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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.
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