466
like I, I do it
and you can see how you
399
00:21:29,533 --> 00:21:31,900
changing the roughness
and all the things like that
400
00:21:31,900 --> 00:21:34,000
you can definitely do
with the filling up.
401
00:21:34,000 --> 00:21:35,033
And it definitely gives
402
00:21:35,033 --> 00:21:37,400
you much better control
with all of these settings
403
00:21:37,400 --> 00:21:39,833
as you can change the definition
404
00:21:39,833 --> 00:21:42,600
regarding height,
anything you want at any point.
405
00:21:42,600 --> 00:21:45,600
But the other way
that I would be showing you
406
00:21:46,200 --> 00:21:49,066
next is delete this
and this time out failure.
407
00:21:49,066 --> 00:21:52,033
Now you can press F2 back to like
come back
408
00:21:52,033 --> 00:21:55,033
to the 3D view and yet this time
you will be using a paint.
409
00:21:55,200 --> 00:21:56,900
So just start up paint.
410
00:21:56,900 --> 00:22:00,100
So we painted as you already know,
if you like, make a stroke,
411
00:22:00,400 --> 00:22:02,933
you cannot change the settings
of this. You have to like
412
00:22:03,966 --> 00:22:05,966
if you change this to regular
413
00:22:05,966 --> 00:22:07,200
and now if you want to change this
414
00:22:07,200 --> 00:22:09,066
or something else
like you cannot do it.
415
00:22:09,066 --> 00:22:12,066
You have to make completely
it is this stroke
416
00:22:12,900 --> 00:22:14,700
and then you need to select
417
00:22:14,700 --> 00:22:17,700
your brush back again
and then you can change the color
418
00:22:18,300 --> 00:22:19,466
and then you can add it again.
419
00:22:19,466 --> 00:22:21,300
But you cannot
420
00:22:21,300 --> 00:22:24,666
make any changes to the information
of the existing strokes.
421
00:22:24,933 --> 00:22:28,566
You cannot like change any of the
information of these two strokes.
422
00:22:28,566 --> 00:22:31,566
You cannot change the roughness
ultimately, so you get the point.
423
00:22:31,900 --> 00:22:33,366
So now we are using a painting.
424
00:22:33,366 --> 00:22:37,300
So if you add like a sticker
on to your using a painter,
425
00:22:37,300 --> 00:22:39,600
you won't be able to make changes
later on.
426
00:22:39,600 --> 00:22:44,266
But I think it is very easy
to place it as compared to Australia.
427
00:22:44,266 --> 00:22:49,333
So how we will do it, just live for
us and select this tool. So
428
00:22:50,433 --> 00:22:52,200
this is the projection painting
429
00:22:52,200 --> 00:22:55,500
and you will see this white box up
here over your screen
430
00:22:56,166 --> 00:22:59,333
and you can now just drag and
drop this to go on to the base color
431
00:22:59,800 --> 00:23:03,000
and you will see it is appearing or
your screen and you can move it along
432
00:23:04,166 --> 00:23:07,800
by Holding Lake or then using a click
to move it around very easy.
433
00:23:08,133 --> 00:23:11,133
And then you can paint it
wherever you want.
434
00:23:11,966 --> 00:23:13,033
That really basic stuff.
435
00:23:13,033 --> 00:23:15,200
You can easily place it
wherever you want.
436
00:23:15,200 --> 00:23:18,300
And then being done it,
as I said earlier, you cannot really
437
00:23:18,300 --> 00:23:22,166
like make any changes
to this paint stroke.
438
00:23:22,166 --> 00:23:25,166
Now, you cannot change the metallic
or the roughness.
439
00:23:28,566 --> 00:23:29,000
All right.
440
00:23:29,000 --> 00:23:32,000
So let's see how we can place it
exactly over here.
441
00:23:32,366 --> 00:23:34,000
So we change the settings
of this thing.
442
00:23:34,000 --> 00:23:36,233
No, what you need to press is first.
443
00:23:36,233 --> 00:23:38,600
And when you press, as you would see,
the screen goes down.
444
00:23:38,600 --> 00:23:40,533
So that means you get no editing
445
00:23:40,533 --> 00:23:42,900
and you see
all the shot picks up over here.
446
00:23:42,900 --> 00:23:45,833
So if you use ASCII, so press s
447
00:23:45,833 --> 00:23:48,966
then use your right click,
then you can increase the size of it.
448
00:23:49,800 --> 00:23:52,433
If you use your left click,
then you can it.
449
00:23:52,433 --> 00:23:56,066
You can also shift to snap it
like this by rotating.
450
00:23:56,500 --> 00:23:59,733
And if you s then use your middle
mouse button, you can panic.
451
00:23:59,733 --> 00:24:01,200
I don't like this.
452
00:24:02,766 --> 00:24:03,200
Okay.
453
00:24:03,200 --> 00:24:06,600
You can also panic while holding it
and then moving around your screen.
454
00:24:06,600 --> 00:24:07,833
That is all for me.
455
00:24:07,833 --> 00:24:10,833
But you can also ban
even on this thing
456
00:24:10,933 --> 00:24:12,466
that you get my point.
457
00:24:12,466 --> 00:24:16,966
Now you place this perfectly
into the selected window.
458
00:24:17,300 --> 00:24:20,300
So this is then increase
the size of it.
459
00:24:20,866 --> 00:24:23,866
And now this is fully
460
00:24:24,100 --> 00:24:27,100
listed exactly in here
461
00:24:28,866 --> 00:24:30,066
and here you can see
462
00:24:30,066 --> 00:24:33,200
this method is like much, much easier
as compared to the other one.
463
00:24:33,466 --> 00:24:37,833
The feeling as you can easily paint
like this, you can see how easily
464
00:24:37,833 --> 00:24:41,566
we did the sticker on to the molded
and we don't have to do anything.
465
00:24:41,766 --> 00:24:45,000
The only disadvantage of this is that
you cannot really change anything.
466
00:24:45,000 --> 00:24:47,700
Now, as I mentioned earlier,
we paint layers.
467
00:24:47,700 --> 00:24:51,266
If we have to make any change,
we have to maybe like it is just
468
00:24:51,666 --> 00:24:54,666
completely of the intellect,
the projection painting tool.
469
00:24:55,366 --> 00:24:57,900
And let's see,
I are just that often and imitating.
470
00:24:57,900 --> 00:25:00,233
And now I've been busy.
471
00:25:00,233 --> 00:25:01,733
Now it looks completely different,
472
00:25:03,400 --> 00:25:04,200
but I cannot
473
00:25:04,200 --> 00:25:07,200
really make any change
to the existing strokes.
474
00:25:07,300 --> 00:25:10,433
So to get my point of this
quickly undo it said nothing is back
475
00:25:10,433 --> 00:25:13,433
to 0.3 and metallic to zero.
476
00:25:13,700 --> 00:25:15,900
Or maybe you can just
disable everything
477
00:25:15,900 --> 00:25:18,900
except the color channel because
you only need the color information
478
00:25:19,333 --> 00:25:21,333
and it just completely changed.
479
00:25:21,333 --> 00:25:21,900
Or we are.
480
00:25:21,900 --> 00:25:25,000
MARTIN
And yeah, basically that was it.
481
00:25:27,166 --> 00:25:29,333
We can now move over to this one
482
00:25:29,333 --> 00:25:32,333
and let's just drag and drop
483
00:25:32,466 --> 00:25:35,933
again, select the prediction thing
you do and drag and drop this one.
484
00:25:36,666 --> 00:25:39,666
You can use whichever one you like.
485
00:25:41,666 --> 00:25:43,000
And again,
486
00:25:43,000 --> 00:25:46,000
very, very easy.
487
00:25:49,066 --> 00:25:52,066
All right,
let's come back to the paint.
488
00:25:52,266 --> 00:25:54,900
I mean, the painting
489
00:25:54,900 --> 00:25:57,900
and you can see
I like to look much bigger
490
00:25:58,266 --> 00:26:00,166
with these stickers added on to it.
491
00:26:00,166 --> 00:26:02,766
What I now want to
do is I want to add it. Just
492
00:26:04,266 --> 00:26:05,533
click on the layer one
493
00:26:05,533 --> 00:26:10,300
and add to it and select
the know this one I decided.
494
00:26:10,500 --> 00:26:14,033
So this will help us to control
the colors a little bit as they are
495
00:26:14,033 --> 00:26:17,033
looking like really bright
as compared to our cartridges.
496
00:26:17,133 --> 00:26:20,133
So decrease the lightness of them
497
00:26:27,166 --> 00:26:28,000
just a little bit.
498
00:26:28,000 --> 00:26:31,300
You can also decrease
the saturation of that.
499
00:26:34,500 --> 00:26:37,500
The 0.45 I think is pretty good
500
00:26:38,500 --> 00:26:41,500
and 0.45 on the light.
501
00:26:43,700 --> 00:26:46,700
And this will look much, much better
if you disable that.
502
00:26:46,700 --> 00:26:48,066
You can see
503
00:26:48,066 --> 00:26:48,333
they were
504
00:26:48,333 --> 00:26:51,533
looking like really brightly,
but now it looks much, much better.
505
00:26:52,400 --> 00:26:55,033
Another thing that I will show you
is there
506
00:26:55,033 --> 00:26:58,033
since the name is the stickers list,
507
00:26:58,233 --> 00:27:01,633
if you want to add like a bit of chip
damage on the side
508
00:27:02,433 --> 00:27:04,366
stickers that do have adequate,
you can do this.
509
00:27:04,366 --> 00:27:05,833
You can add a black monster.
510
00:27:05,833 --> 00:27:08,633
The paint like this,
they will completely disappear.
511
00:27:08,633 --> 00:27:09,333
But don't worry.
512
00:27:09,333 --> 00:27:11,866
Now what you need
to do is you need to select
513
00:27:13,066 --> 00:27:13,300
this.
514
00:27:13,300 --> 00:27:14,233
Just remove this.
515
00:27:14,233 --> 00:27:17,666
You need to select any smart mask
or any of the grungy maps.
516
00:27:18,900 --> 00:27:21,900
Like, let's say I search for diamonds
517
00:27:23,166 --> 00:27:26,333
and we can use
maybe something like this, add
518
00:27:26,400 --> 00:27:29,400
a failure to it
first and drag and drop it
519
00:27:31,266 --> 00:27:33,266
onto it.
520
00:27:33,266 --> 00:27:35,300
And you can see we have
I did a bit of damage.
521
00:27:35,300 --> 00:27:39,833
It is not really buffet
like we can rotated by 90 degrees.
522
00:27:40,600 --> 00:27:42,766
I'm not going to add it,
but I'm just showing you
523
00:27:42,766 --> 00:27:44,100
how we can do things like this.
524
00:27:44,100 --> 00:27:48,200
You can increase the contrast
to make it look like as
525
00:27:48,233 --> 00:27:52,466
this paper is being scratched
and you can add a little bit
526
00:27:53,933 --> 00:27:56,100
of it here and then layer
527
00:27:56,100 --> 00:27:59,100
with the tiling a little bit
528
00:28:00,300 --> 00:28:02,466
and you can see it
adds a little bit of did it,
529
00:28:03,566 --> 00:28:06,133
then you can maybe,
530
00:28:06,133 --> 00:28:09,133
let's see, I had a mask to it.
531
00:28:09,233 --> 00:28:11,700
So you add that to it
and maybe select the thing
532
00:28:11,700 --> 00:28:15,700
that as a to the
533
00:28:17,900 --> 00:28:21,066
you can see
it makes it a little blurry
534
00:28:21,366 --> 00:28:24,366
over here on these edges
535
00:28:24,466 --> 00:28:26,433
or maybe you can try thing
536
00:28:26,433 --> 00:28:29,433
that is like a drop.
537
00:28:31,800 --> 00:28:33,666
This would also give it
a nice effect,
538
00:28:33,666 --> 00:28:35,633
as you can see,
if could turn that on.
539
00:28:35,633 --> 00:28:39,066
Not so.
540
00:28:39,200 --> 00:28:40,666
You can definitely play with this.
541
00:28:40,666 --> 00:28:42,966
I'm just giving you like my opinion.
542
00:28:42,966 --> 00:28:45,966
You can change the grungy map
543
00:28:46,900 --> 00:28:48,900
to see different results,
544
00:28:48,900 --> 00:28:51,233
the different maps,
545
00:28:51,233 --> 00:28:52,900
and you can see which fix
546
00:28:52,900 --> 00:28:55,900
bigger according to your
547
00:28:56,033 --> 00:28:57,433
personal preference.
548
00:28:57,433 --> 00:28:59,966
You can also what you can do
is, let's see,
549
00:28:59,966 --> 00:29:04,133
I just choose anything like this.
550
00:29:05,333 --> 00:29:06,800
You can increase the contrast,
551
00:29:08,100 --> 00:29:08,966
just the balance.
552
00:29:08,966 --> 00:29:11,966
And if you make
553
00:29:14,000 --> 00:29:17,000
if something is
554
00:29:21,000 --> 00:29:22,766
all right,
555
00:29:22,766 --> 00:29:27,300
let's say we add some
this type of damage to cartridges
556
00:29:27,600 --> 00:29:31,500
and now you want to add a bit
more by yourself, What you can do is
557
00:29:31,500 --> 00:29:35,266
you can select the mask, go over here
and add a paint layer to the mask.
558
00:29:35,266 --> 00:29:38,500
Now make sure to move the paint
layer below the block.
559
00:29:38,966 --> 00:29:40,800
And now
560
00:29:40,800 --> 00:29:43,800
we can come back over
to the brushes section
561
00:29:44,333 --> 00:29:47,400
and let's see, I don't to brush.
562
00:29:47,900 --> 00:29:51,200
And now if you can see,
if you try to paint it all, looking
563
00:29:51,233 --> 00:29:56,233
for change, the color
to black removed it like sticker.
564
00:29:56,766 --> 00:29:58,300
If you change it back to white,
565
00:29:58,300 --> 00:30:00,866
it will start appearing back again,
as you can see.
566
00:30:00,866 --> 00:30:02,300
But if you change it to black,
567
00:30:02,300 --> 00:30:06,100
you can now manually remove it from
the areas that you want to speak.
568
00:30:06,100 --> 00:30:09,600
So to save and you say
you want to remove it from over here.
569
00:30:10,466 --> 00:30:15,466
So you can also like manually the
effect using a brush can do it. That
570
00:30:17,566 --> 00:30:20,566
nice look I see
571
00:30:20,800 --> 00:30:21,300
next to you.
572
00:30:21,300 --> 00:30:24,300
Change the brush. Now
573
00:30:26,366 --> 00:30:28,800
so do this X to switch back to white.
574
00:30:28,800 --> 00:30:32,300
You can see you are now painting it
back and this is the beauty
575
00:30:32,800 --> 00:30:35,966
said the use of the negatives
that you can use
576
00:30:35,966 --> 00:30:38,966
to make your
577
00:30:39,000 --> 00:30:41,966
margins
or pictures would be even better.
578
00:30:41,966 --> 00:30:44,900
I would just remove the paint layer
579
00:30:44,900 --> 00:30:47,900
and let's
just completely remove the mask
580
00:30:48,533 --> 00:30:50,900
and keep the typing is clean.
581
00:30:50,900 --> 00:30:53,900
Or maybe we can just add a black
mask to it
582
00:30:56,100 --> 00:30:58,900
instead of a black
mask, let's add a mosque.
583
00:30:58,900 --> 00:31:01,666
So that way they stay on.
584
00:31:01,666 --> 00:31:04,666
And now when you select the brush,
so let's add a layer,
585
00:31:05,666 --> 00:31:08,700
select the brush, and then
try to paint with that black.
586
00:31:09,100 --> 00:31:13,800
You will see you are removing it,
but it's just you use a dirty brush.
587
00:31:13,866 --> 00:31:17,700
And I would rebuild
it all along the edges
588
00:31:19,233 --> 00:31:22,233
just so
589
00:31:26,400 --> 00:31:27,366
it looks as if it
590
00:31:27,366 --> 00:31:30,366
is being trimmed off along the edges
a little bit.
591
00:31:31,133 --> 00:31:31,966
Very, very definitely.
592
00:31:31,966 --> 00:31:33,033
This is totally up to you.
593
00:31:33,033 --> 00:31:35,733
You can do it however you may like.
594
00:31:35,733 --> 00:31:38,733
I don't want to add too much damage
to my stickers.
595
00:31:39,633 --> 00:31:41,466
I want to keep them
a little excessive.
596
00:31:41,466 --> 00:31:45,333
So I would just add a little bit
of damage on the corners.
597
00:31:46,800 --> 00:31:49,333
You can also use different types
of brushes
598
00:31:49,333 --> 00:31:51,400
to get like different types
of results.
599
00:31:51,400 --> 00:31:53,366
There are a lot of options
to choose from.
600
00:31:53,366 --> 00:31:55,066
Definitely
601
00:31:55,066 --> 00:31:58,066
like this one also
602
00:32:02,100 --> 00:32:03,833
I think is pretty good in my opinion.
603
00:32:03,833 --> 00:32:05,866
I'm happy with it. I will.
604
00:32:05,866 --> 00:32:08,866
Last night, just quickly,
I'd walk through exactly
605
00:32:09,400 --> 00:32:12,400
because the kind of makes it,
606
00:32:12,466 --> 00:32:15,466
in my opinion,
607
00:32:16,833 --> 00:32:17,466
they didn't.
608
00:32:17,466 --> 00:32:20,200
It is fine, let's just save.
609
00:32:20,200 --> 00:32:24,333
And yet now I'm happy with how the
textures have turned out for this.
610
00:32:25,500 --> 00:32:28,500
In the next video, we can just export
all the pictures
611
00:32:28,666 --> 00:32:31,666
of the Nintendo Gameboy
and the packages back to Blender,
612
00:32:31,733 --> 00:32:34,500
and then we can start with the
613
00:32:34,500 --> 00:32:35,800
lighting and rendering process.
614
00:32:35,800 --> 00:32:37,533
So Tango's
watching Ultimate next one.
48194
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