All language subtitles for 17. Chapter - 16.mp4

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French Download
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu

Original subtitles

Welcome, guys.

So in this lecture, we will be exporting all the pictures

from southern Spain to back into bling.

But I also added like a couple of more pictures

that you can add to the Gameboy if you want to just select them

both and abstract and drop them into the shells.

Select as the picture

and into the projected input.

Again, we need to do the same thing,

then shift and snap it through the backside.

You may be

you can add a layer

and now use the prediction tool

and drag and drop this in this module.

Stick over here.

Began stamping a small sticker

just to add a bit more detail.

Maybe not here and again here

you can rest s then the size of it if you want to

realistically decide if you're like,

yeah, this is much bigger

and less drag and drop this one.

We can stand up for you both in the back side.

These are like a couple of Pokémon shooters.

Now we're going to select the A tool and if you like, painted

a little bit can access.

So I'm just showing you how we can add

a little bit more authentic details to your models.

Think something like

this looks pretty good.

That's just for demonstration vocals and you can like experiment

along with this, whatever you like, you can.

We will a lot of different kind of stickers or any kind of like

extra additional details that you want to add on.

Next, rename this to sticker and I will add a feeder same

offensive perspective to just make it a little bit darker. So

the color tone of it

in what's going forward

by this line, I have Desaturated a little bit.

Yeah, that's pretty good.

All right.

So now to export textures

from substance painter to blender, you just need the control issues.

Then added the shortcut for exporting textures.

You will see this window pop up all.

You can also go over to file and you could export actions.

All right.

So we only have to worry about the settings over here.

So first is output directly.

This basically means where you want to export textures.

So just click over here and I will head over to the recorder

that actually Alexa, you can create the new folder.

Actually, the name is don't blame no pictures.

Just so we know it is different from this station folder

in here.

Invade another for the next few things to be like.

Open it up and you select folder and you can see the parties

appearing over here. Next is the output template.

So in this case

you will find like various different templates of different softwares.

Like we have Blender, we also have like Unity,

Unreal Engine Sierra of we want to export this to blender.

So next slide you will be selecting Blender

select this one by blade.

Let's see, we can go with the engine, maybe

go with 16 bits and the size can bifurcate

and rest of the thing remains the same.

You can also select the pictures.

So if you have like multiple different pictures in your model,

like enable and disable them some more here.

If you only want to export like one dataset or do

anything to adjust specific settings from over here.

But these are like global settings and like 95%.

Other times

you only have to agree for here only

and you don't have to do anything else.

And then you have done all the settings just hit export

and things like finish.

Also lets open a blender,

open up

this slide and let's disable this for now

and open up Gameboy.

Now we can go over to the shooting tab and let's add the materials.

So one thing that I do

want to suggest you guys first go over to the edit step

and in the preferences menu, enable the items in all brand.

If we don't have this anywhere, just enable this in

it will give us a nice

little shortcut that we can use to set up the pictures all at once.

So what you need to do is just select this principle.

You would find it over here by default in your material,

then hit control shifting

and this window will pop up.

Go back.

And now in the pictures folder

you select all of them at once and hit principal reduction setup

and just wait for it

to load and you will see everything would be loaded all at once.

Just give it a little bit of time.

Menu as you can see.

Okay,

everything has been set up correctly.

You can see as you can see, the picture setup is done

all by itself.

You don't need to do anything.

So this helps us a lot.

Make sure to check that all the other pictures

adding color, space, non color and only the base color is in Sydney.

The rest of them should be non color.

All right.

Now we can go back to layout and if you view this in the interview.

So currently we are in the easy shading,

but let's change this to cycles

because cycles is more equity with the lighting and everything.

It would be a little bit slower if you have a few.

You can change this from seed. You

just give it a little more time.

It would be much faster.

You can also enable the noise from what you.

This will help to like remove all those

like noisy textures you will see when you are like moving it around.

You can see this noisy, grainy texture.

So if you enable this it would be reduced a little bit

and you can now press shift and let's add

a simple light excited and additional light.

So again, I said maybe

you can do this and rotated like this.

You can press R two times to rotate XY

along this plane and then now they can see odd

excess came out pretty good looking really nice in there also.

So let's do the same thing for the cartridges.

Stop this, enable them back

and go back up.

Since being dumped by these invites

and in the cartridges make sure that it's seen.

All right.

So now we control which is going to be

you need to have painted over to automatically

and this full screen the new for you doesn't need like ridges

open it up and select follow

and just quickly do the same settings to activate for the other object

and now the export.

So now the export is done, canceled.

Go back to Blake

and select the cartridges this time

and take a look at the shooting death.

And again by this video

facilitated controls shifting

in the cartridges for deselect all of them

and make sure get made for the load.

All right so it is done

now you can see the pictures that showing up properly over here.

There's still the layout that

they find for

the thing to load up a little bit.

And you can see everything looks pretty good in my opinion.

I think shares came out pretty nicely.

Let's just bring them out over here in the front and let's

see now we can start to like set up the render, really grabbing.

So let's see how we can do that. Excellent.

That would be shift and look at a simple, plain

press one

for the fun view and just basic

so that it acts as the ground.

It now scale it up

and make sure

it is not overlapping like this because it can do it

this way. The shadow dropper.

And now what I will do is I will show you a nice graphic.

This is the next scaling up like this.

So then this step

is to

select and select this edge whiskey to X to look like this, say,

and just exploded towards the top like this.

And now you will notice we see this weird edge,

apply the scale first, then stab and I will select this.

It's been press controlled and buried it out and make it smooth

this to create that to new lighting effect.

You can scale it up a little bit more

if you want to go battle and you can see what

now you can select this.

I mean, the plane that we just started

out a new material to this and it like do things like changing

the color of the background Ultima show to the right click and shade

so that you don't see any of those versioning issues.

And yeah, you can do a lot of things like in the a lot of the thing

they intersect is if you like I said this to completely black

and let's I make this

decrease in roughness you can see

now the background is like really shiny

and things are being reflected,

all of it before we actually start to set up

the lighting in, like setting up the camera, lighting and everything.

It one thing that I want to do

is let's come back over here in the viewport shooting.

Let's just disable the plane for now.

I will select the plane and the light this and move this

to a new collection.

And let's rename this collection to camera and lights

will light the camera later and and disable it.

Let's disable the cartridges also.

And now what I want to do is that I want to create like a parent object

that we can select to easily move around this.

It goes right now, if we want to move it,

we need to select it all like this.

Then then just moving.

So it is a little bit of passive.

So what I would basically do is I would be shifting and side empty

object and add a plane axis, move it over here in the middle of a game.

What like it can be roughly in the middle.

It does not have to be equity.

And now

while this empty object is selected, make sure this is active selection

so that this election is like this yellow colored selection.

And if we hold shift and set, it's something else.

You can see now it is no longer the active selection.

This object is that selection.

So whatever it is is in this is that this selection

and whatever it is, an orange color is not that selection.

So make sure this is that is selection.

Then proceed to select everything.

And now you can see everything is selected but odd

MP access is the main selection

and now what you need to do is it right click fading?

And we tend to object.

As soon as you do that, what will happen

is now if you select this empty object

and move it at all,

you can see all of the objects are moving along with it.

So this makes it a lot easier because you can easily

select this, move it around, begin even rotated scaling.

So it makes it easier to set up everything.

Let's do the same thing for the cartridges.

Also, I would select this empty and this M and move this to the

my collection.

Let's enable the cartridges

and make sure I can do it for the moment.

Basically, I am at this moment here.

Now I will just select all of this

and this edge to hide it now, just like this one now.

Bresee So that this stays the active selection, right click

painting and object.

This s to bring this back

and I'll hide this 174

Top view will enable screencast case

the shiftless and

empty movie though over here

and now again by this is the selection this

if I click I'm waiting

this edge to bring everything back.

We can just select everything this end

and move this to the packages of light collection.

All right, let's enable back everything.

And this way it would be a lot easier for us to move around things.

We can place these tools over here.

Let's see.

We can just

either next locate them by 90 degrees.

This okay, then -90 degrees like this.

And place them on the ground.

Let's do the same thing for this.

Also,

the seven foot view, visibility

and all of this.

I'm just trying to create some type of

interesting looking render.

Let's select this and we'll take it a little bit

this way.

All right, guys.

Now look at a camera and setup.

See if your pics of this should be an and camera.

So now you can see the camera's added here.

If you want to view it through your camera view,

you can press zero on a number back

and you will notice that you are viewing

through a camera now as soon as you press zero.

So set up this camera properly.

It is really easy.

What you need to do is basically move around your scene in normal view,

how you want it to be placed in the camera.

Like let's say I want it to be placed right about here like this.

As soon as you have placed your view correctly, then

you can press control or end zero and it will see the camera

fixed perfectly along your view as you have placed it.

If you press a zero

now zero and a

number back, you will be easily able to view through your camera.

And now to adjust it even better, you can go over here in this tab.

So this end to view this step and in the view tab,

enable lock camera to view, then you enable this.

You can move it on your camera easily now as you move around your scene,

but as soon as you set it up, make sure you just disable it back

because it can sometimes mess up things.

See it now we have done this.

Let's move through on interview once,

and the setting that I will enable is I think I've already enable it

so you can come up over here

in the output properties and make sure people ring the region

so this will do is it will only show you the region

that will be the index that is to your camera

and rest of the things would be hidden.

So make sure you enable this

all right.

Let's set up some things a little bit more.

What I will do is to view both sides of the aisle.

What is this Gameboy I replaced them side by side.

So just select this and now to select

all of the objects at once because we need to duplicate them.

Press shift flag.

So this is select group and select the children

and you can see everything is selected on its own.

Make sure to hold shift and select this also

and now press the duplicated,

place it over here and now let's just

rotating by 23 degrees

zero two view to your camera and again

enable camera view and let's place this properly

now select this, select this first

and rotate it like this and select this one and rotate

something like this.

We can also first disable camera to view.

You can select this thing over here on the

cartridge and input shift plug and select

group children and make sure the hold shift and select this.

Also then pressure as d

you can g and then press shift BLAZEK

to only move it in the x and y playing explicit over here

and now this then X located by 90 degrees.

Then you can press seven for the top view.

I'm just placing inside this simply

I'll bring it out for Bridgette and Z

and next move it up in here.

I think it fits pretty well.

Say up energy

down by two times just to move it along the rotation.

And now let's view up they can go to the resident

40 odd camera and yeah I think it looks pretty nice

you can maybe bring it

out a little bit

like six.

Yeah that's pretty good.

Again, I will select these two things over here.

What we can do is just enable x ray

and select everything over here

and now.

Just make sure to select this thing over his whole control

and select this. And you just select everything.

Find holding control.

Now pressure flows D

Then shift the basic staple

here like this,

and this is rotated

on the y axis

by degrees to flip them completely

and we can place them somewhere on here.

Just to add a bit more detail to the scene

then just quickly, selectivity.

So all of these objects,

there's zero due to your camera

and let's move right about here so that everything is in the center.

And I think I'm happy with placing that in the like this.

Now it's time to set up the lighting a big Vega.

All right.

So let's see, I will first just delete this, but

we don't really need it right now and double over the shading tab. Now

make sure the view that

the new resident the view to a camera

and now you guys must be currently in the object if you select

like any of the objects, you can view their materials.

Like if you go over here and select the void.

So click over here, I think.

Yeah, yeah.

Now just look over here and select voice

and then you can adjust the lighting settings of the work.

If you will notice, if I select this node over here,

this is the node that is acting by default.

So if I just selected and delete it,

everything would go dark or don't very vivid add on HDR

inside of the select environment, nor do I do it here and now.

This is really taking this whole sites.

I've added HDR I find that you can use obviously just totally

if you want to use some other HDR, I find you can download it from the

great websites that

provide HDR for like quality quality in 3D or ambient.

So they are a you can use it, you find it.

I have provided you with one of them.

If you want to use that one. You can definitely go for it.

So just head over to the devoted electrical and carpentry shop.

So just open it up and now plug it in.

That self is

as soon as you do that, you can see we are viewing

the dry.

It is a little bit weird right now,

but don't worry, we'll fix everything.

I think it is being caused because of the lighting.

Roughness is very low of this barrel, but the M6 actually drops.

So now select this note, this factory key

and you will add this mapping node.

So what we can do is we can rotate the extra how well you like.

Let's cross let's

fix the background a little bit.

So what we need to do is type in zero and rotation.

Next, select the background and come back to object.

So what we basically do is the visit of Nest of somewhat like 0.8.

Yeah.

As you can see now, it looks pretty good.

All right, so let's change the color.

Now look over here on the base color and increase the value.

Maybe something like point three.

I think this compliments are

relevant.

All right,

So now let's go back to the settings and we can use this mapping node

to maybe like, move around day to day and you can do things

like rotating it around

so you can rotate it to find the best possible lighting angle.

These are the different settings that you can play around.

Let's say it goes something like 170.

Also like

add on to this team, you can

shift and add a thing

like area like let's go back over here to viewport shading

and you can like rotate by 90 degrees

like this. First.

And now if you view your

interview,

you can select the area light

and maybe just increase the power of it.

Add a little bit different kind of lighting.

You can change the color

and you can add like multiple different lights to create a

nice setup set that is totally up to experimentation for you guys.

You can create different lighting cycles for you.

So what I would do now is I would just quickly

put my team one time to just see how everything looks.

And after seeing that, I know we can see like what things we have to see.

So what is lacking in Orinda?

So come over here in the vendor settings,

make sure to just set up everything like this.

Enable the noise for both of the viewport and the render.

And we have this max samples over here.

So right now this could indicate the 4096.

That is a large number and it can take a lot of time.

So this could decrease this 2000 only.

And now

you can hit F12 on your keyboard to start the tendering process.

And I described that with you and that finishes.

So I'll see you there. Right.

All right, guys.

So the rain date is done now, and if you zoom in over here,

you will notice that game bar looks very, very vivid

with all these stuff going on.

So I actually knew about this error and I know how to fix it.

I just want to show you guys how it might look.

So this is because of the displacement.

That's what we basically need to do is just close this,

go back to object and select the Nintendo Game Boy.

So currently, if you just scroll down over here

and check out the displacement node over here, the scale is going to be

set to one that is quite a large number for displacement.

We need to just decrease it down to 0.1

for this and also for the cartridges.

Also, as soon as you do that, this fix, all of those

are going to be issues that are going on within Gameboy.

And if you press F11 to view that and you can see

everything looks relevant.

So now when you have done this case again, this F12

and just quickly they it out and wait for it to finish.

All right, guys.

So that is again then now now if you zoom in on what you did,

it looks pretty good.

The bumpy stuff is like really smaller, so it looks much better

if you want it to be integrated even more.

But in my opinion, it looks pretty good.

Now the renders are coming out fine.

The lighting itself is pretty basic, but I think it looks

it looks really nice and yeah, we can definitely work with it.

If you want to now save this image, you need to go over the image, save

and I've already created a folder, but you can just save it

whatever you want and make sure to send this to JPG or

decrease the compression to zero because we don't really need

any kind of compression.

So in this JPG and set the quality 200

and then you can name it whatever you want

and then just hit save as image.

And now basically the render would be saved.

So we are pretty much done with of course, over here

I've shown you how we can render things out.

So what I suggest you guys should do

now is to experiment with the lighting

and you can experiment with the camera angles.

You can like the various

different portfolio shots, like you can take one single shot off

from the front only of the Gameboy one from the back side.

You can take all of the screen shots of the cartridges and whatnot.

So yeah, I definitely suggest to guys to experiment a little bit more.

And as I said, you can add multiple different light

to create a different kind of lighting setup.

Another thing that I want to mention is

if you

head up over

in the output properties, you could also change

the resolution of the ring.

You can see that you can increase or decrease the resolution

and play around with the aspect ratio of your render.

You can maybe like increase it to 25, 60 by 40, 40,

or even you can increase to full scale.

So I would suggest you guys to render it out in this resolution

and also increase the render samples a little bit.

Maybe 4096 is a big large number, so we can work around the 2000.

But yeah, your interest would take a little longer,

but the quality would be much nicer as the resolution is high

and the number of samples is a little high.

So when you are taking

your final renders, then you can maybe like render it

out in a higher resolution, higher samples.

But when you have like really

testing things, you can even set this to maybe 500 or 400

and degrees in addition to only any.

So let's just do one final thing in this resolution

and the samples and I will show you a couple of things in Photoshop.

And then we like the course.

I just would quickly escalate and wait for that indication.

All right, guys.

So the that is done

and you will notice that the quality is much greater with this one.

So let's just go with the image, save

and see what does the do

I would say with JPG and increase

the quality 200 x save as image and open of Photoshop.

I disclosed this for now.

There's 61.

So in Photoshop open and there's just opened up a render

little over here.

So I don't really know that much

about Photoshop, but there is one little setting that

I always use

and actually enhance your renders by like two or three times.

So just go to facial, sharpen and select shop and as soon as you do

that you will see your edges are like lot more sharper and you can just

undo it once and see the effect.

So everything is looking like kind of fuzzy.

As soon as you

go and do it back, you can see

everything is like so shot and the edges look really nice.

So this is the one setting that I always do to my renders.

And this will like make your vendors public.

Obviously you can do other things like setting up the

tone, contrast or color

and changing the brightness contrast.

So these are like the basic settings.

I don't really know

that deep about Photoshop and definitely do all these things.

You can change the color balance,

like giving it a different type of paint, whatever you want to do

that is totally up to you guys.

How do you want to do it?

But this is the couple of things that I want to show you in Photoshop.

Definitely make sure to select

one more thing that will enhance your render.

A lot.

And yet now I would suggest you guys to take out

a couple of different portfolio shots.

Like you can take single shots and like take one shard, right?

Yeah, just set up different kind of lighting setups

and that would be nice.

All right.

So this is pretty much it for this course.

Thank you for watching. I hope you like this course.

If you have any note,

make sure to drop it in the comments or message. Me.

So now you're watching to see the next.

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.