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Okay, welcome to this project. For this project, we are going to texture
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the air conditioner as a hero game asset, okay?
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And for a hero game asset, we need to keep details, some details, big shapes, in the
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topology and model, and we need to keep high quality and the best quality in the texture
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for this asset, okay? So, for this purpose, I'm going to use UDIMs for the body part,
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okay? And the other part, for example, the stands, the fans, and this stuff, they are
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going to be a separate material, okay? But the main challenge here is...
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how to keep the same textile density, or in the other word, how to keep the scale of the UV islands
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in the same size in both different material and different UV coils in eudyms. So this is
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the main challenge that we have here and I'm going to tell you how you can do this in the easiest way,
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okay, for this project and the other project that you want to use these techniques and after that we
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go to Substance Painter and start our process. But we need to consider this when we want to
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texture a hero game asset, which is very important for us and in the game we are going to see it a
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in the close-up shots. So we need to consider
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the texturing quality, okay? And it's very important to have control on the details on the model,
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okay? So, for this purpose, when you are going to texture, for example, the downside,
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okay, this floor, you don't have enough control on this, because in Substance Painter you cannot
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rotate the model and work on the floor, okay? Or, for example, if I hide this body,
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okay, we don't have any control of these sections, okay? So, it's not good for this type of asset,
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or any asset that we are going to work on, and the quality is important, the details are important,
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and we need more control on it.
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We need to take two steps for this, ok?
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The first one is manage the baking process.
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That's it.
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So we need to control which part is going to affect the other parts
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and they are going to be like stick together or separated.
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So, we need for the first step
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take care of baking process, ok?
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So, for this project I'm going to use the explode technique.
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So, we are going to make separate model
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and each part is going to be far enough from the other parts.
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So, when we bake each part
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they are going to affect on themselves, not other part, ok?
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So...
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Let's show you what mean explode. I'm going to show you, don't worry.
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And after that, we need to manage the texturing part.
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Ok? So, for the texturing part, I'm going to use the technique which is called clone.
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Ok? So, let's focus on the baking process.
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I'm going to show you what mean when we call the explode technique.
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Ok? This is the original one.
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As you can see, the model is assembled, and everything is ok.
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And we are going to render this model after all.
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Ok? So, for the baking, I'm going to create this arrangement.
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Ok? This is body.
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This is a section related to the fans and the radiator and the screw part.
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Ok? So, this is the second one, this is the first one.
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Ok? And the third one is the stand, the fans and the other stuff here.
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Ok? So, when we make mesh maps on this model,
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the AO, the curvature and all these mesh maps which is related to the texturing part and they are important.
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We can control in this way.
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Ok, in the AO, for example, let me explain you in this way.
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For the AO, in the original method, like this,
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we have a dark area here and when we want to texture this part,
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Ok?
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there is just ale, the darkest spots. So, it's not good for the texturing part.
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Ok? But when we bake the mesh maps in this way, it's not going to be all dark area here.
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Ok? Because there is no things, there is no any model to affect in this area.
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Ok? So that's it. I'm going to show you the difference between each of them.
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The assembly mesh maps, it's good or not. And this explode method, which is good or not,
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we can discuss it later. But, this is the first action that we are going to take. Ok?
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So, there is another technique, we are going to discuss about that in the next project.
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So, don't worry, the explode is very good.
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technique for baking a complex model, but we are in the modern age, and we have the modern way to
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do it. But, explode method is very good for controlling manual baking, okay? Controlling
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manually the baking process. So, we need to learn that, and after that we can use the explode or
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the modern way, okay? So, that's it, and this is enough for the baking process. I'm going to show
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you this part in the future, near future, and let's go for the texturing part, okay? As I mentioned
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before, we need to control the details around the model, okay? And, for example, in the baking we
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create separate model to control the effect on the model on each other.
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Okay, so let's go back again on the original one. In the original model I couldn't control
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any data here because this model is underway. Okay, so and when we are going to use HDR lighting
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inside Substance Painter viewport we couldn't have enough lighting data in here because it's
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a downside. It's near to the floor. So we can use the clone technique. And what is that?
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For the clone technique we are going to separate clone, instance, copy, anything you call it.
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Okay, different copy of the original model. As you can see this is the original one.
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This is the upside down version.
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And this is the rotate version in both left and right.
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Okay, and when we are texturing inside Substance Printer,
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we can texture and we can see the result of the texturing in anywhere on the model.
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Okay, because we are going to use the same UV, the same data from the UV and the material.
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So we are going to show you the same, exactly the same effect from the original one.
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Okay, so we bake data from this model, export the mesh maps from this arrangement.
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Okay, from this setup model.
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And after we bake this, we are going to import and give the mesh maps.
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to the project that we create with this model, with the set of this model. Okay, so
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we can have control on this part in here, we can have control of the texture, of the button,
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background, and all the thing here, we can see the result here. Okay, there is enough lighting
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data here that we can see. That's it. And when we export the texture from Substance Painter,
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we can use it in original model. Okay, that's it. Very easy and very efficient. So,
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because we are going to use UDIMS and the Marmosetoolbag,
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it's not like UDIMS support rendering engine.
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So we need to take some further action, okay?
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So for example, the yellow part is one UV tie,
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the blue part is one UV tie,
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but the body, it's not one UV tie,
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it's like three UDIMS, okay?
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So for each UV tie,
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I set a unique material inside 2ds Max,
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you can do it in Maya, you can do it in Blender,
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it's not a different, actually,
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you are going to give a material
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for each UV tie separately, okay?
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So that's it.
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And when we export this model into Marmstor Toolbag,
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we can give the material for each UV tie separately
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and it's done.
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So we are going to discuss about this whenever we want to render it inside Barmstool Toolbag,
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so don't worry. And let's go skip this part because we have all the information that we
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need for starting and let's go to the Rizom UV Lab and I'm going to show you how to keep
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the same size across different materials, different UV ties to get better results.
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Okay, so the main goal here is when you give the checker material to the model,
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okay let's select the model here, and when you give the checker material, as you can see,
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we have the same scale, listen, we have the same scale of the UV checker on the UV, the whole UV.
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It's not different from each material to each material, the material to material, okay?
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So everything is like the same size, the same UV, except the back part here because it's going to be
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dark, solid black, so it's not mandatory to have the same scale here, let me show you,
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okay, except this part, but we have the same UV scale all around the model,
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in different parts of the model, different material, different UV tiles, and we keep this
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size exactly the same. So how we can do that? Let's go for the UV part, I'm going to show you
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some technique to keep this and use it in your project, and after that we are going to
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start the baking process and make this air conditioner awesome.
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