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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:06,000 The following is a work of fiction. Any resemblance to actual persons, living or dead, is coincidental and unintentional. 2 00:00:09,818 --> 00:00:18,777 Welcome to this video. In this video we are going to have a discussion about a very common problem 3 00:00:18,780 --> 00:00:27,338 and issue inside Substance Painter and it's like when we are in the middle of the texturing process 4 00:00:28,698 --> 00:00:35,098 we have a change inside the model. It could be changing the shape, the model, 5 00:00:35,898 --> 00:00:44,298 deleting some area, adding some area, changing the UV or this kind of stuff. So what we can do 6 00:00:45,018 --> 00:00:54,138 to save the process that we take because we create some masks, depends on the model, 7 00:00:54,858 --> 00:01:01,930 paint some mask or detail on the UV and what happened to them and what is the solution and 8 00:01:01,932 --> 00:01:04,153 Subtitled by online-courses.club We compress knowledge for you! 9 00:01:04,153 --> 00:01:08,064 what is the way that we could change the model. 10 00:01:08,464 --> 00:01:19,743 and save our process and the work that we did. Okay so for this problem we should consider some 11 00:01:19,746 --> 00:01:31,823 factor and pay attention to some details and we can do that inside Substance Painter. Okay so the 12 00:01:31,826 --> 00:01:42,223 first scenario is like we are going to just reposition the model. For example for this part 13 00:01:42,226 --> 00:01:50,063 I'm going to move the lead and bring it up. Okay so this is the first scenario. 14 00:01:50,066 --> 00:01:57,823 We are just changing some element in the model. We're not removing anything, we are not adding 15 00:01:57,826 --> 00:02:05,424 anything and we didn't touch the UV. Okay so it's like let's 16 00:02:07,504 --> 00:02:12,224 add the model to the 3ds max and we just 17 00:02:14,304 --> 00:02:17,104 for example detaching 18 00:02:21,824 --> 00:02:31,663 this element in here and rename it to lead and now we have two model 19 00:02:31,666 --> 00:02:41,783 and this is new with new name but as we discussed before the important thing 20 00:02:41,786 --> 00:02:50,383 when we are using Substance Painter is the material name or the texture sets 21 00:02:50,386 --> 00:03:00,703 name so if we keep the material on the model as same as before and we just 22 00:03:00,706 --> 00:03:05,328 export the model the new model with new position 23 00:03:05,648 --> 00:03:13,568 or new arrangement with the material which is exactly the same spelling 24 00:03:14,528 --> 00:03:23,328 on the texture set that we have inside Substance Painter it's nothing so there is no problem 25 00:03:24,128 --> 00:03:33,407 we can just re-import the model and everything is okay so let's go for the test I'm going to export 26 00:03:33,410 --> 00:03:45,408 this model okay let's go to the export selected and in this address I'm going to save 27 00:03:47,568 --> 00:03:50,048 this part version like part 28 00:03:52,368 --> 00:03:59,727 just position or we can save it variation number one and let's save it 29 00:03:59,730 --> 00:04:04,784 and press ok so we are done 30 00:04:04,944 --> 00:04:11,423 right okay so let's go back to the Substance Painter and we have two methods for changing 31 00:04:11,426 --> 00:04:17,904 model inside Substance Painter it's just like click and drag and release the new model inside 32 00:04:18,624 --> 00:04:25,503 the viewport and you have the project configuration window and the model is 33 00:04:25,506 --> 00:04:33,824 changed already you just need to press ok or you can go to the edit project configuration 34 00:04:35,024 --> 00:04:38,464 and you have this window you can select the new file 35 00:04:42,304 --> 00:04:53,663 okay this one yes open and now the normal format you can change the directx here to OpenGL but 36 00:04:53,666 --> 00:05:00,624 it's not recommended you can import the camera if you forget 37 00:05:01,264 --> 00:05:07,024 to exporting the camera with a fixed file. You can import it after creating the project 38 00:05:08,064 --> 00:05:15,904 and you can use auto unwrap option and there is one option that it's necessary to be turned on 39 00:05:16,784 --> 00:05:25,263 which is preserve a stroke position on the mesh. What does it mean? It means if you paint 40 00:05:25,266 --> 00:05:37,663 something here on the model like this okay and the UV and the arrangement and the packing of the UV 41 00:05:37,666 --> 00:05:47,903 in new model that you are going to load inside Painter it's changed. The Painter can help you 42 00:05:47,906 --> 00:05:57,424 to keep the paint that you fixed on the UV island before match with the new UV arrangement. 43 00:05:58,544 --> 00:05:59,824 So it's going to keep 44 00:06:00,720 --> 00:06:11,199 your paint on the model and reposition the mask on the new UV. So by default we should 45 00:06:11,202 --> 00:06:21,680 turn on this option. It's very useful. Okay, so let's go and press okay 46 00:06:24,480 --> 00:06:25,280 and boom 47 00:06:26,000 --> 00:06:32,639 nothing changed except the change that we create on the model and how we can solve this kind of 48 00:06:32,642 --> 00:06:42,880 issue in here we can go to the shader and just turn on double-sided and yeah, perfect. 49 00:06:45,120 --> 00:06:53,359 Okay, so this is scenario number one. Let's go for the scenario number two. Okay, for scenario number 50 00:06:53,362 --> 00:06:59,440 Okay, for scenario number two, we are going to touch the UV. 51 00:07:00,176 --> 00:07:06,736 So this is the variation number one and I'm going to change the UV arrangement and UV packing 52 00:07:07,376 --> 00:07:15,375 for the variation number two and this is the new UV. Let's import this model to Substance Painter 53 00:07:15,378 --> 00:07:23,696 and see what happened and what we can do about that. So let's load the pot version two in here 54 00:07:24,336 --> 00:07:34,576 and now I just turned on the preserve stroke and let's press okay. So what's happened here? 55 00:07:37,296 --> 00:07:46,175 Okay, the problem is related to the mesh maps. Okay, so in the mesh maps 56 00:07:46,178 --> 00:07:54,096 we have the normal like that, the border space normal like that, 57 00:07:54,656 --> 00:07:59,616 and the ID color like that, and it's not okay. So what we can do 58 00:07:59,872 --> 00:08:08,112 we can go to the baking mode again and just press bake selected texture and just redo the bake mesh 59 00:08:08,992 --> 00:08:14,112 again. So let's bake selected textures and see what happens after that. 60 00:08:19,194 --> 00:08:31,073 And now let's go to the painting mode again and boom, everything is okay but 61 00:08:31,076 --> 00:08:42,633 there is a line here and it's related to the detail line and we need 62 00:08:42,636 --> 00:09:04,313 to reposition or just redo again this line. So let's change the position like 63 00:09:04,316 --> 00:09:16,874 this. Okay, that's it. I'm going to duplicate 64 00:09:17,594 --> 00:09:27,994 Hit Ctrl-D and let's change the blending mode to Linear Dodge and now 65 00:09:28,394 --> 00:09:31,794 let's set 66 00:09:40,666 --> 00:09:47,306 and like this, and done. 67 00:09:49,546 --> 00:10:01,865 Okay, everything is like before, and yeah, we just change the UV of the model and 68 00:10:01,866 --> 00:10:03,990 Subtitled by online-courses.club We compress knowledge for you! 69 00:10:03,991 --> 00:10:14,026 re-imported again into Substance Painter, and we just redefine the mask we set on the UV. 70 00:10:15,386 --> 00:10:22,906 That's it. So let's go for the third scenario. Okay, in this scenario we have a new model 71 00:10:23,626 --> 00:10:30,425 that we are going to work on Substance Painter, and we can do two different ways 72 00:10:30,428 --> 00:10:39,466 for importing this model inside Substance Painter and continue our way. The first one 73 00:10:40,416 --> 00:10:52,255 is to use one texture set, okay, and for this scenario we need to add the same 74 00:10:52,258 --> 00:11:03,055 material from this model to this model and after that we need to pack the UV 75 00:11:03,058 --> 00:11:13,735 again and after that we need to bake again and we are ready to go. But for the 76 00:11:13,738 --> 00:11:24,776 second way we can add a new material, for example, pot without 77 00:11:25,776 --> 00:11:38,935 lead to this model and now we have two texture set and in new texture set we 78 00:11:38,938 --> 00:11:40,544 just need to 79 00:11:41,184 --> 00:11:46,864 assign the material for this new model. Okay, so 80 00:11:49,184 --> 00:11:57,823 these three scenarios is the most common scenario that we are going to face when we are working 81 00:11:57,826 --> 00:12:05,824 on Substance Painter. Any other scenario that could happen during the texturing part 82 00:12:06,624 --> 00:12:15,264 it's part of this tree maybe a little condition is going to be changed 83 00:12:15,824 --> 00:12:24,944 different time, different place, different method but this is the main solution that you can 84 00:12:26,784 --> 00:12:34,623 have for replacing model inside Substance Painter. So let's go for the smart material 85 00:12:34,626 --> 00:12:40,384 it's another way to preserve and save our work. 86 00:12:40,560 --> 00:12:44,560 and reuse it again inside Substance Painter. 9344

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